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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.31 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.121 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 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
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 8 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 12 * option) any later version.
12 13 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 17 * GNU General Public License for more details.
17 18 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 22 *
22 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>
23*/ 24 */
24
25#define ALLOWED_COMBINATION
26 25
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * 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
29 * 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
30 * left on 29 * left on
31 */ 30 */
32#define TREASURE_DEBUG 31#define TREASURE_DEBUG
33 32
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 33/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 34
36/* #define TREASURE_VERBOSE */ 35//#define TREASURE_VERBOSE
37 36
38#include <global.h> 37#include <global.h>
39#include <treasure.h> 38#include <treasure.h>
40#include <funcpoint.h>
41#include <loader.h>
42 39
40#include <flat_hash_map.hpp>
41
42extern char *spell_mapping[];
43
44static treasurelist *first_treasurelist;
43 45
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 46static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 47
47/* 48typedef ska::flat_hash_map<
48 * Initialize global archtype pointers: 49 const char *,
49 */ 50 treasurelist *,
51 str_hash,
52 str_equal,
53 slice_allocator< std::pair<const char *const, treasurelist *> >
54> tl_map_t;
50 55
51void 56static tl_map_t tl_map;
52init_archetype_pointers ()
53{
54 int prev_warn = warn_archetypes;
55 57
56 warn_archetypes = 1; 58//TODO: class method
57 if (ring_arch == NULL) 59static void free_treasurestruct (treasure *t); // bleh desu
58 ring_arch = archetype::find ("ring"); 60static void
59 if (amulet_arch == NULL) 61clear (treasurelist *tl)
60 amulet_arch = archetype::find ("amulet"); 62{
61 if (staff_arch == NULL) 63 if (tl->items)
62 staff_arch = archetype::find ("staff"); 64 {
63 if (crown_arch == NULL) 65 free_treasurestruct (tl->items);
64 crown_arch = archetype::find ("crown"); 66 tl->items = 0;
65 warn_archetypes = prev_warn; 67 }
66}
67 68
68/* 69 tl->total_chance = 0;
69 * Allocate and return the pointer to an empty treasurelist structure. 70}
70 */
71 71
72/*
73 * Searches for the given treasurelist
74 */
72static treasurelist * 75treasurelist *
73get_empty_treasurelist (void) 76treasurelist::find (const char *name)
74{ 77{
78 if (!name)
79 return 0;
80
81 auto (i, tl_map.find (name));
82
83 if (i == tl_map.end ())
84 return 0;
85
86 return i->second;
87}
88
89/*
90 * Searches for the given treasurelist in the globally linked list
91 * of treasurelists which has been built by load_treasures().
92 */
93treasurelist *
94treasurelist::get (const char *name)
95{
96 treasurelist *tl = find (name);
97
98 if (!tl)
99 {
75 return new treasurelist; 100 tl = new treasurelist;
76}
77 101
78/* 102 tl->name = name;
79 * Allocate and return the pointer to an empty treasure structure. 103 tl->next = first_treasurelist;
80 */ 104 first_treasurelist = tl;
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
86 105
87 t->chance = 100; 106 tl_map.insert (std::make_pair (tl->name, tl));
107 }
88 108
89 return t; 109 return tl;
90} 110}
111
112#ifdef TREASURE_DEBUG
113/* recursived checks the linked list. Treasurelist is passed only
114 * so that the treasure name can be printed out
115 */
116static void
117check_treasurelist (const treasure *t, const treasurelist * tl)
118{
119 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
120 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
121
122 if (t->next)
123 check_treasurelist (t->next, tl);
124
125 if (t->next_yes)
126 check_treasurelist (t->next_yes, tl);
127
128 if (t->next_no)
129 check_treasurelist (t->next_no, tl);
130}
131#endif
91 132
92/* 133/*
93 * Reads the lib/treasure file from disk, and parses the contents 134 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 135 * into an internal treasure structure (very linked lists)
95 */ 136 */
96
97static treasure * 137static treasure *
98load_treasure (FILE * fp, int *line) 138read_treasure (object_thawer &f)
99{ 139{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 140 treasure *t = new treasure;
102 int value;
103 141
104 nroftreasures++; 142 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 143
109 if (*buf == '#') 144 for (;;)
110 continue; 145 {
111 if ((cp = strchr (buf, '\n')) != NULL) 146 coroapi::cede_to_tick ();
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 147
117 if (sscanf (cp, "arch %s", variable)) 148 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 149 {
122 else if (sscanf (cp, "list %s", variable)) 150 case KW_arch:
123 t->name = variable; 151 t->item = archetype::find (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 152
125 t->change_arch.name = variable; 153 if (!t->item)
126 else if (sscanf (cp, "change_title %s", variable))
127 t->change_arch.title = variable;
128 else if (sscanf (cp, "change_slaying %s", variable))
129 t->change_arch.slaying = variable;
130 else if (sscanf (cp, "chance %d", &value))
131 t->chance = (uint8) value;
132 else if (sscanf (cp, "nrof %d", &value))
133 t->nrof = (uint16) value;
134 else if (sscanf (cp, "magic %d", &value))
135 t->magic = (uint8) value;
136 else if (!strcmp (cp, "yes"))
137 t->next_yes = load_treasure (fp, line);
138 else if (!strcmp (cp, "no"))
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 { 154 {
144 t->next = load_treasure (fp, line); 155 f.parse_warn ("treasure references unknown archetype");
156 t->item = archetype::empty;
157 }
158
159 break;
160
161 case KW_list: f.get (t->name); break;
162 case KW_change_name: f.get (t->change_arch.name); break;
163 case KW_change_title: f.get (t->change_arch.title); break;
164 case KW_change_slaying: f.get (t->change_arch.slaying); break;
165 case KW_chance: f.get (t->chance); break;
166 case KW_nrof: f.get (t->nrof); break;
167 case KW_magic: f.get (t->magic); break;
168
169 case KW_yes: t->next_yes = read_treasure (f); continue;
170 case KW_no: t->next_no = read_treasure (f); continue;
171
172 case KW_end:
173 f.next ();
145 return t; 174 return t;
175
176 case KW_more:
177 t->next = read_treasure (f);
178 return t;
179
180 default:
181 if (!f.parse_error ("treasurelist", t->name))
182 goto error;
183
184 return t;
146 } 185 }
147 else 186
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 187 f.next ();
149 } 188 }
150 LOG (llevError, "treasure lacks 'end'.\n"); 189
190 // not reached
191
192error:
193 delete t;
151 return t; 194 return 0;
152} 195}
153 196
154#ifdef TREASURE_DEBUG
155
156/* recursived checks the linked list. Treasurelist is passed only
157 * so that the treasure name can be printed out
158 */
159static void
160check_treasurelist (const treasure *t, const treasurelist * tl)
161{
162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164 /* find_treasurelist will print out its own error message */
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next)
168 check_treasurelist (t->next, tl);
169 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl);
171 if (t->next_no)
172 check_treasurelist (t->next_no, tl);
173}
174#endif
175
176/* 197/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 198 * Each treasure is parsed with the help of load_treasure().
179 */ 199 */
180 200treasurelist *
181void 201treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 202{
184 FILE *fp; 203 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186 treasurelist *previous = NULL;
187 treasure *t;
188 int comp, line = 0;
189 204
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 205 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 206 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 207 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 208 tl->items = read_treasure (f);
209 if (!tl->items)
194 return; 210 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201 211
202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
203 {
204 treasurelist *tl = get_empty_treasurelist ();
205
206 tl->name = name;
207 if (previous == NULL)
208 first_treasurelist = tl;
209 else
210 previous->next = tl;
211 previous = tl;
212 tl->items = load_treasure (fp, &line);
213
214 /* This is a one of the many items on the list should be generated. 212 /* This is a one of the many items on the list should be generated.
215 * Add up the chance total, and check to make sure the yes & no 213 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 214 * fields of the treasures are not being used.
217 */ 215 */
218 if (!strncmp (buf, "treasureone", 11)) 216 if (one)
217 {
218 for (treasure *t = tl->items; t; t = t->next)
219 {
220 if (t->next_yes || t->next_no)
219 { 221 {
220 for (t = tl->items; t != NULL; t = t->next)
221 {
222#ifdef TREASURE_DEBUG
223 if (t->next_yes || t->next_no)
224 {
225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 222 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n"); 223 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 224 }
232 }
233 else
234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 }
236 close_and_delete (fp, comp);
237 225
238#ifdef TREASURE_DEBUG 226 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 227 }
240 * verify that list transitions work (ie, the list that it is supposed 228 }
241 * to transition to exists). Also, verify that at least the name
242 * or archetype is set for each treasure element.
243 */
244 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
245 check_treasurelist (previous->items, previous);
246#endif
247}
248 229
249/*
250 * Searches for the given treasurelist in the globally linked list
251 * of treasurelists which has been built by load_treasures().
252 */
253
254treasurelist *
255find_treasurelist (const char *name)
256{
257 shstr_cmp name_ (name);
258
259 if (!name_)
260 return 0;
261
262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
263 if (name_ == tl->name)
264 return tl;
265
266 if (first_treasurelist)
267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
268
269 return 0; 230 return tl;
270} 231}
271
272 232
273/* 233/*
274 * Generates the objects specified by the given treasure. 234 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 235 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 236 * If there is a certain percental chance for a treasure to be generated,
282 * start with equipment, but only their abilities). 242 * start with equipment, but only their abilities).
283 */ 243 */
284static void 244static void
285put_treasure (object *op, object *creator, int flags) 245put_treasure (object *op, object *creator, int flags)
286{ 246{
287 object *tmp; 247 if (flags & GT_ENVIRONMENT)
288 248 {
289 /* Bit of a hack - spells should never be put onto the map. The entire 249 /* Bit of a hack - spells should never be put onto the map. The entire
290 * treasure stuff is a problem - there is no clear idea of knowing 250 * treasure stuff is a problem - there is no clear idea of knowing
291 * this is the original object, or if this is an object that should be created 251 * this is the original object, or if this is an object that should be created
292 * by another object. 252 * by another object.
293 */ 253 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 254 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 255 if (op->type == SPELL)
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 256 {
257 op->destroy ();
258 return;
259 }
260
261 op->expand_tail ();
262
263 if (!creator->is_on_map ()
264 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
265 op->destroy ();
266 else
267 {
268 op->flag [FLAG_OBJ_ORIGINAL] = true;
297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 269 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
270 }
298 } 271 }
299 else 272 else
300 { 273 {
301 op = creator->insert (op); 274 op = creator->insert (op);
302 275
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 276 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
304 monster_check_apply (creator, op); 277 monster_check_apply (creator, op);
305
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
307 esrv_send_item (tmp, op);
308 } 278 }
309} 279}
310 280
311/* if there are change_xxx commands in the treasure, we include the changes 281/* if there are change_xxx commands in the treasure, we include the changes
312 * in the generated object 282 * in the generated object
326 296
327 if (t->change_arch.slaying) 297 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 298 op->slaying = t->change_arch.slaying;
329} 299}
330 300
331void 301static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 302create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 303{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 304 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 305 {
338 if (t->name) 306 if (t->name)
339 { 307 {
340 if (difficulty >= t->magic) 308 if (difficulty >= t->magic)
309 if (treasurelist *tl = treasurelist::find (t->name))
310 create_treasure (tl, op, flag, difficulty, tries);
311 else
312 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
313 }
314 else
315 {
316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
341 { 317 {
342 treasurelist *tl = find_treasurelist (t->name); 318 object *tmp = t->item->instance ();
343 if (tl) 319
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
347 else
348 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 {
351 tmp = arch_to_object (t->item);
352 if (t->nrof && tmp->nrof <= 1) 320 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 321 tmp->nrof = rndm (t->nrof) + 1;
322
354 fix_generated_item (tmp, op, difficulty, t->magic, flag); 323 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp); 324 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag); 325 put_treasure (tmp, op, flag);
357 } 326 }
358 } 327 }
359 328
360 if (t->next_yes != NULL) 329 if (t->next_yes)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 330 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 } 331 }
363 else if (t->next_no != NULL) 332 else if (t->next_no)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries); 333 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 334
366 if (t->next != NULL) 335 if (t->next)
367 create_all_treasures (t->next, op, flag, difficulty, tries); 336 create_all_treasures (t->next, op, flag, difficulty, tries);
368} 337}
369 338
370void 339static void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 340create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
372{ 341{
373 int value = RANDOM () % tl->total_chance; 342 int value = rndm (tl->total_chance);
374 treasure *t; 343 treasure *t;
375 344
376 if (tries++ > 100) 345 if (tries++ > 100)
377 { 346 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 347 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return; 348 return;
380 } 349 }
381 350
382 for (t = tl->items; t != NULL; t = t->next) 351 for (t = tl->items; t; t = t->next)
383 { 352 {
384 value -= t->chance; 353 value -= t->chance;
385 354
386 if (value < 0) 355 if (value < 0)
387 break; 356 break;
388 } 357 }
389 358
390 if (!t || value >= 0) 359 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 360 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
393 abort ();
394 return;
395 }
396 361
397 if (t->name) 362 if (t->name)
398 { 363 {
399 if (difficulty >= t->magic) 364 if (difficulty >= t->magic)
400 { 365 {
401 treasurelist *tl = find_treasurelist (t->name); 366 treasurelist *tl = treasurelist::find (t->name);
402 if (tl) 367 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries); 368 create_treasure (tl, op, flag, difficulty, tries);
404 } 369 }
405 else if (t->nrof) 370 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 371 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 } 372 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
412 { 374 {
413 object *tmp = arch_to_object (t->item); 375 if (object *tmp = t->item->instance ())
414 376 {
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 377 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 378 tmp->nrof = rndm (t->nrof) + 1;
420 379
421 fix_generated_item (tmp, op, difficulty, t->magic, flag); 380 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp); 381 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag); 382 put_treasure (tmp, op, flag);
383 }
424 } 384 }
385}
386
387void
388object::create_treasure (treasurelist *tl, int flags)
389{
390 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 391}
426 392
427/* This calls the appropriate treasure creation function. tries is passed 393/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 394 * to determine how many list transitions or attempts to create treasure
429 * have been made. It is really in place to prevent infinite loops with 395 * have been made. It is really in place to prevent infinite loops with
432 * to do that. 398 * to do that.
433 */ 399 */
434void 400void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 401create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 402{
403 // empty treasurelists are legal
404 if (!tl->items)
405 return;
437 406
438 if (tries++ > 100) 407 if (tries++ > 100)
439 { 408 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 409 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 410 return;
442 } 411 }
412
413 if (op->flag [FLAG_TREASURE_ENV])
414 {
415 // do not generate items when there already is something above the object
416 if (op->flag [FLAG_IS_FLOOR] && op->above)
417 return;
418
419 flag |= GT_ENVIRONMENT;
420 }
421
443 if (tl->total_chance) 422 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 423 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 424 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 425 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 426}
454object * 433object *
455generate_treasure (treasurelist *tl, int difficulty) 434generate_treasure (treasurelist *tl, int difficulty)
456{ 435{
457 difficulty = clamp (difficulty, 1, settings.max_level); 436 difficulty = clamp (difficulty, 1, settings.max_level);
458 437
459 object *ob = object::create (), *tmp; 438 object *ob = object::create ();
460 439
461 create_treasure (tl, ob, 0, difficulty, 0); 440 create_treasure (tl, ob, 0, difficulty, 0);
462 441
463 /* Don't want to free the object we are about to return */ 442 /* Don't want to free the object we are about to return */
464 tmp = ob->inv; 443 object *tmp = ob->inv;
465 if (tmp != NULL) 444 if (tmp)
466 tmp->remove (); 445 tmp->remove ();
467 446
468 if (ob->inv) 447 if (ob->inv)
469 LOG (llevError, "In generate treasure, created multiple objects.\n"); 448 LOG (llevError, "In generate treasure, created multiple objects.\n");
470 449
471 ob->destroy (); 450 ob->destroy ();
451
472 return tmp; 452 return tmp;
473} 453}
474 454
475/* 455/*
476 * This is a new way of calculating the chance for an item to have 456 * This is a new way of calculating the chance for an item to have
478 * The array has two arguments, the difficulty of the level, and the 458 * The array has two arguments, the difficulty of the level, and the
479 * magical bonus "wanted". 459 * magical bonus "wanted".
480 */ 460 */
481 461
482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 462static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483
484/*chance of magic difficulty*/ 463// chance of magic difficulty
485
486/* +0 +1 +2 +3 +4 */ 464// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 465 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 466 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 467 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 468 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 469 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 470 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 471 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 472 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 473 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 474 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 475 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 476 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 477 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 478 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 479 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 480 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 481 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 482 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 483 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 484 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 485 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 486 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 487 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 488 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 489 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 490 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 491 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 492 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 493 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 494 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 495 { 0, 0, 0, 0, 100}, // 31
518}; 496};
519 497
520
521/* calculate the appropriate level for wands staves and scrolls. 498/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 499 * This code presumes that op has had its spell object created (in op->inv)
523 * 500 *
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 501 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 502 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 503 */
527 504static int
528int
529level_for_item (const object *op, int difficulty) 505level_for_item (const object *op, int difficulty)
530{ 506{
531 int olevel = 0;
532
533 if (!op->inv) 507 if (!op->inv)
534 { 508 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 509 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0; 510 return 0;
537 } 511 }
538 512
539 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
540 514
541 if (olevel <= 0) 515 if (olevel <= 0)
542 olevel = rndm (1, MIN (op->inv->level, 1)); 516 olevel = rndm (1, op->inv->level);
543 517
544 if (olevel > MAXLEVEL) 518 return min (olevel, MAXLEVEL_TREASURE);
545 olevel = MAXLEVEL;
546
547 return olevel;
548} 519}
549 520
550/* 521/*
551 * Based upon the specified difficulty and upon the difftomagic_list array, 522 * Based upon the specified difficulty and upon the difftomagic_list array,
552 * a random magical bonus is returned. This is used when determine 523 * a random magical bonus is returned. This is used when determine
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 526 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 527 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 528 * weird integer between 1-31.
558 * 529 *
559 */ 530 */
560 531static int
561int
562magic_from_difficulty (int difficulty) 532magic_from_difficulty (int difficulty)
563{ 533{
564 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 534 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
535 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
566 536
567 scaled_diff--; 537 int percent = rndm (100);
538 int magic;
568 539
569 if (scaled_diff < 0)
570 scaled_diff = 0;
571
572 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1;
574
575 percent = RANDOM () % 100;
576
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 540 for (magic = 0; magic <= MAXMAGIC; magic++)
578 { 541 {
579 percent -= difftomagic_list[scaled_diff][magic]; 542 percent -= difftomagic_list[scaled_diff][magic];
580 543
581 if (percent < 0) 544 if (percent < 0)
582 break; 545 break;
583 } 546 }
584 547
585 if (magic == (MAXMAGIC + 1)) 548 if (magic > MAXMAGIC)
586 { 549 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 551 magic = 0;
589 } 552 }
590 553
591 magic = (RANDOM () % 3) ? magic : -magic; 554 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 555 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 556
594 return magic; 557 return magic;
595} 558}
596 559
598 * Sets magical bonus in an object, and recalculates the effect on 561 * Sets magical bonus in an object, and recalculates the effect on
599 * the armour variable, and the effect on speed of armour. 562 * the armour variable, and the effect on speed of armour.
600 * This function doesn't work properly, should add use of archetypes 563 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute. 564 * to make it truly absolute.
602 */ 565 */
603
604void 566void
605set_abs_magic (object *op, int magic) 567set_abs_magic (object *op, int magic)
606{ 568{
607 if (!magic) 569 if (!magic)
608 return; 570 return;
609 571
610 op->magic = magic; 572 op->magic = magic;
611 if (op->arch) 573 if (op->arch)
612 { 574 {
613 if (op->type == ARMOUR) 575 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
615 577
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 578 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 579 magic = (-magic);
580
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 581 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
619 } 582 }
620 else 583 else
621 { 584 {
622 if (op->type == ARMOUR) 585 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
587
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 588 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 589 magic = (-magic);
590
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 591 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 592 }
628} 593}
629 594
630/* 595/*
633 */ 598 */
634 599
635static void 600static void
636set_magic (int difficulty, object *op, int max_magic, int flags) 601set_magic (int difficulty, object *op, int max_magic, int flags)
637{ 602{
638 int i;
639
640 i = magic_from_difficulty (difficulty); 603 int i = magic_from_difficulty (difficulty);
604
641 if ((flags & GT_ONLY_GOOD) && i < 0) 605 if ((flags & GT_ONLY_GOOD) && i < 0)
642 i = -i; 606 i = -i;
607
643 if (i > max_magic) 608 i = min (i, max_magic);
644 i = max_magic; 609
645 set_abs_magic (op, i); 610 set_abs_magic (op, i);
646 if (i < 0) 611 if (i < 0)
647 SET_FLAG (op, FLAG_CURSED); 612 op->set_flag (FLAG_CURSED);
648} 613}
649 614
650/* 615/*
651 * Randomly adds one magical ability to the given object. 616 * Randomly adds one magical ability to the given object.
652 * Modified for Partial Resistance in many ways: 617 * Modified for Partial Resistance in many ways:
653 * 1) Since rings can have multiple bonuses, if the same bonus 618 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with 619 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have. 620 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method. 621 * 2) Add code to deal with new PR method.
657 */ 622 */
658 623static void
659void
660set_ring_bonus (object *op, int bonus) 624set_ring_bonus (object *op, int bonus)
661{ 625{
662
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 626 int r = rndm (bonus > 0 ? 25 : 11);
664 627
665 if (op->type == AMULET) 628 if (op->type == AMULET)
666 { 629 if (!rndm (21))
667 if (!(RANDOM () % 21)) 630 r = 20 + rndm (2);
668 r = 20 + RANDOM () % 2; 631 else if (rndm (2))
632 r = 10;
669 else 633 else
670 { 634 r = 11 + rndm (9);
671 if (RANDOM () & 2)
672 r = 10;
673 else
674 r = 11 + RANDOM () % 9;
675 }
676 }
677 635
678 switch (r) 636 switch (r)
679 { 637 {
680 /* Redone by MSW 2000-11-26 to have much less code. Also, 638 /* Redone by MSW 2000-11-26 to have much less code. Also,
681 * bonuses and penalties will stack and add to existing values. 639 * bonuses and penalties will stack and add to existing values.
682 * of the item. 640 * of the item.
683 */ 641 */
684 case 0: 642 case 0:
685 case 1: 643 case 1:
686 case 2: 644 case 2:
687 case 3: 645 case 3:
688 case 4: 646 case 4:
689 case 5: 647 case 5:
690 case 6: 648 case 6:
691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 649 op->stats.stat (r) += bonus;
692 break; 650 break;
693 651
694 case 7: 652 case 7:
695 op->stats.dam += bonus; 653 op->stats.dam += bonus;
696 break; 654 break;
716 case 16: 674 case 16:
717 case 17: 675 case 17:
718 case 18: 676 case 18:
719 case 19: 677 case 19:
720 { 678 {
721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 679 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
722 680
723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 681 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 682 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
725 683
726 /* Cursed items need to have higher negative values to equal out with 684 /* Cursed items need to have higher negative values to equal out with
727 * positive values for how protections work out. Put another 685 * positive values for how protections work out. Put another
728 * little random element in since that they don't always end up with 686 * little random element in since that they don't always end up with
729 * even values. 687 * even values.
730 */ 688 */
731 if (bonus < 0) 689 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 690 val = 2 * -val - rndm (b);
733 if (val > 35) 691
734 val = 35; /* Upper limit */ 692 val = min (35, val); /* Upper limit */
693
735 b = 0; 694 b = 0;
695
736 while (op->resist[resist_table[resist]] != 0 && b < 4) 696 while (op->resist[resist_table[resist]] != 0 && b < 4)
737 {
738 resist = RANDOM () % num_resist_table; 697 resist = rndm (num_resist_table);
739 } 698
740 if (b == 4) 699 if (b == 4)
741 return; /* Not able to find a free resistance */ 700 return; /* Not able to find a free resistance */
701
742 op->resist[resist_table[resist]] = val; 702 op->resist[resist_table[resist]] = val;
743 /* We should probably do something more clever here to adjust value 703 /* We should probably do something more clever here to adjust value
744 * based on how good a resistance we gave. 704 * based on how good a resistance we gave.
745 */ 705 */
746 break; 706 break;
747 } 707 }
748 case 20: 708 case 20:
749 if (op->type == AMULET) 709 if (op->type == AMULET)
750 { 710 {
751 SET_FLAG (op, FLAG_REFL_SPELL); 711 op->set_flag (FLAG_REFL_SPELL);
752 op->value *= 11; 712 op->value *= 11;
753 } 713 }
754 else 714 else
755 { 715 {
756 op->stats.hp = 1; /* regenerate hit points */ 716 op->stats.hp = 1; /* regenerate hit points */
759 break; 719 break;
760 720
761 case 21: 721 case 21:
762 if (op->type == AMULET) 722 if (op->type == AMULET)
763 { 723 {
764 SET_FLAG (op, FLAG_REFL_MISSILE); 724 op->set_flag (FLAG_REFL_MISSILE);
765 op->value *= 9; 725 op->value *= 9;
766 } 726 }
767 else 727 else
768 { 728 {
769 op->stats.sp = 1; /* regenerate spell points */ 729 op->stats.sp = 1; /* regenerate spell points */
771 } 731 }
772 break; 732 break;
773 733
774 case 22: 734 case 22:
775 op->stats.exp += bonus; /* Speed! */ 735 op->stats.exp += bonus; /* Speed! */
776 op->value = (op->value * 2) / 3; 736 op->value = op->value * 2 / 3;
777 break; 737 break;
778 } 738 }
739
779 if (bonus > 0) 740 if (bonus > 0)
780 op->value *= 2 * bonus; 741 op->value = 2 * op->value * bonus;
781 else 742 else
782 op->value = -(op->value * 2 * bonus) / 3; 743 op->value = -2 * op->value * bonus / 3;
783} 744}
784 745
785/* 746/*
786 * get_magic(diff) will return a random number between 0 and 4. 747 * get_magic(diff) will return a random number between 0 and 4.
787 * diff can be any value above 2. The higher the diff-variable, the 748 * diff can be any value above 2. The higher the diff-variable, the
788 * higher is the chance of returning a low number. 749 * higher is the chance of returning a low number.
789 * It is only used in fix_generated_treasure() to set bonuses on 750 * It is only used in fix_generated_treasure() to set bonuses on
790 * rings and amulets. 751 * rings and amulets.
791 * Another scheme is used to calculate the magic of weapons and armours. 752 * Another scheme is used to calculate the magic of weapons and armours.
792 */ 753 */
793 754static int
794int
795get_magic (int diff) 755get_magic (int diff)
796{ 756{
797 int i; 757 diff = min (3, diff);
798 758
799 if (diff < 3)
800 diff = 3;
801 for (i = 0; i < 4; i++) 759 for (int i = 0; i < 4; i++)
802 if (RANDOM () % diff) 760 if (rndm (diff))
803 return i; 761 return i;
762
804 return 4; 763 return 4;
805} 764}
806 765
766/* special_potion() - so that old potion code is still done right. */
767static int
768special_potion (object *op)
769{
770 if (op->attacktype)
771 return 1;
772
773 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
774 return 1;
775
776 for (int i = 0; i < NROFATTACKS; i++)
777 if (op->resist[i])
778 return 1;
779
780 return 0;
781}
782
783static double
784value_factor_from_spell_item (object *spell, object *item)
785{
786 double factor =
787 pow ((spell->value > 0 ? spell->value : 1)
788 * spell->level, 1.5);
789
790 if (item) // this if for: wands/staffs/rods:
791 {
792 /* Old crossfire comment ahead:
793 * Add 50 to both level an divisor to keep prices a little more
794 * reasonable. Otherwise, a high level version of a low level
795 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
796 * 10 time multiplier). This way, the value are a bit more reasonable.
797 */
798
799 factor *= item->level + 50;
800 factor /= item->inv->level + 50;
801 }
802
803 return factor;
804}
805
807#define DICE2 (get_magic(2)==2?2:1) 806#define DICE2 (get_magic(2) == 2 ? 2 : 1)
808#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 807#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
809 808
810/* 809/*
811 * fix_generated_item(): This is called after an item is generated, in 810 * fix_generated_item(): This is called after an item is generated, in
812 * order to set it up right. This produced magical bonuses, puts spells 811 * order to set it up right. This produced magical bonuses, puts spells
813 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 812 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
814 */ 813 */
815 814
816/* 4/28/96 added creator object from which op may now inherit properties based on 815/* 4/28/96 added creator object from which op may now inherit properties based on
817 * op->type. Right now, which stuff the creator passes on is object type 816 * op->type. Right now, which stuff the creator passes on is object type
818 * dependant. I know this is a spagetti manuever, but is there a cleaner 817 * dependant. I know this is a spagetti manuever, but is there a cleaner
819 * way to do this? b.t. */ 818 * way to do this? b.t. */
820 819
821/* 820/*
822 * ! (flags & GT_ENVIRONMENT): 821 * ! (flags & GT_ENVIRONMENT):
823 * Automatically calls fix_flesh_item(). 822 * Automatically calls fix_flesh_item().
827 * value. 826 * value.
828 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 827 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
829 * a working object - don't change magic, value, etc, but set it material 828 * a working object - don't change magic, value, etc, but set it material
830 * type as appropriate, for objects that need spell objects, set those, etc 829 * type as appropriate, for objects that need spell objects, set those, etc
831 */ 830 */
832
833void 831void
834fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 832fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
835{ 833{
836 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 834 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
837 835
842 save_item_power = op->item_power; 840 save_item_power = op->item_power;
843 op->item_power = 0; 841 op->item_power = 0;
844 842
845 if (op->randomitems && op->type != SPELL) 843 if (op->randomitems && op->type != SPELL)
846 { 844 {
847 create_treasure (op->randomitems, op, flags, difficulty, 0); 845 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
848 if (!op->inv)
849 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
850
851 /* So the treasure doesn't get created again */ 846 /* So the treasure doesn't get created again */
852 op->randomitems = NULL; 847 op->randomitems = 0;
853 } 848 }
854 849
855 if (difficulty < 1) 850 max_it (difficulty, 1);
856 difficulty = 1;
857 851
858 if (INVOKE_OBJECT (ADD_BONUS, op, 852 if (INVOKE_OBJECT (ADD_BONUS, op,
859 ARG_OBJECT (creator != op ? creator : 0), 853 ARG_OBJECT (creator != op ? creator : 0),
860 ARG_INT (difficulty), ARG_INT (max_magic), 854 ARG_INT (difficulty), ARG_INT (max_magic),
861 ARG_INT (flags))) 855 ARG_INT (flags)))
862 return; 856 return;
863 857
864 if (!(flags & GT_MINIMAL)) 858 if (!(flags & GT_MINIMAL))
865 { 859 {
866 if (op->arch == crown_arch) 860 if (IS_ARCH (op->arch, crown))
867 { 861 {
868 set_magic (difficulty, op, max_magic, flags); 862 set_magic (difficulty, op, max_magic, flags);
869 num_enchantments = calc_item_power (op, 1); 863 num_enchantments = calc_item_power (op, 1);
870 generate_artifact (op, difficulty); 864 generate_artifact (op, difficulty);
871 } 865 }
874 if (!op->magic && max_magic) 868 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 869 set_magic (difficulty, op, max_magic, flags);
876 870
877 num_enchantments = calc_item_power (op, 1); 871 num_enchantments = calc_item_power (op, 1);
878 872
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 873 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
880 * used for shop_floors or treasures */ 874 || op->type == HORN
875 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 876 generate_artifact (op, difficulty);
882 } 877 }
883 878
884 /* Object was made an artifact. Calculate its item_power rating. 879 /* Object was made an artifact. Calculate its item_power rating.
885 * the item_power in the object is what the artfiact adds. 880 * the item_power in the object is what the artfiact adds.
919 * again below */ 914 * again below */
920 } 915 }
921 } 916 }
922 917
923 /* materialtype modifications. Note we allow this on artifacts. */ 918 /* materialtype modifications. Note we allow this on artifacts. */
924 set_materialname (op, difficulty, NULL); 919 select_material (op, difficulty);
925 920
926 if (flags & GT_MINIMAL) 921 if (flags & GT_MINIMAL)
927 { 922 {
928 if (op->type == POTION) 923 if (op->type == POTION)
929 /* Handle healing and magic power potions */ 924 /* Handle healing and magic power potions */
930 if (op->stats.sp && !op->randomitems) 925 if (op->stats.sp && !op->randomitems)
931 { 926 {
932 object *tmp;
933
934 tmp = get_archetype (spell_mapping[op->stats.sp]); 927 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
935 insert_ob_in_ob (tmp, op); 928 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0; 929 op->stats.sp = 0;
937 } 930 }
938 } 931 }
939 else if (!op->title) /* Only modify object if not special */ 932 else if (!op->title) /* Only modify object if not special */
942 case WEAPON: 935 case WEAPON:
943 case ARMOUR: 936 case ARMOUR:
944 case SHIELD: 937 case SHIELD:
945 case HELMET: 938 case HELMET:
946 case CLOAK: 939 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 940 if (op->flag [FLAG_CURSED] && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 941 set_ring_bonus (op, -DICE2);
949 break; 942 break;
950 943
951 case BRACERS: 944 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 945 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
953 { 946 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 947 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 948 if (!op->flag [FLAG_CURSED])
956 op->value *= 3; 949 op->value *= 3;
957 } 950 }
958 break; 951 break;
959 952
960 case POTION: 953 case POTION:
961 { 954 {
962 int too_many_tries = 0, is_special = 0; 955 int too_many_tries = 0;
963 956
964 /* Handle healing and magic power potions */ 957 /* Handle healing and magic power potions */
965 if (op->stats.sp && !op->randomitems) 958 if (op->stats.sp && !op->randomitems)
966 { 959 {
967 object *tmp;
968
969 tmp = get_archetype (spell_mapping[op->stats.sp]); 960 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
970 insert_ob_in_ob (tmp, op); 961 insert_ob_in_ob (tmp, op);
971 op->stats.sp = 0; 962 op->stats.sp = 0;
972 } 963 }
973 964
974 while (!(is_special = special_potion (op)) && !op->inv) 965 while (!special_potion (op) && !op->inv)
975 { 966 {
976 generate_artifact (op, difficulty); 967 generate_artifact (op, difficulty);
977 if (too_many_tries++ > 10) 968 if (too_many_tries++ > 10)
978 break; 969 break;
979 } 970 }
982 * since the value set on those is already correct. 973 * since the value set on those is already correct.
983 */ 974 */
984 if (op->inv && op->randomitems) 975 if (op->inv && op->randomitems)
985 { 976 {
986 /* value multiplier is same as for scrolls */ 977 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 978 op->value *= op->inv->value;
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 979 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 980 }
990 else 981 else
991 { 982 {
992 op->name = "potion"; 983 op->name = shstr_potion;
993 op->name_pl = "potions"; 984 op->name_pl = shstr_potions;
994 } 985 }
995 986
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 987 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 988 op->set_flag (FLAG_CURSED);
989
998 break; 990 break;
999 } 991 }
1000 992
1001 case AMULET: 993 case AMULET:
1002 if (op->arch == amulet_arch) 994 if (IS_ARCH (op->arch, amulet))
1003 op->value *= 5; /* Since it's not just decoration */ 995 op->value *= 5; /* Since it's not just decoration */
1004 996
1005 case RING: 997 case RING:
1006 if (op->arch == NULL)
1007 {
1008 op->destroy ();
1009 op = 0;
1010 break;
1011 }
1012
1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 998 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1014 break; 999 break;
1015 1000
1016 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1001 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1017 SET_FLAG (op, FLAG_CURSED); 1002 op->set_flag (FLAG_CURSED);
1018 1003
1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1004 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1020 1005
1021 if (op->type != RING) /* Amulets have only one ability */ 1006 if (op->type != RING) /* Amulets have only one ability */
1022 break; 1007 break;
1023 1008
1024 if (!(RANDOM () % 4)) 1009 if (!rndm (4))
1025 { 1010 {
1026 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1011 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1027 1012
1028 if (d > 0) 1013 if (d > 0)
1029 op->value *= 3; 1014 op->value *= 3;
1030 1015
1031 set_ring_bonus (op, d); 1016 set_ring_bonus (op, d);
1032 1017
1033 if (!(RANDOM () % 4)) 1018 if (!rndm (4))
1034 { 1019 {
1035 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1020 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1036 1021
1037 if (d > 0) 1022 if (d > 0)
1038 op->value *= 5; 1023 op->value *= 5;
1024
1039 set_ring_bonus (op, d); 1025 set_ring_bonus (op, d);
1040 } 1026 }
1041 } 1027 }
1042 1028
1043 if (GET_ANIM_ID (op)) 1029 if (op->animation_id)
1044 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1030 op->set_anim_frame (rndm (op->anim_frames ()));
1045 1031
1046 break; 1032 break;
1047 1033
1048 case BOOK: 1034 case BOOK:
1049 /* Is it an empty book?, if yes lets make a special· 1035 /* Is it an empty book?, if yes lets make a special·
1050 * msg for it, and tailor its properties based on the· 1036 * msg for it, and tailor its properties based on the·
1051 * creator and/or map level we found it on. 1037 * creator and/or map level we found it on.
1052 */ 1038 */
1053 if (!op->msg && RANDOM () % 10) 1039 if (!op->msg && rndm (10))
1054 { 1040 {
1055 /* set the book level properly */ 1041 /* set the book level properly */
1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1042 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1057 { 1043 {
1058 if (op->map && op->map->difficulty) 1044 if (op->map && op->map->difficulty)
1059 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1045 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1060 else 1046 else
1061 op->level = RANDOM () % 20 + 1; 1047 op->level = rndm (20) + 1;
1062 } 1048 }
1063 else 1049 else
1064 op->level = RANDOM () % creator->level; 1050 op->level = rndm (creator->level);
1065 1051
1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1052 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1067 /* books w/ info are worth more! */ 1053 /* books w/ info are worth more! */
1068 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1054 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1069 /* creator related stuff */
1070
1071 /* for library, chained books. Note that some monsters have no_pick
1072 * set - we don't want to set no pick in that case.
1073 */
1074 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1075 SET_FLAG (op, FLAG_NO_PICK);
1076 if (creator->slaying && !op->slaying) /* for check_inv floors */
1077 op->slaying = creator->slaying;
1078 1055
1079 /* add exp so reading it gives xp (once) */ 1056 /* add exp so reading it gives xp (once) */
1080 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1057 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1081 } 1058 }
1059
1060 /* creator related stuff */
1061
1062 /* for library, chained books. Note that some monsters have no_pick
1063 * set - we don't want to set no pick in that case.
1064 */
1065 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1066 op->set_flag (FLAG_NO_PICK);
1067 if (creator->slaying && !op->slaying) /* for check_inv floors */
1068 op->slaying = creator->slaying;
1082 break; 1069 break;
1083 1070
1084 case SPELLBOOK: 1071 case SPELLBOOK:
1085 op->value = op->value * op->inv->value; 1072 op->value *= value_factor_from_spell_item (op->inv, 0);
1073
1086 /* add exp so learning gives xp */ 1074 /* add exp so learning gives xp */
1087 op->level = op->inv->level; 1075 op->level = op->inv->level;
1088 op->stats.exp = op->value; 1076 op->stats.exp = op->value;
1089 break; 1077 break;
1090 1078
1094 * and reset nrof. 1082 * and reset nrof.
1095 */ 1083 */
1096 op->stats.food = op->inv->nrof; 1084 op->stats.food = op->inv->nrof;
1097 op->nrof = 1; 1085 op->nrof = 1;
1098 /* If the spell changes by level, choose a random level 1086 /* If the spell changes by level, choose a random level
1099 * for it, and adjust price. If the spell doesn't 1087 * for it.
1100 * change by level, just set the wand to the level of
1101 * the spell, and value calculation is simpler.
1102 */ 1088 */
1103 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1089 if (op->inv->duration_modifier
1104 { 1090 || op->inv->dam_modifier
1091 || op->inv->range_modifier)
1105 op->level = level_for_item (op, difficulty); 1092 op->level = level_for_item (op, difficulty);
1106 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1107 }
1108 else 1093 else
1109 {
1110 op->level = op->inv->level; 1094 op->level = op->inv->level;
1111 op->value = op->value * op->inv->value; 1095
1112 } 1096 op->value *= value_factor_from_spell_item (op->inv, op);
1113 break; 1097 break;
1114 1098
1115 case ROD: 1099 case ROD:
1116 op->level = level_for_item (op, difficulty); 1100 op->level = level_for_item (op, difficulty);
1117 /* Add 50 to both level an divisor to keep prices a little more 1101 op->value *= value_factor_from_spell_item (op->inv, op);
1118 * reasonable. Otherwise, a high level version of a low level 1102
1119 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1120 * 10 time multiplier). This way, the value are a bit more reasonable.
1121 */
1122 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1123 /* maxhp is used to denote how many 'charges' the rod holds before */ 1103 /* maxhp is used to denote how many 'charges' the rod holds before */
1124 if (op->stats.maxhp) 1104 if (op->stats.maxhp)
1125 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1105 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1126 else 1106 else
1127 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1107 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1128 1108
1129 op->stats.hp = op->stats.maxhp; 1109 op->stats.hp = op->stats.maxhp;
1130 break; 1110 break;
1131 1111
1132 case SCROLL: 1112 case SCROLL:
1133 op->level = level_for_item (op, difficulty); 1113 op->level = level_for_item (op, difficulty);
1134 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1114 op->value *= value_factor_from_spell_item (op->inv, op);
1135 1115
1136 /* add exp so reading them properly gives xp */ 1116 /* add exp so reading them properly gives xp */
1137 op->stats.exp = op->value / 5; 1117 op->stats.exp = op->value / 5;
1138 op->nrof = op->inv->nrof; 1118 op->nrof = op->inv->nrof;
1139 break; 1119 break;
1147 break; 1127 break;
1148 } /* switch type */ 1128 } /* switch type */
1149 1129
1150 if (flags & GT_STARTEQUIP) 1130 if (flags & GT_STARTEQUIP)
1151 { 1131 {
1152 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1132 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1153 SET_FLAG (op, FLAG_STARTEQUIP); 1133 op->set_flag (FLAG_STARTEQUIP);
1154 else if (op->type != MONEY) 1134 else if (op->type != MONEY)
1155 op->value = 0; 1135 op->value = 0;
1156 } 1136 }
1157 1137
1158 if (!(flags & GT_ENVIRONMENT)) 1138 if (!(flags & GT_ENVIRONMENT))
1168 */ 1148 */
1169 1149
1170/* 1150/*
1171 * Allocate and return the pointer to an empty artifactlist structure. 1151 * Allocate and return the pointer to an empty artifactlist structure.
1172 */ 1152 */
1173
1174static artifactlist * 1153static artifactlist *
1175get_empty_artifactlist (void) 1154get_empty_artifactlist ()
1176{ 1155{
1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1156 return salloc0<artifactlist> ();
1178
1179 if (al == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 al->next = NULL;
1182 al->items = NULL;
1183 al->total_chance = 0;
1184 return al;
1185} 1157}
1186 1158
1187/* 1159/*
1188 * Allocate and return the pointer to an empty artifact structure. 1160 * Allocate and return the pointer to an empty artifact structure.
1189 */ 1161 */
1190
1191static artifact * 1162static artifact *
1192get_empty_artifact (void) 1163get_empty_artifact ()
1193{ 1164{
1194 artifact *a = (artifact *) malloc (sizeof (artifact)); 1165 return salloc0<artifact> ();
1195
1196 if (a == NULL)
1197 fatal (OUT_OF_MEMORY);
1198 a->item = NULL;
1199 a->next = NULL;
1200 a->chance = 0;
1201 a->difficulty = 0;
1202 a->allowed = NULL;
1203 return a;
1204} 1166}
1205 1167
1206/* 1168/*
1207 * Searches the artifact lists and returns one that has the same type 1169 * Searches the artifact lists and returns one that has the same type
1208 * of objects on it. 1170 * of objects on it.
1209 */ 1171 */
1210
1211artifactlist * 1172artifactlist *
1212find_artifactlist (int type) 1173find_artifactlist (int type)
1213{ 1174{
1214 artifactlist *al;
1215
1216 for (al = first_artifactlist; al != NULL; al = al->next) 1175 for (artifactlist *al = first_artifactlist; al; al = al->next)
1217 if (al->type == type) 1176 if (al->type == type)
1218 return al; 1177 return al;
1178
1219 return NULL; 1179 return 0;
1220} 1180}
1221 1181
1222/* 1182/*
1223 * For debugging purposes. Dumps all tables. 1183 * Builds up the lists of artifacts from the file in the libdir.
1224 */ 1184 */
1225
1226void 1185void
1227dump_artifacts (void)
1228{
1229 artifactlist *al;
1230 artifact *art;
1231 linked_char *next;
1232
1233 fprintf (logfile, "\n");
1234 for (al = first_artifactlist; al != NULL; al = al->next)
1235 {
1236 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1237 for (art = al->items; art != NULL; art = art->next)
1238 {
1239 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1240 if (art->allowed != NULL)
1241 {
1242 fprintf (logfile, "\tAllowed combinations:");
1243 for (next = art->allowed; next != NULL; next = next->next)
1244 fprintf (logfile, "%s,", &next->name);
1245 fprintf (logfile, "\n");
1246 }
1247 }
1248 }
1249 fprintf (logfile, "\n");
1250}
1251
1252/*
1253 * For debugging purposes. Dumps all treasures recursively (see below).
1254 */
1255void
1256dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1257{
1258 treasurelist *tl;
1259 int i;
1260
1261 if (depth > 100)
1262 return;
1263 while (t)
1264 {
1265 if (t->name)
1266 {
1267 for (i = 0; i < depth; i++)
1268 fprintf (logfile, " ");
1269 fprintf (logfile, "{ (list: %s)\n", &t->name);
1270 tl = find_treasurelist (t->name);
1271 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 }
1277 else
1278 {
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 }
1286
1287 if (t->next_yes)
1288 {
1289 for (i = 0; i < depth; i++)
1290 fprintf (logfile, " ");
1291 fprintf (logfile, " (if yes)\n");
1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1293 }
1294
1295 if (t->next_no)
1296 {
1297 for (i = 0; i < depth; i++)
1298 fprintf (logfile, " ");
1299 fprintf (logfile, " (if no)\n");
1300 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1301 }
1302
1303 t = t->next;
1304 }
1305}
1306
1307/*
1308 * For debugging purposes. Dumps all treasures for a given monster.
1309 * Created originally by Raphael Quinet for debugging the alchemy code.
1310 */
1311
1312void
1313dump_monster_treasure (const char *name)
1314{
1315 archetype *at;
1316 int found;
1317
1318 found = 0;
1319 fprintf (logfile, "\n");
1320 for (at = first_archetype; at != NULL; at = at->next)
1321 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1322 {
1323 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1324 if (at->clone.randomitems != NULL)
1325 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1326 else
1327 fprintf (logfile, "(nothing)\n");
1328 fprintf (logfile, "\n");
1329 found++;
1330 }
1331 if (found == 0)
1332 fprintf (logfile, "No objects have the name %s!\n\n", name);
1333}
1334
1335/*
1336 * Builds up the lists of artifacts from the file in the libdir.
1337 */
1338
1339void
1340init_artifacts (void) 1186init_artifacts ()
1341{ 1187{
1342 static int has_been_inited = 0; 1188 static int has_been_inited = 0;
1343 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1344 artifact *art = NULL; 1189 artifact *art = NULL;
1345 linked_char *tmp;
1346 int value;
1347 artifactlist *al; 1190 artifactlist *al;
1348 1191
1349 if (has_been_inited) 1192 if (has_been_inited)
1350 return; 1193 return;
1351 else 1194 else
1352 has_been_inited = 1; 1195 has_been_inited = 1;
1353 1196
1354 sprintf (filename, "%s/artifacts", settings.datadir); 1197 object_thawer f (settings.datadir, "artifacts");
1355 object_thawer thawer (filename);
1356 1198
1357 if (!thawer) 1199 if (!f)
1358 return; 1200 return;
1359 1201
1360 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1202 for (;;)
1361 { 1203 {
1362 if (*buf == '#') 1204 switch (f.kw)
1363 continue;
1364 if ((cp = strchr (buf, '\n')) != NULL)
1365 *cp = '\0';
1366 cp = buf;
1367 while (*cp == ' ') /* Skip blanks */
1368 cp++;
1369 if (*cp == '\0')
1370 continue;
1371
1372 if (!strncmp (cp, "Allowed", 7))
1373 { 1205 {
1206 case KW_allowed:
1374 if (art == NULL) 1207 if (!art)
1208 art = get_empty_artifact ();
1209
1375 { 1210 {
1376 art = get_empty_artifact (); 1211 if (!strcmp (f.get_str (), "all"))
1377 nrofartifacts++; 1212 break;
1213
1214 const char *cp = f.get_str ();
1215 char *next;
1216 do
1217 {
1218 if ((next = (char *)strchr (cp, ',')))
1219 *next++ = '\0';
1220
1221 linked_char *tmp = new linked_char;
1222
1223 tmp->name = cp;
1224 tmp->next = art->allowed;
1225 art->allowed = tmp;
1226 }
1227 while ((cp = next));
1378 } 1228 }
1379 cp = strchr (cp, ' ') + 1; 1229 break;
1380 if (!strcmp (cp, "all")) 1230
1231 case KW_chance:
1232 f.get (art->chance);
1233 break;
1234
1235 case KW_difficulty:
1236 f.get (art->difficulty);
1237 break;
1238
1239 case KW_object:
1240 {
1241 art->item = object::create ();
1242 f.get (art->item->name);
1243 f.next ();
1244
1245 if (!art->item->parse_kv (f))
1246 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1247
1248 al = find_artifactlist (art->item->type);
1249
1250 if (!al)
1251 {
1252 al = get_empty_artifactlist ();
1253 al->type = art->item->type;
1254 al->next = first_artifactlist;
1255 first_artifactlist = al;
1256 }
1257
1258 art->next = al->items;
1259 al->items = art;
1260 art = 0;
1261 }
1381 continue; 1262 continue;
1382 1263
1383 do 1264 case KW_EOF:
1265 goto done;
1266
1267 default:
1268 if (!f.parse_error ("artifacts file"))
1269 cleanup ("artifacts file required");
1384 { 1270 break;
1385 nrofallowedstr++;
1386 if ((next = strchr (cp, ',')) != NULL)
1387 *(next++) = '\0';
1388 tmp = new linked_char;
1389
1390 tmp->name = cp;
1391 tmp->next = art->allowed;
1392 art->allowed = tmp;
1393 }
1394 while ((cp = next) != NULL);
1395 }
1396 else if (sscanf (cp, "chance %d", &value))
1397 art->chance = (uint16) value;
1398 else if (sscanf (cp, "difficulty %d", &value))
1399 art->difficulty = (uint8) value;
1400 else if (!strncmp (cp, "Object", 6))
1401 { 1271 }
1402 art->item = object::create ();
1403 1272
1404 if (!load_object (thawer, art->item, 0)) 1273 f.next ();
1405 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1406
1407 art->item->name = strchr (cp, ' ') + 1;
1408 al = find_artifactlist (art->item->type);
1409 if (al == NULL)
1410 {
1411 al = get_empty_artifactlist ();
1412 al->type = art->item->type;
1413 al->next = first_artifactlist;
1414 first_artifactlist = al;
1415 }
1416 art->next = al->items;
1417 al->items = art;
1418 art = NULL;
1419 }
1420 else
1421 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1422 } 1274 }
1423 1275
1276done:
1424 for (al = first_artifactlist; al != NULL; al = al->next) 1277 for (al = first_artifactlist; al; al = al->next)
1425 { 1278 {
1279 al->total_chance = 0;
1280
1426 for (art = al->items; art != NULL; art = art->next) 1281 for (art = al->items; art; art = art->next)
1427 { 1282 {
1428 if (!art->chance) 1283 if (!art->chance)
1429 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1284 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1430 else 1285 else
1431 al->total_chance += art->chance; 1286 al->total_chance += art->chance;
1432 } 1287 }
1433#if 0 1288#if 0
1434 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1289 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1435#endif 1290#endif
1436 } 1291 }
1437
1438 LOG (llevDebug, "done.\n");
1439} 1292}
1440
1441 1293
1442/* 1294/*
1443 * Used in artifact generation. The bonuses of the first object 1295 * Used in artifact generation. The bonuses of the first object
1444 * is modified by the bonuses of the second object. 1296 * is modified by the bonuses of the second object.
1445 */ 1297 */
1446
1447void 1298void
1448add_abilities (object *op, object *change) 1299add_abilities (object *op, object *change)
1449{ 1300{
1450 int i, tmp;
1451
1452 if (change->face != blank_face) 1301 if (change->face != blank_face)
1453 {
1454#ifdef TREASURE_VERBOSE
1455 LOG (llevDebug, "FACE: %d\n", change->face->number);
1456#endif
1457 op->face = change->face; 1302 op->face = change->face;
1458 }
1459 1303
1460 for (i = 0; i < NUM_STATS; i++) 1304 for (int i = 0; i < NUM_STATS; i++)
1461 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1305 change_attr_value (&(op->stats), i, change->stats.stat (i));
1462 1306
1463 op->attacktype |= change->attacktype; 1307 op->attacktype |= change->attacktype;
1464 op->path_attuned |= change->path_attuned; 1308 op->path_attuned |= change->path_attuned;
1465 op->path_repelled |= change->path_repelled; 1309 op->path_repelled |= change->path_repelled;
1466 op->path_denied |= change->path_denied; 1310 op->path_denied |= change->path_denied;
1467 op->move_type |= change->move_type; 1311 op->move_type |= change->move_type;
1468 op->stats.luck += change->stats.luck; 1312 op->stats.luck += change->stats.luck;
1469 1313
1470 if (QUERY_FLAG (change, FLAG_CURSED)) 1314 static const struct copyflags : object::flags_t
1471 SET_FLAG (op, FLAG_CURSED); 1315 {
1472 if (QUERY_FLAG (change, FLAG_DAMNED)) 1316 copyflags ()
1473 SET_FLAG (op, FLAG_DAMNED); 1317 {
1474 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1318 set (FLAG_CURSED);
1319 set (FLAG_DAMNED);
1320 set (FLAG_LIFESAVE);
1321 set (FLAG_REFL_SPELL);
1322 set (FLAG_STEALTH);
1323 set (FLAG_XRAYS);
1324 set (FLAG_BLIND);
1325 set (FLAG_SEE_IN_DARK);
1326 set (FLAG_REFL_MISSILE);
1327 set (FLAG_MAKE_INVIS);
1328 }
1329 } copyflags;
1330
1331 // we might want to just copy, but or'ing is what the original code did
1332 op->flag |= change->flag & copyflags;
1333
1334 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1475 set_abs_magic (op, -op->magic); 1335 set_abs_magic (op, -op->magic);
1476 1336
1477 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1337 if (change->flag [FLAG_STAND_STILL])
1478 SET_FLAG (op, FLAG_LIFESAVE);
1479 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1480 SET_FLAG (op, FLAG_REFL_SPELL);
1481 if (QUERY_FLAG (change, FLAG_STEALTH))
1482 SET_FLAG (op, FLAG_STEALTH);
1483 if (QUERY_FLAG (change, FLAG_XRAYS))
1484 SET_FLAG (op, FLAG_XRAYS);
1485 if (QUERY_FLAG (change, FLAG_BLIND))
1486 SET_FLAG (op, FLAG_BLIND);
1487 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1488 SET_FLAG (op, FLAG_SEE_IN_DARK);
1489 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1490 SET_FLAG (op, FLAG_REFL_MISSILE);
1491 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1492 SET_FLAG (op, FLAG_MAKE_INVIS);
1493
1494 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1495 { 1338 {
1496 CLEAR_FLAG (op, FLAG_ANIMATE); 1339 op->clr_flag (FLAG_ANIMATE);
1340
1497 /* so artifacts will join */ 1341 /* so artifacts will join */
1498 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1342 if (!op->flag [FLAG_ALIVE])
1499 op->speed = 0.0; 1343 op->speed = 0.;
1500 1344
1501 op->set_speed (op->speed); 1345 op->set_speed (op->speed);
1502 } 1346 }
1503 1347
1504 if (change->nrof) 1348 if (change->nrof)
1505 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1349 op->nrof = rndm (change->nrof) + 1;
1506 1350
1507 op->stats.exp += change->stats.exp; /* Speed modifier */ 1351 op->stats.exp += change->stats.exp; /* Speed modifier */
1508 op->stats.wc += change->stats.wc; 1352 op->stats.wc += change->stats.wc;
1509 op->stats.ac += change->stats.ac; 1353 op->stats.ac += change->stats.ac;
1510 1354
1511 if (change->other_arch) 1355 if (change->other_arch)
1512 { 1356 {
1513 /* Basically, for horns & potions, the other_arch field is the spell 1357 /* Basically, for horns & potions, the other_arch field is the spell
1514 * to cast. So convert that to into a spell and put it into 1358 * to cast. So convert that to into a spell and put it into
1515 * this object. 1359 * this object.
1516 */ 1360 */
1517 if (op->type == HORN || op->type == POTION) 1361 if (op->type == HORN || op->type == POTION)
1518 { 1362 {
1519 object *tmp_obj;
1520
1521 /* Remove any spells this object currently has in it */ 1363 /* Remove any spells this object currently has in it */
1522 while (op->inv)
1523 op->inv->destroy (); 1364 op->destroy_inv (false);
1524 1365
1525 tmp_obj = arch_to_object (change->other_arch); 1366 object *tmp = change->other_arch->instance ();
1526 insert_ob_in_ob (tmp_obj, op); 1367 insert_ob_in_ob (tmp, op);
1527 } 1368 }
1369
1528 /* No harm setting this for potions/horns */ 1370 /* No harm setting this for potions/horns */
1529 op->other_arch = change->other_arch; 1371 op->other_arch = change->other_arch;
1530 } 1372 }
1531 1373
1532 if (change->stats.hp < 0) 1374 if (change->stats.hp < 0)
1548 op->stats.maxsp = -change->stats.maxsp; 1390 op->stats.maxsp = -change->stats.maxsp;
1549 else 1391 else
1550 op->stats.maxsp += change->stats.maxsp; 1392 op->stats.maxsp += change->stats.maxsp;
1551 1393
1552 if (change->stats.food < 0) 1394 if (change->stats.food < 0)
1553 op->stats.food = -(change->stats.food); 1395 op->stats.food = -change->stats.food;
1554 else 1396 else
1555 op->stats.food += change->stats.food; 1397 op->stats.food += change->stats.food;
1556 1398
1557 if (change->level < 0) 1399 if (change->level < 0)
1558 op->level = -(change->level); 1400 op->level = -change->level;
1559 else 1401 else
1560 op->level += change->level; 1402 op->level += change->level;
1561 1403
1562 if (change->gen_sp_armour < 0) 1404 if (change->gen_sp_armour < 0)
1563 op->gen_sp_armour = -(change->gen_sp_armour); 1405 op->gen_sp_armour = -change->gen_sp_armour;
1564 else 1406 else
1565 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1407 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1566 1408
1567 op->item_power = change->item_power; 1409 op->item_power = change->item_power;
1568 1410
1569 for (i = 0; i < NROFATTACKS; i++) 1411 for (int i = 0; i < NROFATTACKS; i++)
1570 if (change->resist[i])
1571 op->resist[i] += change->resist[i]; 1412 op->resist[i] += change->resist[i];
1572 1413
1573 if (change->stats.dam) 1414 if (change->stats.dam)
1574 { 1415 {
1575 if (change->stats.dam < 0) 1416 if (change->stats.dam < 0)
1576 op->stats.dam = (-change->stats.dam); 1417 op->stats.dam = -change->stats.dam;
1577 else if (op->stats.dam) 1418 else if (op->stats.dam)
1578 { 1419 {
1579 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1420 int tmp = op->stats.dam * change->stats.dam / 10;
1421
1580 if (tmp == op->stats.dam) 1422 if (tmp == op->stats.dam)
1581 { 1423 {
1582 if (change->stats.dam < 10) 1424 if (change->stats.dam < 10)
1583 op->stats.dam--; 1425 op->stats.dam--;
1584 else 1426 else
1590 } 1432 }
1591 1433
1592 if (change->weight) 1434 if (change->weight)
1593 { 1435 {
1594 if (change->weight < 0) 1436 if (change->weight < 0)
1595 op->weight = (-change->weight); 1437 op->weight = -change->weight;
1596 else 1438 else
1597 op->weight = (op->weight * (change->weight)) / 100; 1439 op->weight = op->weight * change->weight / 100;
1598 } 1440 }
1599 1441
1600 if (change->last_sp) 1442 if (change->last_sp)
1601 { 1443 {
1602 if (change->last_sp < 0) 1444 if (change->last_sp < 0)
1603 op->last_sp = (-change->last_sp); 1445 op->last_sp = -change->last_sp;
1604 else 1446 else
1605 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1447 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1606 } 1448 }
1607 1449
1608 if (change->gen_sp_armour) 1450 if (change->gen_sp_armour)
1609 { 1451 {
1610 if (change->gen_sp_armour < 0) 1452 if (change->gen_sp_armour < 0)
1611 op->gen_sp_armour = (-change->gen_sp_armour); 1453 op->gen_sp_armour = -change->gen_sp_armour;
1612 else 1454 else
1613 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1455 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1614 } 1456 }
1615 1457
1616 op->value *= change->value; 1458 op->value *= change->value;
1617 1459
1618 if (change->material) 1460 if (change->materials)
1461 op->materials = change->materials;
1462
1463 if (change->material != MATERIAL_NULL)
1619 op->material = change->material; 1464 op->material = change->material;
1620
1621 if (change->materialname)
1622 op->materialname = change->materialname;
1623 1465
1624 if (change->slaying) 1466 if (change->slaying)
1625 op->slaying = change->slaying; 1467 op->slaying = change->slaying;
1626 1468
1627 if (change->race) 1469 if (change->race)
1630 if (change->msg) 1472 if (change->msg)
1631 op->msg = change->msg; 1473 op->msg = change->msg;
1632} 1474}
1633 1475
1634static int 1476static int
1635legal_artifact_combination (object *op, artifact * art) 1477legal_artifact_combination (object *op, artifact *art)
1636{ 1478{
1637 int neg, success = 0; 1479 int neg, success = 0;
1638 linked_char *tmp; 1480 linked_char *tmp;
1639 const char *name; 1481 const char *name;
1640 1482
1641 if (art->allowed == (linked_char *) NULL) 1483 if (!art->allowed)
1642 return 1; /* Ie, "all" */ 1484 return 1; /* Ie, "all" */
1485
1643 for (tmp = art->allowed; tmp; tmp = tmp->next) 1486 for (tmp = art->allowed; tmp; tmp = tmp->next)
1644 { 1487 {
1645#ifdef TREASURE_VERBOSE 1488#ifdef TREASURE_VERBOSE
1646 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1489 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1647#endif 1490#endif
1648 if (*tmp->name == '!') 1491 if (*tmp->name == '!')
1649 name = tmp->name + 1, neg = 1; 1492 name = tmp->name + 1, neg = 1;
1650 else 1493 else
1651 name = tmp->name, neg = 0; 1494 name = tmp->name, neg = 0;
1652 1495
1653 /* If we match name, then return the opposite of 'neg' */ 1496 /* If we match name, then return the opposite of 'neg' */
1654 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1497 if (!strcmp (name, op->arch->archname))
1655 return !neg; 1498 return !neg;
1656 1499
1657 /* Set success as true, since if the match was an inverse, it means 1500 /* Set success as true, since if the match was an inverse, it means
1658 * everything is allowed except what we match 1501 * everything is allowed except what we match
1659 */ 1502 */
1660 else if (neg) 1503 else if (neg)
1661 success = 1; 1504 success = 1;
1662 } 1505 }
1506
1663 return success; 1507 return success;
1664} 1508}
1665 1509
1666/* 1510/*
1667 * Fixes the given object, giving it the abilities and titles 1511 * Fixes the given object, giving it the abilities and titles
1669 */ 1513 */
1670 1514
1671void 1515void
1672give_artifact_abilities (object *op, object *artifct) 1516give_artifact_abilities (object *op, object *artifct)
1673{ 1517{
1674 char new_name[MAX_BUF]; 1518 op->title = format ("of %s", &artifct->name);
1675 1519
1676 sprintf (new_name, "of %s", &artifct->name);
1677 op->title = new_name;
1678 add_abilities (op, artifct); /* Give out the bonuses */ 1520 add_abilities (op, artifct); /* Give out the bonuses */
1679 1521
1680#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1522#if 0 /* Bit verbose, but keep it here until next time I need it... */
1681 { 1523 {
1682 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1524 char identified = op->flag [FLAG_IDENTIFIED];
1683 1525
1684 SET_FLAG (op, FLAG_IDENTIFIED); 1526 op->set_flag (FLAG_IDENTIFIED);
1685 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1527 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1686 if (!identified) 1528 if (!identified)
1687 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1529 op->clr_flag (FLAG_IDENTIFIED);
1688 } 1530 }
1689#endif 1531#endif
1690 return; 1532 return;
1691} 1533}
1692 1534
1702#define ARTIFACT_TRIES 2 1544#define ARTIFACT_TRIES 2
1703 1545
1704void 1546void
1705generate_artifact (object *op, int difficulty) 1547generate_artifact (object *op, int difficulty)
1706{ 1548{
1707 artifactlist *al;
1708 artifact *art; 1549 artifact *art;
1709 int i;
1710 1550
1711 al = find_artifactlist (op->type); 1551 artifactlist *al = find_artifactlist (op->type);
1712 1552
1713 if (al == NULL) 1553 if (al == NULL)
1714 { 1554 {
1715#if 0 /* This is too verbose, usually */ 1555#if 0 /* This is too verbose, usually */
1716 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1556 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1717#endif 1557#endif
1718 return; 1558 return;
1719 } 1559 }
1720 1560
1721 for (i = 0; i < ARTIFACT_TRIES; i++) 1561 for (int i = 0; i < ARTIFACT_TRIES; i++)
1722 { 1562 {
1723 int roll = RANDOM () % al->total_chance; 1563 int roll = rndm (al->total_chance);
1724 1564
1725 for (art = al->items; art != NULL; art = art->next) 1565 for (art = al->items; art; art = art->next)
1726 { 1566 {
1727 roll -= art->chance; 1567 roll -= art->chance;
1728 if (roll < 0) 1568 if (roll < 0)
1729 break; 1569 break;
1730 } 1570 }
1734#if 1 1574#if 1
1735 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1575 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1736#endif 1576#endif
1737 return; 1577 return;
1738 } 1578 }
1739 if (!strcmp (art->item->name, "NONE")) 1579
1580 if (art->item->name == shstr_NONE)
1740 return; 1581 return;
1582
1741 if (FABS (op->magic) < art->item->magic) 1583 if (fabs (op->magic) < art->item->magic)
1742 continue; /* Not magic enough to be this item */ 1584 continue; /* Not magic enough to be this item */
1743 1585
1744 /* Map difficulty not high enough */ 1586 /* Map difficulty not high enough */
1745 if (difficulty < art->difficulty) 1587 if (difficulty < art->difficulty)
1746 continue; 1588 continue;
1747 1589
1748 if (!legal_artifact_combination (op, art)) 1590 if (!legal_artifact_combination (op, art))
1749 { 1591 {
1750#ifdef TREASURE_VERBOSE 1592#ifdef TREASURE_VERBOSE
1751 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1593 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1752#endif 1594#endif
1753 continue; 1595 continue;
1754 } 1596 }
1597
1755 give_artifact_abilities (op, art->item); 1598 give_artifact_abilities (op, art->item);
1756 return; 1599 return;
1757 } 1600 }
1758} 1601}
1759 1602
1763 */ 1606 */
1764 1607
1765void 1608void
1766fix_flesh_item (object *item, object *donor) 1609fix_flesh_item (object *item, object *donor)
1767{ 1610{
1768 char tmpbuf[MAX_BUF];
1769 int i;
1770
1771 if (item->type == FLESH && donor) 1611 if (item->type == FLESH && donor)
1772 { 1612 {
1773 /* change the name */ 1613 /* change the name */
1774 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1614 item->name = format ("%s's %s", &donor->name, &item->name);
1775 item->name = tmpbuf;
1776 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1615 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1777 item->name_pl = tmpbuf;
1778 1616
1779 /* weight is FLESH weight/100 * donor */ 1617 /* weight is FLESH weight/100 * donor */
1780 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1618 item->weight = max (1, item->weight * donor->weight / 100);
1781 item->weight = 1;
1782 1619
1783 /* value is multiplied by level of donor */ 1620 /* value is multiplied by level of donor */
1784 item->value *= isqrt (donor->level * 2); 1621 item->value *= isqrt (donor->level * 2);
1785 1622
1786 /* food value */ 1623 /* food value */
1787 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1624 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1788 1625
1789 /* flesh items inherit some abilities of donor, but not 1626 /* flesh items inherit some abilities of donor, but not
1790 * full effect. 1627 * full effect.
1791 */ 1628 */
1792 for (i = 0; i < NROFATTACKS; i++) 1629 for (int i = 0; i < NROFATTACKS; i++)
1793 item->resist[i] = donor->resist[i] / 2; 1630 item->resist[i] = donor->resist[i] / 2;
1794 1631
1795 /* item inherits donor's level (important for quezals) */ 1632 /* item inherits donor's level (important for quezals) */
1796 item->level = donor->level; 1633 item->level = donor->level;
1797 1634
1798 /* if donor has some attacktypes, the flesh is poisonous */ 1635 /* if donor has some attacktypes, the flesh is poisonous */
1799 if (donor->attacktype & AT_POISON) 1636 if (donor->attacktype & AT_POISON)
1800 item->type = POISON; 1637 item->type = POISON;
1638
1801 if (donor->attacktype & AT_ACID) 1639 if (donor->attacktype & AT_ACID)
1802 item->stats.hp = -1 * item->stats.food; 1640 item->stats.hp = -item->stats.food;
1803 SET_FLAG (item, FLAG_NO_STEAL);
1804 }
1805}
1806 1641
1807/* special_potion() - so that old potion code is still done right. */ 1642 item->set_flag (FLAG_NO_STEAL);
1808 1643 }
1809int
1810special_potion (object *op)
1811{
1812 if (op->attacktype)
1813 return 1;
1814
1815 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1816 return 1;
1817
1818 for (int i = 0; i < NROFATTACKS; i++)
1819 if (op->resist[i])
1820 return 1;
1821
1822 return 0;
1823} 1644}
1824 1645
1825void 1646static void
1826free_treasurestruct (treasure *t) 1647free_treasurestruct (treasure *t)
1827{ 1648{
1828 if (t->next)
1829 free_treasurestruct (t->next); 1649 if (t->next) free_treasurestruct (t->next);
1830 if (t->next_yes)
1831 free_treasurestruct (t->next_yes); 1650 if (t->next_yes) free_treasurestruct (t->next_yes);
1832 if (t->next_no)
1833 free_treasurestruct (t->next_no); 1651 if (t->next_no) free_treasurestruct (t->next_no);
1834 1652
1835 delete t; 1653 delete t;
1836} 1654}
1837 1655
1838void 1656static void
1839free_charlinks (linked_char *lc) 1657free_charlinks (linked_char *lc)
1840{ 1658{
1841 if (lc->next) 1659 if (lc->next)
1842 free_charlinks (lc->next); 1660 free_charlinks (lc->next);
1843 1661
1844 delete lc; 1662 delete lc;
1845} 1663}
1846 1664
1847void 1665static void
1848free_artifact (artifact * at) 1666free_artifact (artifact *at)
1849{ 1667{
1850 if (at->next)
1851 free_artifact (at->next); 1668 if (at->next) free_artifact (at->next);
1852
1853 if (at->allowed)
1854 free_charlinks (at->allowed); 1669 if (at->allowed) free_charlinks (at->allowed);
1855 1670
1856 at->item->destroy (1); 1671 at->item->destroy ();
1857 1672
1858 delete at;
1859}
1860
1861void
1862free_artifactlist (artifactlist * al)
1863{
1864 artifactlist *nextal;
1865
1866 for (al = first_artifactlist; al; al = nextal)
1867 {
1868 nextal = al->next;
1869
1870 if (al->items)
1871 free_artifact (al->items);
1872
1873 free (al); 1673 sfree (at);
1874 }
1875} 1674}
1876 1675
1877void
1878free_all_treasures (void)
1879{
1880 treasurelist *tl, *next;
1881
1882
1883 for (tl = first_treasurelist; tl != NULL; tl = next)
1884 {
1885 next = tl->next;
1886 if (tl->items)
1887 free_treasurestruct (tl->items);
1888 delete tl;
1889 }
1890 free_artifactlist (first_artifactlist);
1891}

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