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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.40 by root, Wed Mar 14 00:04:58 2007 UTC vs.
Revision 1.107 by root, Sun Apr 25 07:08:57 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25#define ALLOWED_COMBINATION
26 24
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
29 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
30 * left on 28 * left on
31 */ 29 */
32#define TREASURE_DEBUG 30#define TREASURE_DEBUG
33 31
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 33
36/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
37 35
38#include <global.h> 36#include <global.h>
39#include <treasure.h> 37#include <treasure.h>
40#include <funcpoint.h>
41#include <loader.h>
42 38
39extern char *spell_mapping[];
40
41static treasurelist *first_treasurelist;
43 42
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 44
47/* 45typedef std::tr1::unordered_map<
48 * Initialize global archtype pointers: 46 const char *,
49 */ 47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t;
50 52
51void 53static tl_map_t tl_map;
52init_archetype_pointers ()
53{
54 int prev_warn = warn_archetypes;
55 54
56 warn_archetypes = 1; 55//TODO: class method
57 if (ring_arch == NULL) 56static void free_treasurestruct (treasure *t); // bleh desu
58 ring_arch = archetype::find ("ring"); 57static void
59 if (amulet_arch == NULL) 58clear (treasurelist *tl)
60 amulet_arch = archetype::find ("amulet"); 59{
61 if (staff_arch == NULL) 60 if (tl->items)
62 staff_arch = archetype::find ("staff"); 61 {
63 if (crown_arch == NULL) 62 free_treasurestruct (tl->items);
64 crown_arch = archetype::find ("crown"); 63 tl->items = 0;
65 warn_archetypes = prev_warn; 64 }
66}
67 65
68/* 66 tl->total_chance = 0;
69 * Allocate and return the pointer to an empty treasurelist structure. 67}
70 */
71 68
69/*
70 * Searches for the given treasurelist
71 */
72static treasurelist * 72treasurelist *
73get_empty_treasurelist (void) 73treasurelist::find (const char *name)
74{ 74{
75 if (!name)
76 return 0;
77
78 auto (i, tl_map.find (name));
79
80 if (i == tl_map.end ())
81 return 0;
82
83 return i->second;
84}
85
86/*
87 * Searches for the given treasurelist in the globally linked list
88 * of treasurelists which has been built by load_treasures().
89 */
90treasurelist *
91treasurelist::get (const char *name)
92{
93 treasurelist *tl = find (name);
94
95 if (!tl)
96 {
75 return new treasurelist; 97 tl = new treasurelist;
76}
77 98
78/* 99 tl->name = name;
79 * Allocate and return the pointer to an empty treasure structure. 100 tl->next = first_treasurelist;
80 */ 101 first_treasurelist = tl;
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
86 102
87 t->chance = 100; 103 tl_map.insert (std::make_pair (tl->name, tl));
104 }
88 105
89 return t; 106 return tl;
90} 107}
108
109#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out
112 */
113static void
114check_treasurelist (const treasure *t, const treasurelist * tl)
115{
116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118
119 if (t->next)
120 check_treasurelist (t->next, tl);
121
122 if (t->next_yes)
123 check_treasurelist (t->next_yes, tl);
124
125 if (t->next_no)
126 check_treasurelist (t->next_no, tl);
127}
128#endif
91 129
92/* 130/*
93 * Reads the lib/treasure file from disk, and parses the contents 131 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 132 * into an internal treasure structure (very linked lists)
95 */ 133 */
96
97static treasure * 134static treasure *
98load_treasure (FILE * fp, int *line) 135read_treasure (object_thawer &f)
99{ 136{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 137 treasure *t = new treasure;
102 int value;
103 138
104 nroftreasures++; 139 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 140
109 if (*buf == '#') 141 for (;;)
110 continue; 142 {
111 if ((cp = strchr (buf, '\n')) != NULL) 143 coroapi::cede_to_tick ();
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 144
117 if (sscanf (cp, "arch %s", variable)) 145 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 146 {
122 else if (sscanf (cp, "list %s", variable)) 147 case KW_arch:
123 t->name = variable; 148 t->item = archetype::find (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 149
125 t->change_arch.name = variable; 150 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 { 151 {
144 t->next = load_treasure (fp, line); 152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
145 return t; 171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
146 } 182 }
147 else 183
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 184 f.next ();
149 } 185 }
150 LOG (llevError, "treasure lacks 'end'.\n"); 186
187 // not reached
188
189error:
190 delete t;
151 return t; 191 return 0;
152} 192}
153 193
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/* 194/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
179 */ 196 */
180 197treasurelist *
181void 198treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 199{
184 FILE *fp; 200 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;
189 201
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 203 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 204 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 205 tl->items = read_treasure (f);
206 if (!tl->items)
194 return; 207 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#' || *buf == '\n')
200 ; // ignore
201 else if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
202 {
203 treasurelist *tl = get_empty_treasurelist ();
204 208
205 tl->name = name;
206 if (previous == NULL)
207 first_treasurelist = tl;
208 else
209 previous->next = tl;
210
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. 209 /* 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 210 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
217 */ 212 */
218 if (!strncmp (buf, "treasureone", 11)) 213 if (one)
214 {
215 for (treasure *t = tl->items; t; t = t->next)
216 {
217 if (t->next_yes || t->next_no)
219 { 218 {
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); 219 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"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 221 }
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);
237 222
238#ifdef TREASURE_DEBUG 223 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 224 }
240 * verify that list transitions work (ie, the list that it is supposed 225 }
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}
248 226
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; 227 return tl;
270} 228}
271
272 229
273/* 230/*
274 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 233 * If there is a certain percental chance for a treasure to be generated,
282 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
283 */ 240 */
284static void 241static void
285put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
286{ 243{
287 object *tmp; 244 if (flags & GT_ENVIRONMENT)
288 245 {
289 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
290 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
291 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
292 * by another object. 249 * by another object.
293 */ 250 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 252 if (op->type == SPELL)
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map ()
261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy ();
263 else
264 {
265 op->flag [FLAG_OBJ_ORIGINAL] = true;
297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
298 } 268 }
299 else 269 else
300 { 270 {
301 op = creator->insert (op); 271 op = creator->insert (op);
302 272
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
304 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
305
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
307 esrv_send_item (tmp, op);
308 } 275 }
309} 276}
310 277
311/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
312 * in the generated object 279 * in the generated object
326 293
327 if (t->change_arch.slaying) 294 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 295 op->slaying = t->change_arch.slaying;
329} 296}
330 297
331void 298static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 299create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 300{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 302 {
338 if (t->name) 303 if (t->name)
339 { 304 {
340 if (difficulty >= t->magic) 305 if (difficulty >= t->magic)
306 if (treasurelist *tl = treasurelist::find (t->name))
307 create_treasure (tl, op, flag, difficulty, tries);
308 else
309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
310 }
311 else
312 {
313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
341 { 314 {
342 treasurelist *tl = find_treasurelist (t->name); 315 object *tmp = t->item->instance ();
343 if (tl) 316
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) 317 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
354 319
355 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
356 change_treasure (t, tmp); 321 change_treasure (t, tmp);
357 put_treasure (tmp, op, flag); 322 put_treasure (tmp, op, flag);
358 } 323 }
359 } 324 }
360 325
361 if (t->next_yes != NULL) 326 if (t->next_yes)
362 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 327 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
363 } 328 }
364 else if (t->next_no != NULL) 329 else if (t->next_no)
365 create_all_treasures (t->next_no, op, flag, difficulty, tries); 330 create_all_treasures (t->next_no, op, flag, difficulty, tries);
366 331
367 if (t->next != NULL) 332 if (t->next)
368 create_all_treasures (t->next, op, flag, difficulty, tries); 333 create_all_treasures (t->next, op, flag, difficulty, tries);
369} 334}
370 335
371void 336static void
372create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 337create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
373{ 338{
374 int value = rndm (tl->total_chance); 339 int value = rndm (tl->total_chance);
375 treasure *t; 340 treasure *t;
376 341
378 { 343 {
379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 344 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
380 return; 345 return;
381 } 346 }
382 347
383 for (t = tl->items; t != NULL; t = t->next) 348 for (t = tl->items; t; t = t->next)
384 { 349 {
385 value -= t->chance; 350 value -= t->chance;
386 351
387 if (value < 0) 352 if (value < 0)
388 break; 353 break;
389 } 354 }
390 355
391 if (!t || value >= 0) 356 if (!t || value >= 0)
392 {
393 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 357 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
394 abort ();
395 return;
396 }
397 358
398 if (t->name) 359 if (t->name)
399 { 360 {
400 if (difficulty >= t->magic) 361 if (difficulty >= t->magic)
401 { 362 {
402 treasurelist *tl = find_treasurelist (t->name); 363 treasurelist *tl = treasurelist::find (t->name);
403 if (tl) 364 if (tl)
404 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
405 } 366 }
406 else if (t->nrof) 367 else if (t->nrof)
407 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
408
409 return;
410 } 369 }
411
412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
413 { 371 {
414 object *tmp = arch_to_object (t->item); 372 if (object *tmp = t->item->instance ())
415 373 {
416 if (!tmp)
417 return;
418
419 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
420 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
421 376
422 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
423 change_treasure (t, tmp); 378 change_treasure (t, tmp);
424 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
380 }
425 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
426} 388}
427 389
428/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
429 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
430 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
433 * to do that. 395 * to do that.
434 */ 396 */
435void 397void
436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 398create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
437{ 399{
400 // empty treasurelists are legal
401 if (!tl->items)
402 return;
403
438 if (tries++ > 100) 404 if (tries++ > 100)
439 { 405 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 407 return;
408 }
409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
442 } 417 }
443 418
444 if (tl->total_chance) 419 if (tl->total_chance)
445 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
446 else 421 else
455object * 430object *
456generate_treasure (treasurelist *tl, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
457{ 432{
458 difficulty = clamp (difficulty, 1, settings.max_level); 433 difficulty = clamp (difficulty, 1, settings.max_level);
459 434
460 object *ob = object::create (), *tmp; 435 object *ob = object::create ();
461 436
462 create_treasure (tl, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
463 438
464 /* Don't want to free the object we are about to return */ 439 /* Don't want to free the object we are about to return */
465 tmp = ob->inv; 440 object *tmp = ob->inv;
466 if (tmp != NULL) 441 if (tmp)
467 tmp->remove (); 442 tmp->remove ();
468 443
469 if (ob->inv) 444 if (ob->inv)
470 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
471 446
472 ob->destroy (); 447 ob->destroy ();
448
473 return tmp; 449 return tmp;
474} 450}
475 451
476/* 452/*
477 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
479 * The array has two arguments, the difficulty of the level, and the 455 * The array has two arguments, the difficulty of the level, and the
480 * magical bonus "wanted". 456 * magical bonus "wanted".
481 */ 457 */
482 458
483static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
484
485/*chance of magic difficulty*/ 460// chance of magic difficulty
486
487/* +0 +1 +2 +3 +4 */ 461// +0 +1 +2 +3 +4
488 {95, 2, 2, 1, 0}, /*1 */ 462 {95, 2, 2, 1, 0}, // 1
489 {92, 5, 2, 1, 0}, /*2 */ 463 {92, 5, 2, 1, 0}, // 2
490 {85, 10, 4, 1, 0}, /*3 */ 464 {85, 10, 4, 1, 0}, // 3
491 {80, 14, 4, 2, 0}, /*4 */ 465 {80, 14, 4, 2, 0}, // 4
492 {75, 17, 5, 2, 1}, /*5 */ 466 {75, 17, 5, 2, 1}, // 5
493 {70, 18, 8, 3, 1}, /*6 */ 467 {70, 18, 8, 3, 1}, // 6
494 {65, 21, 10, 3, 1}, /*7 */ 468 {65, 21, 10, 3, 1}, // 7
495 {60, 22, 12, 4, 2}, /*8 */ 469 {60, 22, 12, 4, 2}, // 8
496 {55, 25, 14, 4, 2}, /*9 */ 470 {55, 25, 14, 4, 2}, // 9
497 {50, 27, 16, 5, 2}, /*10 */ 471 {50, 27, 16, 5, 2}, // 10
498 {45, 28, 18, 6, 3}, /*11 */ 472 {45, 28, 18, 6, 3}, // 11
499 {42, 28, 20, 7, 3}, /*12 */ 473 {42, 28, 20, 7, 3}, // 12
500 {40, 27, 21, 8, 4}, /*13 */ 474 {40, 27, 21, 8, 4}, // 13
501 {38, 25, 22, 10, 5}, /*14 */ 475 {38, 25, 22, 10, 5}, // 14
502 {36, 23, 23, 12, 6}, /*15 */ 476 {36, 23, 23, 12, 6}, // 15
503 {33, 21, 24, 14, 8}, /*16 */ 477 {33, 21, 24, 14, 8}, // 16
504 {31, 19, 25, 16, 9}, /*17 */ 478 {31, 19, 25, 16, 9}, // 17
505 {27, 15, 30, 18, 10}, /*18 */ 479 {27, 15, 30, 18, 10}, // 18
506 {20, 12, 30, 25, 13}, /*19 */ 480 {20, 12, 30, 25, 13}, // 19
507 {15, 10, 28, 30, 17}, /*20 */ 481 {15, 10, 28, 30, 17}, // 20
508 {13, 9, 27, 28, 23}, /*21 */ 482 {13, 9, 27, 28, 23}, // 21
509 {10, 8, 25, 28, 29}, /*22 */ 483 {10, 8, 25, 28, 29}, // 22
510 {8, 7, 23, 26, 36}, /*23 */ 484 { 8, 7, 23, 26, 36}, // 23
511 {6, 6, 20, 22, 46}, /*24 */ 485 { 6, 6, 20, 22, 46}, // 24
512 {4, 5, 17, 18, 56}, /*25 */ 486 { 4, 5, 17, 18, 56}, // 25
513 {2, 4, 12, 14, 68}, /*26 */ 487 { 2, 4, 12, 14, 68}, // 26
514 {0, 3, 7, 10, 80}, /*27 */ 488 { 0, 3, 7, 10, 80}, // 27
515 {0, 0, 3, 7, 90}, /*28 */ 489 { 0, 0, 3, 7, 90}, // 28
516 {0, 0, 0, 3, 97}, /*29 */ 490 { 0, 0, 0, 3, 97}, // 29
517 {0, 0, 0, 0, 100}, /*30 */ 491 { 0, 0, 0, 0, 100}, // 30
518 {0, 0, 0, 0, 100}, /*31 */ 492 { 0, 0, 0, 0, 100}, // 31
519}; 493};
520
521 494
522/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
523 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
524 * 497 *
525 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
526 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
527 */ 500 */
528 501static int
529int
530level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
531{ 503{
532 int olevel = 0;
533
534 if (!op->inv) 504 if (!op->inv)
535 { 505 {
536 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
537 return 0; 507 return 0;
538 } 508 }
539 509
540 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
541 511
542 if (olevel <= 0) 512 if (olevel <= 0)
543 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
544 514
545 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
546 olevel = MAXLEVEL;
547
548 return olevel;
549} 516}
550 517
551/* 518/*
552 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
553 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
556 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
557 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
558 * weird integer between 1-31. 525 * weird integer between 1-31.
559 * 526 *
560 */ 527 */
561 528static int
562int
563magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
564{ 530{
565 int percent = 0, magic = 0;
566 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
532 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
567 533
568 scaled_diff--;
569
570 if (scaled_diff < 0)
571 scaled_diff = 0;
572
573 if (scaled_diff >= DIFFLEVELS)
574 scaled_diff = DIFFLEVELS - 1;
575
576 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
577 536
578 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
579 { 538 {
580 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
581 540
582 if (percent < 0) 541 if (percent < 0)
583 break; 542 break;
584 } 543 }
585 544
586 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
587 { 546 {
588 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 547 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
589 magic = 0; 548 magic = 0;
590 } 549 }
591 550
599 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
600 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
601 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
602 * to make it truly absolute. 561 * to make it truly absolute.
603 */ 562 */
604
605void 563void
606set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
607{ 565{
608 if (!magic) 566 if (!magic)
609 return; 567 return;
610 568
611 op->magic = magic; 569 op->magic = magic;
612 if (op->arch) 570 if (op->arch)
613 { 571 {
614 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
616 574
617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 575 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
618 magic = (-magic); 576 magic = (-magic);
577
619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
620 } 579 }
621 else 580 else
622 { 581 {
623 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
625 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
626 magic = (-magic); 586 magic = (-magic);
587
627 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
628 } 589 }
629} 590}
630 591
631/* 592/*
634 */ 595 */
635 596
636static void 597static void
637set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
638{ 599{
639 int i;
640
641 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
642 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
643 i = -i; 603 i = -i;
604
644 if (i > max_magic) 605 i = min (i, max_magic);
645 i = max_magic; 606
646 set_abs_magic (op, i); 607 set_abs_magic (op, i);
647 if (i < 0) 608 if (i < 0)
648 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
649} 610}
650 611
651/* 612/*
652 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
653 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
654 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
655 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
656 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
657 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
658 */ 619 */
659 620static void
660void
661set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
662{ 622{
663
664 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
665 624
666 if (op->type == AMULET) 625 if (op->type == AMULET)
667 {
668 if (!(rndm (21))) 626 if (!rndm (21))
669 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
670 else 630 else
671 {
672 if (rndm (2))
673 r = 10;
674 else
675 r = 11 + rndm (9); 631 r = 11 + rndm (9);
676 }
677 }
678 632
679 switch (r) 633 switch (r)
680 { 634 {
681 /* Redone by MSW 2000-11-26 to have much less code. Also, 635 /* Redone by MSW 2000-11-26 to have much less code. Also,
682 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
683 * of the item. 637 * of the item.
684 */ 638 */
685 case 0: 639 case 0:
686 case 1: 640 case 1:
687 case 2: 641 case 2:
688 case 3: 642 case 3:
689 case 4: 643 case 4:
690 case 5: 644 case 5:
691 case 6: 645 case 6:
692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 646 op->stats.stat (r) += bonus;
693 break; 647 break;
694 648
695 case 7: 649 case 7:
696 op->stats.dam += bonus; 650 op->stats.dam += bonus;
697 break; 651 break;
729 * little random element in since that they don't always end up with 683 * little random element in since that they don't always end up with
730 * even values. 684 * even values.
731 */ 685 */
732 if (bonus < 0) 686 if (bonus < 0)
733 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
734 if (val > 35) 688
735 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
736 b = 0; 691 b = 0;
737 692
738 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
739 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
740 695
748 break; 703 break;
749 } 704 }
750 case 20: 705 case 20:
751 if (op->type == AMULET) 706 if (op->type == AMULET)
752 { 707 {
753 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
754 op->value *= 11; 709 op->value *= 11;
755 } 710 }
756 else 711 else
757 { 712 {
758 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
761 break; 716 break;
762 717
763 case 21: 718 case 21:
764 if (op->type == AMULET) 719 if (op->type == AMULET)
765 { 720 {
766 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
767 op->value *= 9; 722 op->value *= 9;
768 } 723 }
769 else 724 else
770 { 725 {
771 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
773 } 728 }
774 break; 729 break;
775 730
776 case 22: 731 case 22:
777 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
778 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
779 break; 734 break;
780 } 735 }
781 736
782 if (bonus > 0) 737 if (bonus > 0)
783 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
784 else 739 else
785 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
786} 741}
787 742
788/* 743/*
789 * get_magic(diff) will return a random number between 0 and 4. 744 * get_magic(diff) will return a random number between 0 and 4.
790 * diff can be any value above 2. The higher the diff-variable, the 745 * diff can be any value above 2. The higher the diff-variable, the
791 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
792 * It is only used in fix_generated_treasure() to set bonuses on 747 * It is only used in fix_generated_treasure() to set bonuses on
793 * rings and amulets. 748 * rings and amulets.
794 * Another scheme is used to calculate the magic of weapons and armours. 749 * Another scheme is used to calculate the magic of weapons and armours.
795 */ 750 */
796int 751static int
797get_magic (int diff) 752get_magic (int diff)
798{ 753{
799 int i; 754 diff = min (3, diff);
800 755
801 if (diff < 3)
802 diff = 3;
803
804 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
805 if (rndm (diff)) 757 if (rndm (diff))
806 return i; 758 return i;
807 759
808 return 4; 760 return 4;
809} 761}
810 762
763/* special_potion() - so that old potion code is still done right. */
764static int
765special_potion (object *op)
766{
767 if (op->attacktype)
768 return 1;
769
770 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
771 return 1;
772
773 for (int i = 0; i < NROFATTACKS; i++)
774 if (op->resist[i])
775 return 1;
776
777 return 0;
778}
779
811#define DICE2 (get_magic(2)==2?2:1) 780#define DICE2 (get_magic(2) == 2 ? 2 : 1)
812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 781#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
813 782
814/* 783/*
815 * fix_generated_item(): This is called after an item is generated, in 784 * fix_generated_item(): This is called after an item is generated, in
816 * order to set it up right. This produced magical bonuses, puts spells 785 * order to set it up right. This produced magical bonuses, puts spells
845 save_item_power = op->item_power; 814 save_item_power = op->item_power;
846 op->item_power = 0; 815 op->item_power = 0;
847 816
848 if (op->randomitems && op->type != SPELL) 817 if (op->randomitems && op->type != SPELL)
849 { 818 {
850 create_treasure (op->randomitems, op, flags, difficulty, 0); 819 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
851 if (!op->inv)
852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
853
854 /* So the treasure doesn't get created again */ 820 /* So the treasure doesn't get created again */
855 op->randomitems = NULL; 821 op->randomitems = 0;
856 } 822 }
857 823
858 if (difficulty < 1) 824 max_it (difficulty, 1);
859 difficulty = 1;
860 825
861 if (INVOKE_OBJECT (ADD_BONUS, op, 826 if (INVOKE_OBJECT (ADD_BONUS, op,
862 ARG_OBJECT (creator != op ? creator : 0), 827 ARG_OBJECT (creator != op ? creator : 0),
863 ARG_INT (difficulty), ARG_INT (max_magic), 828 ARG_INT (difficulty), ARG_INT (max_magic),
864 ARG_INT (flags))) 829 ARG_INT (flags)))
865 return; 830 return;
866 831
867 if (!(flags & GT_MINIMAL)) 832 if (!(flags & GT_MINIMAL))
868 { 833 {
869 if (op->arch == crown_arch) 834 if (IS_ARCH (op->arch, crown))
870 { 835 {
871 set_magic (difficulty, op, max_magic, flags); 836 set_magic (difficulty, op, max_magic, flags);
872 num_enchantments = calc_item_power (op, 1); 837 num_enchantments = calc_item_power (op, 1);
873 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
874 } 839 }
879 844
880 num_enchantments = calc_item_power (op, 1); 845 num_enchantments = calc_item_power (op, 1);
881 846
882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 847 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN 848 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 849 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
885 * used for shop_floors or treasures */
886 generate_artifact (op, difficulty); 850 generate_artifact (op, difficulty);
887 } 851 }
888 852
889 /* Object was made an artifact. Calculate its item_power rating. 853 /* Object was made an artifact. Calculate its item_power rating.
890 * the item_power in the object is what the artfiact adds. 854 * the item_power in the object is what the artfiact adds.
924 * again below */ 888 * again below */
925 } 889 }
926 } 890 }
927 891
928 /* materialtype modifications. Note we allow this on artifacts. */ 892 /* materialtype modifications. Note we allow this on artifacts. */
929 set_materialname (op, difficulty, NULL); 893 select_material (op, difficulty);
930 894
931 if (flags & GT_MINIMAL) 895 if (flags & GT_MINIMAL)
932 { 896 {
933 if (op->type == POTION) 897 if (op->type == POTION)
934 /* Handle healing and magic power potions */ 898 /* Handle healing and magic power potions */
935 if (op->stats.sp && !op->randomitems) 899 if (op->stats.sp && !op->randomitems)
936 { 900 {
937 object *tmp;
938
939 tmp = get_archetype (spell_mapping[op->stats.sp]); 901 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
940 insert_ob_in_ob (tmp, op); 902 insert_ob_in_ob (tmp, op);
941 op->stats.sp = 0; 903 op->stats.sp = 0;
942 } 904 }
943 } 905 }
944 else if (!op->title) /* Only modify object if not special */ 906 else if (!op->title) /* Only modify object if not special */
947 case WEAPON: 909 case WEAPON:
948 case ARMOUR: 910 case ARMOUR:
949 case SHIELD: 911 case SHIELD:
950 case HELMET: 912 case HELMET:
951 case CLOAK: 913 case CLOAK:
952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 914 if (op->flag [FLAG_CURSED] && !(rndm (4)))
953 set_ring_bonus (op, -DICE2); 915 set_ring_bonus (op, -DICE2);
954 break; 916 break;
955 917
956 case BRACERS: 918 case BRACERS:
957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 919 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
958 { 920 {
959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 921 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
960 if (!QUERY_FLAG (op, FLAG_CURSED)) 922 if (!op->flag [FLAG_CURSED])
961 op->value *= 3; 923 op->value *= 3;
962 } 924 }
963 break; 925 break;
964 926
965 case POTION: 927 case POTION:
967 int too_many_tries = 0, is_special = 0; 929 int too_many_tries = 0, is_special = 0;
968 930
969 /* Handle healing and magic power potions */ 931 /* Handle healing and magic power potions */
970 if (op->stats.sp && !op->randomitems) 932 if (op->stats.sp && !op->randomitems)
971 { 933 {
972 object *tmp;
973
974 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
975 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
976 op->stats.sp = 0; 936 op->stats.sp = 0;
977 } 937 }
978 938
979 while (!(is_special = special_potion (op)) && !op->inv) 939 while (!(is_special = special_potion (op)) && !op->inv)
987 * since the value set on those is already correct. 947 * since the value set on those is already correct.
988 */ 948 */
989 if (op->inv && op->randomitems) 949 if (op->inv && op->randomitems)
990 { 950 {
991 /* value multiplier is same as for scrolls */ 951 /* value multiplier is same as for scrolls */
992 op->value = (op->value * op->inv->value); 952 op->value *= op->inv->value;
993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
994 } 954 }
995 else 955 else
996 { 956 {
997 op->name = "potion"; 957 op->name = shstr_potion;
998 op->name_pl = "potions"; 958 op->name_pl = shstr_potions;
999 } 959 }
1000 960
1001 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 961 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1002 SET_FLAG (op, FLAG_CURSED); 962 op->set_flag (FLAG_CURSED);
963
1003 break; 964 break;
1004 } 965 }
1005 966
1006 case AMULET: 967 case AMULET:
1007 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
1008 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
1009 970
1010 case RING: 971 case RING:
1011 if (op->arch == NULL)
1012 {
1013 op->destroy ();
1014 op = 0;
1015 break;
1016 }
1017
1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1019 break; 973 break;
1020 974
1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1022 SET_FLAG (op, FLAG_CURSED); 976 op->set_flag (FLAG_CURSED);
1023 977
1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 978 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1025 979
1026 if (op->type != RING) /* Amulets have only one ability */ 980 if (op->type != RING) /* Amulets have only one ability */
1027 break; 981 break;
1028 982
1029 if (!(rndm (4))) 983 if (!rndm (4))
1030 { 984 {
1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 985 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1032 986
1033 if (d > 0) 987 if (d > 0)
1034 op->value *= 3; 988 op->value *= 3;
1035 989
1036 set_ring_bonus (op, d); 990 set_ring_bonus (op, d);
1037 991
1038 if (!(rndm (4))) 992 if (!rndm (4))
1039 { 993 {
1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 994 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1041 995
1042 if (d > 0) 996 if (d > 0)
1043 op->value *= 5; 997 op->value *= 5;
998
1044 set_ring_bonus (op, d); 999 set_ring_bonus (op, d);
1045 } 1000 }
1046 } 1001 }
1047 1002
1048 if (GET_ANIM_ID (op)) 1003 if (op->animation_id)
1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1004 op->set_anim_frame (rndm (op->anim_frames ()));
1050 1005
1051 break; 1006 break;
1052 1007
1053 case BOOK: 1008 case BOOK:
1054 /* Is it an empty book?, if yes lets make a special· 1009 /* Is it an empty book?, if yes lets make a special·
1056 * creator and/or map level we found it on. 1011 * creator and/or map level we found it on.
1057 */ 1012 */
1058 if (!op->msg && rndm (10)) 1013 if (!op->msg && rndm (10))
1059 { 1014 {
1060 /* set the book level properly */ 1015 /* set the book level properly */
1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1016 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1062 { 1017 {
1063 if (op->map && op->map->difficulty) 1018 if (op->map && op->map->difficulty)
1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1019 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1065 else 1020 else
1066 op->level = rndm (20) + 1; 1021 op->level = rndm (20) + 1;
1069 op->level = rndm (creator->level); 1024 op->level = rndm (creator->level);
1070 1025
1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1026 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1072 /* books w/ info are worth more! */ 1027 /* books w/ info are worth more! */
1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1028 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1074 /* creator related stuff */
1075
1076 /* for library, chained books. Note that some monsters have no_pick
1077 * set - we don't want to set no pick in that case.
1078 */
1079 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1080 SET_FLAG (op, FLAG_NO_PICK);
1081 if (creator->slaying && !op->slaying) /* for check_inv floors */
1082 op->slaying = creator->slaying;
1083 1029
1084 /* add exp so reading it gives xp (once) */ 1030 /* add exp so reading it gives xp (once) */
1085 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1031 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1086 } 1032 }
1033
1034 /* creator related stuff */
1035
1036 /* for library, chained books. Note that some monsters have no_pick
1037 * set - we don't want to set no pick in that case.
1038 */
1039 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1040 op->set_flag (FLAG_NO_PICK);
1041 if (creator->slaying && !op->slaying) /* for check_inv floors */
1042 op->slaying = creator->slaying;
1087 break; 1043 break;
1088 1044
1089 case SPELLBOOK: 1045 case SPELLBOOK:
1090 op->value = op->value * op->inv->value; 1046 op->value *= pow ((op->inv->value > 0 ? op->inv->value : 1)
1047 * op->inv->level,
1048 1.5);
1049
1091 /* add exp so learning gives xp */ 1050 /* add exp so learning gives xp */
1092 op->level = op->inv->level; 1051 op->level = op->inv->level;
1093 op->stats.exp = op->value; 1052 op->stats.exp = op->value;
1094 break; 1053 break;
1095 1054
1123 * reasonable. Otherwise, a high level version of a low level 1082 * reasonable. Otherwise, a high level version of a low level
1124 * spell can be worth tons a money (eg, level 20 rod, level 2 spell = 1083 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1125 * 10 time multiplier). This way, the value are a bit more reasonable. 1084 * 10 time multiplier). This way, the value are a bit more reasonable.
1126 */ 1085 */
1127 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1086 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1087
1128 /* maxhp is used to denote how many 'charges' the rod holds before */ 1088 /* maxhp is used to denote how many 'charges' the rod holds before */
1129 if (op->stats.maxhp) 1089 if (op->stats.maxhp)
1130 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1090 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1131 else 1091 else
1132 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1092 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1133 1093
1134 op->stats.hp = op->stats.maxhp; 1094 op->stats.hp = op->stats.maxhp;
1135 break; 1095 break;
1136 1096
1137 case SCROLL: 1097 case SCROLL:
1152 break; 1112 break;
1153 } /* switch type */ 1113 } /* switch type */
1154 1114
1155 if (flags & GT_STARTEQUIP) 1115 if (flags & GT_STARTEQUIP)
1156 { 1116 {
1157 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1117 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1158 SET_FLAG (op, FLAG_STARTEQUIP); 1118 op->set_flag (FLAG_STARTEQUIP);
1159 else if (op->type != MONEY) 1119 else if (op->type != MONEY)
1160 op->value = 0; 1120 op->value = 0;
1161 } 1121 }
1162 1122
1163 if (!(flags & GT_ENVIRONMENT)) 1123 if (!(flags & GT_ENVIRONMENT))
1174 1134
1175/* 1135/*
1176 * Allocate and return the pointer to an empty artifactlist structure. 1136 * Allocate and return the pointer to an empty artifactlist structure.
1177 */ 1137 */
1178static artifactlist * 1138static artifactlist *
1179get_empty_artifactlist (void) 1139get_empty_artifactlist ()
1180{ 1140{
1181 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1141 return salloc0<artifactlist> ();
1182
1183 if (al == NULL)
1184 fatal (OUT_OF_MEMORY);
1185 al->next = NULL;
1186 al->items = NULL;
1187 al->total_chance = 0;
1188 return al;
1189} 1142}
1190 1143
1191/* 1144/*
1192 * Allocate and return the pointer to an empty artifact structure. 1145 * Allocate and return the pointer to an empty artifact structure.
1193 */ 1146 */
1194static artifact * 1147static artifact *
1195get_empty_artifact (void) 1148get_empty_artifact ()
1196{ 1149{
1197 artifact *a = (artifact *) malloc (sizeof (artifact)); 1150 return salloc0<artifact> ();
1198
1199 if (a == NULL)
1200 fatal (OUT_OF_MEMORY);
1201
1202 a->item = NULL;
1203 a->next = NULL;
1204 a->chance = 0;
1205 a->difficulty = 0;
1206 a->allowed = NULL;
1207 return a;
1208} 1151}
1209 1152
1210/* 1153/*
1211 * Searches the artifact lists and returns one that has the same type 1154 * Searches the artifact lists and returns one that has the same type
1212 * of objects on it. 1155 * of objects on it.
1213 */ 1156 */
1214artifactlist * 1157artifactlist *
1215find_artifactlist (int type) 1158find_artifactlist (int type)
1216{ 1159{
1217 artifactlist *al;
1218
1219 for (al = first_artifactlist; al; al = al->next) 1160 for (artifactlist *al = first_artifactlist; al; al = al->next)
1220 if (al->type == type) 1161 if (al->type == type)
1221 return al; 1162 return al;
1222 1163
1223 return 0; 1164 return 0;
1224} 1165}
1225 1166
1226/* 1167/*
1227 * For debugging purposes. Dumps all tables. 1168 * Builds up the lists of artifacts from the file in the libdir.
1228 */ 1169 */
1229void 1170void
1230dump_artifacts (void)
1231{
1232 artifactlist *al;
1233 artifact *art;
1234 linked_char *next;
1235
1236 fprintf (logfile, "\n");
1237 for (al = first_artifactlist; al != NULL; al = al->next)
1238 {
1239 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1240 for (art = al->items; art != NULL; art = art->next)
1241 {
1242 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1243 if (art->allowed != NULL)
1244 {
1245 fprintf (logfile, "\tallowed combinations:");
1246 for (next = art->allowed; next != NULL; next = next->next)
1247 fprintf (logfile, "%s,", &next->name);
1248 fprintf (logfile, "\n");
1249 }
1250 }
1251 }
1252 fprintf (logfile, "\n");
1253}
1254
1255/*
1256 * For debugging purposes. Dumps all treasures recursively (see below).
1257 */
1258void
1259dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1260{
1261 treasurelist *tl;
1262 int i;
1263
1264 if (depth > 100)
1265 return;
1266 while (t)
1267 {
1268 if (t->name)
1269 {
1270 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " ");
1272 fprintf (logfile, "{ (list: %s)\n", &t->name);
1273 tl = find_treasurelist (t->name);
1274 if (tl)
1275 dump_monster_treasure_rec (name, tl->items, depth + 2);
1276 for (i = 0; i < depth; i++)
1277 fprintf (logfile, " ");
1278 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1279 }
1280 else
1281 {
1282 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " ");
1284 if (t->item && t->item->clone.type == FLESH)
1285 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1286 else
1287 fprintf (logfile, "%s\n", &t->item->clone.name);
1288 }
1289
1290 if (t->next_yes)
1291 {
1292 for (i = 0; i < depth; i++)
1293 fprintf (logfile, " ");
1294 fprintf (logfile, " (if yes)\n");
1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1296 }
1297
1298 if (t->next_no)
1299 {
1300 for (i = 0; i < depth; i++)
1301 fprintf (logfile, " ");
1302 fprintf (logfile, " (if no)\n");
1303 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1304 }
1305
1306 t = t->next;
1307 }
1308}
1309
1310/*
1311 * For debugging purposes. Dumps all treasures for a given monster.
1312 * Created originally by Raphael Quinet for debugging the alchemy code.
1313 */
1314
1315void
1316dump_monster_treasure (const char *name)
1317{
1318 archetype *at;
1319 int found;
1320
1321 found = 0;
1322 fprintf (logfile, "\n");
1323
1324 for (at = first_archetype; at != NULL; at = at->next)
1325 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1326 {
1327 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1328 if (at->clone.randomitems != NULL)
1329 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1330 else
1331 fprintf (logfile, "(nothing)\n");
1332
1333 fprintf (logfile, "\n");
1334 found++;
1335 }
1336
1337 if (found == 0)
1338 fprintf (logfile, "No objects have the name %s!\n\n", name);
1339}
1340
1341/*
1342 * Builds up the lists of artifacts from the file in the libdir.
1343 */
1344void
1345init_artifacts (void) 1171init_artifacts ()
1346{ 1172{
1347 static int has_been_inited = 0; 1173 static int has_been_inited = 0;
1348 char filename[MAX_BUF]; 1174 char filename[MAX_BUF];
1349 artifact *art = NULL; 1175 artifact *art = NULL;
1350 artifactlist *al; 1176 artifactlist *al;
1358 object_thawer f (filename); 1184 object_thawer f (filename);
1359 1185
1360 if (!f) 1186 if (!f)
1361 return; 1187 return;
1362 1188
1363 f.next ();
1364
1365 for (;;) 1189 for (;;)
1366 { 1190 {
1367 switch (f.kw) 1191 switch (f.kw)
1368 { 1192 {
1369 case KW_allowed: 1193 case KW_allowed:
1370 if (!art) 1194 if (!art)
1371 {
1372 art = get_empty_artifact (); 1195 art = get_empty_artifact ();
1373 nrofartifacts++;
1374 }
1375 1196
1376 { 1197 {
1377 if (!strcmp (f.get_str (), "all")) 1198 if (!strcmp (f.get_str (), "all"))
1378 break; 1199 break;
1379 1200
1380 char *next, *cp = f.get_str (); 1201 const char *cp = f.get_str ();
1381 1202 char *next;
1382 do 1203 do
1383 { 1204 {
1384 nrofallowedstr++;
1385
1386 if ((next = strchr (cp, ','))) 1205 if ((next = (char *)strchr (cp, ',')))
1387 *next++ = '\0'; 1206 *next++ = '\0';
1388 1207
1389 linked_char *tmp = new linked_char; 1208 linked_char *tmp = new linked_char;
1390 1209
1391 tmp->name = cp; 1210 tmp->name = cp;
1405 break; 1224 break;
1406 1225
1407 case KW_object: 1226 case KW_object:
1408 { 1227 {
1409 art->item = object::create (); 1228 art->item = object::create ();
1229 f.get (art->item->name);
1230 f.next ();
1410 1231
1411 if (!art->item->parse_kv (f)) 1232 if (!art->item->parse_kv (f))
1412 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1233 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1413 1234
1414 al = find_artifactlist (art->item->type); 1235 al = find_artifactlist (art->item->type);
1440 } 1261 }
1441 1262
1442done: 1263done:
1443 for (al = first_artifactlist; al; al = al->next) 1264 for (al = first_artifactlist; al; al = al->next)
1444 { 1265 {
1266 al->total_chance = 0;
1267
1445 for (art = al->items; art; art = art->next) 1268 for (art = al->items; art; art = art->next)
1446 { 1269 {
1447 if (!art->chance) 1270 if (!art->chance)
1448 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1271 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1449 else 1272 else
1455 } 1278 }
1456 1279
1457 LOG (llevDebug, "done.\n"); 1280 LOG (llevDebug, "done.\n");
1458} 1281}
1459 1282
1460
1461/* 1283/*
1462 * Used in artifact generation. The bonuses of the first object 1284 * Used in artifact generation. The bonuses of the first object
1463 * is modified by the bonuses of the second object. 1285 * is modified by the bonuses of the second object.
1464 */ 1286 */
1465
1466void 1287void
1467add_abilities (object *op, object *change) 1288add_abilities (object *op, object *change)
1468{ 1289{
1469 int i, tmp;
1470
1471 if (change->face != blank_face) 1290 if (change->face != blank_face)
1472 { 1291 {
1473#ifdef TREASURE_VERBOSE 1292#ifdef TREASURE_VERBOSE
1474 LOG (llevDebug, "FACE: %d\n", change->face->number); 1293 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1475#endif 1294#endif
1476 op->face = change->face; 1295 op->face = change->face;
1477 } 1296 }
1478 1297
1479 for (i = 0; i < NUM_STATS; i++) 1298 for (int i = 0; i < NUM_STATS; i++)
1480 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1299 change_attr_value (&(op->stats), i, change->stats.stat (i));
1481 1300
1482 op->attacktype |= change->attacktype; 1301 op->attacktype |= change->attacktype;
1483 op->path_attuned |= change->path_attuned; 1302 op->path_attuned |= change->path_attuned;
1484 op->path_repelled |= change->path_repelled; 1303 op->path_repelled |= change->path_repelled;
1485 op->path_denied |= change->path_denied; 1304 op->path_denied |= change->path_denied;
1486 op->move_type |= change->move_type; 1305 op->move_type |= change->move_type;
1487 op->stats.luck += change->stats.luck; 1306 op->stats.luck += change->stats.luck;
1488 1307
1489 if (QUERY_FLAG (change, FLAG_CURSED)) 1308 static const struct copyflags : object::flags_t
1490 SET_FLAG (op, FLAG_CURSED); 1309 {
1491 if (QUERY_FLAG (change, FLAG_DAMNED)) 1310 copyflags ()
1492 SET_FLAG (op, FLAG_DAMNED); 1311 {
1493 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1312 set (FLAG_CURSED);
1313 set (FLAG_DAMNED);
1314 set (FLAG_LIFESAVE);
1315 set (FLAG_REFL_SPELL);
1316 set (FLAG_STEALTH);
1317 set (FLAG_XRAYS);
1318 set (FLAG_BLIND);
1319 set (FLAG_SEE_IN_DARK);
1320 set (FLAG_REFL_MISSILE);
1321 set (FLAG_MAKE_INVIS);
1322 }
1323 } copyflags;
1324
1325 // we might want to just copy, but or'ing is what the original code did
1326 op->flag |= change->flag & copyflags;
1327
1328 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1494 set_abs_magic (op, -op->magic); 1329 set_abs_magic (op, -op->magic);
1495 1330
1496 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1331 if (change->flag [FLAG_STAND_STILL])
1497 SET_FLAG (op, FLAG_LIFESAVE);
1498 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1499 SET_FLAG (op, FLAG_REFL_SPELL);
1500 if (QUERY_FLAG (change, FLAG_STEALTH))
1501 SET_FLAG (op, FLAG_STEALTH);
1502 if (QUERY_FLAG (change, FLAG_XRAYS))
1503 SET_FLAG (op, FLAG_XRAYS);
1504 if (QUERY_FLAG (change, FLAG_BLIND))
1505 SET_FLAG (op, FLAG_BLIND);
1506 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1507 SET_FLAG (op, FLAG_SEE_IN_DARK);
1508 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1509 SET_FLAG (op, FLAG_REFL_MISSILE);
1510 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1511 SET_FLAG (op, FLAG_MAKE_INVIS);
1512
1513 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1514 { 1332 {
1515 CLEAR_FLAG (op, FLAG_ANIMATE); 1333 op->clr_flag (FLAG_ANIMATE);
1334
1516 /* so artifacts will join */ 1335 /* so artifacts will join */
1517 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1336 if (!op->flag [FLAG_ALIVE])
1518 op->speed = 0.0; 1337 op->speed = 0.;
1519 1338
1520 op->set_speed (op->speed); 1339 op->set_speed (op->speed);
1521 } 1340 }
1522 1341
1523 if (change->nrof) 1342 if (change->nrof)
1524 op->nrof = rndm (change->nrof) + 1; 1343 op->nrof = rndm (change->nrof) + 1;
1525 1344
1526 op->stats.exp += change->stats.exp; /* Speed modifier */ 1345 op->stats.exp += change->stats.exp; /* Speed modifier */
1527 op->stats.wc += change->stats.wc; 1346 op->stats.wc += change->stats.wc;
1528 op->stats.ac += change->stats.ac; 1347 op->stats.ac += change->stats.ac;
1529 1348
1530 if (change->other_arch) 1349 if (change->other_arch)
1531 { 1350 {
1532 /* Basically, for horns & potions, the other_arch field is the spell 1351 /* Basically, for horns & potions, the other_arch field is the spell
1533 * to cast. So convert that to into a spell and put it into 1352 * to cast. So convert that to into a spell and put it into
1534 * this object. 1353 * this object.
1535 */ 1354 */
1536 if (op->type == HORN || op->type == POTION) 1355 if (op->type == HORN || op->type == POTION)
1537 { 1356 {
1538 object *tmp_obj;
1539
1540 /* Remove any spells this object currently has in it */ 1357 /* Remove any spells this object currently has in it */
1541 while (op->inv)
1542 op->inv->destroy (); 1358 op->destroy_inv (false);
1543 1359
1544 tmp_obj = arch_to_object (change->other_arch); 1360 object *tmp = change->other_arch->instance ();
1545 insert_ob_in_ob (tmp_obj, op); 1361 insert_ob_in_ob (tmp, op);
1546 } 1362 }
1363
1547 /* No harm setting this for potions/horns */ 1364 /* No harm setting this for potions/horns */
1548 op->other_arch = change->other_arch; 1365 op->other_arch = change->other_arch;
1549 } 1366 }
1550 1367
1551 if (change->stats.hp < 0) 1368 if (change->stats.hp < 0)
1567 op->stats.maxsp = -change->stats.maxsp; 1384 op->stats.maxsp = -change->stats.maxsp;
1568 else 1385 else
1569 op->stats.maxsp += change->stats.maxsp; 1386 op->stats.maxsp += change->stats.maxsp;
1570 1387
1571 if (change->stats.food < 0) 1388 if (change->stats.food < 0)
1572 op->stats.food = -(change->stats.food); 1389 op->stats.food = -change->stats.food;
1573 else 1390 else
1574 op->stats.food += change->stats.food; 1391 op->stats.food += change->stats.food;
1575 1392
1576 if (change->level < 0) 1393 if (change->level < 0)
1577 op->level = -(change->level); 1394 op->level = -change->level;
1578 else 1395 else
1579 op->level += change->level; 1396 op->level += change->level;
1580 1397
1581 if (change->gen_sp_armour < 0) 1398 if (change->gen_sp_armour < 0)
1582 op->gen_sp_armour = -(change->gen_sp_armour); 1399 op->gen_sp_armour = -change->gen_sp_armour;
1583 else 1400 else
1584 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1401 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1585 1402
1586 op->item_power = change->item_power; 1403 op->item_power = change->item_power;
1587 1404
1588 for (i = 0; i < NROFATTACKS; i++) 1405 for (int i = 0; i < NROFATTACKS; i++)
1589 if (change->resist[i])
1590 op->resist[i] += change->resist[i]; 1406 op->resist[i] += change->resist[i];
1591 1407
1592 if (change->stats.dam) 1408 if (change->stats.dam)
1593 { 1409 {
1594 if (change->stats.dam < 0) 1410 if (change->stats.dam < 0)
1595 op->stats.dam = (-change->stats.dam); 1411 op->stats.dam = -change->stats.dam;
1596 else if (op->stats.dam) 1412 else if (op->stats.dam)
1597 { 1413 {
1598 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1414 int tmp = op->stats.dam * change->stats.dam / 10;
1415
1599 if (tmp == op->stats.dam) 1416 if (tmp == op->stats.dam)
1600 { 1417 {
1601 if (change->stats.dam < 10) 1418 if (change->stats.dam < 10)
1602 op->stats.dam--; 1419 op->stats.dam--;
1603 else 1420 else
1609 } 1426 }
1610 1427
1611 if (change->weight) 1428 if (change->weight)
1612 { 1429 {
1613 if (change->weight < 0) 1430 if (change->weight < 0)
1614 op->weight = (-change->weight); 1431 op->weight = -change->weight;
1615 else 1432 else
1616 op->weight = (op->weight * (change->weight)) / 100; 1433 op->weight = op->weight * change->weight / 100;
1617 } 1434 }
1618 1435
1619 if (change->last_sp) 1436 if (change->last_sp)
1620 { 1437 {
1621 if (change->last_sp < 0) 1438 if (change->last_sp < 0)
1622 op->last_sp = (-change->last_sp); 1439 op->last_sp = -change->last_sp;
1623 else 1440 else
1624 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1441 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1625 } 1442 }
1626 1443
1627 if (change->gen_sp_armour) 1444 if (change->gen_sp_armour)
1628 { 1445 {
1629 if (change->gen_sp_armour < 0) 1446 if (change->gen_sp_armour < 0)
1630 op->gen_sp_armour = (-change->gen_sp_armour); 1447 op->gen_sp_armour = -change->gen_sp_armour;
1631 else 1448 else
1632 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1449 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1633 } 1450 }
1634 1451
1635 op->value *= change->value; 1452 op->value *= change->value;
1636 1453
1637 if (change->materials) 1454 if (change->materials)
1638 op->materials = change->materials; 1455 op->materials = change->materials;
1639 1456
1640 if (change->materialname) 1457 if (change->material != MATERIAL_NULL)
1641 op->materialname = change->materialname; 1458 op->material = change->material;
1642 1459
1643 if (change->slaying) 1460 if (change->slaying)
1644 op->slaying = change->slaying; 1461 op->slaying = change->slaying;
1645 1462
1646 if (change->race) 1463 if (change->race)
1649 if (change->msg) 1466 if (change->msg)
1650 op->msg = change->msg; 1467 op->msg = change->msg;
1651} 1468}
1652 1469
1653static int 1470static int
1654legal_artifact_combination (object *op, artifact * art) 1471legal_artifact_combination (object *op, artifact *art)
1655{ 1472{
1656 int neg, success = 0; 1473 int neg, success = 0;
1657 linked_char *tmp; 1474 linked_char *tmp;
1658 const char *name; 1475 const char *name;
1659 1476
1660 if (art->allowed == (linked_char *) NULL) 1477 if (!art->allowed)
1661 return 1; /* Ie, "all" */ 1478 return 1; /* Ie, "all" */
1479
1662 for (tmp = art->allowed; tmp; tmp = tmp->next) 1480 for (tmp = art->allowed; tmp; tmp = tmp->next)
1663 { 1481 {
1664#ifdef TREASURE_VERBOSE 1482#ifdef TREASURE_VERBOSE
1665 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1483 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1666#endif 1484#endif
1667 if (*tmp->name == '!') 1485 if (*tmp->name == '!')
1668 name = tmp->name + 1, neg = 1; 1486 name = tmp->name + 1, neg = 1;
1669 else 1487 else
1670 name = tmp->name, neg = 0; 1488 name = tmp->name, neg = 0;
1671 1489
1672 /* If we match name, then return the opposite of 'neg' */ 1490 /* If we match name, then return the opposite of 'neg' */
1673 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1491 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1674 return !neg; 1492 return !neg;
1675 1493
1676 /* Set success as true, since if the match was an inverse, it means 1494 /* Set success as true, since if the match was an inverse, it means
1677 * everything is allowed except what we match 1495 * everything is allowed except what we match
1678 */ 1496 */
1679 else if (neg) 1497 else if (neg)
1680 success = 1; 1498 success = 1;
1681 } 1499 }
1500
1682 return success; 1501 return success;
1683} 1502}
1684 1503
1685/* 1504/*
1686 * Fixes the given object, giving it the abilities and titles 1505 * Fixes the given object, giving it the abilities and titles
1688 */ 1507 */
1689 1508
1690void 1509void
1691give_artifact_abilities (object *op, object *artifct) 1510give_artifact_abilities (object *op, object *artifct)
1692{ 1511{
1693 char new_name[MAX_BUF]; 1512 op->title = format ("of %s", &artifct->name);
1694 1513
1695 sprintf (new_name, "of %s", &artifct->name);
1696 op->title = new_name;
1697 add_abilities (op, artifct); /* Give out the bonuses */ 1514 add_abilities (op, artifct); /* Give out the bonuses */
1698 1515
1699#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1516#if 0 /* Bit verbose, but keep it here until next time I need it... */
1700 { 1517 {
1701 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1518 char identified = op->flag [FLAG_IDENTIFIED];
1702 1519
1703 SET_FLAG (op, FLAG_IDENTIFIED); 1520 op->set_flag (FLAG_IDENTIFIED);
1704 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1521 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1705 if (!identified) 1522 if (!identified)
1706 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1523 op->clr_flag (FLAG_IDENTIFIED);
1707 } 1524 }
1708#endif 1525#endif
1709 return; 1526 return;
1710} 1527}
1711 1528
1721#define ARTIFACT_TRIES 2 1538#define ARTIFACT_TRIES 2
1722 1539
1723void 1540void
1724generate_artifact (object *op, int difficulty) 1541generate_artifact (object *op, int difficulty)
1725{ 1542{
1726 artifactlist *al;
1727 artifact *art; 1543 artifact *art;
1728 int i;
1729 1544
1730 al = find_artifactlist (op->type); 1545 artifactlist *al = find_artifactlist (op->type);
1731 1546
1732 if (al == NULL) 1547 if (al == NULL)
1733 { 1548 {
1734#if 0 /* This is too verbose, usually */ 1549#if 0 /* This is too verbose, usually */
1735 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1550 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1736#endif 1551#endif
1737 return; 1552 return;
1738 } 1553 }
1739 1554
1740 for (i = 0; i < ARTIFACT_TRIES; i++) 1555 for (int i = 0; i < ARTIFACT_TRIES; i++)
1741 { 1556 {
1742 int roll = rndm (al->total_chance); 1557 int roll = rndm (al->total_chance);
1743 1558
1744 for (art = al->items; art; art = art->next) 1559 for (art = al->items; art; art = art->next)
1745 { 1560 {
1753#if 1 1568#if 1
1754 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1569 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1755#endif 1570#endif
1756 return; 1571 return;
1757 } 1572 }
1758 if (!strcmp (art->item->name, "NONE")) 1573
1574 if (art->item->name == shstr_NONE)
1759 return; 1575 return;
1576
1760 if (FABS (op->magic) < art->item->magic) 1577 if (fabs (op->magic) < art->item->magic)
1761 continue; /* Not magic enough to be this item */ 1578 continue; /* Not magic enough to be this item */
1762 1579
1763 /* Map difficulty not high enough */ 1580 /* Map difficulty not high enough */
1764 if (difficulty < art->difficulty) 1581 if (difficulty < art->difficulty)
1765 continue; 1582 continue;
1766 1583
1767 if (!legal_artifact_combination (op, art)) 1584 if (!legal_artifact_combination (op, art))
1768 { 1585 {
1769#ifdef TREASURE_VERBOSE 1586#ifdef TREASURE_VERBOSE
1770 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1587 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1771#endif 1588#endif
1772 continue; 1589 continue;
1773 } 1590 }
1591
1774 give_artifact_abilities (op, art->item); 1592 give_artifact_abilities (op, art->item);
1775 return; 1593 return;
1776 } 1594 }
1777} 1595}
1778 1596
1782 */ 1600 */
1783 1601
1784void 1602void
1785fix_flesh_item (object *item, object *donor) 1603fix_flesh_item (object *item, object *donor)
1786{ 1604{
1787 char tmpbuf[MAX_BUF];
1788 int i;
1789
1790 if (item->type == FLESH && donor) 1605 if (item->type == FLESH && donor)
1791 { 1606 {
1792 /* change the name */ 1607 /* change the name */
1793 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1608 item->name = format ("%s's %s", &donor->name, &item->name);
1794 item->name = tmpbuf;
1795 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1609 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1796 item->name_pl = tmpbuf;
1797 1610
1798 /* weight is FLESH weight/100 * donor */ 1611 /* weight is FLESH weight/100 * donor */
1799 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1612 item->weight = max (1, item->weight * donor->weight / 100);
1800 item->weight = 1;
1801 1613
1802 /* value is multiplied by level of donor */ 1614 /* value is multiplied by level of donor */
1803 item->value *= isqrt (donor->level * 2); 1615 item->value *= isqrt (donor->level * 2);
1804 1616
1805 /* food value */ 1617 /* food value */
1806 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1618 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1807 1619
1808 /* flesh items inherit some abilities of donor, but not 1620 /* flesh items inherit some abilities of donor, but not
1809 * full effect. 1621 * full effect.
1810 */ 1622 */
1811 for (i = 0; i < NROFATTACKS; i++) 1623 for (int i = 0; i < NROFATTACKS; i++)
1812 item->resist[i] = donor->resist[i] / 2; 1624 item->resist[i] = donor->resist[i] / 2;
1813 1625
1814 /* item inherits donor's level (important for quezals) */ 1626 /* item inherits donor's level (important for quezals) */
1815 item->level = donor->level; 1627 item->level = donor->level;
1816 1628
1817 /* if donor has some attacktypes, the flesh is poisonous */ 1629 /* if donor has some attacktypes, the flesh is poisonous */
1818 if (donor->attacktype & AT_POISON) 1630 if (donor->attacktype & AT_POISON)
1819 item->type = POISON; 1631 item->type = POISON;
1632
1820 if (donor->attacktype & AT_ACID) 1633 if (donor->attacktype & AT_ACID)
1821 item->stats.hp = -1 * item->stats.food; 1634 item->stats.hp = -item->stats.food;
1822 SET_FLAG (item, FLAG_NO_STEAL);
1823 }
1824}
1825 1635
1826/* special_potion() - so that old potion code is still done right. */ 1636 item->set_flag (FLAG_NO_STEAL);
1827 1637 }
1828int
1829special_potion (object *op)
1830{
1831 if (op->attacktype)
1832 return 1;
1833
1834 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1835 return 1;
1836
1837 for (int i = 0; i < NROFATTACKS; i++)
1838 if (op->resist[i])
1839 return 1;
1840
1841 return 0;
1842} 1638}
1843 1639
1844void 1640static void
1845free_treasurestruct (treasure *t) 1641free_treasurestruct (treasure *t)
1846{ 1642{
1847 if (t->next)
1848 free_treasurestruct (t->next); 1643 if (t->next) free_treasurestruct (t->next);
1849 if (t->next_yes)
1850 free_treasurestruct (t->next_yes); 1644 if (t->next_yes) free_treasurestruct (t->next_yes);
1851 if (t->next_no)
1852 free_treasurestruct (t->next_no); 1645 if (t->next_no) free_treasurestruct (t->next_no);
1853 1646
1854 delete t; 1647 delete t;
1855} 1648}
1856 1649
1857void 1650static void
1858free_charlinks (linked_char *lc) 1651free_charlinks (linked_char *lc)
1859{ 1652{
1860 if (lc->next) 1653 if (lc->next)
1861 free_charlinks (lc->next); 1654 free_charlinks (lc->next);
1862 1655
1863 delete lc; 1656 delete lc;
1864} 1657}
1865 1658
1866void 1659static void
1867free_artifact (artifact * at) 1660free_artifact (artifact *at)
1868{ 1661{
1869 if (at->next)
1870 free_artifact (at->next); 1662 if (at->next) free_artifact (at->next);
1871
1872 if (at->allowed)
1873 free_charlinks (at->allowed); 1663 if (at->allowed) free_charlinks (at->allowed);
1874 1664
1875 at->item->destroy (1); 1665 at->item->destroy ();
1876 1666
1877 delete at;
1878}
1879
1880void
1881free_artifactlist (artifactlist * al)
1882{
1883 artifactlist *nextal;
1884
1885 for (al = first_artifactlist; al; al = nextal)
1886 {
1887 nextal = al->next;
1888
1889 if (al->items)
1890 free_artifact (al->items);
1891
1892 free (al); 1667 sfree (at);
1893 }
1894} 1668}
1895 1669
1896void
1897free_all_treasures (void)
1898{
1899 treasurelist *tl, *next;
1900
1901
1902 for (tl = first_treasurelist; tl != NULL; tl = next)
1903 {
1904 next = tl->next;
1905 if (tl->items)
1906 free_treasurestruct (tl->items);
1907 delete tl;
1908 }
1909 free_artifactlist (first_artifactlist);
1910}

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