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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.47 by root, Tue Apr 17 18:24:30 2007 UTC vs.
Revision 1.112 by root, Sat Apr 23 04:56:47 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * 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
27 * 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
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h>
40 38
41extern char *spell_mapping[]; 39extern char *spell_mapping[];
42 40
43static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
44 42
47typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
48 const char *, 46 const char *,
49 treasurelist *, 47 treasurelist *,
50 str_hash, 48 str_hash,
51 str_equal, 49 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 51> tl_map_t;
55 52
56static tl_map_t tl_map; 53static tl_map_t tl_map;
57 54
58/* 55//TODO: class method
59 * Initialize global archtype pointers: 56static void free_treasurestruct (treasure *t); // bleh desu
60 */ 57static void
61void 58clear (treasurelist *tl)
62init_archetype_pointers ()
63{ 59{
64 int prev_warn = warn_archetypes; 60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65 65
66 warn_archetypes = 1; 66 tl->total_chance = 0;
67
68 if (ring_arch == NULL)
69 ring_arch = archetype::find ("ring");
70 if (amulet_arch == NULL)
71 amulet_arch = archetype::find ("amulet");
72 if (staff_arch == NULL)
73 staff_arch = archetype::find ("staff");
74 if (crown_arch == NULL)
75 crown_arch = archetype::find ("crown");
76
77 warn_archetypes = prev_warn;
78} 67}
79 68
80/* 69/*
81 * Searches for the given treasurelist 70 * Searches for the given treasurelist
82 */ 71 */
115 } 104 }
116 105
117 return tl; 106 return tl;
118} 107}
119 108
120//TODO: class method
121void
122clear (treasurelist *tl)
123{
124 if (tl->items)
125 {
126 free_treasurestruct (tl->items);
127 tl->items = 0;
128 }
129
130 tl->total_chance = 0;
131}
132
133#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
134/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
135 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
136 */ 112 */
137static void 113static void
162 138
163 f.next (); 139 f.next ();
164 140
165 for (;;) 141 for (;;)
166 { 142 {
167 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
168 144
169 switch (f.kw) 145 switch (f.kw)
170 { 146 {
171 case KW_arch: 147 case KW_arch:
172 if (!(t->item = archetype::find (f.get_str ()))) 148 t->item = archetype::find (f.get_str ());
173 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); 149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
174 break; 156 break;
175 157
176 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
177 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
178 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
192 t->next = read_treasure (f); 174 t->next = read_treasure (f);
193 return t; 175 return t;
194 176
195 default: 177 default:
196 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
197 return 0; 179 goto error;
198 180
199 return t; 181 return t;
200 } 182 }
201 183
202 f.next (); 184 f.next ();
203 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
204} 192}
205 193
206/* 194/*
207 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
208 */ 196 */
220 208
221 /* 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.
222 * 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
223 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
224 */ 212 */
225 tl->total_chance = 0;
226
227 if (one) 213 if (one)
228 { 214 {
229 for (treasure *t = tl->items; t; t = t->next) 215 for (treasure *t = tl->items; t; t = t->next)
230 { 216 {
231 if (t->next_yes || t->next_no) 217 if (t->next_yes || t->next_no)
232 { 218 {
233 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);
234 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");
235 } 221 }
236 222
237 tl->total_chance += t->chance; 223 tl->total_chance += t->chance;
238 } 224 }
253 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
254 */ 240 */
255static void 241static void
256put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
257{ 243{
258 object *tmp; 244 if (flags & GT_ENVIRONMENT)
259 245 {
260 /* 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
261 * 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
262 * 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
263 * by another object. 249 * by another object.
264 */ 250 */
265 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
266 { 252 if (op->type == SPELL)
267 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;
268 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 }
269 } 268 }
270 else 269 else
271 { 270 {
272 op = creator->insert (op); 271 op = creator->insert (op);
273 272
274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
275 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
276
277 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
278 esrv_send_item (tmp, op);
279 } 275 }
280} 276}
281 277
282/* 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
283 * in the generated object 279 * in the generated object
312 else 308 else
313 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
314 } 310 }
315 else 311 else
316 { 312 {
317 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
318 { 314 {
319 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
320 316
321 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
322 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
323 319
324 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
369 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
370 } 366 }
371 else if (t->nrof) 367 else if (t->nrof)
372 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
373 } 369 }
374 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
375 { 371 {
376 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
377 { 373 {
378 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
379 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
380 376
381 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
382 change_treasure (t, tmp); 378 change_treasure (t, tmp);
383 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
384 } 380 }
385 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
386} 388}
387 389
388/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
389 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
390 * 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
403 { 405 {
404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
405 return; 407 return;
406 } 408 }
407 409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
408 if (tl->total_chance) 419 if (tl->total_chance)
409 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
410 else 421 else
411 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
412} 423}
419object * 430object *
420generate_treasure (treasurelist *tl, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
421{ 432{
422 difficulty = clamp (difficulty, 1, settings.max_level); 433 difficulty = clamp (difficulty, 1, settings.max_level);
423 434
424 object *ob = object::create (), *tmp; 435 object *ob = object::create ();
425 436
426 create_treasure (tl, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
427 438
428 /* 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 */
429 tmp = ob->inv; 440 object *tmp = ob->inv;
430 if (tmp != NULL) 441 if (tmp)
431 tmp->remove (); 442 tmp->remove ();
432 443
433 if (ob->inv) 444 if (ob->inv)
434 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
435 446
436 ob->destroy (); 447 ob->destroy ();
448
437 return tmp; 449 return tmp;
438} 450}
439 451
440/* 452/*
441 * 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
443 * 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
444 * magical bonus "wanted". 456 * magical bonus "wanted".
445 */ 457 */
446 458
447static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
448
449// chance of magic difficulty 460// chance of magic difficulty
450// +0 +1 +2 +3 +4 461// +0 +1 +2 +3 +4
451 {95, 2, 2, 1, 0}, // 1 462 {95, 2, 2, 1, 0}, // 1
452 {92, 5, 2, 1, 0}, // 2 463 {92, 5, 2, 1, 0}, // 2
453 {85, 10, 4, 1, 0}, // 3 464 {85, 10, 4, 1, 0}, // 3
479 { 0, 0, 0, 3, 97}, // 29 490 { 0, 0, 0, 3, 97}, // 29
480 { 0, 0, 0, 0, 100}, // 30 491 { 0, 0, 0, 0, 100}, // 30
481 { 0, 0, 0, 0, 100}, // 31 492 { 0, 0, 0, 0, 100}, // 31
482}; 493};
483 494
484
485/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
486 * 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)
487 * 497 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * 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.
490 */ 500 */
491 501static int
492int
493level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
494{ 503{
495 int olevel = 0;
496
497 if (!op->inv) 504 if (!op->inv)
498 { 505 {
499 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);
500 return 0; 507 return 0;
501 } 508 }
502 509
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
504 511
505 if (olevel <= 0) 512 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
507 514
508 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
509 olevel = MAXLEVEL;
510
511 return olevel;
512} 516}
513 517
514/* 518/*
515 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
519 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
520 * 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
521 * weird integer between 1-31. 525 * weird integer between 1-31.
522 * 526 *
523 */ 527 */
524int 528static int
525magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
526{ 530{
527 int percent = 0, magic = 0;
528 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);
529 533
530 scaled_diff--;
531
532 if (scaled_diff < 0)
533 scaled_diff = 0;
534
535 if (scaled_diff >= DIFFLEVELS)
536 scaled_diff = DIFFLEVELS - 1;
537
538 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
539 536
540 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
541 { 538 {
542 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
543 540
544 if (percent < 0) 541 if (percent < 0)
545 break; 542 break;
546 } 543 }
547 544
548 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
549 { 546 {
550 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);
551 magic = 0; 548 magic = 0;
552 } 549 }
553 550
561 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
562 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
563 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
564 * to make it truly absolute. 561 * to make it truly absolute.
565 */ 562 */
566
567void 563void
568set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
569{ 565{
570 if (!magic) 566 if (!magic)
571 return; 567 return;
572 568
573 op->magic = magic; 569 op->magic = magic;
574 if (op->arch) 570 if (op->arch)
575 { 571 {
576 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
578 574
579 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 */
580 magic = (-magic); 576 magic = (-magic);
577
581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
582 } 579 }
583 else 580 else
584 { 581 {
585 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
587 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 */
588 magic = (-magic); 586 magic = (-magic);
587
589 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
590 } 589 }
591} 590}
592 591
593/* 592/*
596 */ 595 */
597 596
598static void 597static void
599set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
600{ 599{
601 int i;
602
603 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
604 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
605 i = -i; 603 i = -i;
604
606 if (i > max_magic) 605 i = min (i, max_magic);
607 i = max_magic; 606
608 set_abs_magic (op, i); 607 set_abs_magic (op, i);
609 if (i < 0) 608 if (i < 0)
610 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
611} 610}
612 611
613/* 612/*
614 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
615 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
616 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
617 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
618 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
619 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
620 */ 619 */
621void 620static void
622set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
623{ 622{
624
625 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
626 624
627 if (op->type == AMULET) 625 if (op->type == AMULET)
628 {
629 if (!(rndm (21))) 626 if (!rndm (21))
630 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
631 else 630 else
632 {
633 if (rndm (2))
634 r = 10;
635 else
636 r = 11 + rndm (9); 631 r = 11 + rndm (9);
637 }
638 }
639 632
640 switch (r) 633 switch (r)
641 { 634 {
642 /* 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,
643 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
644 * of the item. 637 * of the item.
645 */ 638 */
646 case 0: 639 case 0:
647 case 1: 640 case 1:
648 case 2: 641 case 2:
649 case 3: 642 case 3:
650 case 4: 643 case 4:
651 case 5: 644 case 5:
652 case 6: 645 case 6:
653 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 646 op->stats.stat (r) += bonus;
654 break; 647 break;
655 648
656 case 7: 649 case 7:
657 op->stats.dam += bonus; 650 op->stats.dam += bonus;
658 break; 651 break;
690 * 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
691 * even values. 684 * even values.
692 */ 685 */
693 if (bonus < 0) 686 if (bonus < 0)
694 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
695 if (val > 35) 688
696 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
697 b = 0; 691 b = 0;
698 692
699 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
700 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
701 695
709 break; 703 break;
710 } 704 }
711 case 20: 705 case 20:
712 if (op->type == AMULET) 706 if (op->type == AMULET)
713 { 707 {
714 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
715 op->value *= 11; 709 op->value *= 11;
716 } 710 }
717 else 711 else
718 { 712 {
719 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
722 break; 716 break;
723 717
724 case 21: 718 case 21:
725 if (op->type == AMULET) 719 if (op->type == AMULET)
726 { 720 {
727 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
728 op->value *= 9; 722 op->value *= 9;
729 } 723 }
730 else 724 else
731 { 725 {
732 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
734 } 728 }
735 break; 729 break;
736 730
737 case 22: 731 case 22:
738 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
739 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
740 break; 734 break;
741 } 735 }
742 736
743 if (bonus > 0) 737 if (bonus > 0)
744 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
745 else 739 else
746 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
747} 741}
748 742
749/* 743/*
750 * 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.
751 * 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
752 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
753 * 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
754 * rings and amulets. 748 * rings and amulets.
755 * 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.
756 */ 750 */
757int 751static int
758get_magic (int diff) 752get_magic (int diff)
759{ 753{
760 int i; 754 diff = min (3, diff);
761 755
762 if (diff < 3)
763 diff = 3;
764
765 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
766 if (rndm (diff)) 757 if (rndm (diff))
767 return i; 758 return i;
768 759
769 return 4; 760 return 4;
770} 761}
771 762
763/* special_potion() - so that old potion code is still done right. */
764static int
765special_potion (object *op)
766{
767 if (op->attacktype)
768 return 1;
769
770 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
771 return 1;
772
773 for (int i = 0; i < NROFATTACKS; i++)
774 if (op->resist[i])
775 return 1;
776
777 return 0;
778}
779
780static double
781value_factor_from_spell_item (object *spell, object *item)
782{
783 double factor =
784 pow ((spell->value > 0 ? spell->value : 1)
785 * spell->level, 1.5);
786
787 if (item) // this if for: wands/staffs/rods:
788 {
789 /* Old crossfire comment ahead:
790 * Add 50 to both level an divisor to keep prices a little more
791 * reasonable. Otherwise, a high level version of a low level
792 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
793 * 10 time multiplier). This way, the value are a bit more reasonable.
794 */
795
796 factor *= item->level + 50;
797 factor /= item->inv->level + 50;
798 }
799
800 return factor;
801}
802
772#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
773#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 804#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
774 805
775/* 806/*
776 * fix_generated_item(): This is called after an item is generated, in 807 * fix_generated_item(): This is called after an item is generated, in
777 * order to set it up right. This produced magical bonuses, puts spells 808 * order to set it up right. This produced magical bonuses, puts spells
806 save_item_power = op->item_power; 837 save_item_power = op->item_power;
807 op->item_power = 0; 838 op->item_power = 0;
808 839
809 if (op->randomitems && op->type != SPELL) 840 if (op->randomitems && op->type != SPELL)
810 { 841 {
811 create_treasure (op->randomitems, op, flags, difficulty, 0); 842 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
812 if (!op->inv)
813 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
814
815 /* So the treasure doesn't get created again */ 843 /* So the treasure doesn't get created again */
816 op->randomitems = 0; 844 op->randomitems = 0;
817 } 845 }
818 846
819 if (difficulty < 1) 847 max_it (difficulty, 1);
820 difficulty = 1;
821 848
822 if (INVOKE_OBJECT (ADD_BONUS, op, 849 if (INVOKE_OBJECT (ADD_BONUS, op,
823 ARG_OBJECT (creator != op ? creator : 0), 850 ARG_OBJECT (creator != op ? creator : 0),
824 ARG_INT (difficulty), ARG_INT (max_magic), 851 ARG_INT (difficulty), ARG_INT (max_magic),
825 ARG_INT (flags))) 852 ARG_INT (flags)))
826 return; 853 return;
827 854
828 if (!(flags & GT_MINIMAL)) 855 if (!(flags & GT_MINIMAL))
829 { 856 {
830 if (op->arch == crown_arch) 857 if (IS_ARCH (op->arch, crown))
831 { 858 {
832 set_magic (difficulty, op, max_magic, flags); 859 set_magic (difficulty, op, max_magic, flags);
833 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
834 generate_artifact (op, difficulty); 861 generate_artifact (op, difficulty);
835 } 862 }
840 867
841 num_enchantments = calc_item_power (op, 1); 868 num_enchantments = calc_item_power (op, 1);
842 869
843 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 870 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
844 || op->type == HORN 871 || op->type == HORN
845 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 872 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
846 * used for shop_floors or treasures */
847 generate_artifact (op, difficulty); 873 generate_artifact (op, difficulty);
848 } 874 }
849 875
850 /* Object was made an artifact. Calculate its item_power rating. 876 /* Object was made an artifact. Calculate its item_power rating.
851 * the item_power in the object is what the artfiact adds. 877 * the item_power in the object is what the artfiact adds.
885 * again below */ 911 * again below */
886 } 912 }
887 } 913 }
888 914
889 /* materialtype modifications. Note we allow this on artifacts. */ 915 /* materialtype modifications. Note we allow this on artifacts. */
890 set_materialname (op, difficulty, NULL); 916 select_material (op, difficulty);
891 917
892 if (flags & GT_MINIMAL) 918 if (flags & GT_MINIMAL)
893 { 919 {
894 if (op->type == POTION) 920 if (op->type == POTION)
895 /* Handle healing and magic power potions */ 921 /* Handle healing and magic power potions */
896 if (op->stats.sp && !op->randomitems) 922 if (op->stats.sp && !op->randomitems)
897 { 923 {
898 object *tmp;
899
900 tmp = get_archetype (spell_mapping[op->stats.sp]); 924 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
901 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
902 op->stats.sp = 0; 926 op->stats.sp = 0;
903 } 927 }
904 } 928 }
905 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
908 case WEAPON: 932 case WEAPON:
909 case ARMOUR: 933 case ARMOUR:
910 case SHIELD: 934 case SHIELD:
911 case HELMET: 935 case HELMET:
912 case CLOAK: 936 case CLOAK:
913 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 937 if (op->flag [FLAG_CURSED] && !(rndm (4)))
914 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
915 break; 939 break;
916 940
917 case BRACERS: 941 case BRACERS:
918 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 942 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
919 { 943 {
920 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
921 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!op->flag [FLAG_CURSED])
922 op->value *= 3; 946 op->value *= 3;
923 } 947 }
924 break; 948 break;
925 949
926 case POTION: 950 case POTION:
928 int too_many_tries = 0, is_special = 0; 952 int too_many_tries = 0, is_special = 0;
929 953
930 /* Handle healing and magic power potions */ 954 /* Handle healing and magic power potions */
931 if (op->stats.sp && !op->randomitems) 955 if (op->stats.sp && !op->randomitems)
932 { 956 {
933 object *tmp;
934
935 tmp = get_archetype (spell_mapping[op->stats.sp]); 957 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
936 insert_ob_in_ob (tmp, op); 958 insert_ob_in_ob (tmp, op);
937 op->stats.sp = 0; 959 op->stats.sp = 0;
938 } 960 }
939 961
940 while (!(is_special = special_potion (op)) && !op->inv) 962 while (!(is_special = special_potion (op)) && !op->inv)
948 * since the value set on those is already correct. 970 * since the value set on those is already correct.
949 */ 971 */
950 if (op->inv && op->randomitems) 972 if (op->inv && op->randomitems)
951 { 973 {
952 /* value multiplier is same as for scrolls */ 974 /* value multiplier is same as for scrolls */
953 op->value = (op->value * op->inv->value); 975 op->value *= op->inv->value;
954 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 976 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
955 } 977 }
956 else 978 else
957 { 979 {
958 op->name = "potion"; 980 op->name = shstr_potion;
959 op->name_pl = "potions"; 981 op->name_pl = shstr_potions;
960 } 982 }
961 983
962 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 984 if (!(flags & GT_ONLY_GOOD) && rndm (2))
963 SET_FLAG (op, FLAG_CURSED); 985 op->set_flag (FLAG_CURSED);
986
964 break; 987 break;
965 } 988 }
966 989
967 case AMULET: 990 case AMULET:
968 if (op->arch == amulet_arch) 991 if (IS_ARCH (op->arch, amulet))
969 op->value *= 5; /* Since it's not just decoration */ 992 op->value *= 5; /* Since it's not just decoration */
970 993
971 case RING: 994 case RING:
972 if (op->arch == NULL)
973 {
974 op->destroy ();
975 op = 0;
976 break;
977 }
978
979 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 995 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
980 break; 996 break;
981 997
982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 998 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
983 SET_FLAG (op, FLAG_CURSED); 999 op->set_flag (FLAG_CURSED);
984 1000
985 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1001 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
986 1002
987 if (op->type != RING) /* Amulets have only one ability */ 1003 if (op->type != RING) /* Amulets have only one ability */
988 break; 1004 break;
989 1005
990 if (!(rndm (4))) 1006 if (!rndm (4))
991 { 1007 {
992 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1008 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
993 1009
994 if (d > 0) 1010 if (d > 0)
995 op->value *= 3; 1011 op->value *= 3;
996 1012
997 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
998 1014
999 if (!(rndm (4))) 1015 if (!rndm (4))
1000 { 1016 {
1001 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1017 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1002 1018
1003 if (d > 0) 1019 if (d > 0)
1004 op->value *= 5; 1020 op->value *= 5;
1021
1005 set_ring_bonus (op, d); 1022 set_ring_bonus (op, d);
1006 } 1023 }
1007 } 1024 }
1008 1025
1009 if (GET_ANIM_ID (op)) 1026 if (op->animation_id)
1010 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1027 op->set_anim_frame (rndm (op->anim_frames ()));
1011 1028
1012 break; 1029 break;
1013 1030
1014 case BOOK: 1031 case BOOK:
1015 /* Is it an empty book?, if yes lets make a special· 1032 /* Is it an empty book?, if yes lets make a special·
1017 * creator and/or map level we found it on. 1034 * creator and/or map level we found it on.
1018 */ 1035 */
1019 if (!op->msg && rndm (10)) 1036 if (!op->msg && rndm (10))
1020 { 1037 {
1021 /* set the book level properly */ 1038 /* set the book level properly */
1022 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1039 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1023 { 1040 {
1024 if (op->map && op->map->difficulty) 1041 if (op->map && op->map->difficulty)
1025 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1042 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1026 else 1043 else
1027 op->level = rndm (20) + 1; 1044 op->level = rndm (20) + 1;
1030 op->level = rndm (creator->level); 1047 op->level = rndm (creator->level);
1031 1048
1032 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1049 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1033 /* books w/ info are worth more! */ 1050 /* books w/ info are worth more! */
1034 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1051 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1035 /* creator related stuff */
1036
1037 /* for library, chained books. Note that some monsters have no_pick
1038 * set - we don't want to set no pick in that case.
1039 */
1040 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1041 SET_FLAG (op, FLAG_NO_PICK);
1042 if (creator->slaying && !op->slaying) /* for check_inv floors */
1043 op->slaying = creator->slaying;
1044 1052
1045 /* add exp so reading it gives xp (once) */ 1053 /* add exp so reading it gives xp (once) */
1046 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1054 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1047 } 1055 }
1056
1057 /* creator related stuff */
1058
1059 /* for library, chained books. Note that some monsters have no_pick
1060 * set - we don't want to set no pick in that case.
1061 */
1062 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1063 op->set_flag (FLAG_NO_PICK);
1064 if (creator->slaying && !op->slaying) /* for check_inv floors */
1065 op->slaying = creator->slaying;
1048 break; 1066 break;
1049 1067
1050 case SPELLBOOK: 1068 case SPELLBOOK:
1051 op->value = op->value * op->inv->value; 1069 op->value *= value_factor_from_spell_item (op->inv, 0);
1070
1052 /* add exp so learning gives xp */ 1071 /* add exp so learning gives xp */
1053 op->level = op->inv->level; 1072 op->level = op->inv->level;
1054 op->stats.exp = op->value; 1073 op->stats.exp = op->value;
1055 break; 1074 break;
1056 1075
1060 * and reset nrof. 1079 * and reset nrof.
1061 */ 1080 */
1062 op->stats.food = op->inv->nrof; 1081 op->stats.food = op->inv->nrof;
1063 op->nrof = 1; 1082 op->nrof = 1;
1064 /* If the spell changes by level, choose a random level 1083 /* If the spell changes by level, choose a random level
1065 * for it, and adjust price. If the spell doesn't 1084 * for it.
1066 * change by level, just set the wand to the level of
1067 * the spell, and value calculation is simpler.
1068 */ 1085 */
1069 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1086 if (op->inv->duration_modifier
1070 { 1087 || op->inv->dam_modifier
1088 || op->inv->range_modifier)
1071 op->level = level_for_item (op, difficulty); 1089 op->level = level_for_item (op, difficulty);
1072 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1073 }
1074 else 1090 else
1075 {
1076 op->level = op->inv->level; 1091 op->level = op->inv->level;
1077 op->value = op->value * op->inv->value; 1092
1078 } 1093 op->value *= value_factor_from_spell_item (op->inv, op);
1079 break; 1094 break;
1080 1095
1081 case ROD: 1096 case ROD:
1082 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1083 /* Add 50 to both level an divisor to keep prices a little more 1098 op->value *= value_factor_from_spell_item (op->inv, op);
1084 * reasonable. Otherwise, a high level version of a low level 1099
1085 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1086 * 10 time multiplier). This way, the value are a bit more reasonable.
1087 */
1088 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1089 /* maxhp is used to denote how many 'charges' the rod holds before */ 1100 /* maxhp is used to denote how many 'charges' the rod holds before */
1090 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1091 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1092 else 1103 else
1093 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1094 1105
1095 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1096 break; 1107 break;
1097 1108
1098 case SCROLL: 1109 case SCROLL:
1099 op->level = level_for_item (op, difficulty); 1110 op->level = level_for_item (op, difficulty);
1100 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1111 op->value *= value_factor_from_spell_item (op->inv, op);
1101 1112
1102 /* add exp so reading them properly gives xp */ 1113 /* add exp so reading them properly gives xp */
1103 op->stats.exp = op->value / 5; 1114 op->stats.exp = op->value / 5;
1104 op->nrof = op->inv->nrof; 1115 op->nrof = op->inv->nrof;
1105 break; 1116 break;
1113 break; 1124 break;
1114 } /* switch type */ 1125 } /* switch type */
1115 1126
1116 if (flags & GT_STARTEQUIP) 1127 if (flags & GT_STARTEQUIP)
1117 { 1128 {
1118 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1129 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1119 SET_FLAG (op, FLAG_STARTEQUIP); 1130 op->set_flag (FLAG_STARTEQUIP);
1120 else if (op->type != MONEY) 1131 else if (op->type != MONEY)
1121 op->value = 0; 1132 op->value = 0;
1122 } 1133 }
1123 1134
1124 if (!(flags & GT_ENVIRONMENT)) 1135 if (!(flags & GT_ENVIRONMENT))
1135 1146
1136/* 1147/*
1137 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1138 */ 1149 */
1139static artifactlist * 1150static artifactlist *
1140get_empty_artifactlist (void) 1151get_empty_artifactlist ()
1141{ 1152{
1142 return salloc0 <artifactlist> (); 1153 return salloc0<artifactlist> ();
1143} 1154}
1144 1155
1145/* 1156/*
1146 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1147 */ 1158 */
1148static artifact * 1159static artifact *
1149get_empty_artifact (void) 1160get_empty_artifact ()
1150{ 1161{
1151 return salloc0 <artifact> (); 1162 return salloc0<artifact> ();
1152} 1163}
1153 1164
1154/* 1165/*
1155 * Searches the artifact lists and returns one that has the same type 1166 * Searches the artifact lists and returns one that has the same type
1156 * of objects on it. 1167 * of objects on it.
1164 1175
1165 return 0; 1176 return 0;
1166} 1177}
1167 1178
1168/* 1179/*
1169 * For debugging purposes. Dumps all tables. 1180 * Builds up the lists of artifacts from the file in the libdir.
1170 */ 1181 */
1171void 1182void
1172dump_artifacts (void)
1173{
1174 artifactlist *al;
1175 artifact *art;
1176 linked_char *next;
1177
1178 fprintf (logfile, "\n");
1179 for (al = first_artifactlist; al != NULL; al = al->next)
1180 {
1181 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1182 for (art = al->items; art != NULL; art = art->next)
1183 {
1184 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1185 if (art->allowed != NULL)
1186 {
1187 fprintf (logfile, "\tallowed combinations:");
1188 for (next = art->allowed; next != NULL; next = next->next)
1189 fprintf (logfile, "%s,", &next->name);
1190 fprintf (logfile, "\n");
1191 }
1192 }
1193 }
1194 fprintf (logfile, "\n");
1195}
1196
1197/*
1198 * For debugging purposes. Dumps all treasures recursively (see below).
1199 */
1200void
1201dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1202{
1203 treasurelist *tl;
1204 int i;
1205
1206 if (depth > 100)
1207 return;
1208
1209 while (t)
1210 {
1211 if (t->name)
1212 {
1213 for (i = 0; i < depth; i++)
1214 fprintf (logfile, " ");
1215
1216 fprintf (logfile, "{ (list: %s)\n", &t->name);
1217
1218 tl = treasurelist::find (t->name);
1219 if (tl)
1220 dump_monster_treasure_rec (name, tl->items, depth + 2);
1221
1222 for (i = 0; i < depth; i++)
1223 fprintf (logfile, " ");
1224
1225 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1226 }
1227 else
1228 {
1229 for (i = 0; i < depth; i++)
1230 fprintf (logfile, " ");
1231
1232 if (t->item && t->item->clone.type == FLESH)
1233 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1234 else
1235 fprintf (logfile, "%s\n", &t->item->clone.name);
1236 }
1237
1238 if (t->next_yes)
1239 {
1240 for (i = 0; i < depth; i++)
1241 fprintf (logfile, " ");
1242
1243 fprintf (logfile, " (if yes)\n");
1244 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1245 }
1246
1247 if (t->next_no)
1248 {
1249 for (i = 0; i < depth; i++)
1250 fprintf (logfile, " ");
1251
1252 fprintf (logfile, " (if no)\n");
1253 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1254 }
1255
1256 t = t->next;
1257 }
1258}
1259
1260/*
1261 * For debugging purposes. Dumps all treasures for a given monster.
1262 * Created originally by Raphael Quinet for debugging the alchemy code.
1263 */
1264void
1265dump_monster_treasure (const char *name)
1266{
1267 archetype *at;
1268 int found;
1269
1270 found = 0;
1271 fprintf (logfile, "\n");
1272
1273 for (at = first_archetype; at != NULL; at = at->next)
1274 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1275 {
1276 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1277 if (at->clone.randomitems != NULL)
1278 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1279 else
1280 fprintf (logfile, "(nothing)\n");
1281
1282 fprintf (logfile, "\n");
1283 found++;
1284 }
1285
1286 if (found == 0)
1287 fprintf (logfile, "No objects have the name %s!\n\n", name);
1288}
1289
1290/*
1291 * Builds up the lists of artifacts from the file in the libdir.
1292 */
1293void
1294init_artifacts (void) 1183init_artifacts ()
1295{ 1184{
1296 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1297 char filename[MAX_BUF];
1298 artifact *art = NULL; 1186 artifact *art = NULL;
1299 artifactlist *al; 1187 artifactlist *al;
1300 1188
1301 if (has_been_inited) 1189 if (has_been_inited)
1302 return; 1190 return;
1303 else 1191 else
1304 has_been_inited = 1; 1192 has_been_inited = 1;
1305 1193
1306 sprintf (filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1307 object_thawer f (filename);
1308 1195
1309 if (!f) 1196 if (!f)
1310 return; 1197 return;
1311
1312 f.next ();
1313 1198
1314 for (;;) 1199 for (;;)
1315 { 1200 {
1316 switch (f.kw) 1201 switch (f.kw)
1317 { 1202 {
1321 1206
1322 { 1207 {
1323 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1324 break; 1209 break;
1325 1210
1326 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1327 1212 char *next;
1328 do 1213 do
1329 { 1214 {
1330 if ((next = strchr (cp, ','))) 1215 if ((next = (char *)strchr (cp, ',')))
1331 *next++ = '\0'; 1216 *next++ = '\0';
1332 1217
1333 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1334 1219
1335 tmp->name = cp; 1220 tmp->name = cp;
1349 break; 1234 break;
1350 1235
1351 case KW_object: 1236 case KW_object:
1352 { 1237 {
1353 art->item = object::create (); 1238 art->item = object::create ();
1239 f.get (art->item->name);
1240 f.next ();
1354 1241
1355 if (!art->item->parse_kv (f)) 1242 if (!art->item->parse_kv (f))
1356 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1243 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1357 1244
1358 al = find_artifactlist (art->item->type); 1245 al = find_artifactlist (art->item->type);
1397 } 1284 }
1398#if 0 1285#if 0
1399 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1286 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1400#endif 1287#endif
1401 } 1288 }
1402
1403 LOG (llevDebug, "done.\n");
1404} 1289}
1405 1290
1406/* 1291/*
1407 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1408 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1409 */ 1294 */
1410void 1295void
1411add_abilities (object *op, object *change) 1296add_abilities (object *op, object *change)
1412{ 1297{
1413 int i, tmp;
1414
1415 if (change->face != blank_face) 1298 if (change->face != blank_face)
1416 {
1417#ifdef TREASURE_VERBOSE
1418 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1419#endif
1420 op->face = change->face; 1299 op->face = change->face;
1421 }
1422 1300
1423 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1424 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1425 1303
1426 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1427 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1428 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1429 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1430 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1431 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1432 1310
1433 if (QUERY_FLAG (change, FLAG_CURSED)) 1311 static const struct copyflags : object::flags_t
1434 SET_FLAG (op, FLAG_CURSED); 1312 {
1435 if (QUERY_FLAG (change, FLAG_DAMNED)) 1313 copyflags ()
1436 SET_FLAG (op, FLAG_DAMNED); 1314 {
1437 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1315 set (FLAG_CURSED);
1316 set (FLAG_DAMNED);
1317 set (FLAG_LIFESAVE);
1318 set (FLAG_REFL_SPELL);
1319 set (FLAG_STEALTH);
1320 set (FLAG_XRAYS);
1321 set (FLAG_BLIND);
1322 set (FLAG_SEE_IN_DARK);
1323 set (FLAG_REFL_MISSILE);
1324 set (FLAG_MAKE_INVIS);
1325 }
1326 } copyflags;
1327
1328 // we might want to just copy, but or'ing is what the original code did
1329 op->flag |= change->flag & copyflags;
1330
1331 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1438 set_abs_magic (op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1439 1333
1440 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1334 if (change->flag [FLAG_STAND_STILL])
1441 SET_FLAG (op, FLAG_LIFESAVE);
1442 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1443 SET_FLAG (op, FLAG_REFL_SPELL);
1444 if (QUERY_FLAG (change, FLAG_STEALTH))
1445 SET_FLAG (op, FLAG_STEALTH);
1446 if (QUERY_FLAG (change, FLAG_XRAYS))
1447 SET_FLAG (op, FLAG_XRAYS);
1448 if (QUERY_FLAG (change, FLAG_BLIND))
1449 SET_FLAG (op, FLAG_BLIND);
1450 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1451 SET_FLAG (op, FLAG_SEE_IN_DARK);
1452 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1453 SET_FLAG (op, FLAG_REFL_MISSILE);
1454 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1455 SET_FLAG (op, FLAG_MAKE_INVIS);
1456
1457 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1458 { 1335 {
1459 CLEAR_FLAG (op, FLAG_ANIMATE); 1336 op->clr_flag (FLAG_ANIMATE);
1337
1460 /* so artifacts will join */ 1338 /* so artifacts will join */
1461 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!op->flag [FLAG_ALIVE])
1462 op->speed = 0.0; 1340 op->speed = 0.;
1463 1341
1464 op->set_speed (op->speed); 1342 op->set_speed (op->speed);
1465 } 1343 }
1466 1344
1467 if (change->nrof) 1345 if (change->nrof)
1468 op->nrof = rndm (change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1469 1347
1470 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1471 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1472 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1473 1351
1474 if (change->other_arch) 1352 if (change->other_arch)
1475 { 1353 {
1476 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1477 * to cast. So convert that to into a spell and put it into 1355 * to cast. So convert that to into a spell and put it into
1478 * this object. 1356 * this object.
1479 */ 1357 */
1480 if (op->type == HORN || op->type == POTION) 1358 if (op->type == HORN || op->type == POTION)
1481 { 1359 {
1482 object *tmp_obj;
1483
1484 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1485 while (op->inv)
1486 op->inv->destroy (); 1361 op->destroy_inv (false);
1487 1362
1488 tmp_obj = arch_to_object (change->other_arch); 1363 object *tmp = change->other_arch->instance ();
1489 insert_ob_in_ob (tmp_obj, op); 1364 insert_ob_in_ob (tmp, op);
1490 } 1365 }
1366
1491 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1492 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1493 } 1369 }
1494 1370
1495 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1511 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1512 else 1388 else
1513 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1514 1390
1515 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1516 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1517 else 1393 else
1518 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1519 1395
1520 if (change->level < 0) 1396 if (change->level < 0)
1521 op->level = -(change->level); 1397 op->level = -change->level;
1522 else 1398 else
1523 op->level += change->level; 1399 op->level += change->level;
1524 1400
1525 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1526 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1527 else 1403 else
1528 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1404 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1529 1405
1530 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1531 1407
1532 for (i = 0; i < NROFATTACKS; i++) 1408 for (int i = 0; i < NROFATTACKS; i++)
1533 if (change->resist[i])
1534 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1535 1410
1536 if (change->stats.dam) 1411 if (change->stats.dam)
1537 { 1412 {
1538 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1539 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1540 else if (op->stats.dam) 1415 else if (op->stats.dam)
1541 { 1416 {
1542 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1543 if (tmp == op->stats.dam) 1419 if (tmp == op->stats.dam)
1544 { 1420 {
1545 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1546 op->stats.dam--; 1422 op->stats.dam--;
1547 else 1423 else
1553 } 1429 }
1554 1430
1555 if (change->weight) 1431 if (change->weight)
1556 { 1432 {
1557 if (change->weight < 0) 1433 if (change->weight < 0)
1558 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1559 else 1435 else
1560 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1561 } 1437 }
1562 1438
1563 if (change->last_sp) 1439 if (change->last_sp)
1564 { 1440 {
1565 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1566 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1567 else 1443 else
1568 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1444 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1569 } 1445 }
1570 1446
1571 if (change->gen_sp_armour) 1447 if (change->gen_sp_armour)
1572 { 1448 {
1573 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1574 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1575 else 1451 else
1576 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1452 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1577 } 1453 }
1578 1454
1579 op->value *= change->value; 1455 op->value *= change->value;
1580 1456
1581 if (change->materials) 1457 if (change->materials)
1582 op->materials = change->materials; 1458 op->materials = change->materials;
1583 1459
1584 if (change->materialname) 1460 if (change->material != MATERIAL_NULL)
1585 op->materialname = change->materialname; 1461 op->material = change->material;
1586 1462
1587 if (change->slaying) 1463 if (change->slaying)
1588 op->slaying = change->slaying; 1464 op->slaying = change->slaying;
1589 1465
1590 if (change->race) 1466 if (change->race)
1593 if (change->msg) 1469 if (change->msg)
1594 op->msg = change->msg; 1470 op->msg = change->msg;
1595} 1471}
1596 1472
1597static int 1473static int
1598legal_artifact_combination (object *op, artifact * art) 1474legal_artifact_combination (object *op, artifact *art)
1599{ 1475{
1600 int neg, success = 0; 1476 int neg, success = 0;
1601 linked_char *tmp; 1477 linked_char *tmp;
1602 const char *name; 1478 const char *name;
1603 1479
1604 if (art->allowed == (linked_char *) NULL) 1480 if (!art->allowed)
1605 return 1; /* Ie, "all" */ 1481 return 1; /* Ie, "all" */
1482
1606 for (tmp = art->allowed; tmp; tmp = tmp->next) 1483 for (tmp = art->allowed; tmp; tmp = tmp->next)
1607 { 1484 {
1608#ifdef TREASURE_VERBOSE 1485#ifdef TREASURE_VERBOSE
1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1486 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1610#endif 1487#endif
1612 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1613 else 1490 else
1614 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1615 1492
1616 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1494 if (!strcmp (name, op->arch->archname))
1618 return !neg; 1495 return !neg;
1619 1496
1620 /* Set success as true, since if the match was an inverse, it means 1497 /* Set success as true, since if the match was an inverse, it means
1621 * everything is allowed except what we match 1498 * everything is allowed except what we match
1622 */ 1499 */
1623 else if (neg) 1500 else if (neg)
1624 success = 1; 1501 success = 1;
1625 } 1502 }
1503
1626 return success; 1504 return success;
1627} 1505}
1628 1506
1629/* 1507/*
1630 * Fixes the given object, giving it the abilities and titles 1508 * Fixes the given object, giving it the abilities and titles
1632 */ 1510 */
1633 1511
1634void 1512void
1635give_artifact_abilities (object *op, object *artifct) 1513give_artifact_abilities (object *op, object *artifct)
1636{ 1514{
1637 char new_name[MAX_BUF]; 1515 op->title = format ("of %s", &artifct->name);
1638 1516
1639 sprintf (new_name, "of %s", &artifct->name);
1640 op->title = new_name;
1641 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1642 1518
1643#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1519#if 0 /* Bit verbose, but keep it here until next time I need it... */
1644 { 1520 {
1645 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1646 1522
1647 SET_FLAG (op, FLAG_IDENTIFIED); 1523 op->set_flag (FLAG_IDENTIFIED);
1648 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1524 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1649 if (!identified) 1525 if (!identified)
1650 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1651 } 1527 }
1652#endif 1528#endif
1653 return; 1529 return;
1654} 1530}
1655 1531
1665#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1666 1542
1667void 1543void
1668generate_artifact (object *op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1669{ 1545{
1670 artifactlist *al;
1671 artifact *art; 1546 artifact *art;
1672 int i;
1673 1547
1674 al = find_artifactlist (op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1675 1549
1676 if (al == NULL) 1550 if (al == NULL)
1677 { 1551 {
1678#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1679 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1553 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1680#endif 1554#endif
1681 return; 1555 return;
1682 } 1556 }
1683 1557
1684 for (i = 0; i < ARTIFACT_TRIES; i++) 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1685 { 1559 {
1686 int roll = rndm (al->total_chance); 1560 int roll = rndm (al->total_chance);
1687 1561
1688 for (art = al->items; art; art = art->next) 1562 for (art = al->items; art; art = art->next)
1689 { 1563 {
1697#if 1 1571#if 1
1698 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1572 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1699#endif 1573#endif
1700 return; 1574 return;
1701 } 1575 }
1702 if (!strcmp (art->item->name, "NONE")) 1576
1577 if (art->item->name == shstr_NONE)
1703 return; 1578 return;
1579
1704 if (FABS (op->magic) < art->item->magic) 1580 if (fabs (op->magic) < art->item->magic)
1705 continue; /* Not magic enough to be this item */ 1581 continue; /* Not magic enough to be this item */
1706 1582
1707 /* Map difficulty not high enough */ 1583 /* Map difficulty not high enough */
1708 if (difficulty < art->difficulty) 1584 if (difficulty < art->difficulty)
1709 continue; 1585 continue;
1727 */ 1603 */
1728 1604
1729void 1605void
1730fix_flesh_item (object *item, object *donor) 1606fix_flesh_item (object *item, object *donor)
1731{ 1607{
1732 char tmpbuf[MAX_BUF];
1733 int i;
1734
1735 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1736 { 1609 {
1737 /* change the name */ 1610 /* change the name */
1738 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1611 item->name = format ("%s's %s", &donor->name, &item->name);
1739 item->name = tmpbuf;
1740 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1741 item->name_pl = tmpbuf;
1742 1613
1743 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1744 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1615 item->weight = max (1, item->weight * donor->weight / 100);
1745 item->weight = 1;
1746 1616
1747 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1748 item->value *= isqrt (donor->level * 2); 1618 item->value *= isqrt (donor->level * 2);
1749 1619
1750 /* food value */ 1620 /* food value */
1751 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1752 1622
1753 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1754 * full effect. 1624 * full effect.
1755 */ 1625 */
1756 for (i = 0; i < NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1757 item->resist[i] = donor->resist[i] / 2; 1627 item->resist[i] = donor->resist[i] / 2;
1758 1628
1759 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1760 item->level = donor->level; 1630 item->level = donor->level;
1761 1631
1762 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1763 if (donor->attacktype & AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1764 item->type = POISON; 1634 item->type = POISON;
1635
1765 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1766 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -item->stats.food;
1767 SET_FLAG (item, FLAG_NO_STEAL);
1768 }
1769}
1770 1638
1771/* special_potion() - so that old potion code is still done right. */ 1639 item->set_flag (FLAG_NO_STEAL);
1772int 1640 }
1773special_potion (object *op)
1774{
1775 if (op->attacktype)
1776 return 1;
1777
1778 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1779 return 1;
1780
1781 for (int i = 0; i < NROFATTACKS; i++)
1782 if (op->resist[i])
1783 return 1;
1784
1785 return 0;
1786} 1641}
1787 1642
1788void 1643static void
1789free_treasurestruct (treasure *t) 1644free_treasurestruct (treasure *t)
1790{ 1645{
1791 if (t->next) free_treasurestruct (t->next); 1646 if (t->next) free_treasurestruct (t->next);
1792 if (t->next_yes) free_treasurestruct (t->next_yes); 1647 if (t->next_yes) free_treasurestruct (t->next_yes);
1793 if (t->next_no) free_treasurestruct (t->next_no); 1648 if (t->next_no) free_treasurestruct (t->next_no);
1794 1649
1795 delete t; 1650 delete t;
1796} 1651}
1797 1652
1798void 1653static void
1799free_charlinks (linked_char *lc) 1654free_charlinks (linked_char *lc)
1800{ 1655{
1801 if (lc->next) 1656 if (lc->next)
1802 free_charlinks (lc->next); 1657 free_charlinks (lc->next);
1803 1658
1804 delete lc; 1659 delete lc;
1805} 1660}
1806 1661
1807void 1662static void
1808free_artifact (artifact *at) 1663free_artifact (artifact *at)
1809{ 1664{
1810 if (at->next) free_artifact (at->next); 1665 if (at->next) free_artifact (at->next);
1811 if (at->allowed) free_charlinks (at->allowed); 1666 if (at->allowed) free_charlinks (at->allowed);
1812 1667
1813 at->item->destroy (1); 1668 at->item->destroy ();
1814 1669
1815 sfree (at); 1670 sfree (at);
1816} 1671}
1817 1672
1818void
1819free_artifactlist (artifactlist *al)
1820{
1821 artifactlist *nextal;
1822
1823 for (al = first_artifactlist; al; al = nextal)
1824 {
1825 nextal = al->next;
1826
1827 if (al->items)
1828 free_artifact (al->items);
1829
1830 sfree (al);
1831 }
1832}
1833
1834void
1835free_all_treasures (void)
1836{
1837 treasurelist *tl, *next;
1838
1839 for (tl = first_treasurelist; tl; tl = next)
1840 {
1841 clear (tl);
1842
1843 next = tl->next;
1844 delete tl;
1845 }
1846
1847 free_artifactlist (first_artifactlist);
1848}

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