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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.9 by elmex, Sun Sep 3 14:33:48 2006 UTC vs.
Revision 1.16 by root, Sun Sep 10 16:00:23 2006 UTC

1 1
2/* 2/*
3 * static char *rcs_treasure_c = 3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.9 2006/09/03 14:33:48 elmex Exp $"; 4 * "$Id: treasure.C,v 1.16 2006/09/10 16:00:23 root Exp $";
5 */ 5 */
6 6
7/* 7/*
8 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
9 9
35 * left on 35 * left on
36 */ 36 */
37#define TREASURE_DEBUG 37#define TREASURE_DEBUG
38 38
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 39/* TREASURE_VERBOSE enables copious output concerning artifact generation */
40
40/* #define TREASURE_VERBOSE */ 41/* #define TREASURE_VERBOSE */
41 42
42#include <global.h> 43#include <global.h>
43#include <treasure.h> 44#include <treasure.h>
44#include <funcpoint.h> 45#include <funcpoint.h>
45#include <loader.h> 46#include <loader.h>
46 47
47 48
48static void change_treasure (treasure * t, object * op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
49extern char *spell_mapping[]; 50extern char *spell_mapping[];
50 51
51/* 52/*
52 * Initialize global archtype pointers: 53 * Initialize global archtype pointers:
53 */ 54 */
54 55
55void 56void
56init_archetype_pointers () 57init_archetype_pointers ()
57{ 58{
58 int prev_warn = warn_archetypes; 59 int prev_warn = warn_archetypes;
60
59 warn_archetypes = 1; 61 warn_archetypes = 1;
60 if (ring_arch == NULL) 62 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring"); 63 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL) 64 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet"); 65 amulet_arch = find_archetype ("amulet");
108 while (fgets (buf, MAX_BUF, fp) != NULL) 110 while (fgets (buf, MAX_BUF, fp) != NULL)
109 { 111 {
110 (*line)++; 112 (*line)++;
111 113
112 if (*buf == '#') 114 if (*buf == '#')
113 continue; 115 continue;
114 if ((cp = strchr (buf, '\n')) != NULL) 116 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0'; 117 *cp = '\0';
116 cp = buf; 118 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */ 119 while (isspace (*cp)) /* Skip blanks */
118 cp++; 120 cp++;
119 121
120 if (sscanf (cp, "arch %s", variable)) 122 if (sscanf (cp, "arch %s", variable))
121 { 123 {
122 if ((t->item = find_archetype (variable)) == NULL) 124 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 125 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 } 126 }
125 else if (sscanf (cp, "list %s", variable)) 127 else if (sscanf (cp, "list %s", variable))
126 t->name = variable; 128 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable)) 129 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable; 130 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable)) 131 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable; 132 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable)) 133 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable; 134 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value)) 135 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value; 136 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value)) 137 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value; 138 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value)) 139 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value; 140 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes")) 141 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line); 142 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no")) 143 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line); 144 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end")) 145 else if (!strcmp (cp, "end"))
144 return t; 146 return t;
145 else if (!strcmp (cp, "more")) 147 else if (!strcmp (cp, "more"))
146 { 148 {
147 t->next = load_treasure (fp, line); 149 t->next = load_treasure (fp, line);
148 return t; 150 return t;
149 } 151 }
150 else 152 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 153 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 154 }
153 LOG (llevError, "treasure lacks 'end'.\n"); 155 LOG (llevError, "treasure lacks 'end'.\n");
154 return t; 156 return t;
155} 157}
156 158
157#ifdef TREASURE_DEBUG 159#ifdef TREASURE_DEBUG
160
158/* recursived checks the linked list. Treasurelist is passed only 161/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 162 * so that the treasure name can be printed out
160 */ 163 */
161static void 164static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 165check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 166{
164 if (t->item == NULL && t->name == NULL) 167 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); 168 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 169 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 170 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
199 } 202 }
200 while (fgets (buf, MAX_BUF, fp) != NULL) 203 while (fgets (buf, MAX_BUF, fp) != NULL)
201 { 204 {
202 line++; 205 line++;
203 if (*buf == '#') 206 if (*buf == '#')
204 continue; 207 continue;
205 208
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 { 210 {
208 treasurelist *tl = get_empty_treasurelist (); 211 treasurelist *tl = get_empty_treasurelist ();
212
209 tl->name = name; 213 tl->name = name;
210 if (previous == NULL) 214 if (previous == NULL)
211 first_treasurelist = tl; 215 first_treasurelist = tl;
212 else 216 else
213 previous->next = tl; 217 previous->next = tl;
214 previous = tl; 218 previous = tl;
215 tl->items = load_treasure (fp, &line); 219 tl->items = load_treasure (fp, &line);
216 220
217 /* This is a one of the many items on the list should be generated. 221 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 222 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 223 * fields of the treasures are not being used.
220 */ 224 */
221 if (!strncmp (buf, "treasureone", 11)) 225 if (!strncmp (buf, "treasureone", 11))
222 { 226 {
223 for (t = tl->items; t != NULL; t = t->next) 227 for (t = tl->items; t != NULL; t = t->next)
224 { 228 {
225#ifdef TREASURE_DEBUG 229#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no) 230 if (t->next_yes || t->next_no)
227 { 231 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 232 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n"); 233 LOG (llevError, " the next_yes or next_no field is set\n");
230 } 234 }
231#endif 235#endif
232 tl->total_chance += t->chance; 236 tl->total_chance += t->chance;
233 } 237 }
234 } 238 }
235 } 239 }
236 else 240 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 241 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 } 242 }
239 close_and_delete (fp, comp); 243 close_and_delete (fp, comp);
240 244
241#ifdef TREASURE_DEBUG 245#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is. 246 /* Perform some checks on how valid the treasure data actually is.
255 */ 259 */
256 260
257treasurelist * 261treasurelist *
258find_treasurelist (const char *name) 262find_treasurelist (const char *name)
259{ 263{
260 const char *tmp = shstr::find (name);
261 treasurelist *tl;
262
263 /* Special cases - randomitems of none is to override default. If 264 /* Special cases - randomitems of NULL is to override default. If
264 * first_treasurelist is null, it means we are on the first pass of 265 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will 266 * of loading archetypes, so for now, just return - second pass will
266 * init these values. 267 * init these values.
267 */ 268 */
268 if (!name || !*name) 269 if (!name)
269 return NULL; 270 return 0;
270 271
271 if (tmp != NULL) 272 if (const char *tmp = shstr::find (name))
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next) 273 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
273 {
274 if (tmp == tl->name) 274 if (tmp == tl->name)
275 return tl; 275 return tl;
276 }
277 276
278 if (first_treasurelist) 277 if (first_treasurelist)
279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp); 278 LOG (llevError, "Couldn't find treasurelist %s\n", name);
280 279
281 return NULL; 280 return 0;
282} 281}
283 282
284 283
285/* 284/*
286 * Generates the objects specified by the given treasure. 285 * Generates the objects specified by the given treasure.
294 * start with equipment, but only their abilities). 293 * start with equipment, but only their abilities).
295 */ 294 */
296 295
297 296
298static void 297static void
299put_treasure (object * op, object * creator, int flags) 298put_treasure (object *op, object *creator, int flags)
300{ 299{
301 object *tmp; 300 object *tmp;
302 301
303 /* Bit of a hack - spells should never be put onto the map. The entire 302 /* Bit of a hack - spells should never be put onto the map. The entire
304 * treasure stuff is a problem - there is no clear idea of knowing 303 * treasure stuff is a problem - there is no clear idea of knowing
314 } 313 }
315 else 314 else
316 { 315 {
317 op = insert_ob_in_ob (op, creator); 316 op = insert_ob_in_ob (op, creator);
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 317 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op); 318 monster_check_apply (creator, op);
320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 319 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
321 esrv_send_item (tmp, op); 320 esrv_send_item (tmp, op);
322 } 321 }
323} 322}
324 323
325/* if there are change_xxx commands in the treasure, we include the changes 324/* if there are change_xxx commands in the treasure, we include the changes
326 * in the generated object 325 * in the generated object
327 */ 326 */
328static void 327static void
329change_treasure (treasure * t, object * op) 328change_treasure (treasure *t, object *op)
330{ 329{
331 /* CMD: change_name xxxx */ 330 /* CMD: change_name xxxx */
332 if (t->change_arch.name) 331 if (t->change_arch.name)
333 { 332 {
334 op->name = t->change_arch.name; 333 op->name = t->change_arch.name;
341 if (t->change_arch.slaying) 340 if (t->change_arch.slaying)
342 op->slaying = t->change_arch.slaying; 341 op->slaying = t->change_arch.slaying;
343} 342}
344 343
345void 344void
346create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 345create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
347{ 346{
348 object *tmp; 347 object *tmp;
349 348
350
351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 349 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
352 { 350 {
353 if (t->name) 351 if (t->name)
354 { 352 {
355 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 353 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 354 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
357 } 355 }
358 else 356 else
359 { 357 {
360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 358 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
361 { 359 {
362 tmp = arch_to_object (t->item); 360 tmp = arch_to_object (t->item);
363 if (t->nrof && tmp->nrof <= 1) 361 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 362 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 363 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 364 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 365 put_treasure (tmp, op, flag);
368 } 366 }
369 } 367 }
368
370 if (t->next_yes != NULL) 369 if (t->next_yes != NULL)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 370 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 } 371 }
373 else if (t->next_no != NULL) 372 else if (t->next_no != NULL)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries); 373 create_all_treasures (t->next_no, op, flag, difficulty, tries);
374
375 if (t->next != NULL) 375 if (t->next != NULL)
376 create_all_treasures (t->next, op, flag, difficulty, tries); 376 create_all_treasures (t->next, op, flag, difficulty, tries);
377} 377}
378 378
379void 379void
380create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 380create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
381{ 381{
382 int value = RANDOM () % tl->total_chance; 382 int value = RANDOM () % tl->total_chance;
383 treasure *t; 383 treasure *t;
384 384
385 if (tries++ > 100) 385 if (tries++ > 100)
386 { 386 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return; 388 return;
389 } 389 }
390
390 for (t = tl->items; t != NULL; t = t->next) 391 for (t = tl->items; t != NULL; t = t->next)
391 { 392 {
392 value -= t->chance; 393 value -= t->chance;
394
393 if (value < 0) 395 if (value < 0)
394 break; 396 break;
395 } 397 }
396 398
397 if (!t || value >= 0) 399 if (!t || value >= 0)
398 { 400 {
399 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 401 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
400 abort (); 402 abort ();
401 return; 403 return;
402 } 404 }
405
403 if (t->name) 406 if (t->name)
404 { 407 {
405 if (!strcmp (t->name, "NONE")) 408 if (!strcmp (t->name, "NONE"))
406 return; 409 return;
410
407 if (difficulty >= t->magic) 411 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 412 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
409 else if (t->nrof) 413 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 414 create_one_treasure (tl, op, flag, difficulty, tries);
415
411 return; 416 return;
412 } 417 }
418
413 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 419 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
414 { 420 {
415 object *tmp = arch_to_object (t->item); 421 object *tmp = arch_to_object (t->item);
422
416 if (!tmp) 423 if (!tmp)
417 return; 424 return;
425
418 if (t->nrof && tmp->nrof <= 1) 426 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 427 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
428
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 429 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 430 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 431 put_treasure (tmp, op, flag);
423 } 432 }
424} 433}
429 * list transitions, or so that excessively good treasure will not be 438 * list transitions, or so that excessively good treasure will not be
430 * created on weak maps, because it will exceed the number of allowed tries 439 * created on weak maps, because it will exceed the number of allowed tries
431 * to do that. 440 * to do that.
432 */ 441 */
433void 442void
434create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 443create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
435{ 444{
436 445
437 if (tries++ > 100) 446 if (tries++ > 100)
438 { 447 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 448 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
475 * The array has two arguments, the difficulty of the level, and the 484 * The array has two arguments, the difficulty of the level, and the
476 * magical bonus "wanted". 485 * magical bonus "wanted".
477 */ 486 */
478 487
479static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
480/*chance of magic difficulty*/ 490/*chance of magic difficulty*/
491
481/* +0 +1 +2 +3 +4 */ 492/* +0 +1 +2 +3 +4 */
482 {95, 2, 2, 1, 0}, /*1 */ 493 {95, 2, 2, 1, 0}, /*1 */
483 {92, 5, 2, 1, 0}, /*2 */ 494 {92, 5, 2, 1, 0}, /*2 */
484 {85, 10, 4, 1, 0}, /*3 */ 495 {85, 10, 4, 1, 0}, /*3 */
485 {80, 14, 4, 2, 0}, /*4 */ 496 {80, 14, 4, 2, 0}, /*4 */
486 {75, 17, 5, 2, 1}, /*5 */ 497 {75, 17, 5, 2, 1}, /*5 */
487 {70, 18, 8, 3, 1}, /*6 */ 498 {70, 18, 8, 3, 1}, /*6 */
488 {65, 21, 10, 3, 1}, /*7 */ 499 {65, 21, 10, 3, 1}, /*7 */
489 {60, 22, 12, 4, 2}, /*8 */ 500 {60, 22, 12, 4, 2}, /*8 */
490 {55, 25, 14, 4, 2}, /*9 */ 501 {55, 25, 14, 4, 2}, /*9 */
491 {50, 27, 16, 5, 2}, /*10 */ 502 {50, 27, 16, 5, 2}, /*10 */
492 {45, 28, 18, 6, 3}, /*11 */ 503 {45, 28, 18, 6, 3}, /*11 */
493 {42, 28, 20, 7, 3}, /*12 */ 504 {42, 28, 20, 7, 3}, /*12 */
494 {40, 27, 21, 8, 4}, /*13 */ 505 {40, 27, 21, 8, 4}, /*13 */
495 {38, 25, 22, 10, 5}, /*14 */ 506 {38, 25, 22, 10, 5}, /*14 */
496 {36, 23, 23, 12, 6}, /*15 */ 507 {36, 23, 23, 12, 6}, /*15 */
497 {33, 21, 24, 14, 8}, /*16 */ 508 {33, 21, 24, 14, 8}, /*16 */
498 {31, 19, 25, 16, 9}, /*17 */ 509 {31, 19, 25, 16, 9}, /*17 */
499 {27, 15, 30, 18, 10}, /*18 */ 510 {27, 15, 30, 18, 10}, /*18 */
500 {20, 12, 30, 25, 13}, /*19 */ 511 {20, 12, 30, 25, 13}, /*19 */
501 {15, 10, 28, 30, 17}, /*20 */ 512 {15, 10, 28, 30, 17}, /*20 */
502 {13, 9, 27, 28, 23}, /*21 */ 513 {13, 9, 27, 28, 23}, /*21 */
503 {10, 8, 25, 28, 29}, /*22 */ 514 {10, 8, 25, 28, 29}, /*22 */
504 {8, 7, 23, 26, 36}, /*23 */ 515 {8, 7, 23, 26, 36}, /*23 */
505 {6, 6, 20, 22, 46}, /*24 */ 516 {6, 6, 20, 22, 46}, /*24 */
506 {4, 5, 17, 18, 56}, /*25 */ 517 {4, 5, 17, 18, 56}, /*25 */
507 {2, 4, 12, 14, 68}, /*26 */ 518 {2, 4, 12, 14, 68}, /*26 */
508 {0, 3, 7, 10, 80}, /*27 */ 519 {0, 3, 7, 10, 80}, /*27 */
509 {0, 0, 3, 7, 90}, /*28 */ 520 {0, 0, 3, 7, 90}, /*28 */
510 {0, 0, 0, 3, 97}, /*29 */ 521 {0, 0, 0, 3, 97}, /*29 */
511 {0, 0, 0, 0, 100}, /*30 */ 522 {0, 0, 0, 0, 100}, /*30 */
512 {0, 0, 0, 0, 100}, /*31 */ 523 {0, 0, 0, 0, 100}, /*31 */
513}; 524};
514 525
515 526
516/* calculate the appropriate level for wands staves and scrolls. 527/* calculate the appropriate level for wands staves and scrolls.
517 * This code presumes that op has had its spell object created (in op->inv) 528 * This code presumes that op has had its spell object created (in op->inv)
519 * elmex Wed Aug 9 17:44:59 CEST 2006: 530 * elmex Wed Aug 9 17:44:59 CEST 2006:
520 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
521 */ 532 */
522 533
523int 534int
524level_for_item (const object * op, int difficulty) 535level_for_item (const object *op, int difficulty)
525{ 536{
526 int mult = 0, olevel = 0; 537 int olevel = 0;
527 538
528 if (!op->inv) 539 if (!op->inv)
529 { 540 {
530 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 541 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
531 return 0; 542 return 0;
572 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 583 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
573 { 584 {
574 percent -= difftomagic_list[scaled_diff][magic]; 585 percent -= difftomagic_list[scaled_diff][magic];
575 586
576 if (percent < 0) 587 if (percent < 0)
577 break; 588 break;
578 } 589 }
579 590
580 if (magic == (MAXMAGIC + 1)) 591 if (magic == (MAXMAGIC + 1))
581 { 592 {
582 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
595 * This function doesn't work properly, should add use of archetypes 606 * This function doesn't work properly, should add use of archetypes
596 * to make it truly absolute. 607 * to make it truly absolute.
597 */ 608 */
598 609
599void 610void
600set_abs_magic (object * op, int magic) 611set_abs_magic (object *op, int magic)
601{ 612{
602 if (!magic) 613 if (!magic)
603 return; 614 return;
604 615
605 op->magic = magic; 616 op->magic = magic;
606 if (op->arch) 617 if (op->arch)
607 { 618 {
608 if (op->type == ARMOUR) 619 if (op->type == ARMOUR)
609 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
610 621
611 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
612 magic = (-magic); 623 magic = (-magic);
613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
614 } 625 }
615 else 626 else
616 { 627 {
617 if (op->type == ARMOUR) 628 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
619 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
620 magic = (-magic); 631 magic = (-magic);
621 op->weight = (op->weight * (100 - magic * 10)) / 100; 632 op->weight = (op->weight * (100 - magic * 10)) / 100;
622 } 633 }
623} 634}
624 635
625/* 636/*
626 * Sets a random magical bonus in the given object based upon 637 * Sets a random magical bonus in the given object based upon
627 * the given difficulty, and the given max possible bonus. 638 * the given difficulty, and the given max possible bonus.
628 */ 639 */
629 640
630static void 641static void
631set_magic (int difficulty, object * op, int max_magic, int flags) 642set_magic (int difficulty, object *op, int max_magic, int flags)
632{ 643{
633 int i; 644 int i;
645
634 i = magic_from_difficulty (difficulty); 646 i = magic_from_difficulty (difficulty);
635 if ((flags & GT_ONLY_GOOD) && i < 0) 647 if ((flags & GT_ONLY_GOOD) && i < 0)
636 i = -i; 648 i = -i;
637 if (i > max_magic) 649 if (i > max_magic)
638 i = max_magic; 650 i = max_magic;
649 * other bonuses previously rolled and ones the item might natively have. 661 * other bonuses previously rolled and ones the item might natively have.
650 * 2) Add code to deal with new PR method. 662 * 2) Add code to deal with new PR method.
651 */ 663 */
652 664
653void 665void
654set_ring_bonus (object * op, int bonus) 666set_ring_bonus (object *op, int bonus)
655{ 667{
656 668
657 int r = RANDOM () % (bonus > 0 ? 25 : 11); 669 int r = RANDOM () % (bonus > 0 ? 25 : 11);
658 670
659 if (op->type == AMULET) 671 if (op->type == AMULET)
660 { 672 {
661 if (!(RANDOM () % 21)) 673 if (!(RANDOM () % 21))
662 r = 20 + RANDOM () % 2; 674 r = 20 + RANDOM () % 2;
663 else 675 else
664 { 676 {
665 if (RANDOM () & 2) 677 if (RANDOM () & 2)
666 r = 10; 678 r = 10;
667 else 679 else
668 r = 11 + RANDOM () % 9; 680 r = 11 + RANDOM () % 9;
669 } 681 }
670 } 682 }
671 683
672 switch (r) 684 switch (r)
673 { 685 {
674 /* Redone by MSW 2000-11-26 to have much less code. Also, 686 /* Redone by MSW 2000-11-26 to have much less code. Also,
675 * bonuses and penalties will stack and add to existing values. 687 * bonuses and penalties will stack and add to existing values.
676 * of the item. 688 * of the item.
677 */ 689 */
678 case 0: 690 case 0:
679 case 1: 691 case 1:
680 case 2: 692 case 2:
681 case 3: 693 case 3:
682 case 4: 694 case 4:
683 case 5: 695 case 5:
684 case 6: 696 case 6:
685 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 697 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
686 break; 698 break;
687 699
688 case 7: 700 case 7:
689 op->stats.dam += bonus; 701 op->stats.dam += bonus;
690 break; 702 break;
691 703
692 case 8: 704 case 8:
693 op->stats.wc += bonus; 705 op->stats.wc += bonus;
694 break; 706 break;
695 707
696 case 9: 708 case 9:
697 op->stats.food += bonus; /* hunger/sustenance */ 709 op->stats.food += bonus; /* hunger/sustenance */
698 break; 710 break;
699 711
700 case 10: 712 case 10:
701 op->stats.ac += bonus; 713 op->stats.ac += bonus;
702 break; 714 break;
703 715
704 /* Item that gives protections/vulnerabilities */ 716 /* Item that gives protections/vulnerabilities */
705 case 11: 717 case 11:
706 case 12: 718 case 12:
707 case 13: 719 case 13:
708 case 14: 720 case 14:
709 case 15: 721 case 15:
710 case 16: 722 case 16:
711 case 17: 723 case 17:
712 case 18: 724 case 18:
713 case 19: 725 case 19:
714 { 726 {
715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
716 728
717 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
719 731
720 /* Cursed items need to have higher negative values to equal out with 732 /* Cursed items need to have higher negative values to equal out with
721 * positive values for how protections work out. Put another 733 * positive values for how protections work out. Put another
722 * little random element in since that they don't always end up with 734 * little random element in since that they don't always end up with
723 * even values. 735 * even values.
724 */ 736 */
725 if (bonus < 0) 737 if (bonus < 0)
726 val = 2 * -val - RANDOM () % b; 738 val = 2 * -val - RANDOM () % b;
727 if (val > 35) 739 if (val > 35)
728 val = 35; /* Upper limit */ 740 val = 35; /* Upper limit */
729 b = 0; 741 b = 0;
730 while (op->resist[resist_table[resist]] != 0 && b < 4) 742 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 { 743 {
732 resist = RANDOM () % num_resist_table; 744 resist = RANDOM () % num_resist_table;
733 } 745 }
734 if (b == 4) 746 if (b == 4)
735 return; /* Not able to find a free resistance */ 747 return; /* Not able to find a free resistance */
736 op->resist[resist_table[resist]] = val; 748 op->resist[resist_table[resist]] = val;
737 /* We should probably do something more clever here to adjust value 749 /* We should probably do something more clever here to adjust value
738 * based on how good a resistance we gave. 750 * based on how good a resistance we gave.
739 */ 751 */
740 break; 752 break;
741 } 753 }
742 case 20: 754 case 20:
743 if (op->type == AMULET) 755 if (op->type == AMULET)
744 { 756 {
745 SET_FLAG (op, FLAG_REFL_SPELL); 757 SET_FLAG (op, FLAG_REFL_SPELL);
746 op->value *= 11; 758 op->value *= 11;
747 } 759 }
748 else 760 else
749 { 761 {
750 op->stats.hp = 1; /* regenerate hit points */ 762 op->stats.hp = 1; /* regenerate hit points */
751 op->value *= 4; 763 op->value *= 4;
752 } 764 }
753 break; 765 break;
754 766
755 case 21: 767 case 21:
756 if (op->type == AMULET) 768 if (op->type == AMULET)
757 { 769 {
758 SET_FLAG (op, FLAG_REFL_MISSILE); 770 SET_FLAG (op, FLAG_REFL_MISSILE);
759 op->value *= 9; 771 op->value *= 9;
760 } 772 }
761 else 773 else
762 { 774 {
763 op->stats.sp = 1; /* regenerate spell points */ 775 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3; 776 op->value *= 3;
765 } 777 }
766 break; 778 break;
767 779
768 case 22: 780 case 22:
769 op->stats.exp += bonus; /* Speed! */ 781 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3; 782 op->value = (op->value * 2) / 3;
771 break; 783 break;
772 } 784 }
773 if (bonus > 0) 785 if (bonus > 0)
774 op->value *= 2 * bonus; 786 op->value *= 2 * bonus;
775 else 787 else
776 op->value = -(op->value * 2 * bonus) / 3; 788 op->value = -(op->value * 2 * bonus) / 3;
787 799
788int 800int
789get_magic (int diff) 801get_magic (int diff)
790{ 802{
791 int i; 803 int i;
804
792 if (diff < 3) 805 if (diff < 3)
793 diff = 3; 806 diff = 3;
794 for (i = 0; i < 4; i++) 807 for (i = 0; i < 4; i++)
795 if (RANDOM () % diff) 808 if (RANDOM () % diff)
796 return i; 809 return i;
803/* 816/*
804 * fix_generated_item(): This is called after an item is generated, in 817 * fix_generated_item(): This is called after an item is generated, in
805 * order to set it up right. This produced magical bonuses, puts spells 818 * order to set it up right. This produced magical bonuses, puts spells
806 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807 */ 820 */
821
808/* 4/28/96 added creator object from which op may now inherit properties based on 822/* 4/28/96 added creator object from which op may now inherit properties based on
809 * op->type. Right now, which stuff the creator passes on is object type 823 * op->type. Right now, which stuff the creator passes on is object type
810 * dependant. I know this is a spagetti manuever, but is there a cleaner 824 * dependant. I know this is a spagetti manuever, but is there a cleaner
811 * way to do this? b.t. */ 825 * way to do this? b.t. */
826
812/* 827/*
813 * ! (flags & GT_ENVIRONMENT): 828 * ! (flags & GT_ENVIRONMENT):
814 * Automatically calls fix_flesh_item(). 829 * Automatically calls fix_flesh_item().
815 * 830 *
816 * flags: 831 * flags:
820 * a working object - don't change magic, value, etc, but set it material 835 * a working object - don't change magic, value, etc, but set it material
821 * type as appropriate, for objects that need spell objects, set those, etc 836 * type as appropriate, for objects that need spell objects, set those, etc
822 */ 837 */
823 838
824void 839void
825fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
826{ 841{
827 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
828 843
829 if (!creator || creator->type == op->type) 844 if (!creator || creator->type == op->type)
830 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 845 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831 846
832 /* If we make an artifact, this information will be destroyed */ 847 /* If we make an artifact, this information will be destroyed */
833 save_item_power = op->item_power; 848 save_item_power = op->item_power;
834 op->item_power = 0; 849 op->item_power = 0;
835 850
836 if (op->randomitems && op->type != SPELL) 851 if (op->randomitems && op->type != SPELL)
837 { 852 {
838 create_treasure (op->randomitems, op, flags, difficulty, 0); 853 create_treasure (op->randomitems, op, flags, difficulty, 0);
839 if (!op->inv) 854 if (!op->inv)
840 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
841 856
842 /* So the treasure doesn't get created again */ 857 /* So the treasure doesn't get created again */
843 op->randomitems = NULL; 858 op->randomitems = NULL;
844 } 859 }
845 860
847 difficulty = 1; 862 difficulty = 1;
848 863
849 if (!(flags & GT_MINIMAL)) 864 if (!(flags & GT_MINIMAL))
850 { 865 {
851 if (op->arch == crown_arch) 866 if (op->arch == crown_arch)
852 { 867 {
853 set_magic (difficulty, op, max_magic, flags); 868 set_magic (difficulty, op, max_magic, flags);
854 num_enchantments = calc_item_power (op, 1); 869 num_enchantments = calc_item_power (op, 1);
855 generate_artifact (op, difficulty); 870 generate_artifact (op, difficulty);
856 } 871 }
857 else 872 else
858 { 873 {
859 if (!op->magic && max_magic) 874 if (!op->magic && max_magic)
860 set_magic (difficulty, op, max_magic, flags); 875 set_magic (difficulty, op, max_magic, flags);
861 876
862 num_enchantments = calc_item_power (op, 1); 877 num_enchantments = calc_item_power (op, 1);
863 878
864 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
865 * used for shop_floors or treasures */ 880 * used for shop_floors or treasures */
866 generate_artifact (op, difficulty); 881 generate_artifact (op, difficulty);
867 } 882 }
868 883
869 /* Object was made an artifact. Calculate its item_power rating. 884 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds. 885 * the item_power in the object is what the artfiact adds.
871 */ 886 */
872 if (op->title) 887 if (op->title)
873 { 888 {
874 /* if save_item_power is set, then most likely we started with an 889 /* if save_item_power is set, then most likely we started with an
875 * artifact and have added new abilities to it - this is rare, but 890 * artifact and have added new abilities to it - this is rare, but
876 * but I have seen things like 'strange rings of fire'. So just figure 891 * but I have seen things like 'strange rings of fire'. So just figure
877 * out the power from the base power plus what this one adds. Note 892 * out the power from the base power plus what this one adds. Note
878 * that since item_power is not quite linear, this actually ends up 893 * that since item_power is not quite linear, this actually ends up
879 * being somewhat of a bonus 894 * being somewhat of a bonus
880 */ 895 */
881 if (save_item_power) 896 if (save_item_power)
882 op->item_power = save_item_power + get_power_from_ench (op->item_power); 897 op->item_power = save_item_power + get_power_from_ench (op->item_power);
883 else 898 else
884 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 899 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
885 } 900 }
886 else if (save_item_power) 901 else if (save_item_power)
887 { 902 {
888 /* restore the item_power field to the object if we haven't changed it. 903 /* restore the item_power field to the object if we haven't changed it.
889 * we don't care about num_enchantments - that will basically just 904 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype. 905 * have calculated some value from the base attributes of the archetype.
891 */ 906 */
892 op->item_power = save_item_power; 907 op->item_power = save_item_power;
893 } 908 }
894 else 909 else
895 { 910 {
896 /* item_power was zero. This is suspicious, as it may be because it 911 /* item_power was zero. This is suspicious, as it may be because it
897 * was never previously calculated. Let's compute a value and see if 912 * was never previously calculated. Let's compute a value and see if
898 * it is non-zero. If it indeed is, then assign it as the new 913 * it is non-zero. If it indeed is, then assign it as the new
899 * item_power value. 914 * item_power value.
900 * - gros, 21th of July 2006. 915 * - gros, 21th of July 2006.
901 */ 916 */
902 op->item_power = calc_item_power (op, 0); 917 op->item_power = calc_item_power (op, 0);
903 save_item_power = op->item_power; /* Just in case it would get used 918 save_item_power = op->item_power; /* Just in case it would get used
904 * again below */ 919 * again below */
905 } 920 }
906 } 921 }
907 922
908 /* materialtype modifications. Note we allow this on artifacts. */ 923 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL); 924 set_materialname (op, difficulty, NULL);
910 925
911 if (flags & GT_MINIMAL) 926 if (flags & GT_MINIMAL)
912 { 927 {
913 if (op->type == POTION) 928 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 929 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 930 if (op->stats.sp && !op->randomitems)
916 { 931 {
917 object *tmp; 932 object *tmp;
918 933
919 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 tmp = get_archetype (spell_mapping[op->stats.sp]);
920 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 936 op->stats.sp = 0;
922 } 937 }
923 } 938 }
924 else if (!op->title) /* Only modify object if not special */ 939 else if (!op->title) /* Only modify object if not special */
925 switch (op->type) 940 switch (op->type)
926 { 941 {
927 case WEAPON: 942 case WEAPON:
928 case ARMOUR: 943 case ARMOUR:
929 case SHIELD: 944 case SHIELD:
930 case HELMET: 945 case HELMET:
931 case CLOAK: 946 case CLOAK:
932 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
933 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
934 break; 949 break;
935 950
936 case BRACERS: 951 case BRACERS:
937 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
938 { 953 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3;
957 }
958 break;
959
960 case POTION:
961 {
962 int too_many_tries = 0, is_special = 0;
963
964 /* Handle healing and magic power potions */
965 if (op->stats.sp && !op->randomitems)
966 {
967 object *tmp;
968
969 tmp = get_archetype (spell_mapping[op->stats.sp]);
970 insert_ob_in_ob (tmp, op);
971 op->stats.sp = 0;
972 }
973
974 while (!(is_special = special_potion (op)) && !op->inv)
975 {
976 generate_artifact (op, difficulty);
977 if (too_many_tries++ > 10)
978 break;
979 }
980
981 /* don't want to change value for healing/magic power potions,
982 * since the value set on those is already correct.
983 */
984 if (op->inv && op->randomitems)
985 {
986 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
989 }
990 else
991 {
992 op->name = "potion";
993 op->name_pl = "potions";
994 }
995
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
997 SET_FLAG (op, FLAG_CURSED);
998 break;
999 }
1000
1001 case AMULET:
1002 if (op->arch == amulet_arch)
1003 op->value *= 5; /* Since it's not just decoration */
1004
1005 case RING:
1006 if (op->arch == NULL)
1007 {
1008 remove_ob (op);
1009 free_object (op);
1010 op = NULL;
1011 break;
1012 }
1013
1014 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1015 break;
1016
1017 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1018 SET_FLAG (op, FLAG_CURSED);
1019
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1020 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED))
941 op->value *= 3;
942 }
943 break;
944 1021
945 case POTION:
946 {
947 int too_many_tries = 0, is_special = 0;
948
949 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems)
951 {
952 object *tmp;
953
954 tmp = get_archetype (spell_mapping[op->stats.sp]);
955 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0;
957 }
958
959 while (!(is_special = special_potion (op)) && !op->inv)
960 {
961 generate_artifact (op, difficulty);
962 if (too_many_tries++ > 10)
963 break;
964 }
965
966 /* don't want to change value for healing/magic power potions,
967 * since the value set on those is already correct.
968 */
969 if (op->inv && op->randomitems)
970 {
971 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value);
973 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
974 }
975 else
976 {
977 op->name = "potion";
978 op->name_pl = "potions";
979 }
980
981 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
982 SET_FLAG (op, FLAG_CURSED);
983 break;
984 }
985
986 case AMULET:
987 if (op->arch == amulet_arch)
988 op->value *= 5; /* Since it's not just decoration */
989
990 case RING:
991 if (op->arch == NULL)
992 {
993 remove_ob (op);
994 free_object (op);
995 op = NULL;
996 break;
997 }
998
999 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1000 break;
1001
1002 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1003 SET_FLAG (op, FLAG_CURSED);
1004
1005 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1006
1007 if (op->type != RING) /* Amulets have only one ability */ 1022 if (op->type != RING) /* Amulets have only one ability */
1008 break; 1023 break;
1009 1024
1010 if (!(RANDOM () % 4)) 1025 if (!(RANDOM () % 4))
1011 { 1026 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1027 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1013 1028
1014 if (d > 0) 1029 if (d > 0)
1015 op->value *= 3; 1030 op->value *= 3;
1016 1031
1017 set_ring_bonus (op, d); 1032 set_ring_bonus (op, d);
1018 1033
1019 if (!(RANDOM () % 4)) 1034 if (!(RANDOM () % 4))
1020 { 1035 {
1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1036 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1022 if (d > 0)
1023 op->value *= 5;
1024 set_ring_bonus (op, d);
1025 }
1026 }
1027 1037
1038 if (d > 0)
1039 op->value *= 5;
1040 set_ring_bonus (op, d);
1041 }
1042 }
1043
1028 if (GET_ANIM_ID (op)) 1044 if (GET_ANIM_ID (op))
1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1045 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1030 1046
1031 break; 1047 break;
1032 1048
1033 case BOOK: 1049 case BOOK:
1034 /* Is it an empty book?, if yes lets make a special· 1050 /* Is it an empty book?, if yes lets make a special·
1035 * msg for it, and tailor its properties based on the· 1051 * msg for it, and tailor its properties based on the·
1036 * creator and/or map level we found it on. 1052 * creator and/or map level we found it on.
1037 */ 1053 */
1038 if (!op->msg && RANDOM () % 10) 1054 if (!op->msg && RANDOM () % 10)
1039 { 1055 {
1040 /* set the book level properly */ 1056 /* set the book level properly */
1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1057 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1042 { 1058 {
1043 if (op->map && op->map->difficulty) 1059 if (op->map && op->map->difficulty)
1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1060 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1045 else 1061 else
1046 op->level = RANDOM () % 20 + 1; 1062 op->level = RANDOM () % 20 + 1;
1047 } 1063 }
1048 else 1064 else
1049 op->level = RANDOM () % creator->level; 1065 op->level = RANDOM () % creator->level;
1050 1066
1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1067 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1052 /* books w/ info are worth more! */ 1068 /* books w/ info are worth more! */
1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1069 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1054 /* creator related stuff */ 1070 /* creator related stuff */
1055 1071
1056 /* for library, chained books. Note that some monsters have no_pick 1072 /* for library, chained books. Note that some monsters have no_pick
1057 * set - we don't want to set no pick in that case. 1073 * set - we don't want to set no pick in that case.
1058 */ 1074 */
1059 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1075 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1060 SET_FLAG (op, FLAG_NO_PICK); 1076 SET_FLAG (op, FLAG_NO_PICK);
1061 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1077 if (creator->slaying && !op->slaying) /* for check_inv floors */
1062 op->slaying = creator->slaying; 1078 op->slaying = creator->slaying;
1063 1079
1064 /* add exp so reading it gives xp (once) */ 1080 /* add exp so reading it gives xp (once) */
1065 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1081 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1066 } 1082 }
1067 break; 1083 break;
1068 1084
1069 case SPELLBOOK: 1085 case SPELLBOOK:
1070 op->value = op->value * op->inv->value; 1086 op->value = op->value * op->inv->value;
1071 /* add exp so learning gives xp */ 1087 /* add exp so learning gives xp */
1072 op->level = op->inv->level; 1088 op->level = op->inv->level;
1073 op->stats.exp = op->value; 1089 op->stats.exp = op->value;
1074 break; 1090 break;
1075 1091
1076 case WAND: 1092 case WAND:
1077 /* nrof in the treasure list is number of charges, 1093 /* nrof in the treasure list is number of charges,
1078 * not number of wands. So copy that into food (charges), 1094 * not number of wands. So copy that into food (charges),
1079 * and reset nrof. 1095 * and reset nrof.
1080 */ 1096 */
1081 op->stats.food = op->inv->nrof; 1097 op->stats.food = op->inv->nrof;
1082 op->nrof = 1; 1098 op->nrof = 1;
1083 /* If the spell changes by level, choose a random level 1099 /* If the spell changes by level, choose a random level
1084 * for it, and adjust price. If the spell doesn't 1100 * for it, and adjust price. If the spell doesn't
1085 * change by level, just set the wand to the level of 1101 * change by level, just set the wand to the level of
1086 * the spell, and value calculation is simpler. 1102 * the spell, and value calculation is simpler.
1087 */ 1103 */
1088 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1104 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1089 { 1105 {
1106 op->level = level_for_item (op, difficulty);
1107 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1108 }
1109 else
1110 {
1111 op->level = op->inv->level;
1112 op->value = op->value * op->inv->value;
1113 }
1114 break;
1115
1116 case ROD:
1090 op->level = level_for_item (op, difficulty); 1117 op->level = level_for_item (op, difficulty);
1118 /* Add 50 to both level an divisor to keep prices a little more
1119 * reasonable. Otherwise, a high level version of a low level
1120 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1121 * 10 time multiplier). This way, the value are a bit more reasonable.
1122 */
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1123 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1092 } 1124 /* maxhp is used to denote how many 'charges' the rod holds before */
1093 else 1125 if (op->stats.maxhp)
1094 { 1126 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1095 op->level = op->inv->level; 1127 else
1096 op->value = op->value * op->inv->value; 1128 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1097 }
1098 break;
1099 1129
1130 op->stats.hp = op->stats.maxhp;
1131 break;
1132
1100 case ROD: 1133 case SCROLL:
1101 op->level = level_for_item (op, difficulty); 1134 op->level = level_for_item (op, difficulty);
1102 /* Add 50 to both level an divisor to keep prices a little more
1103 * reasonable. Otherwise, a high level version of a low level
1104 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1105 * 10 time multiplier). This way, the value are a bit more reasonable.
1106 */
1107 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1135 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1108 /* maxhp is used to denote how many 'charges' the rod holds before */
1109 if (op->stats.maxhp)
1110 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1111 else
1112 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1113 1136
1114 op->stats.hp = op->stats.maxhp;
1115 break;
1116
1117 case SCROLL:
1118 op->level = level_for_item (op, difficulty);
1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1120
1121 /* add exp so reading them properly gives xp */ 1137 /* add exp so reading them properly gives xp */
1122 op->stats.exp = op->value / 5; 1138 op->stats.exp = op->value / 5;
1123 op->nrof = op->inv->nrof; 1139 op->nrof = op->inv->nrof;
1124 break; 1140 break;
1125 1141
1126 case RUNE: 1142 case RUNE:
1127 trap_adjust (op, difficulty); 1143 trap_adjust (op, difficulty);
1128 break; 1144 break;
1129 1145
1130 case TRAP: 1146 case TRAP:
1131 trap_adjust (op, difficulty); 1147 trap_adjust (op, difficulty);
1132 break; 1148 break;
1133 } /* switch type */ 1149 } /* switch type */
1134 1150
1135 if (flags & GT_STARTEQUIP) 1151 if (flags & GT_STARTEQUIP)
1136 { 1152 {
1137 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1153 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1138 SET_FLAG (op, FLAG_STARTEQUIP); 1154 SET_FLAG (op, FLAG_STARTEQUIP);
1139 else if (op->type != MONEY) 1155 else if (op->type != MONEY)
1140 op->value = 0; 1156 op->value = 0;
1141 } 1157 }
1142 1158
1143 if (!(flags & GT_ENVIRONMENT)) 1159 if (!(flags & GT_ENVIRONMENT))
1144 fix_flesh_item (op, creator); 1160 fix_flesh_item (op, creator);
1145} 1161}
1158 1174
1159static artifactlist * 1175static artifactlist *
1160get_empty_artifactlist (void) 1176get_empty_artifactlist (void)
1161{ 1177{
1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1178 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1179
1163 if (tl == NULL) 1180 if (tl == NULL)
1164 fatal (OUT_OF_MEMORY); 1181 fatal (OUT_OF_MEMORY);
1165 tl->next = NULL; 1182 tl->next = NULL;
1166 tl->items = NULL; 1183 tl->items = NULL;
1167 tl->total_chance = 0; 1184 tl->total_chance = 0;
1174 1191
1175static artifact * 1192static artifact *
1176get_empty_artifact (void) 1193get_empty_artifact (void)
1177{ 1194{
1178 artifact *t = (artifact *) malloc (sizeof (artifact)); 1195 artifact *t = (artifact *) malloc (sizeof (artifact));
1196
1179 if (t == NULL) 1197 if (t == NULL)
1180 fatal (OUT_OF_MEMORY); 1198 fatal (OUT_OF_MEMORY);
1181 t->item = NULL; 1199 t->item = NULL;
1182 t->next = NULL; 1200 t->next = NULL;
1183 t->chance = 0; 1201 t->chance = 0;
1216 fprintf (logfile, "\n"); 1234 fprintf (logfile, "\n");
1217 for (al = first_artifactlist; al != NULL; al = al->next) 1235 for (al = first_artifactlist; al != NULL; al = al->next)
1218 { 1236 {
1219 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); 1237 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1220 for (art = al->items; art != NULL; art = art->next) 1238 for (art = al->items; art != NULL; art = art->next)
1221 { 1239 {
1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1240 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1223 if (art->allowed != NULL) 1241 if (art->allowed != NULL)
1224 { 1242 {
1225 fprintf (logfile, "\tAllowed combinations:"); 1243 fprintf (logfile, "\tAllowed combinations:");
1226 for (next = art->allowed; next != NULL; next = next->next) 1244 for (next = art->allowed; next != NULL; next = next->next)
1227 fprintf (logfile, "%s,", &next->name); 1245 fprintf (logfile, "%s,", &next->name);
1228 fprintf (logfile, "\n"); 1246 fprintf (logfile, "\n");
1229 } 1247 }
1230 } 1248 }
1231 } 1249 }
1232 fprintf (logfile, "\n"); 1250 fprintf (logfile, "\n");
1233} 1251}
1234 1252
1235/* 1253/*
1236 * For debugging purposes. Dumps all treasures recursively (see below). 1254 * For debugging purposes. Dumps all treasures recursively (see below).
1237 */ 1255 */
1238void 1256void
1239dump_monster_treasure_rec (const char *name, treasure * t, int depth) 1257dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1240{ 1258{
1241 treasurelist *tl; 1259 treasurelist *tl;
1242 int i; 1260 int i;
1243 1261
1244 if (depth > 100) 1262 if (depth > 100)
1245 return; 1263 return;
1246 while (t != NULL) 1264 while (t != NULL)
1247 { 1265 {
1248 if (t->name != NULL) 1266 if (t->name != NULL)
1249 { 1267 {
1250 for (i = 0; i < depth; i++) 1268 for (i = 0; i < depth; i++)
1251 fprintf (logfile, " "); 1269 fprintf (logfile, " ");
1252 fprintf (logfile, "{ (list: %s)\n", &t->name); 1270 fprintf (logfile, "{ (list: %s)\n", &t->name);
1253 tl = find_treasurelist (t->name); 1271 tl = find_treasurelist (t->name);
1254 dump_monster_treasure_rec (name, tl->items, depth + 2); 1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1255 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1257 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1258 } 1276 }
1259 else 1277 else
1260 { 1278 {
1261 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1263 if (t->item->clone.type == FLESH) 1281 if (t->item->clone.type == FLESH)
1264 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1265 else 1283 else
1266 fprintf (logfile, "%s\n", &t->item->clone.name); 1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1267 } 1285 }
1268 if (t->next_yes != NULL) 1286 if (t->next_yes != NULL)
1269 { 1287 {
1270 for (i = 0; i < depth; i++) 1288 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " "); 1289 fprintf (logfile, " ");
1272 fprintf (logfile, " (if yes)\n"); 1290 fprintf (logfile, " (if yes)\n");
1273 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1274 } 1292 }
1275 if (t->next_no != NULL) 1293 if (t->next_no != NULL)
1276 { 1294 {
1277 for (i = 0; i < depth; i++) 1295 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " "); 1296 fprintf (logfile, " ");
1279 fprintf (logfile, " (if no)\n"); 1297 fprintf (logfile, " (if no)\n");
1280 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1298 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1281 } 1299 }
1282 t = t->next; 1300 t = t->next;
1283 } 1301 }
1284} 1302}
1285 1303
1286/* 1304/*
1297 found = 0; 1315 found = 0;
1298 fprintf (logfile, "\n"); 1316 fprintf (logfile, "\n");
1299 for (at = first_archetype; at != NULL; at = at->next) 1317 for (at = first_archetype; at != NULL; at = at->next)
1300 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1318 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1301 { 1319 {
1302 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1320 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1303 if (at->clone.randomitems != NULL) 1321 if (at->clone.randomitems != NULL)
1304 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1322 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1305 else 1323 else
1306 fprintf (logfile, "(nothing)\n"); 1324 fprintf (logfile, "(nothing)\n");
1307 fprintf (logfile, "\n"); 1325 fprintf (logfile, "\n");
1308 found++; 1326 found++;
1309 } 1327 }
1310 if (found == 0) 1328 if (found == 0)
1311 fprintf (logfile, "No objects have the name %s!\n\n", name); 1329 fprintf (logfile, "No objects have the name %s!\n\n", name);
1312} 1330}
1313 1331
1320{ 1338{
1321 static int has_been_inited = 0; 1339 static int has_been_inited = 0;
1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1340 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1323 artifact *art = NULL; 1341 artifact *art = NULL;
1324 linked_char *tmp; 1342 linked_char *tmp;
1325 int value, comp; 1343 int value;
1326 artifactlist *al; 1344 artifactlist *al;
1327 1345
1328 if (has_been_inited) 1346 if (has_been_inited)
1329 return; 1347 return;
1330 else 1348 else
1337 return; 1355 return;
1338 1356
1339 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1357 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1340 { 1358 {
1341 if (*buf == '#') 1359 if (*buf == '#')
1342 continue; 1360 continue;
1343 if ((cp = strchr (buf, '\n')) != NULL) 1361 if ((cp = strchr (buf, '\n')) != NULL)
1344 *cp = '\0'; 1362 *cp = '\0';
1345 cp = buf; 1363 cp = buf;
1346 while (*cp == ' ') /* Skip blanks */ 1364 while (*cp == ' ') /* Skip blanks */
1347 cp++; 1365 cp++;
1348 if (*cp == '\0') 1366 if (*cp == '\0')
1349 continue; 1367 continue;
1350 1368
1351 if (!strncmp (cp, "Allowed", 7)) 1369 if (!strncmp (cp, "Allowed", 7))
1352 { 1370 {
1353 if (art == NULL) 1371 if (art == NULL)
1354 { 1372 {
1355 art = get_empty_artifact (); 1373 art = get_empty_artifact ();
1356 nrofartifacts++; 1374 nrofartifacts++;
1357 } 1375 }
1358 cp = strchr (cp, ' ') + 1; 1376 cp = strchr (cp, ' ') + 1;
1359 if (!strcmp (cp, "all")) 1377 if (!strcmp (cp, "all"))
1360 continue; 1378 continue;
1361 1379
1362 do 1380 do
1363 { 1381 {
1364 nrofallowedstr++; 1382 nrofallowedstr++;
1365 if ((next = strchr (cp, ',')) != NULL) 1383 if ((next = strchr (cp, ',')) != NULL)
1366 *(next++) = '\0'; 1384 *(next++) = '\0';
1367 tmp = new linked_char; 1385 tmp = new linked_char;
1386
1368 tmp->name = cp; 1387 tmp->name = cp;
1369 tmp->next = art->allowed; 1388 tmp->next = art->allowed;
1370 art->allowed = tmp; 1389 art->allowed = tmp;
1371 } 1390 }
1372 while ((cp = next) != NULL); 1391 while ((cp = next) != NULL);
1373 } 1392 }
1374 else if (sscanf (cp, "chance %d", &value)) 1393 else if (sscanf (cp, "chance %d", &value))
1375 art->chance = (uint16) value; 1394 art->chance = (uint16) value;
1376 else if (sscanf (cp, "difficulty %d", &value)) 1395 else if (sscanf (cp, "difficulty %d", &value))
1377 art->difficulty = (uint8) value; 1396 art->difficulty = (uint8) value;
1378 else if (!strncmp (cp, "Object", 6)) 1397 else if (!strncmp (cp, "Object", 6))
1379 { 1398 {
1380 art->item = (object *) calloc (1, sizeof (object)); 1399 art->item = get_object ();
1381 reset_object (art->item); 1400
1382 if (!load_object (thawer, art->item, LO_LINEMODE, 0)) 1401 if (!load_object (thawer, art->item, 0))
1383 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1402 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403
1384 art->item->name = strchr (cp, ' ') + 1; 1404 art->item->name = strchr (cp, ' ') + 1;
1385 al = find_artifactlist (art->item->type); 1405 al = find_artifactlist (art->item->type);
1386 if (al == NULL) 1406 if (al == NULL)
1387 { 1407 {
1388 al = get_empty_artifactlist (); 1408 al = get_empty_artifactlist ();
1389 al->type = art->item->type; 1409 al->type = art->item->type;
1390 al->next = first_artifactlist; 1410 al->next = first_artifactlist;
1391 first_artifactlist = al; 1411 first_artifactlist = al;
1392 } 1412 }
1393 art->next = al->items; 1413 art->next = al->items;
1394 al->items = art; 1414 al->items = art;
1395 art = NULL; 1415 art = NULL;
1396 } 1416 }
1397 else 1417 else
1398 LOG (llevError, "Unknown input in artifact file: %s\n", buf); 1418 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1399 } 1419 }
1400 1420
1401 for (al = first_artifactlist; al != NULL; al = al->next) 1421 for (al = first_artifactlist; al != NULL; al = al->next)
1402 { 1422 {
1403 for (art = al->items; art != NULL; art = art->next) 1423 for (art = al->items; art != NULL; art = art->next)
1404 { 1424 {
1405 if (!art->chance) 1425 if (!art->chance)
1406 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1426 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1407 else 1427 else
1408 al->total_chance += art->chance; 1428 al->total_chance += art->chance;
1409 } 1429 }
1410#if 0 1430#if 0
1411 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1431 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1412#endif 1432#endif
1413 } 1433 }
1414 1434
1420 * Used in artifact generation. The bonuses of the first object 1440 * Used in artifact generation. The bonuses of the first object
1421 * is modified by the bonuses of the second object. 1441 * is modified by the bonuses of the second object.
1422 */ 1442 */
1423 1443
1424void 1444void
1425add_abilities (object * op, object * change) 1445add_abilities (object *op, object *change)
1426{ 1446{
1427 int i, j, tmp; 1447 int i, tmp;
1428 1448
1429 if (change->face != blank_face) 1449 if (change->face != blank_face)
1430 { 1450 {
1431#ifdef TREASURE_VERBOSE 1451#ifdef TREASURE_VERBOSE
1432 LOG (llevDebug, "FACE: %d\n", change->face->number); 1452 LOG (llevDebug, "FACE: %d\n", change->face->number);
1471 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1491 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1472 { 1492 {
1473 CLEAR_FLAG (op, FLAG_ANIMATE); 1493 CLEAR_FLAG (op, FLAG_ANIMATE);
1474 /* so artifacts will join */ 1494 /* so artifacts will join */
1475 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1495 if (!QUERY_FLAG (op, FLAG_ALIVE))
1476 op->speed = 0.0; 1496 op->speed = 0.0;
1497
1477 update_ob_speed (op); 1498 update_ob_speed (op);
1478 } 1499 }
1479 1500
1480 if (change->nrof) 1501 if (change->nrof)
1481 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1502 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1482 1503
1483 op->stats.exp += change->stats.exp; /* Speed modifier */ 1504 op->stats.exp += change->stats.exp; /* Speed modifier */
1484 op->stats.wc += change->stats.wc; 1505 op->stats.wc += change->stats.wc;
1485 op->stats.ac += change->stats.ac; 1506 op->stats.ac += change->stats.ac;
1486 1507
1487 if (change->other_arch) 1508 if (change->other_arch)
1488 { 1509 {
1489 /* Basically, for horns & potions, the other_arch field is the spell 1510 /* Basically, for horns & potions, the other_arch field is the spell
1490 * to cast. So convert that to into a spell and put it into 1511 * to cast. So convert that to into a spell and put it into
1491 * this object. 1512 * this object.
1492 */ 1513 */
1493 if (op->type == HORN || op->type == POTION) 1514 if (op->type == HORN || op->type == POTION)
1494 { 1515 {
1495 object *tmp_obj; 1516 object *tmp_obj;
1517
1496 /* Remove any spells this object currently has in it */ 1518 /* Remove any spells this object currently has in it */
1497 while (op->inv) 1519 while (op->inv)
1498 { 1520 {
1499 tmp_obj = op->inv; 1521 tmp_obj = op->inv;
1500 remove_ob (tmp_obj); 1522 remove_ob (tmp_obj);
1501 free_object (tmp_obj); 1523 free_object (tmp_obj);
1502 } 1524 }
1503 1525
1504 tmp_obj = arch_to_object (change->other_arch); 1526 tmp_obj = arch_to_object (change->other_arch);
1505 insert_ob_in_ob (tmp_obj, op); 1527 insert_ob_in_ob (tmp_obj, op);
1506 } 1528 }
1507 /* No harm setting this for potions/horns */ 1529 /* No harm setting this for potions/horns */
1508 op->other_arch = change->other_arch; 1530 op->other_arch = change->other_arch;
1509 } 1531 }
1510 1532
1511 if (change->stats.hp < 0) 1533 if (change->stats.hp < 0)
1546 op->item_power = change->item_power; 1568 op->item_power = change->item_power;
1547 1569
1548 for (i = 0; i < NROFATTACKS; i++) 1570 for (i = 0; i < NROFATTACKS; i++)
1549 { 1571 {
1550 if (change->resist[i]) 1572 if (change->resist[i])
1551 { 1573 {
1552 op->resist[i] += change->resist[i]; 1574 op->resist[i] += change->resist[i];
1553 } 1575 }
1554 } 1576 }
1555 1577
1556 if (change->stats.dam) 1578 if (change->stats.dam)
1557 { 1579 {
1558 if (change->stats.dam < 0) 1580 if (change->stats.dam < 0)
1559 op->stats.dam = (-change->stats.dam); 1581 op->stats.dam = (-change->stats.dam);
1560 else if (op->stats.dam) 1582 else if (op->stats.dam)
1561 { 1583 {
1562 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1584 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1563 if (tmp == op->stats.dam) 1585 if (tmp == op->stats.dam)
1564 { 1586 {
1565 if (change->stats.dam < 10) 1587 if (change->stats.dam < 10)
1566 op->stats.dam--; 1588 op->stats.dam--;
1589 else
1590 op->stats.dam++;
1591 }
1567 else 1592 else
1568 op->stats.dam++;
1569 }
1570 else
1571 op->stats.dam = tmp; 1593 op->stats.dam = tmp;
1572 } 1594 }
1573 } 1595 }
1574 1596
1575 if (change->weight) 1597 if (change->weight)
1576 { 1598 {
1577 if (change->weight < 0) 1599 if (change->weight < 0)
1578 op->weight = (-change->weight); 1600 op->weight = (-change->weight);
1579 else 1601 else
1580 op->weight = (op->weight * (change->weight)) / 100; 1602 op->weight = (op->weight * (change->weight)) / 100;
1581 } 1603 }
1582 1604
1583 if (change->last_sp) 1605 if (change->last_sp)
1584 { 1606 {
1585 if (change->last_sp < 0) 1607 if (change->last_sp < 0)
1586 op->last_sp = (-change->last_sp); 1608 op->last_sp = (-change->last_sp);
1587 else 1609 else
1588 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1610 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1589 } 1611 }
1590 1612
1591 if (change->gen_sp_armour) 1613 if (change->gen_sp_armour)
1592 { 1614 {
1593 if (change->gen_sp_armour < 0) 1615 if (change->gen_sp_armour < 0)
1594 op->gen_sp_armour = (-change->gen_sp_armour); 1616 op->gen_sp_armour = (-change->gen_sp_armour);
1595 else 1617 else
1596 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1618 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1597 } 1619 }
1598 1620
1599 op->value *= change->value; 1621 op->value *= change->value;
1600 1622
1601 if (change->material) 1623 if (change->material)
1613 if (change->msg) 1635 if (change->msg)
1614 op->msg = change->msg; 1636 op->msg = change->msg;
1615} 1637}
1616 1638
1617static int 1639static int
1618legal_artifact_combination (object * op, artifact * art) 1640legal_artifact_combination (object *op, artifact * art)
1619{ 1641{
1620 int neg, success = 0; 1642 int neg, success = 0;
1621 linked_char *tmp; 1643 linked_char *tmp;
1622 const char *name; 1644 const char *name;
1623 1645
1624 if (art->allowed == (linked_char *) NULL) 1646 if (art->allowed == (linked_char *) NULL)
1625 return 1; /* Ie, "all" */ 1647 return 1; /* Ie, "all" */
1626 for (tmp = art->allowed; tmp; tmp = tmp->next) 1648 for (tmp = art->allowed; tmp; tmp = tmp->next)
1627 { 1649 {
1628#ifdef TREASURE_VERBOSE 1650#ifdef TREASURE_VERBOSE
1629 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1651 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1630#endif 1652#endif
1631 if (*tmp->name == '!') 1653 if (*tmp->name == '!')
1632 name = tmp->name + 1, neg = 1; 1654 name = tmp->name + 1, neg = 1;
1633 else 1655 else
1634 name = tmp->name, neg = 0; 1656 name = tmp->name, neg = 0;
1635 1657
1636 /* If we match name, then return the opposite of 'neg' */ 1658 /* If we match name, then return the opposite of 'neg' */
1637 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1659 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1638 return !neg; 1660 return !neg;
1639 1661
1640 /* Set success as true, since if the match was an inverse, it means 1662 /* Set success as true, since if the match was an inverse, it means
1641 * everything is allowed except what we match 1663 * everything is allowed except what we match
1642 */ 1664 */
1643 else if (neg) 1665 else if (neg)
1644 success = 1; 1666 success = 1;
1645 } 1667 }
1646 return success; 1668 return success;
1647} 1669}
1648 1670
1649/* 1671/*
1650 * Fixes the given object, giving it the abilities and titles 1672 * Fixes the given object, giving it the abilities and titles
1651 * it should have due to the second artifact-template. 1673 * it should have due to the second artifact-template.
1652 */ 1674 */
1653 1675
1654void 1676void
1655give_artifact_abilities (object * op, object * artifct) 1677give_artifact_abilities (object *op, object *artifct)
1656{ 1678{
1657 char new_name[MAX_BUF]; 1679 char new_name[MAX_BUF];
1658 1680
1659 sprintf (new_name, "of %s", &artifct->name); 1681 sprintf (new_name, "of %s", &artifct->name);
1660 op->title = new_name; 1682 op->title = new_name;
1661 add_abilities (op, artifct); /* Give out the bonuses */ 1683 add_abilities (op, artifct); /* Give out the bonuses */
1662 1684
1663#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1685#if 0 /* Bit verbose, but keep it here until next time I need it... */
1664 { 1686 {
1665 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1687 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1688
1666 SET_FLAG (op, FLAG_IDENTIFIED); 1689 SET_FLAG (op, FLAG_IDENTIFIED);
1667 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1690 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1668 if (!identified) 1691 if (!identified)
1669 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1692 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1670 } 1693 }
1682 1705
1683/* Give 1 re-roll attempt per artifact */ 1706/* Give 1 re-roll attempt per artifact */
1684#define ARTIFACT_TRIES 2 1707#define ARTIFACT_TRIES 2
1685 1708
1686void 1709void
1687generate_artifact (object * op, int difficulty) 1710generate_artifact (object *op, int difficulty)
1688{ 1711{
1689 artifactlist *al; 1712 artifactlist *al;
1690 artifact *art; 1713 artifact *art;
1691 int i; 1714 int i;
1692 1715
1693 al = find_artifactlist (op->type); 1716 al = find_artifactlist (op->type);
1694 1717
1695 if (al == NULL) 1718 if (al == NULL)
1696 { 1719 {
1697#if 0 /* This is too verbose, usually */ 1720#if 0 /* This is too verbose, usually */
1698 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1721 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1699#endif 1722#endif
1700 return; 1723 return;
1701 } 1724 }
1702 1725
1703 for (i = 0; i < ARTIFACT_TRIES; i++) 1726 for (i = 0; i < ARTIFACT_TRIES; i++)
1704 { 1727 {
1705 int roll = RANDOM () % al->total_chance; 1728 int roll = RANDOM () % al->total_chance;
1706 1729
1707 for (art = al->items; art != NULL; art = art->next) 1730 for (art = al->items; art != NULL; art = art->next)
1708 { 1731 {
1709 roll -= art->chance; 1732 roll -= art->chance;
1710 if (roll < 0) 1733 if (roll < 0)
1711 break; 1734 break;
1712 } 1735 }
1713 1736
1714 if (art == NULL || roll >= 0) 1737 if (art == NULL || roll >= 0)
1715 { 1738 {
1716#if 1 1739#if 1
1717 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1740 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1718#endif 1741#endif
1719 return; 1742 return;
1720 } 1743 }
1721 if (!strcmp (art->item->name, "NONE")) 1744 if (!strcmp (art->item->name, "NONE"))
1722 return; 1745 return;
1723 if (FABS (op->magic) < art->item->magic) 1746 if (FABS (op->magic) < art->item->magic)
1724 continue; /* Not magic enough to be this item */ 1747 continue; /* Not magic enough to be this item */
1725 1748
1726 /* Map difficulty not high enough */ 1749 /* Map difficulty not high enough */
1727 if (difficulty < art->difficulty) 1750 if (difficulty < art->difficulty)
1728 continue; 1751 continue;
1729 1752
1730 if (!legal_artifact_combination (op, art)) 1753 if (!legal_artifact_combination (op, art))
1731 { 1754 {
1732#ifdef TREASURE_VERBOSE 1755#ifdef TREASURE_VERBOSE
1733 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1756 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1734#endif 1757#endif
1735 continue; 1758 continue;
1736 } 1759 }
1737 give_artifact_abilities (op, art->item); 1760 give_artifact_abilities (op, art->item);
1738 return; 1761 return;
1739 } 1762 }
1740} 1763}
1741 1764
1743 * FOOD, except they inherit properties (name, food value, etc). 1766 * FOOD, except they inherit properties (name, food value, etc).
1744 * based on the original owner (or 'donor' if you like). -b.t. 1767 * based on the original owner (or 'donor' if you like). -b.t.
1745 */ 1768 */
1746 1769
1747void 1770void
1748fix_flesh_item (object * item, object * donor) 1771fix_flesh_item (object *item, object *donor)
1749{ 1772{
1750 char tmpbuf[MAX_BUF]; 1773 char tmpbuf[MAX_BUF];
1751 int i; 1774 int i;
1752 1775
1753 if (item->type == FLESH && donor) 1776 if (item->type == FLESH && donor)
1754 { 1777 {
1755 /* change the name */ 1778 /* change the name */
1756 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1779 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1780 item->name = tmpbuf;
1757 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1781 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1782 item->name_pl = tmpbuf;
1758 1783
1759 /* weight is FLESH weight/100 * donor */ 1784 /* weight is FLESH weight/100 * donor */
1760 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1785 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1761 item->weight = 1; 1786 item->weight = 1;
1762 1787
1763 /* value is multiplied by level of donor */ 1788 /* value is multiplied by level of donor */
1764 item->value *= isqrt (donor->level * 2); 1789 item->value *= isqrt (donor->level * 2);
1765 1790
1766 /* food value */ 1791 /* food value */
1768 1793
1769 /* flesh items inherit some abilities of donor, but not 1794 /* flesh items inherit some abilities of donor, but not
1770 * full effect. 1795 * full effect.
1771 */ 1796 */
1772 for (i = 0; i < NROFATTACKS; i++) 1797 for (i = 0; i < NROFATTACKS; i++)
1773 item->resist[i] = donor->resist[i] / 2; 1798 item->resist[i] = donor->resist[i] / 2;
1774 1799
1775 /* item inherits donor's level (important for quezals) */ 1800 /* item inherits donor's level (important for quezals) */
1776 item->level = donor->level; 1801 item->level = donor->level;
1777 1802
1778 /* if donor has some attacktypes, the flesh is poisonous */ 1803 /* if donor has some attacktypes, the flesh is poisonous */
1779 if (donor->attacktype & AT_POISON) 1804 if (donor->attacktype & AT_POISON)
1780 item->type = POISON; 1805 item->type = POISON;
1781 if (donor->attacktype & AT_ACID) 1806 if (donor->attacktype & AT_ACID)
1782 item->stats.hp = -1 * item->stats.food; 1807 item->stats.hp = -1 * item->stats.food;
1783 SET_FLAG (item, FLAG_NO_STEAL); 1808 SET_FLAG (item, FLAG_NO_STEAL);
1784 } 1809 }
1785} 1810}
1786 1811
1787/* special_potion() - so that old potion code is still done right. */ 1812/* special_potion() - so that old potion code is still done right. */
1788 1813
1789int 1814int
1790special_potion (object * op) 1815special_potion (object *op)
1791{ 1816{
1792 1817
1793 int i; 1818 int i;
1794 1819
1795 if (op->attacktype) 1820 if (op->attacktype)
1804 1829
1805 return 0; 1830 return 0;
1806} 1831}
1807 1832
1808void 1833void
1809free_treasurestruct (treasure * t) 1834free_treasurestruct (treasure *t)
1810{ 1835{
1811 if (t->next) 1836 if (t->next)
1812 free_treasurestruct (t->next); 1837 free_treasurestruct (t->next);
1813 if (t->next_yes) 1838 if (t->next_yes)
1814 free_treasurestruct (t->next_yes); 1839 free_treasurestruct (t->next_yes);
1817 1842
1818 delete t; 1843 delete t;
1819} 1844}
1820 1845
1821void 1846void
1822free_charlinks (linked_char * lc) 1847free_charlinks (linked_char *lc)
1823{ 1848{
1824 if (lc->next) 1849 if (lc->next)
1825 free_charlinks (lc->next); 1850 free_charlinks (lc->next);
1826 1851
1827 delete lc; 1852 delete lc;
1828} 1853}
1829 1854
1830void 1855void
1831free_artifact (artifact * at) 1856free_artifact (artifact * at)
1832{ 1857{
1833
1834 if (at->next) 1858 if (at->next)
1835 free_artifact (at->next); 1859 free_artifact (at->next);
1860
1836 if (at->allowed) 1861 if (at->allowed)
1837 free_charlinks (at->allowed); 1862 free_charlinks (at->allowed);
1838 1863
1839 delete at->item; 1864 at->item->free (1);
1840 1865
1841 delete at; 1866 delete at;
1842} 1867}
1843 1868
1844void 1869void
1845free_artifactlist (artifactlist * al) 1870free_artifactlist (artifactlist * al)
1846{ 1871{
1847 artifactlist *nextal; 1872 artifactlist *nextal;
1873
1848 for (al = first_artifactlist; al != NULL; al = nextal) 1874 for (al = first_artifactlist; al != NULL; al = nextal)
1849 { 1875 {
1850 nextal = al->next; 1876 nextal = al->next;
1877
1851 if (al->items) 1878 if (al->items)
1852 {
1853 free_artifact (al->items); 1879 free_artifact (al->items);
1854 } 1880
1855 free (al); 1881 free (al);
1856 } 1882 }
1857} 1883}
1858 1884
1859void 1885void
1864 1890
1865 for (tl = first_treasurelist; tl != NULL; tl = next) 1891 for (tl = first_treasurelist; tl != NULL; tl = next)
1866 { 1892 {
1867 next = tl->next; 1893 next = tl->next;
1868 if (tl->items) 1894 if (tl->items)
1869 free_treasurestruct (tl->items); 1895 free_treasurestruct (tl->items);
1870 delete tl; 1896 delete tl;
1871 } 1897 }
1872 free_artifactlist (first_artifactlist); 1898 free_artifactlist (first_artifactlist);
1873} 1899}

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