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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.45 by root, Mon Apr 16 15:41:26 2007 UTC vs.
Revision 1.96 by root, Sun Nov 29 09:41:28 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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> 38#include <loader.h>
40 39
41extern char *spell_mapping[]; 40extern char *spell_mapping[];
42 41
43static treasurelist *first_treasurelist; 42static treasurelist *first_treasurelist;
47typedef std::tr1::unordered_map< 46typedef std::tr1::unordered_map<
48 const char *, 47 const char *,
49 treasurelist *, 48 treasurelist *,
50 str_hash, 49 str_hash,
51 str_equal, 50 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 51 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 52> tl_map_t;
55 53
56static tl_map_t tl_map; 54static tl_map_t tl_map;
57 55
58/* 56//TODO: class method
59 * Initialize global archtype pointers: 57static void free_treasurestruct (treasure *t); // bleh desu
60 */ 58static void
61void 59clear (treasurelist *tl)
62init_archetype_pointers ()
63{ 60{
64 int prev_warn = warn_archetypes; 61 if (tl->items)
62 {
63 free_treasurestruct (tl->items);
64 tl->items = 0;
65 }
65 66
66 warn_archetypes = 1; 67 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} 68}
79 69
80/* 70/*
81 * Searches for the given treasurelist 71 * Searches for the given treasurelist
82 */ 72 */
115 } 105 }
116 106
117 return tl; 107 return tl;
118} 108}
119 109
120//TODO: class method 110#ifdef TREASURE_DEBUG
121void 111/* recursived checks the linked list. Treasurelist is passed only
122clear (treasurelist *tl) 112 * so that the treasure name can be printed out
113 */
114static void
115check_treasurelist (const treasure *t, const treasurelist * tl)
123{ 116{
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
124 if (tl->items) 123 if (t->next_yes)
125 { 124 check_treasurelist (t->next_yes, tl);
126 free_treasurestruct (tl->items);
127 tl->items = 0;
128 }
129 125
130 tl->total_chance = 0; 126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
131} 128}
129#endif
132 130
133/* 131/*
134 * Reads the lib/treasure file from disk, and parses the contents 132 * Reads the lib/treasure file from disk, and parses the contents
135 * into an internal treasure structure (very linked lists) 133 * into an internal treasure structure (very linked lists)
136 */ 134 */
137static treasure * 135static treasure *
138load_treasure (object_thawer &f) 136read_treasure (object_thawer &f)
139{ 137{
140 treasure *t = new treasure; 138 treasure *t = new treasure;
141 int value;
142 139
143 nroftreasures++; 140 f.next ();
144 141
145 for (;;) 142 for (;;)
146 { 143 {
147 coroapi::cede_every (10); 144 coroapi::cede_to_tick ();
148
149 f.next ();
150 145
151 switch (f.kw) 146 switch (f.kw)
152 { 147 {
153 case KW_arch: 148 case KW_arch:
154 if (!(t->item = archetype::find (f.get_str ()))) 149 t->item = archetype::find (f.get_str ());
155 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); 150
151 if (!t->item)
152 {
153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
156 break; 157 break;
157 158
158 case KW_list: f.get (t->name); break; 159 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break; 160 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break; 161 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break; 162 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break; 163 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break; 164 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break; 165 case KW_magic: f.get (t->magic); break;
165 166
166 case KW_yes: t->next_yes = load_treasure (f); break; 167 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = load_treasure (f); break; 168 case KW_no: t->next_no = read_treasure (f); continue;
168 169
169 case KW_end: 170 case KW_end:
171 f.next ();
170 return t; 172 return t;
171 173
172 case KW_more: 174 case KW_more:
173 t->next = load_treasure (f); 175 t->next = read_treasure (f);
174 return t; 176 return t;
175 177
176 default: 178 default:
177 if (!f.parse_error ("treasure list")) 179 if (!f.parse_error ("treasurelist", t->name))
178 return t; // error 180 goto error;
179 181
180 return t; 182 return t;
181 } 183 }
182 }
183}
184 184
185#ifdef TREASURE_DEBUG 185 f.next ();
186/* recursived checks the linked list. Treasurelist is passed only 186 }
187 * so that the treasure name can be printed out
188 */
189static void
190check_treasurelist (const treasure *t, const treasurelist * tl)
191{
192 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
193 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
194 187
195 if (t->next) 188 // not reached
196 check_treasurelist (t->next, tl);
197 189
198 if (t->next_yes) 190error:
199 check_treasurelist (t->next_yes, tl); 191 delete t;
200 192 return 0;
201 if (t->next_no)
202 check_treasurelist (t->next_no, tl);
203} 193}
204#endif
205 194
206/* 195/*
207 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
208 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
209 */ 197 */
210bool 198treasurelist *
211load_treasure_file (const char *filename) 199treasurelist::read (object_thawer &f)
212{ 200{
213 treasure *t; 201 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
214 int comp, line = 0;
215 202
216 object_thawer f (filename); 203 bool one = f.kw == KW_treasureone;
217 204 treasurelist *tl = treasurelist::get (f.get_str ());
218 if (!f) 205 clear (tl);
219 { 206 tl->items = read_treasure (f);
220 LOG (llevError, "Can't open treasure file.\n"); 207 if (!tl->items)
221 return false; 208 return 0;
209
210 /* This is a one of the many items on the list should be generated.
211 * Add up the chance total, and check to make sure the yes & no
212 * fields of the treasures are not being used.
213 */
214 if (one)
222 } 215 {
223 216 for (treasure *t = tl->items; t; t = t->next)
224 f.next ();
225
226 for (;;)
227 {
228 switch (f.kw)
229 { 217 {
230 case KW_treasure: 218 if (t->next_yes || t->next_no)
231 case KW_treasureone:
232 { 219 {
233 bool one = f.kw == KW_treasureone;
234 treasurelist *tl = treasurelist::get (f.get_str ());
235
236 clear (tl);
237 tl->items = load_treasure (f);
238
239 if (!tl->items)
240 return false;
241
242 /* This is a one of the many items on the list should be generated.
243 * Add up the chance total, and check to make sure the yes & no
244 * fields of the treasures are not being used.
245 */
246 if (one)
247 {
248 for (t = tl->items; t; t = t->next)
249 {
250#ifdef TREASURE_DEBUG
251 if (t->next_yes || t->next_no)
252 {
253 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 220 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
254 LOG (llevError, " the next_yes or next_no field is set\n"); 221 LOG (llevError, " the next_yes or next_no field is set\n");
255 }
256#endif
257 tl->total_chance += t->chance;
258 }
259 }
260 } 222 }
261 break;
262 223
263 case KW_EOF: 224 tl->total_chance += t->chance;
264#ifdef TREASURE_DEBUG
265 /* Perform some checks on how valid the treasure data actually is.
266 * verify that list transitions work (ie, the list that it is supposed
267 * to transition to exists). Also, verify that at least the name
268 * or archetype is set for each treasure element.
269 */
270 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
271 check_treasurelist (tl->items, tl);
272#endif
273 return true;
274
275 default:
276 if (!f.parse_error ("treasure lists"))
277 return false;
278
279 break;
280 } 225 }
281
282 f.next ();
283 } 226 }
227
228 return tl;
284} 229}
285 230
286/* 231/*
287 * Generates the objects specified by the given treasure. 232 * Generates the objects specified by the given treasure.
288 * It goes recursively through the rest of the linked list. 233 * It goes recursively through the rest of the linked list.
295 * start with equipment, but only their abilities). 240 * start with equipment, but only their abilities).
296 */ 241 */
297static void 242static void
298put_treasure (object *op, object *creator, int flags) 243put_treasure (object *op, object *creator, int flags)
299{ 244{
300 object *tmp; 245 if (flags & GT_ENVIRONMENT)
301 246 {
302 /* Bit of a hack - spells should never be put onto the map. The entire 247 /* Bit of a hack - spells should never be put onto the map. The entire
303 * treasure stuff is a problem - there is no clear idea of knowing 248 * treasure stuff is a problem - there is no clear idea of knowing
304 * this is the original object, or if this is an object that should be created 249 * this is the original object, or if this is an object that should be created
305 * by another object. 250 * by another object.
306 */ 251 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 252 //TODO: flag such as objects... as such (no drop, anybody?)
308 { 253 if (op->type == SPELL)
254 {
255 op->destroy ();
256 return;
257 }
258
259 op->expand_tail ();
260
261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
262 op->destroy ();
263 else
264 {
309 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
310 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 }
311 } 268 }
312 else 269 else
313 { 270 {
314 op = creator->insert (op); 271 op = creator->insert (op);
315 272
316 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
317 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
318
319 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
320 esrv_send_item (tmp, op);
321 } 275 }
322} 276}
323 277
324/* 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
325 * in the generated object 279 * in the generated object
347 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 { 302 {
349 if (t->name) 303 if (t->name)
350 { 304 {
351 if (difficulty >= t->magic) 305 if (difficulty >= t->magic)
306 if (treasurelist *tl = treasurelist::find (t->name))
352 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries); 307 create_treasure (tl, op, flag, difficulty, tries);
308 else
309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
353 } 310 }
354 else 311 else
355 { 312 {
356 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 314 {
358 object *tmp = arch_to_object (t->item); 315 object *tmp = arch_to_object (t->item);
359 316
360 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
361 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
408 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
409 } 366 }
410 else if (t->nrof) 367 else if (t->nrof)
411 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
412 } 369 }
413 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
414 { 371 {
415 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = arch_to_object (t->item))
416 { 373 {
417 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
418 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 378 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
423 } 380 }
424 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 388}
426 389
427/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
429 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
442 { 405 {
443 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
444 return; 407 return;
445 } 408 }
446 409
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
447 if (tl->total_chance) 419 if (tl->total_chance)
448 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 421 else
450 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 423}
458object * 430object *
459generate_treasure (treasurelist *tl, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
460{ 432{
461 difficulty = clamp (difficulty, 1, settings.max_level); 433 difficulty = clamp (difficulty, 1, settings.max_level);
462 434
463 object *ob = object::create (), *tmp; 435 object *ob = object::create ();
464 436
465 create_treasure (tl, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
466 438
467 /* 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 */
468 tmp = ob->inv; 440 object *tmp = ob->inv;
469 if (tmp != NULL) 441 if (tmp)
470 tmp->remove (); 442 tmp->remove ();
471 443
472 if (ob->inv) 444 if (ob->inv)
473 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
474 446
475 ob->destroy (); 447 ob->destroy ();
448
476 return tmp; 449 return tmp;
477} 450}
478 451
479/* 452/*
480 * 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
482 * 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
483 * magical bonus "wanted". 456 * magical bonus "wanted".
484 */ 457 */
485 458
486static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
487
488// chance of magic difficulty 460// chance of magic difficulty
489// +0 +1 +2 +3 +4 461// +0 +1 +2 +3 +4
490 {95, 2, 2, 1, 0}, // 1 462 {95, 2, 2, 1, 0}, // 1
491 {92, 5, 2, 1, 0}, // 2 463 {92, 5, 2, 1, 0}, // 2
492 {85, 10, 4, 1, 0}, // 3 464 {85, 10, 4, 1, 0}, // 3
518 { 0, 0, 0, 3, 97}, // 29 490 { 0, 0, 0, 3, 97}, // 29
519 { 0, 0, 0, 0, 100}, // 30 491 { 0, 0, 0, 0, 100}, // 30
520 { 0, 0, 0, 0, 100}, // 31 492 { 0, 0, 0, 0, 100}, // 31
521}; 493};
522 494
523
524/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
525 * 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)
526 * 497 *
527 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
528 * 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.
529 */ 500 */
530 501static int
531int
532level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
533{ 503{
534 int olevel = 0;
535
536 if (!op->inv) 504 if (!op->inv)
537 { 505 {
538 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);
539 return 0; 507 return 0;
540 } 508 }
541 509
542 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
543 511
544 if (olevel <= 0) 512 if (olevel <= 0)
545 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
546 514
547 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL);
548 olevel = MAXLEVEL;
549
550 return olevel;
551} 516}
552 517
553/* 518/*
554 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
555 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
558 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
559 * 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
560 * weird integer between 1-31. 525 * weird integer between 1-31.
561 * 526 *
562 */ 527 */
563int 528static int
564magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
565{ 530{
566 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
568 533
611 576
612 op->magic = magic; 577 op->magic = magic;
613 if (op->arch) 578 if (op->arch)
614 { 579 {
615 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
617 582
618 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
619 magic = (-magic); 584 magic = (-magic);
585
620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
621 } 587 }
622 else 588 else
623 { 589 {
624 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
626 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
627 magic = (-magic); 594 magic = (-magic);
595
628 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
629 } 597 }
630} 598}
631 599
632/* 600/*
655 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
656 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
657 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
658 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
659 */ 627 */
660void 628static void
661set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
662{ 630{
663
664 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
665 632
666 if (op->type == AMULET) 633 if (op->type == AMULET)
667 { 634 {
668 if (!(rndm (21))) 635 if (!(rndm (21)))
687 case 2: 654 case 2:
688 case 3: 655 case 3:
689 case 4: 656 case 4:
690 case 5: 657 case 5:
691 case 6: 658 case 6:
692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
693 break; 660 break;
694 661
695 case 7: 662 case 7:
696 op->stats.dam += bonus; 663 op->stats.dam += bonus;
697 break; 664 break;
791 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
792 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
793 * rings and amulets. 760 * rings and amulets.
794 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
795 */ 762 */
796int 763static int
797get_magic (int diff) 764get_magic (int diff)
798{ 765{
799 int i; 766 int i;
800 767
801 if (diff < 3) 768 if (diff < 3)
804 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
805 if (rndm (diff)) 772 if (rndm (diff))
806 return i; 773 return i;
807 774
808 return 4; 775 return 4;
776}
777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
809} 793}
810 794
811#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
813 797
845 save_item_power = op->item_power; 829 save_item_power = op->item_power;
846 op->item_power = 0; 830 op->item_power = 0;
847 831
848 if (op->randomitems && op->type != SPELL) 832 if (op->randomitems && op->type != SPELL)
849 { 833 {
850 create_treasure (op->randomitems, op, flags, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
851 if (!op->inv)
852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
853
854 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
855 op->randomitems = 0; 836 op->randomitems = 0;
856 } 837 }
857 838
858 if (difficulty < 1) 839 max_it (difficulty, 1);
859 difficulty = 1;
860 840
861 if (INVOKE_OBJECT (ADD_BONUS, op, 841 if (INVOKE_OBJECT (ADD_BONUS, op,
862 ARG_OBJECT (creator != op ? creator : 0), 842 ARG_OBJECT (creator != op ? creator : 0),
863 ARG_INT (difficulty), ARG_INT (max_magic), 843 ARG_INT (difficulty), ARG_INT (max_magic),
864 ARG_INT (flags))) 844 ARG_INT (flags)))
865 return; 845 return;
866 846
867 if (!(flags & GT_MINIMAL)) 847 if (!(flags & GT_MINIMAL))
868 { 848 {
869 if (op->arch == crown_arch) 849 if (IS_ARCH (op->arch, crown))
870 { 850 {
871 set_magic (difficulty, op, max_magic, flags); 851 set_magic (difficulty, op, max_magic, flags);
872 num_enchantments = calc_item_power (op, 1); 852 num_enchantments = calc_item_power (op, 1);
873 generate_artifact (op, difficulty); 853 generate_artifact (op, difficulty);
874 } 854 }
879 859
880 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
881 861
882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 862 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN 863 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 864 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
885 * used for shop_floors or treasures */
886 generate_artifact (op, difficulty); 865 generate_artifact (op, difficulty);
887 } 866 }
888 867
889 /* Object was made an artifact. Calculate its item_power rating. 868 /* Object was made an artifact. Calculate its item_power rating.
890 * the item_power in the object is what the artfiact adds. 869 * the item_power in the object is what the artfiact adds.
924 * again below */ 903 * again below */
925 } 904 }
926 } 905 }
927 906
928 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
929 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
930 909
931 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
932 { 911 {
933 if (op->type == POTION) 912 if (op->type == POTION)
934 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
935 if (op->stats.sp && !op->randomitems) 914 if (op->stats.sp && !op->randomitems)
936 { 915 {
937 object *tmp;
938
939 tmp = get_archetype (spell_mapping[op->stats.sp]); 916 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
940 insert_ob_in_ob (tmp, op); 917 insert_ob_in_ob (tmp, op);
941 op->stats.sp = 0; 918 op->stats.sp = 0;
942 } 919 }
943 } 920 }
944 else if (!op->title) /* Only modify object if not special */ 921 else if (!op->title) /* Only modify object if not special */
967 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
968 945
969 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
970 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
971 { 948 {
972 object *tmp;
973
974 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
975 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
976 op->stats.sp = 0; 951 op->stats.sp = 0;
977 } 952 }
978 953
979 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
987 * since the value set on those is already correct. 962 * since the value set on those is already correct.
988 */ 963 */
989 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
990 { 965 {
991 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
992 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
994 } 969 }
995 else 970 else
996 { 971 {
997 op->name = "potion"; 972 op->name = "potion";
998 op->name_pl = "potions"; 973 op->name_pl = "potions";
999 } 974 }
1000 975
1001 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1002 SET_FLAG (op, FLAG_CURSED); 977 SET_FLAG (op, FLAG_CURSED);
978
1003 break; 979 break;
1004 } 980 }
1005 981
1006 case AMULET: 982 case AMULET:
1007 if (op->arch == amulet_arch) 983 if (IS_ARCH (op->arch, amulet))
1008 op->value *= 5; /* Since it's not just decoration */ 984 op->value *= 5; /* Since it's not just decoration */
1009 985
1010 case RING: 986 case RING:
1011 if (op->arch == NULL)
1012 {
1013 op->destroy ();
1014 op = 0;
1015 break;
1016 }
1017
1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 987 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1019 break; 988 break;
1020 989
1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1022 SET_FLAG (op, FLAG_CURSED); 991 SET_FLAG (op, FLAG_CURSED);
1023 992
1043 op->value *= 5; 1012 op->value *= 5;
1044 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1045 } 1014 }
1046 } 1015 }
1047 1016
1048 if (GET_ANIM_ID (op)) 1017 if (op->animation_id)
1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1018 op->set_anim_frame (rndm (op->anim_frames ()));
1050 1019
1051 break; 1020 break;
1052 1021
1053 case BOOK: 1022 case BOOK:
1054 /* Is it an empty book?, if yes lets make a special· 1023 /* Is it an empty book?, if yes lets make a special·
1069 op->level = rndm (creator->level); 1038 op->level = rndm (creator->level);
1070 1039
1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1040 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1072 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1042 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1074 /* creator related stuff */
1075
1076 /* for library, chained books. Note that some monsters have no_pick
1077 * set - we don't want to set no pick in that case.
1078 */
1079 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1080 SET_FLAG (op, FLAG_NO_PICK);
1081 if (creator->slaying && !op->slaying) /* for check_inv floors */
1082 op->slaying = creator->slaying;
1083 1043
1084 /* add exp so reading it gives xp (once) */ 1044 /* add exp so reading it gives xp (once) */
1085 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1086 } 1046 }
1047
1048 /* creator related stuff */
1049
1050 /* for library, chained books. Note that some monsters have no_pick
1051 * set - we don't want to set no pick in that case.
1052 */
1053 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1054 SET_FLAG (op, FLAG_NO_PICK);
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying;
1087 break; 1057 break;
1088 1058
1089 case SPELLBOOK: 1059 case SPELLBOOK:
1090 op->value = op->value * op->inv->value; 1060 op->value = op->value * op->inv->value;
1091 /* add exp so learning gives xp */ 1061 /* add exp so learning gives xp */
1125 * 10 time multiplier). This way, the value are a bit more reasonable. 1095 * 10 time multiplier). This way, the value are a bit more reasonable.
1126 */ 1096 */
1127 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1128 /* maxhp is used to denote how many 'charges' the rod holds before */ 1098 /* maxhp is used to denote how many 'charges' the rod holds before */
1129 if (op->stats.maxhp) 1099 if (op->stats.maxhp)
1130 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1100 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1131 else 1101 else
1132 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1133 1103
1134 op->stats.hp = op->stats.maxhp; 1104 op->stats.hp = op->stats.maxhp;
1135 break; 1105 break;
1136 1106
1137 case SCROLL: 1107 case SCROLL:
1176 * Allocate and return the pointer to an empty artifactlist structure. 1146 * Allocate and return the pointer to an empty artifactlist structure.
1177 */ 1147 */
1178static artifactlist * 1148static artifactlist *
1179get_empty_artifactlist (void) 1149get_empty_artifactlist (void)
1180{ 1150{
1181 return salloc0 <artifactlist> (); 1151 return salloc0<artifactlist> ();
1182} 1152}
1183 1153
1184/* 1154/*
1185 * Allocate and return the pointer to an empty artifact structure. 1155 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1156 */
1187static artifact * 1157static artifact *
1188get_empty_artifact (void) 1158get_empty_artifact (void)
1189{ 1159{
1190 return salloc0 <artifact> (); 1160 return salloc0<artifact> ();
1191} 1161}
1192 1162
1193/* 1163/*
1194 * Searches the artifact lists and returns one that has the same type 1164 * Searches the artifact lists and returns one that has the same type
1195 * of objects on it. 1165 * of objects on it.
1200 for (artifactlist *al = first_artifactlist; al; al = al->next) 1170 for (artifactlist *al = first_artifactlist; al; al = al->next)
1201 if (al->type == type) 1171 if (al->type == type)
1202 return al; 1172 return al;
1203 1173
1204 return 0; 1174 return 0;
1205}
1206
1207/*
1208 * For debugging purposes. Dumps all tables.
1209 */
1210void
1211dump_artifacts (void)
1212{
1213 artifactlist *al;
1214 artifact *art;
1215 linked_char *next;
1216
1217 fprintf (logfile, "\n");
1218 for (al = first_artifactlist; al != NULL; al = al->next)
1219 {
1220 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1221 for (art = al->items; art != NULL; art = art->next)
1222 {
1223 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1224 if (art->allowed != NULL)
1225 {
1226 fprintf (logfile, "\tallowed combinations:");
1227 for (next = art->allowed; next != NULL; next = next->next)
1228 fprintf (logfile, "%s,", &next->name);
1229 fprintf (logfile, "\n");
1230 }
1231 }
1232 }
1233 fprintf (logfile, "\n");
1234}
1235
1236/*
1237 * For debugging purposes. Dumps all treasures recursively (see below).
1238 */
1239void
1240dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1241{
1242 treasurelist *tl;
1243 int i;
1244
1245 if (depth > 100)
1246 return;
1247
1248 while (t)
1249 {
1250 if (t->name)
1251 {
1252 for (i = 0; i < depth; i++)
1253 fprintf (logfile, " ");
1254
1255 fprintf (logfile, "{ (list: %s)\n", &t->name);
1256
1257 tl = treasurelist::find (t->name);
1258 if (tl)
1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260
1261 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " ");
1263
1264 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1265 }
1266 else
1267 {
1268 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " ");
1270
1271 if (t->item && t->item->clone.type == FLESH)
1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1273 else
1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1275 }
1276
1277 if (t->next_yes)
1278 {
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281
1282 fprintf (logfile, " (if yes)\n");
1283 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1284 }
1285
1286 if (t->next_no)
1287 {
1288 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " ");
1290
1291 fprintf (logfile, " (if no)\n");
1292 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1293 }
1294
1295 t = t->next;
1296 }
1297}
1298
1299/*
1300 * For debugging purposes. Dumps all treasures for a given monster.
1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1302 */
1303void
1304dump_monster_treasure (const char *name)
1305{
1306 archetype *at;
1307 int found;
1308
1309 found = 0;
1310 fprintf (logfile, "\n");
1311
1312 for (at = first_archetype; at != NULL; at = at->next)
1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1314 {
1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1316 if (at->clone.randomitems != NULL)
1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1318 else
1319 fprintf (logfile, "(nothing)\n");
1320
1321 fprintf (logfile, "\n");
1322 found++;
1323 }
1324
1325 if (found == 0)
1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1327} 1175}
1328 1176
1329/* 1177/*
1330 * Builds up the lists of artifacts from the file in the libdir. 1178 * Builds up the lists of artifacts from the file in the libdir.
1331 */ 1179 */
1346 object_thawer f (filename); 1194 object_thawer f (filename);
1347 1195
1348 if (!f) 1196 if (!f)
1349 return; 1197 return;
1350 1198
1351 f.next ();
1352
1353 for (;;) 1199 for (;;)
1354 { 1200 {
1355 switch (f.kw) 1201 switch (f.kw)
1356 { 1202 {
1357 case KW_allowed: 1203 case KW_allowed:
1358 if (!art) 1204 if (!art)
1359 {
1360 art = get_empty_artifact (); 1205 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363 1206
1364 { 1207 {
1365 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1366 break; 1209 break;
1367 1210
1368 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1369 1212 char *next;
1370 do 1213 do
1371 { 1214 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ','))) 1215 if ((next = strchr (cp, ',')))
1375 *next++ = '\0'; 1216 *next++ = '\0';
1376 1217
1377 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1378 1219
1393 break; 1234 break;
1394 1235
1395 case KW_object: 1236 case KW_object:
1396 { 1237 {
1397 art->item = object::create (); 1238 art->item = object::create ();
1239 f.get (art->item->name);
1240 f.next ();
1398 1241
1399 if (!art->item->parse_kv (f)) 1242 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1243 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401 1244
1402 al = find_artifactlist (art->item->type); 1245 al = find_artifactlist (art->item->type);
1428 } 1271 }
1429 1272
1430done: 1273done:
1431 for (al = first_artifactlist; al; al = al->next) 1274 for (al = first_artifactlist; al; al = al->next)
1432 { 1275 {
1276 al->total_chance = 0;
1277
1433 for (art = al->items; art; art = art->next) 1278 for (art = al->items; art; art = art->next)
1434 { 1279 {
1435 if (!art->chance) 1280 if (!art->chance)
1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1281 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1437 else 1282 else
1443 } 1288 }
1444 1289
1445 LOG (llevDebug, "done.\n"); 1290 LOG (llevDebug, "done.\n");
1446} 1291}
1447 1292
1448
1449/* 1293/*
1450 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1451 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1452 */ 1296 */
1453
1454void 1297void
1455add_abilities (object *op, object *change) 1298add_abilities (object *op, object *change)
1456{ 1299{
1457 int i, tmp; 1300 int i, tmp;
1458 1301
1463#endif 1306#endif
1464 op->face = change->face; 1307 op->face = change->face;
1465 } 1308 }
1466 1309
1467 for (i = 0; i < NUM_STATS; i++) 1310 for (i = 0; i < NUM_STATS; i++)
1468 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1311 change_attr_value (&(op->stats), i, change->stats.stat (i));
1469 1312
1470 op->attacktype |= change->attacktype; 1313 op->attacktype |= change->attacktype;
1471 op->path_attuned |= change->path_attuned; 1314 op->path_attuned |= change->path_attuned;
1472 op->path_repelled |= change->path_repelled; 1315 op->path_repelled |= change->path_repelled;
1473 op->path_denied |= change->path_denied; 1316 op->path_denied |= change->path_denied;
1521 * to cast. So convert that to into a spell and put it into 1364 * to cast. So convert that to into a spell and put it into
1522 * this object. 1365 * this object.
1523 */ 1366 */
1524 if (op->type == HORN || op->type == POTION) 1367 if (op->type == HORN || op->type == POTION)
1525 { 1368 {
1526 object *tmp_obj;
1527
1528 /* Remove any spells this object currently has in it */ 1369 /* Remove any spells this object currently has in it */
1529 while (op->inv)
1530 op->inv->destroy (); 1370 op->destroy_inv (false);
1531 1371
1532 tmp_obj = arch_to_object (change->other_arch); 1372 object *tmp = arch_to_object (change->other_arch);
1533 insert_ob_in_ob (tmp_obj, op); 1373 insert_ob_in_ob (tmp, op);
1534 } 1374 }
1535 /* No harm setting this for potions/horns */ 1375 /* No harm setting this for potions/horns */
1536 op->other_arch = change->other_arch; 1376 op->other_arch = change->other_arch;
1537 } 1377 }
1538 1378
1623 op->value *= change->value; 1463 op->value *= change->value;
1624 1464
1625 if (change->materials) 1465 if (change->materials)
1626 op->materials = change->materials; 1466 op->materials = change->materials;
1627 1467
1628 if (change->materialname) 1468 if (change->material != MATERIAL_NULL)
1629 op->materialname = change->materialname; 1469 op->material = change->material;
1630 1470
1631 if (change->slaying) 1471 if (change->slaying)
1632 op->slaying = change->slaying; 1472 op->slaying = change->slaying;
1633 1473
1634 if (change->race) 1474 if (change->race)
1637 if (change->msg) 1477 if (change->msg)
1638 op->msg = change->msg; 1478 op->msg = change->msg;
1639} 1479}
1640 1480
1641static int 1481static int
1642legal_artifact_combination (object *op, artifact * art) 1482legal_artifact_combination (object *op, artifact *art)
1643{ 1483{
1644 int neg, success = 0; 1484 int neg, success = 0;
1645 linked_char *tmp; 1485 linked_char *tmp;
1646 const char *name; 1486 const char *name;
1647 1487
1648 if (art->allowed == (linked_char *) NULL) 1488 if (!art->allowed)
1649 return 1; /* Ie, "all" */ 1489 return 1; /* Ie, "all" */
1490
1650 for (tmp = art->allowed; tmp; tmp = tmp->next) 1491 for (tmp = art->allowed; tmp; tmp = tmp->next)
1651 { 1492 {
1652#ifdef TREASURE_VERBOSE 1493#ifdef TREASURE_VERBOSE
1653 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1494 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1654#endif 1495#endif
1656 name = tmp->name + 1, neg = 1; 1497 name = tmp->name + 1, neg = 1;
1657 else 1498 else
1658 name = tmp->name, neg = 0; 1499 name = tmp->name, neg = 0;
1659 1500
1660 /* If we match name, then return the opposite of 'neg' */ 1501 /* If we match name, then return the opposite of 'neg' */
1661 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1502 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1662 return !neg; 1503 return !neg;
1663 1504
1664 /* Set success as true, since if the match was an inverse, it means 1505 /* Set success as true, since if the match was an inverse, it means
1665 * everything is allowed except what we match 1506 * everything is allowed except what we match
1666 */ 1507 */
1667 else if (neg) 1508 else if (neg)
1668 success = 1; 1509 success = 1;
1669 } 1510 }
1511
1670 return success; 1512 return success;
1671} 1513}
1672 1514
1673/* 1515/*
1674 * Fixes the given object, giving it the abilities and titles 1516 * Fixes the given object, giving it the abilities and titles
1741#if 1 1583#if 1
1742 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1584 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1743#endif 1585#endif
1744 return; 1586 return;
1745 } 1587 }
1746 if (!strcmp (art->item->name, "NONE")) 1588
1589 if (art->item->name == shstr_NONE)
1747 return; 1590 return;
1591
1748 if (FABS (op->magic) < art->item->magic) 1592 if (fabs (op->magic) < art->item->magic)
1749 continue; /* Not magic enough to be this item */ 1593 continue; /* Not magic enough to be this item */
1750 1594
1751 /* Map difficulty not high enough */ 1595 /* Map difficulty not high enough */
1752 if (difficulty < art->difficulty) 1596 if (difficulty < art->difficulty)
1753 continue; 1597 continue;
1804 item->level = donor->level; 1648 item->level = donor->level;
1805 1649
1806 /* if donor has some attacktypes, the flesh is poisonous */ 1650 /* if donor has some attacktypes, the flesh is poisonous */
1807 if (donor->attacktype & AT_POISON) 1651 if (donor->attacktype & AT_POISON)
1808 item->type = POISON; 1652 item->type = POISON;
1653
1809 if (donor->attacktype & AT_ACID) 1654 if (donor->attacktype & AT_ACID)
1810 item->stats.hp = -1 * item->stats.food; 1655 item->stats.hp = -1 * item->stats.food;
1656
1811 SET_FLAG (item, FLAG_NO_STEAL); 1657 SET_FLAG (item, FLAG_NO_STEAL);
1812 } 1658 }
1813} 1659}
1814 1660
1815/* special_potion() - so that old potion code is still done right. */ 1661static void
1816
1817int
1818special_potion (object *op)
1819{
1820 if (op->attacktype)
1821 return 1;
1822
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1824 return 1;
1825
1826 for (int i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i])
1828 return 1;
1829
1830 return 0;
1831}
1832
1833void
1834free_treasurestruct (treasure *t) 1662free_treasurestruct (treasure *t)
1835{ 1663{
1836 if (t->next) free_treasurestruct (t->next); 1664 if (t->next) free_treasurestruct (t->next);
1837 if (t->next_yes) free_treasurestruct (t->next_yes); 1665 if (t->next_yes) free_treasurestruct (t->next_yes);
1838 if (t->next_no) free_treasurestruct (t->next_no); 1666 if (t->next_no) free_treasurestruct (t->next_no);
1839 1667
1840 delete t; 1668 delete t;
1841} 1669}
1842 1670
1843void 1671static void
1844free_charlinks (linked_char *lc) 1672free_charlinks (linked_char *lc)
1845{ 1673{
1846 if (lc->next) 1674 if (lc->next)
1847 free_charlinks (lc->next); 1675 free_charlinks (lc->next);
1848 1676
1849 delete lc; 1677 delete lc;
1850} 1678}
1851 1679
1852void 1680static void
1853free_artifact (artifact *at) 1681free_artifact (artifact *at)
1854{ 1682{
1855 if (at->next) free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1856 if (at->allowed) free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1857 1685
1858 at->item->destroy (1); 1686 at->item->destroy ();
1859 1687
1860 sfree (at); 1688 sfree (at);
1861} 1689}
1862 1690
1863void
1864free_artifactlist (artifactlist *al)
1865{
1866 artifactlist *nextal;
1867
1868 for (al = first_artifactlist; al; al = nextal)
1869 {
1870 nextal = al->next;
1871
1872 if (al->items)
1873 free_artifact (al->items);
1874
1875 sfree (al);
1876 }
1877}
1878
1879void
1880free_all_treasures (void)
1881{
1882 treasurelist *tl, *next;
1883
1884 for (tl = first_treasurelist; tl; tl = next)
1885 {
1886 clear (tl);
1887
1888 next = tl->next;
1889 delete tl;
1890 }
1891
1892 free_artifactlist (first_artifactlist);
1893}

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