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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.73 by root, Sun Apr 20 05:24:55 2008 UTC vs.
Revision 1.108 by root, Wed Apr 28 19:49:50 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
32 33
33//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
34 35
35#include <global.h> 36#include <global.h>
36#include <treasure.h> 37#include <treasure.h>
37#include <funcpoint.h>
38#include <loader.h>
39 38
40extern char *spell_mapping[]; 39extern char *spell_mapping[];
41 40
42static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
43 42
46typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
47 const char *, 46 const char *,
48 treasurelist *, 47 treasurelist *,
49 str_hash, 48 str_hash,
50 str_equal, 49 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 51> tl_map_t;
54 52
55static tl_map_t tl_map; 53static tl_map_t tl_map;
54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
56 68
57/* 69/*
58 * Searches for the given treasurelist 70 * Searches for the given treasurelist
59 */ 71 */
60treasurelist * 72treasurelist *
90 102
91 tl_map.insert (std::make_pair (tl->name, tl)); 103 tl_map.insert (std::make_pair (tl->name, tl));
92 } 104 }
93 105
94 return tl; 106 return tl;
95}
96
97//TODO: class method
98void
99clear (treasurelist *tl)
100{
101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
108} 107}
109 108
110#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
256 return; 255 return;
257 } 256 }
258 257
259 op->expand_tail (); 258 op->expand_tail ();
260 259
260 if (!creator->is_on_map ()
261 if (op->blocked (creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy (); 262 op->destroy ();
263 else 263 else
264 { 264 {
265 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
266 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 } 267 }
268 } 268 }
269 else 269 else
270 { 270 {
271 op = creator->insert (op); 271 op = creator->insert (op);
272 272
273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
274 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
275
276 if (flags & GT_UPDATE_INV)
277 if (object *tmp = creator->in_player ())
278 esrv_send_item (tmp, op);
279 } 275 }
280} 276}
281 277
282/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
283 * in the generated object 279 * in the generated object
314 } 310 }
315 else 311 else
316 { 312 {
317 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
318 { 314 {
319 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
320 316
321 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
322 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
323 319
324 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
371 else if (t->nrof) 367 else if (t->nrof)
372 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
373 } 369 }
374 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
375 { 371 {
376 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
377 { 373 {
378 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
379 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
380 376
381 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
447 443
448 if (ob->inv) 444 if (ob->inv)
449 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
450 446
451 ob->destroy (); 447 ob->destroy ();
448
452 return tmp; 449 return tmp;
453} 450}
454 451
455/* 452/*
456 * 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
499 * 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)
500 * 497 *
501 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
502 * 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.
503 */ 500 */
504int 501static int
505level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
506{ 503{
507 if (!op->inv) 504 if (!op->inv)
508 { 505 {
509 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);
513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
514 511
515 if (olevel <= 0) 512 if (olevel <= 0)
516 olevel = rndm (1, op->inv->level); 513 olevel = rndm (1, op->inv->level);
517 514
518 return min (olevel, MAXLEVEL); 515 return min (olevel, MAXLEVEL_TREASURE);
519} 516}
520 517
521/* 518/*
522 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
523 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
526 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
527 * 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
528 * weird integer between 1-31. 525 * weird integer between 1-31.
529 * 526 *
530 */ 527 */
531int 528static int
532magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
533{ 530{
534 int percent = 0, magic = 0;
535 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
532 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
536 533
537 scaled_diff--;
538
539 if (scaled_diff < 0)
540 scaled_diff = 0;
541
542 if (scaled_diff >= DIFFLEVELS)
543 scaled_diff = DIFFLEVELS - 1;
544
545 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
546 536
547 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
548 { 538 {
549 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
550 540
551 if (percent < 0) 541 if (percent < 0)
552 break; 542 break;
553 } 543 }
554 544
555 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
556 { 546 {
557 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 547 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
558 magic = 0; 548 magic = 0;
559 } 549 }
560 550
568 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
569 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
570 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
571 * to make it truly absolute. 561 * to make it truly absolute.
572 */ 562 */
573
574void 563void
575set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
576{ 565{
577 if (!magic) 566 if (!magic)
578 return; 567 return;
583 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
584 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
585 574
586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 575 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
587 magic = (-magic); 576 magic = (-magic);
577
588 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
589 } 579 }
590 else 580 else
591 { 581 {
592 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
593 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
594 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
595 magic = (-magic); 586 magic = (-magic);
587
596 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
597 } 589 }
598} 590}
599 591
600/* 592/*
603 */ 595 */
604 596
605static void 597static void
606set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
607{ 599{
608 int i;
609
610 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
611 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
612 i = -i; 603 i = -i;
604
613 if (i > max_magic) 605 i = min (i, max_magic);
614 i = max_magic; 606
615 set_abs_magic (op, i); 607 set_abs_magic (op, i);
616 if (i < 0) 608 if (i < 0)
617 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
618} 610}
619 611
620/* 612/*
621 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
622 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
623 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
624 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
625 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
626 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
627 */ 619 */
628void 620static void
629set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
630{ 622{
631
632 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
633 624
634 if (op->type == AMULET) 625 if (op->type == AMULET)
635 {
636 if (!(rndm (21))) 626 if (!rndm (21))
637 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
638 else 630 else
639 {
640 if (rndm (2))
641 r = 10;
642 else
643 r = 11 + rndm (9); 631 r = 11 + rndm (9);
644 }
645 }
646 632
647 switch (r) 633 switch (r)
648 { 634 {
649 /* Redone by MSW 2000-11-26 to have much less code. Also, 635 /* Redone by MSW 2000-11-26 to have much less code. Also,
650 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
651 * of the item. 637 * of the item.
652 */ 638 */
653 case 0: 639 case 0:
654 case 1: 640 case 1:
655 case 2: 641 case 2:
656 case 3: 642 case 3:
657 case 4: 643 case 4:
697 * little random element in since that they don't always end up with 683 * little random element in since that they don't always end up with
698 * even values. 684 * even values.
699 */ 685 */
700 if (bonus < 0) 686 if (bonus < 0)
701 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
702 if (val > 35) 688
703 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
704 b = 0; 691 b = 0;
705 692
706 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
707 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
708 695
716 break; 703 break;
717 } 704 }
718 case 20: 705 case 20:
719 if (op->type == AMULET) 706 if (op->type == AMULET)
720 { 707 {
721 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
722 op->value *= 11; 709 op->value *= 11;
723 } 710 }
724 else 711 else
725 { 712 {
726 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
729 break; 716 break;
730 717
731 case 21: 718 case 21:
732 if (op->type == AMULET) 719 if (op->type == AMULET)
733 { 720 {
734 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
735 op->value *= 9; 722 op->value *= 9;
736 } 723 }
737 else 724 else
738 { 725 {
739 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
741 } 728 }
742 break; 729 break;
743 730
744 case 22: 731 case 22:
745 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
746 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
747 break; 734 break;
748 } 735 }
749 736
750 if (bonus > 0) 737 if (bonus > 0)
751 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
752 else 739 else
753 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
754} 741}
755 742
756/* 743/*
757 * get_magic(diff) will return a random number between 0 and 4. 744 * get_magic(diff) will return a random number between 0 and 4.
758 * diff can be any value above 2. The higher the diff-variable, the 745 * diff can be any value above 2. The higher the diff-variable, the
759 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
760 * It is only used in fix_generated_treasure() to set bonuses on 747 * It is only used in fix_generated_treasure() to set bonuses on
761 * rings and amulets. 748 * rings and amulets.
762 * Another scheme is used to calculate the magic of weapons and armours. 749 * Another scheme is used to calculate the magic of weapons and armours.
763 */ 750 */
764int 751static int
765get_magic (int diff) 752get_magic (int diff)
766{ 753{
767 int i; 754 diff = min (3, diff);
768 755
769 if (diff < 3)
770 diff = 3;
771
772 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
773 if (rndm (diff)) 757 if (rndm (diff))
774 return i; 758 return i;
775 759
776 return 4; 760 return 4;
777} 761}
778 762
763/* special_potion() - so that old potion code is still done right. */
764static int
765special_potion (object *op)
766{
767 if (op->attacktype)
768 return 1;
769
770 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
771 return 1;
772
773 for (int i = 0; i < NROFATTACKS; i++)
774 if (op->resist[i])
775 return 1;
776
777 return 0;
778}
779
779#define DICE2 (get_magic(2)==2?2:1) 780#define DICE2 (get_magic(2) == 2 ? 2 : 1)
780#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 781#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
781 782
782/* 783/*
783 * fix_generated_item(): This is called after an item is generated, in 784 * fix_generated_item(): This is called after an item is generated, in
784 * order to set it up right. This produced magical bonuses, puts spells 785 * order to set it up right. This produced magical bonuses, puts spells
818 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 819 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
819 /* So the treasure doesn't get created again */ 820 /* So the treasure doesn't get created again */
820 op->randomitems = 0; 821 op->randomitems = 0;
821 } 822 }
822 823
823 if (difficulty < 1) 824 max_it (difficulty, 1);
824 difficulty = 1;
825 825
826 if (INVOKE_OBJECT (ADD_BONUS, op, 826 if (INVOKE_OBJECT (ADD_BONUS, op,
827 ARG_OBJECT (creator != op ? creator : 0), 827 ARG_OBJECT (creator != op ? creator : 0),
828 ARG_INT (difficulty), ARG_INT (max_magic), 828 ARG_INT (difficulty), ARG_INT (max_magic),
829 ARG_INT (flags))) 829 ARG_INT (flags)))
888 * again below */ 888 * again below */
889 } 889 }
890 } 890 }
891 891
892 /* materialtype modifications. Note we allow this on artifacts. */ 892 /* materialtype modifications. Note we allow this on artifacts. */
893 set_materialname (op, difficulty, NULL); 893 select_material (op, difficulty);
894 894
895 if (flags & GT_MINIMAL) 895 if (flags & GT_MINIMAL)
896 { 896 {
897 if (op->type == POTION) 897 if (op->type == POTION)
898 /* Handle healing and magic power potions */ 898 /* Handle healing and magic power potions */
909 case WEAPON: 909 case WEAPON:
910 case ARMOUR: 910 case ARMOUR:
911 case SHIELD: 911 case SHIELD:
912 case HELMET: 912 case HELMET:
913 case CLOAK: 913 case CLOAK:
914 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 914 if (op->flag [FLAG_CURSED] && !(rndm (4)))
915 set_ring_bonus (op, -DICE2); 915 set_ring_bonus (op, -DICE2);
916 break; 916 break;
917 917
918 case BRACERS: 918 case BRACERS:
919 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 919 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
920 { 920 {
921 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 921 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
922 if (!QUERY_FLAG (op, FLAG_CURSED)) 922 if (!op->flag [FLAG_CURSED])
923 op->value *= 3; 923 op->value *= 3;
924 } 924 }
925 break; 925 break;
926 926
927 case POTION: 927 case POTION:
929 int too_many_tries = 0, is_special = 0; 929 int too_many_tries = 0, is_special = 0;
930 930
931 /* Handle healing and magic power potions */ 931 /* Handle healing and magic power potions */
932 if (op->stats.sp && !op->randomitems) 932 if (op->stats.sp && !op->randomitems)
933 { 933 {
934 object *tmp;
935
936 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
937 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
938 op->stats.sp = 0; 936 op->stats.sp = 0;
939 } 937 }
940 938
941 while (!(is_special = special_potion (op)) && !op->inv) 939 while (!(is_special = special_potion (op)) && !op->inv)
949 * since the value set on those is already correct. 947 * since the value set on those is already correct.
950 */ 948 */
951 if (op->inv && op->randomitems) 949 if (op->inv && op->randomitems)
952 { 950 {
953 /* value multiplier is same as for scrolls */ 951 /* value multiplier is same as for scrolls */
954 op->value = (op->value * op->inv->value); 952 op->value *= op->inv->value;
955 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
956 } 954 }
957 else 955 else
958 { 956 {
959 op->name = "potion"; 957 op->name = shstr_potion;
960 op->name_pl = "potions"; 958 op->name_pl = shstr_potions;
961 } 959 }
962 960
963 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 961 if (!(flags & GT_ONLY_GOOD) && rndm (2))
964 SET_FLAG (op, FLAG_CURSED); 962 op->set_flag (FLAG_CURSED);
963
965 break; 964 break;
966 } 965 }
967 966
968 case AMULET: 967 case AMULET:
969 if (IS_ARCH (op->arch, amulet)) 968 if (IS_ARCH (op->arch, amulet))
970 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
971 970
972 case RING: 971 case RING:
973 if (!op->arch) // wtf? schmorp
974 {
975 op->destroy ();
976 op = 0;
977 break;
978 }
979
980 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
981 break; 973 break;
982 974
983 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
984 SET_FLAG (op, FLAG_CURSED); 976 op->set_flag (FLAG_CURSED);
985 977
986 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 978 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
987 979
988 if (op->type != RING) /* Amulets have only one ability */ 980 if (op->type != RING) /* Amulets have only one ability */
989 break; 981 break;
990 982
991 if (!(rndm (4))) 983 if (!rndm (4))
992 { 984 {
993 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 985 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
994 986
995 if (d > 0) 987 if (d > 0)
996 op->value *= 3; 988 op->value *= 3;
997 989
998 set_ring_bonus (op, d); 990 set_ring_bonus (op, d);
999 991
1000 if (!(rndm (4))) 992 if (!rndm (4))
1001 { 993 {
1002 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 994 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1003 995
1004 if (d > 0) 996 if (d > 0)
1005 op->value *= 5; 997 op->value *= 5;
998
1006 set_ring_bonus (op, d); 999 set_ring_bonus (op, d);
1007 } 1000 }
1008 } 1001 }
1009 1002
1010 if (GET_ANIM_ID (op)) 1003 if (op->animation_id)
1011 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1004 op->set_anim_frame (rndm (op->anim_frames ()));
1012 1005
1013 break; 1006 break;
1014 1007
1015 case BOOK: 1008 case BOOK:
1016 /* Is it an empty book?, if yes lets make a special· 1009 /* Is it an empty book?, if yes lets make a special·
1018 * creator and/or map level we found it on. 1011 * creator and/or map level we found it on.
1019 */ 1012 */
1020 if (!op->msg && rndm (10)) 1013 if (!op->msg && rndm (10))
1021 { 1014 {
1022 /* set the book level properly */ 1015 /* set the book level properly */
1023 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1016 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1024 { 1017 {
1025 if (op->map && op->map->difficulty) 1018 if (op->map && op->map->difficulty)
1026 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1019 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1027 else 1020 else
1028 op->level = rndm (20) + 1; 1021 op->level = rndm (20) + 1;
1031 op->level = rndm (creator->level); 1024 op->level = rndm (creator->level);
1032 1025
1033 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1026 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1034 /* books w/ info are worth more! */ 1027 /* books w/ info are worth more! */
1035 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1028 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1036 /* creator related stuff */
1037
1038 /* for library, chained books. Note that some monsters have no_pick
1039 * set - we don't want to set no pick in that case.
1040 */
1041 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1042 SET_FLAG (op, FLAG_NO_PICK);
1043 if (creator->slaying && !op->slaying) /* for check_inv floors */
1044 op->slaying = creator->slaying;
1045 1029
1046 /* add exp so reading it gives xp (once) */ 1030 /* add exp so reading it gives xp (once) */
1047 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1031 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1048 } 1032 }
1033
1034 /* creator related stuff */
1035
1036 /* for library, chained books. Note that some monsters have no_pick
1037 * set - we don't want to set no pick in that case.
1038 */
1039 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1040 op->set_flag (FLAG_NO_PICK);
1041 if (creator->slaying && !op->slaying) /* for check_inv floors */
1042 op->slaying = creator->slaying;
1049 break; 1043 break;
1050 1044
1051 case SPELLBOOK: 1045 case SPELLBOOK:
1052 op->value = op->value * op->inv->value; 1046 op->value *= pow ((op->inv->value > 0 ? op->inv->value : 1)
1047 * op->inv->level,
1048 1.5);
1049
1053 /* add exp so learning gives xp */ 1050 /* add exp so learning gives xp */
1054 op->level = op->inv->level; 1051 op->level = op->inv->level;
1055 op->stats.exp = op->value; 1052 op->stats.exp = op->value;
1056 break; 1053 break;
1057 1054
1085 * reasonable. Otherwise, a high level version of a low level 1082 * reasonable. Otherwise, a high level version of a low level
1086 * spell can be worth tons a money (eg, level 20 rod, level 2 spell = 1083 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1087 * 10 time multiplier). This way, the value are a bit more reasonable. 1084 * 10 time multiplier). This way, the value are a bit more reasonable.
1088 */ 1085 */
1089 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1086 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1087
1090 /* maxhp is used to denote how many 'charges' the rod holds before */ 1088 /* maxhp is used to denote how many 'charges' the rod holds before */
1091 if (op->stats.maxhp) 1089 if (op->stats.maxhp)
1092 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1090 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1093 else 1091 else
1094 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1092 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1095 1093
1096 op->stats.hp = op->stats.maxhp; 1094 op->stats.hp = op->stats.maxhp;
1097 break; 1095 break;
1098 1096
1099 case SCROLL: 1097 case SCROLL:
1114 break; 1112 break;
1115 } /* switch type */ 1113 } /* switch type */
1116 1114
1117 if (flags & GT_STARTEQUIP) 1115 if (flags & GT_STARTEQUIP)
1118 { 1116 {
1119 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1117 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1120 SET_FLAG (op, FLAG_STARTEQUIP); 1118 op->set_flag (FLAG_STARTEQUIP);
1121 else if (op->type != MONEY) 1119 else if (op->type != MONEY)
1122 op->value = 0; 1120 op->value = 0;
1123 } 1121 }
1124 1122
1125 if (!(flags & GT_ENVIRONMENT)) 1123 if (!(flags & GT_ENVIRONMENT))
1136 1134
1137/* 1135/*
1138 * Allocate and return the pointer to an empty artifactlist structure. 1136 * Allocate and return the pointer to an empty artifactlist structure.
1139 */ 1137 */
1140static artifactlist * 1138static artifactlist *
1141get_empty_artifactlist (void) 1139get_empty_artifactlist ()
1142{ 1140{
1143 return salloc0<artifactlist> (); 1141 return salloc0<artifactlist> ();
1144} 1142}
1145 1143
1146/* 1144/*
1147 * Allocate and return the pointer to an empty artifact structure. 1145 * Allocate and return the pointer to an empty artifact structure.
1148 */ 1146 */
1149static artifact * 1147static artifact *
1150get_empty_artifact (void) 1148get_empty_artifact ()
1151{ 1149{
1152 return salloc0<artifact> (); 1150 return salloc0<artifact> ();
1153} 1151}
1154 1152
1155/* 1153/*
1168 1166
1169/* 1167/*
1170 * Builds up the lists of artifacts from the file in the libdir. 1168 * Builds up the lists of artifacts from the file in the libdir.
1171 */ 1169 */
1172void 1170void
1173init_artifacts (void) 1171init_artifacts ()
1174{ 1172{
1175 static int has_been_inited = 0; 1173 static int has_been_inited = 0;
1176 char filename[MAX_BUF];
1177 artifact *art = NULL; 1174 artifact *art = NULL;
1178 artifactlist *al; 1175 artifactlist *al;
1179 1176
1180 if (has_been_inited) 1177 if (has_been_inited)
1181 return; 1178 return;
1182 else 1179 else
1183 has_been_inited = 1; 1180 has_been_inited = 1;
1184 1181
1185 sprintf (filename, "%s/artifacts", settings.datadir); 1182 object_thawer f (settings.datadir, "artifacts");
1186 object_thawer f (filename);
1187 1183
1188 if (!f) 1184 if (!f)
1189 return; 1185 return;
1190 1186
1191 for (;;) 1187 for (;;)
1198 1194
1199 { 1195 {
1200 if (!strcmp (f.get_str (), "all")) 1196 if (!strcmp (f.get_str (), "all"))
1201 break; 1197 break;
1202 1198
1203 char *next, *cp = f.get_str (); 1199 const char *cp = f.get_str ();
1204 1200 char *next;
1205 do 1201 do
1206 { 1202 {
1207 if ((next = strchr (cp, ','))) 1203 if ((next = (char *)strchr (cp, ',')))
1208 *next++ = '\0'; 1204 *next++ = '\0';
1209 1205
1210 linked_char *tmp = new linked_char; 1206 linked_char *tmp = new linked_char;
1211 1207
1212 tmp->name = cp; 1208 tmp->name = cp;
1276 } 1272 }
1277#if 0 1273#if 0
1278 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1274 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1279#endif 1275#endif
1280 } 1276 }
1281
1282 LOG (llevDebug, "done.\n");
1283} 1277}
1284 1278
1285/* 1279/*
1286 * Used in artifact generation. The bonuses of the first object 1280 * Used in artifact generation. The bonuses of the first object
1287 * is modified by the bonuses of the second object. 1281 * is modified by the bonuses of the second object.
1288 */ 1282 */
1289void 1283void
1290add_abilities (object *op, object *change) 1284add_abilities (object *op, object *change)
1291{ 1285{
1292 int i, tmp;
1293
1294 if (change->face != blank_face) 1286 if (change->face != blank_face)
1295 { 1287 {
1296#ifdef TREASURE_VERBOSE 1288#ifdef TREASURE_VERBOSE
1297 LOG (llevDebug, "add_abilities change face: %d\n", change->face); 1289 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1298#endif 1290#endif
1299 op->face = change->face; 1291 op->face = change->face;
1300 } 1292 }
1301 1293
1302 for (i = 0; i < NUM_STATS; i++) 1294 for (int i = 0; i < NUM_STATS; i++)
1303 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1295 change_attr_value (&(op->stats), i, change->stats.stat (i));
1304 1296
1305 op->attacktype |= change->attacktype; 1297 op->attacktype |= change->attacktype;
1306 op->path_attuned |= change->path_attuned; 1298 op->path_attuned |= change->path_attuned;
1307 op->path_repelled |= change->path_repelled; 1299 op->path_repelled |= change->path_repelled;
1308 op->path_denied |= change->path_denied; 1300 op->path_denied |= change->path_denied;
1309 op->move_type |= change->move_type; 1301 op->move_type |= change->move_type;
1310 op->stats.luck += change->stats.luck; 1302 op->stats.luck += change->stats.luck;
1311 1303
1312 if (QUERY_FLAG (change, FLAG_CURSED)) 1304 static const struct copyflags : object::flags_t
1313 SET_FLAG (op, FLAG_CURSED); 1305 {
1314 if (QUERY_FLAG (change, FLAG_DAMNED)) 1306 copyflags ()
1315 SET_FLAG (op, FLAG_DAMNED); 1307 {
1316 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1308 set (FLAG_CURSED);
1309 set (FLAG_DAMNED);
1310 set (FLAG_LIFESAVE);
1311 set (FLAG_REFL_SPELL);
1312 set (FLAG_STEALTH);
1313 set (FLAG_XRAYS);
1314 set (FLAG_BLIND);
1315 set (FLAG_SEE_IN_DARK);
1316 set (FLAG_REFL_MISSILE);
1317 set (FLAG_MAKE_INVIS);
1318 }
1319 } copyflags;
1320
1321 // we might want to just copy, but or'ing is what the original code did
1322 op->flag |= change->flag & copyflags;
1323
1324 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1317 set_abs_magic (op, -op->magic); 1325 set_abs_magic (op, -op->magic);
1318 1326
1319 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1327 if (change->flag [FLAG_STAND_STILL])
1320 SET_FLAG (op, FLAG_LIFESAVE);
1321 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1322 SET_FLAG (op, FLAG_REFL_SPELL);
1323 if (QUERY_FLAG (change, FLAG_STEALTH))
1324 SET_FLAG (op, FLAG_STEALTH);
1325 if (QUERY_FLAG (change, FLAG_XRAYS))
1326 SET_FLAG (op, FLAG_XRAYS);
1327 if (QUERY_FLAG (change, FLAG_BLIND))
1328 SET_FLAG (op, FLAG_BLIND);
1329 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1330 SET_FLAG (op, FLAG_SEE_IN_DARK);
1331 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1332 SET_FLAG (op, FLAG_REFL_MISSILE);
1333 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1334 SET_FLAG (op, FLAG_MAKE_INVIS);
1335
1336 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1337 { 1328 {
1338 CLEAR_FLAG (op, FLAG_ANIMATE); 1329 op->clr_flag (FLAG_ANIMATE);
1330
1339 /* so artifacts will join */ 1331 /* so artifacts will join */
1340 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1332 if (!op->flag [FLAG_ALIVE])
1341 op->speed = 0.0; 1333 op->speed = 0.;
1342 1334
1343 op->set_speed (op->speed); 1335 op->set_speed (op->speed);
1344 } 1336 }
1345 1337
1346 if (change->nrof) 1338 if (change->nrof)
1347 op->nrof = rndm (change->nrof) + 1; 1339 op->nrof = rndm (change->nrof) + 1;
1348 1340
1349 op->stats.exp += change->stats.exp; /* Speed modifier */ 1341 op->stats.exp += change->stats.exp; /* Speed modifier */
1350 op->stats.wc += change->stats.wc; 1342 op->stats.wc += change->stats.wc;
1351 op->stats.ac += change->stats.ac; 1343 op->stats.ac += change->stats.ac;
1352 1344
1353 if (change->other_arch) 1345 if (change->other_arch)
1354 { 1346 {
1355 /* Basically, for horns & potions, the other_arch field is the spell 1347 /* Basically, for horns & potions, the other_arch field is the spell
1356 * to cast. So convert that to into a spell and put it into 1348 * to cast. So convert that to into a spell and put it into
1357 * this object. 1349 * this object.
1358 */ 1350 */
1359 if (op->type == HORN || op->type == POTION) 1351 if (op->type == HORN || op->type == POTION)
1360 { 1352 {
1361 object *tmp_obj;
1362
1363 /* Remove any spells this object currently has in it */ 1353 /* Remove any spells this object currently has in it */
1364 while (op->inv)
1365 op->inv->destroy (); 1354 op->destroy_inv (false);
1366 1355
1367 tmp_obj = arch_to_object (change->other_arch); 1356 object *tmp = change->other_arch->instance ();
1368 insert_ob_in_ob (tmp_obj, op); 1357 insert_ob_in_ob (tmp, op);
1369 } 1358 }
1359
1370 /* No harm setting this for potions/horns */ 1360 /* No harm setting this for potions/horns */
1371 op->other_arch = change->other_arch; 1361 op->other_arch = change->other_arch;
1372 } 1362 }
1373 1363
1374 if (change->stats.hp < 0) 1364 if (change->stats.hp < 0)
1390 op->stats.maxsp = -change->stats.maxsp; 1380 op->stats.maxsp = -change->stats.maxsp;
1391 else 1381 else
1392 op->stats.maxsp += change->stats.maxsp; 1382 op->stats.maxsp += change->stats.maxsp;
1393 1383
1394 if (change->stats.food < 0) 1384 if (change->stats.food < 0)
1395 op->stats.food = -(change->stats.food); 1385 op->stats.food = -change->stats.food;
1396 else 1386 else
1397 op->stats.food += change->stats.food; 1387 op->stats.food += change->stats.food;
1398 1388
1399 if (change->level < 0) 1389 if (change->level < 0)
1400 op->level = -(change->level); 1390 op->level = -change->level;
1401 else 1391 else
1402 op->level += change->level; 1392 op->level += change->level;
1403 1393
1404 if (change->gen_sp_armour < 0) 1394 if (change->gen_sp_armour < 0)
1405 op->gen_sp_armour = -(change->gen_sp_armour); 1395 op->gen_sp_armour = -change->gen_sp_armour;
1406 else 1396 else
1407 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1397 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1408 1398
1409 op->item_power = change->item_power; 1399 op->item_power = change->item_power;
1410 1400
1411 for (i = 0; i < NROFATTACKS; i++) 1401 for (int i = 0; i < NROFATTACKS; i++)
1412 if (change->resist[i])
1413 op->resist[i] += change->resist[i]; 1402 op->resist[i] += change->resist[i];
1414 1403
1415 if (change->stats.dam) 1404 if (change->stats.dam)
1416 { 1405 {
1417 if (change->stats.dam < 0) 1406 if (change->stats.dam < 0)
1418 op->stats.dam = (-change->stats.dam); 1407 op->stats.dam = -change->stats.dam;
1419 else if (op->stats.dam) 1408 else if (op->stats.dam)
1420 { 1409 {
1421 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1410 int tmp = op->stats.dam * change->stats.dam / 10;
1411
1422 if (tmp == op->stats.dam) 1412 if (tmp == op->stats.dam)
1423 { 1413 {
1424 if (change->stats.dam < 10) 1414 if (change->stats.dam < 10)
1425 op->stats.dam--; 1415 op->stats.dam--;
1426 else 1416 else
1432 } 1422 }
1433 1423
1434 if (change->weight) 1424 if (change->weight)
1435 { 1425 {
1436 if (change->weight < 0) 1426 if (change->weight < 0)
1437 op->weight = (-change->weight); 1427 op->weight = -change->weight;
1438 else 1428 else
1439 op->weight = (op->weight * (change->weight)) / 100; 1429 op->weight = op->weight * change->weight / 100;
1440 } 1430 }
1441 1431
1442 if (change->last_sp) 1432 if (change->last_sp)
1443 { 1433 {
1444 if (change->last_sp < 0) 1434 if (change->last_sp < 0)
1445 op->last_sp = (-change->last_sp); 1435 op->last_sp = -change->last_sp;
1446 else 1436 else
1447 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1437 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1448 } 1438 }
1449 1439
1450 if (change->gen_sp_armour) 1440 if (change->gen_sp_armour)
1451 { 1441 {
1452 if (change->gen_sp_armour < 0) 1442 if (change->gen_sp_armour < 0)
1453 op->gen_sp_armour = (-change->gen_sp_armour); 1443 op->gen_sp_armour = -change->gen_sp_armour;
1454 else 1444 else
1455 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1445 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1456 } 1446 }
1457 1447
1458 op->value *= change->value; 1448 op->value *= change->value;
1459 1449
1460 if (change->materials) 1450 if (change->materials)
1461 op->materials = change->materials; 1451 op->materials = change->materials;
1462 1452
1463 if (change->materialname) 1453 if (change->material != MATERIAL_NULL)
1464 op->materialname = change->materialname; 1454 op->material = change->material;
1465 1455
1466 if (change->slaying) 1456 if (change->slaying)
1467 op->slaying = change->slaying; 1457 op->slaying = change->slaying;
1468 1458
1469 if (change->race) 1459 if (change->race)
1513 */ 1503 */
1514 1504
1515void 1505void
1516give_artifact_abilities (object *op, object *artifct) 1506give_artifact_abilities (object *op, object *artifct)
1517{ 1507{
1518 char new_name[MAX_BUF]; 1508 op->title = format ("of %s", &artifct->name);
1519 1509
1520 sprintf (new_name, "of %s", &artifct->name);
1521 op->title = new_name;
1522 add_abilities (op, artifct); /* Give out the bonuses */ 1510 add_abilities (op, artifct); /* Give out the bonuses */
1523 1511
1524#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1512#if 0 /* Bit verbose, but keep it here until next time I need it... */
1525 { 1513 {
1526 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1514 char identified = op->flag [FLAG_IDENTIFIED];
1527 1515
1528 SET_FLAG (op, FLAG_IDENTIFIED); 1516 op->set_flag (FLAG_IDENTIFIED);
1529 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1517 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1530 if (!identified) 1518 if (!identified)
1531 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1519 op->clr_flag (FLAG_IDENTIFIED);
1532 } 1520 }
1533#endif 1521#endif
1534 return; 1522 return;
1535} 1523}
1536 1524
1546#define ARTIFACT_TRIES 2 1534#define ARTIFACT_TRIES 2
1547 1535
1548void 1536void
1549generate_artifact (object *op, int difficulty) 1537generate_artifact (object *op, int difficulty)
1550{ 1538{
1551 artifactlist *al;
1552 artifact *art; 1539 artifact *art;
1553 int i;
1554 1540
1555 al = find_artifactlist (op->type); 1541 artifactlist *al = find_artifactlist (op->type);
1556 1542
1557 if (al == NULL) 1543 if (al == NULL)
1558 { 1544 {
1559#if 0 /* This is too verbose, usually */ 1545#if 0 /* This is too verbose, usually */
1560 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1546 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1561#endif 1547#endif
1562 return; 1548 return;
1563 } 1549 }
1564 1550
1565 for (i = 0; i < ARTIFACT_TRIES; i++) 1551 for (int i = 0; i < ARTIFACT_TRIES; i++)
1566 { 1552 {
1567 int roll = rndm (al->total_chance); 1553 int roll = rndm (al->total_chance);
1568 1554
1569 for (art = al->items; art; art = art->next) 1555 for (art = al->items; art; art = art->next)
1570 { 1556 {
1578#if 1 1564#if 1
1579 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1565 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1580#endif 1566#endif
1581 return; 1567 return;
1582 } 1568 }
1583 if (!strcmp (art->item->name, "NONE")) 1569
1570 if (art->item->name == shstr_NONE)
1584 return; 1571 return;
1572
1585 if (FABS (op->magic) < art->item->magic) 1573 if (fabs (op->magic) < art->item->magic)
1586 continue; /* Not magic enough to be this item */ 1574 continue; /* Not magic enough to be this item */
1587 1575
1588 /* Map difficulty not high enough */ 1576 /* Map difficulty not high enough */
1589 if (difficulty < art->difficulty) 1577 if (difficulty < art->difficulty)
1590 continue; 1578 continue;
1608 */ 1596 */
1609 1597
1610void 1598void
1611fix_flesh_item (object *item, object *donor) 1599fix_flesh_item (object *item, object *donor)
1612{ 1600{
1613 char tmpbuf[MAX_BUF];
1614 int i;
1615
1616 if (item->type == FLESH && donor) 1601 if (item->type == FLESH && donor)
1617 { 1602 {
1618 /* change the name */ 1603 /* change the name */
1619 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1604 item->name = format ("%s's %s", &donor->name, &item->name);
1620 item->name = tmpbuf;
1621 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1605 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1622 item->name_pl = tmpbuf;
1623 1606
1624 /* weight is FLESH weight/100 * donor */ 1607 /* weight is FLESH weight/100 * donor */
1625 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1608 item->weight = max (1, item->weight * donor->weight / 100);
1626 item->weight = 1;
1627 1609
1628 /* value is multiplied by level of donor */ 1610 /* value is multiplied by level of donor */
1629 item->value *= isqrt (donor->level * 2); 1611 item->value *= isqrt (donor->level * 2);
1630 1612
1631 /* food value */ 1613 /* food value */
1632 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1614 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1633 1615
1634 /* flesh items inherit some abilities of donor, but not 1616 /* flesh items inherit some abilities of donor, but not
1635 * full effect. 1617 * full effect.
1636 */ 1618 */
1637 for (i = 0; i < NROFATTACKS; i++) 1619 for (int i = 0; i < NROFATTACKS; i++)
1638 item->resist[i] = donor->resist[i] / 2; 1620 item->resist[i] = donor->resist[i] / 2;
1639 1621
1640 /* item inherits donor's level (important for quezals) */ 1622 /* item inherits donor's level (important for quezals) */
1641 item->level = donor->level; 1623 item->level = donor->level;
1642 1624
1643 /* if donor has some attacktypes, the flesh is poisonous */ 1625 /* if donor has some attacktypes, the flesh is poisonous */
1644 if (donor->attacktype & AT_POISON) 1626 if (donor->attacktype & AT_POISON)
1645 item->type = POISON; 1627 item->type = POISON;
1628
1646 if (donor->attacktype & AT_ACID) 1629 if (donor->attacktype & AT_ACID)
1647 item->stats.hp = -1 * item->stats.food; 1630 item->stats.hp = -item->stats.food;
1648 SET_FLAG (item, FLAG_NO_STEAL);
1649 }
1650}
1651 1631
1652/* special_potion() - so that old potion code is still done right. */ 1632 item->set_flag (FLAG_NO_STEAL);
1653int 1633 }
1654special_potion (object *op)
1655{
1656 if (op->attacktype)
1657 return 1;
1658
1659 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1660 return 1;
1661
1662 for (int i = 0; i < NROFATTACKS; i++)
1663 if (op->resist[i])
1664 return 1;
1665
1666 return 0;
1667} 1634}
1668 1635
1669void 1636static void
1670free_treasurestruct (treasure *t) 1637free_treasurestruct (treasure *t)
1671{ 1638{
1672 if (t->next) free_treasurestruct (t->next); 1639 if (t->next) free_treasurestruct (t->next);
1673 if (t->next_yes) free_treasurestruct (t->next_yes); 1640 if (t->next_yes) free_treasurestruct (t->next_yes);
1674 if (t->next_no) free_treasurestruct (t->next_no); 1641 if (t->next_no) free_treasurestruct (t->next_no);
1675 1642
1676 delete t; 1643 delete t;
1677} 1644}
1678 1645
1679void 1646static void
1680free_charlinks (linked_char *lc) 1647free_charlinks (linked_char *lc)
1681{ 1648{
1682 if (lc->next) 1649 if (lc->next)
1683 free_charlinks (lc->next); 1650 free_charlinks (lc->next);
1684 1651
1685 delete lc; 1652 delete lc;
1686} 1653}
1687 1654
1688void 1655static void
1689free_artifact (artifact *at) 1656free_artifact (artifact *at)
1690{ 1657{
1691 if (at->next) free_artifact (at->next); 1658 if (at->next) free_artifact (at->next);
1692 if (at->allowed) free_charlinks (at->allowed); 1659 if (at->allowed) free_charlinks (at->allowed);
1693 1660
1694 at->item->destroy (1); 1661 at->item->destroy ();
1695 1662
1696 sfree (at); 1663 sfree (at);
1697} 1664}
1698 1665
1699void
1700free_artifactlist (artifactlist *al)
1701{
1702 artifactlist *nextal;
1703
1704 for (al = first_artifactlist; al; al = nextal)
1705 {
1706 nextal = al->next;
1707
1708 if (al->items)
1709 free_artifact (al->items);
1710
1711 sfree (al);
1712 }
1713}
1714
1715void
1716free_all_treasures (void)
1717{
1718 treasurelist *tl, *next;
1719
1720 for (tl = first_treasurelist; tl; tl = next)
1721 {
1722 clear (tl);
1723
1724 next = tl->next;
1725 delete tl;
1726 }
1727
1728 free_artifactlist (first_artifactlist);
1729}

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