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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.102 by root, Wed Apr 7 19:54:45 2010 UTC vs.
Revision 1.122 by root, Sun Nov 18 15:19:48 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 27 * It is useful for finding bugs in the treasures file. Since it only
34//#define TREASURE_VERBOSE 35//#define TREASURE_VERBOSE
35 36
36#include <global.h> 37#include <global.h>
37#include <treasure.h> 38#include <treasure.h>
38 39
40#include <flat_hash_map.hpp>
41
42// used only by treasure.C, does not handle null arch ptrs
43#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
44
39extern char *spell_mapping[]; 45extern char *spell_mapping[];
40 46
41static treasurelist *first_treasurelist; 47static treasurelist *first_treasurelist;
42 48
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
44 50
45typedef std::tr1::unordered_map< 51typedef ska::flat_hash_map<
46 const char *, 52 const char *,
47 treasurelist *, 53 treasurelist *,
48 str_hash, 54 str_hash,
49 str_equal, 55 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> > 56 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t; 57> tl_map_t;
52 58
53static tl_map_t tl_map; 59static tl_map_t tl_map;
54 60
55//TODO: class method 61//TODO: class method
255 return; 261 return;
256 } 262 }
257 263
258 op->expand_tail (); 264 op->expand_tail ();
259 265
266 if (!creator->is_on_map ()
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 267 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
261 op->destroy (); 268 op->destroy ();
262 else 269 else
263 { 270 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 271 op->flag [FLAG_OBJ_ORIGINAL] = true;
265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 272 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 } 273 }
267 } 274 }
268 else 275 else
269 { 276 {
270 op = creator->insert (op); 277 op = creator->insert (op);
271 278
272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 279 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
273 monster_check_apply (creator, op); 280 monster_check_apply (creator, op);
274 } 281 }
275} 282}
276 283
277/* if there are change_xxx commands in the treasure, we include the changes 284/* if there are change_xxx commands in the treasure, we include the changes
489 { 0, 0, 0, 3, 97}, // 29 496 { 0, 0, 0, 3, 97}, // 29
490 { 0, 0, 0, 0, 100}, // 30 497 { 0, 0, 0, 0, 100}, // 30
491 { 0, 0, 0, 0, 100}, // 31 498 { 0, 0, 0, 0, 100}, // 31
492}; 499};
493 500
494/* calculate the appropriate level for wands staves and scrolls. 501/* calculate the appropriate level for wands staves and scrolls.
495 * This code presumes that op has had its spell object created (in op->inv) 502 * This code presumes that op has had its spell object created (in op->inv)
496 * 503 *
497 * elmex Wed Aug 9 17:44:59 CEST 2006: 504 * elmex Wed Aug 9 17:44:59 CEST 2006:
498 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 505 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
499 */ 506 */
509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 516 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
510 517
511 if (olevel <= 0) 518 if (olevel <= 0)
512 olevel = rndm (1, op->inv->level); 519 olevel = rndm (1, op->inv->level);
513 520
514 return min (olevel, MAXLEVEL); 521 return min (olevel, MAXLEVEL_TREASURE);
515} 522}
516 523
517/* 524/*
518 * Based upon the specified difficulty and upon the difftomagic_list array, 525 * Based upon the specified difficulty and upon the difftomagic_list array,
519 * a random magical bonus is returned. This is used when determine 526 * a random magical bonus is returned. This is used when determine
525 * 532 *
526 */ 533 */
527static int 534static int
528magic_from_difficulty (int difficulty) 535magic_from_difficulty (int difficulty)
529{ 536{
530 int percent = 0, magic = 0;
531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 537 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
538 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
532 539
533 scaled_diff--;
534
535 if (scaled_diff < 0)
536 scaled_diff = 0;
537
538 if (scaled_diff >= DIFFLEVELS)
539 scaled_diff = DIFFLEVELS - 1;
540
541 percent = rndm (100); 540 int percent = rndm (100);
541 int magic;
542 542
543 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 543 for (magic = 0; magic <= MAXMAGIC; magic++)
544 { 544 {
545 percent -= difftomagic_list[scaled_diff][magic]; 545 percent -= difftomagic_list[scaled_diff][magic];
546 546
547 if (percent < 0) 547 if (percent < 0)
548 break; 548 break;
549 } 549 }
550 550
551 if (magic == (MAXMAGIC + 1)) 551 if (magic > MAXMAGIC)
552 { 552 {
553 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 553 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
554 magic = 0; 554 magic = 0;
555 } 555 }
556 556
564 * Sets magical bonus in an object, and recalculates the effect on 564 * Sets magical bonus in an object, and recalculates the effect on
565 * the armour variable, and the effect on speed of armour. 565 * the armour variable, and the effect on speed of armour.
566 * This function doesn't work properly, should add use of archetypes 566 * This function doesn't work properly, should add use of archetypes
567 * to make it truly absolute. 567 * to make it truly absolute.
568 */ 568 */
569
570void 569void
571set_abs_magic (object *op, int magic) 570set_abs_magic (object *op, int magic)
572{ 571{
573 if (!magic) 572 if (!magic)
574 return; 573 return;
602 */ 601 */
603 602
604static void 603static void
605set_magic (int difficulty, object *op, int max_magic, int flags) 604set_magic (int difficulty, object *op, int max_magic, int flags)
606{ 605{
607 int i;
608
609 i = magic_from_difficulty (difficulty); 606 int i = magic_from_difficulty (difficulty);
607
610 if ((flags & GT_ONLY_GOOD) && i < 0) 608 if ((flags & GT_ONLY_GOOD) && i < 0)
611 i = -i; 609 i = -i;
610
612 if (i > max_magic) 611 i = min (i, max_magic);
613 i = max_magic; 612
614 set_abs_magic (op, i); 613 set_abs_magic (op, i);
615 if (i < 0) 614 if (i < 0)
616 SET_FLAG (op, FLAG_CURSED); 615 op->set_flag (FLAG_CURSED);
617} 616}
618 617
619/* 618/*
620 * Randomly adds one magical ability to the given object. 619 * Randomly adds one magical ability to the given object.
621 * Modified for Partial Resistance in many ways: 620 * Modified for Partial Resistance in many ways:
628set_ring_bonus (object *op, int bonus) 627set_ring_bonus (object *op, int bonus)
629{ 628{
630 int r = rndm (bonus > 0 ? 25 : 11); 629 int r = rndm (bonus > 0 ? 25 : 11);
631 630
632 if (op->type == AMULET) 631 if (op->type == AMULET)
633 {
634 if (!(rndm (21))) 632 if (!rndm (21))
635 r = 20 + rndm (2); 633 r = 20 + rndm (2);
634 else if (rndm (2))
635 r = 10;
636 else 636 else
637 {
638 if (rndm (2))
639 r = 10;
640 else
641 r = 11 + rndm (9); 637 r = 11 + rndm (9);
642 }
643 }
644 638
645 switch (r) 639 switch (r)
646 { 640 {
647 /* Redone by MSW 2000-11-26 to have much less code. Also, 641 /* Redone by MSW 2000-11-26 to have much less code. Also,
648 * bonuses and penalties will stack and add to existing values. 642 * bonuses and penalties will stack and add to existing values.
649 * of the item. 643 * of the item.
650 */ 644 */
651 case 0: 645 case 0:
652 case 1: 646 case 1:
653 case 2: 647 case 2:
654 case 3: 648 case 3:
655 case 4: 649 case 4:
695 * little random element in since that they don't always end up with 689 * little random element in since that they don't always end up with
696 * even values. 690 * even values.
697 */ 691 */
698 if (bonus < 0) 692 if (bonus < 0)
699 val = 2 * -val - rndm (b); 693 val = 2 * -val - rndm (b);
700 if (val > 35) 694
701 val = 35; /* Upper limit */ 695 val = min (35, val); /* Upper limit */
696
702 b = 0; 697 b = 0;
703 698
704 while (op->resist[resist_table[resist]] != 0 && b < 4) 699 while (op->resist[resist_table[resist]] != 0 && b < 4)
705 resist = rndm (num_resist_table); 700 resist = rndm (num_resist_table);
706 701
714 break; 709 break;
715 } 710 }
716 case 20: 711 case 20:
717 if (op->type == AMULET) 712 if (op->type == AMULET)
718 { 713 {
719 SET_FLAG (op, FLAG_REFL_SPELL); 714 op->set_flag (FLAG_REFL_SPELL);
720 op->value *= 11; 715 op->value *= 11;
721 } 716 }
722 else 717 else
723 { 718 {
724 op->stats.hp = 1; /* regenerate hit points */ 719 op->stats.hp = 1; /* regenerate hit points */
727 break; 722 break;
728 723
729 case 21: 724 case 21:
730 if (op->type == AMULET) 725 if (op->type == AMULET)
731 { 726 {
732 SET_FLAG (op, FLAG_REFL_MISSILE); 727 op->set_flag (FLAG_REFL_MISSILE);
733 op->value *= 9; 728 op->value *= 9;
734 } 729 }
735 else 730 else
736 { 731 {
737 op->stats.sp = 1; /* regenerate spell points */ 732 op->stats.sp = 1; /* regenerate spell points */
739 } 734 }
740 break; 735 break;
741 736
742 case 22: 737 case 22:
743 op->stats.exp += bonus; /* Speed! */ 738 op->stats.exp += bonus; /* Speed! */
744 op->value = (op->value * 2) / 3; 739 op->value = op->value * 2 / 3;
745 break; 740 break;
746 } 741 }
747 742
748 if (bonus > 0) 743 if (bonus > 0)
749 op->value *= 2 * bonus; 744 op->value = 2 * op->value * bonus;
750 else 745 else
751 op->value = -(op->value * 2 * bonus) / 3; 746 op->value = -2 * op->value * bonus / 3;
752} 747}
753 748
754/* 749/*
755 * get_magic(diff) will return a random number between 0 and 4. 750 * get_magic(diff) will return a random number between 0 and 4.
756 * diff can be any value above 2. The higher the diff-variable, the 751 * diff can be any value above 2. The higher the diff-variable, the
760 * Another scheme is used to calculate the magic of weapons and armours. 755 * Another scheme is used to calculate the magic of weapons and armours.
761 */ 756 */
762static int 757static int
763get_magic (int diff) 758get_magic (int diff)
764{ 759{
765 int i; 760 diff = min (3, diff);
766 761
767 if (diff < 3)
768 diff = 3;
769
770 for (i = 0; i < 4; i++) 762 for (int i = 0; i < 4; i++)
771 if (rndm (diff)) 763 if (rndm (diff))
772 return i; 764 return i;
773 765
774 return 4; 766 return 4;
775} 767}
789 return 1; 781 return 1;
790 782
791 return 0; 783 return 0;
792} 784}
793 785
786static double
787value_factor_from_spell_item (object *spell, object *item)
788{
789 double factor =
790 pow ((spell->value > 0 ? spell->value : 1)
791 * spell->level, 1.5);
792
793 if (item) // this if for: wands/staffs/rods:
794 {
795 /* Old crossfire comment ahead:
796 * Add 50 to both level an divisor to keep prices a little more
797 * reasonable. Otherwise, a high level version of a low level
798 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
799 * 10 time multiplier). This way, the value are a bit more reasonable.
800 */
801
802 factor *= item->level + 50;
803 factor /= item->inv->level + 50;
804 }
805
806 return factor;
807}
808
794#define DICE2 (get_magic(2)==2?2:1) 809#define DICE2 (get_magic(2) == 2 ? 2 : 1)
795#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 810#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
796 811
797/* 812/*
798 * fix_generated_item(): This is called after an item is generated, in 813 * fix_generated_item(): This is called after an item is generated, in
799 * order to set it up right. This produced magical bonuses, puts spells 814 * order to set it up right. This produced magical bonuses, puts spells
800 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
801 */ 816 */
802 817
803/* 4/28/96 added creator object from which op may now inherit properties based on 818/* 4/28/96 added creator object from which op may now inherit properties based on
804 * op->type. Right now, which stuff the creator passes on is object type 819 * op->type. Right now, which stuff the creator passes on is object type
805 * dependant. I know this is a spagetti manuever, but is there a cleaner 820 * dependant. I know this is a spagetti manuever, but is there a cleaner
806 * way to do this? b.t. */ 821 * way to do this? b.t. */
807 822
808/* 823/*
809 * ! (flags & GT_ENVIRONMENT): 824 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item(). 825 * Automatically calls fix_flesh_item().
910 { 925 {
911 if (op->type == POTION) 926 if (op->type == POTION)
912 /* Handle healing and magic power potions */ 927 /* Handle healing and magic power potions */
913 if (op->stats.sp && !op->randomitems) 928 if (op->stats.sp && !op->randomitems)
914 { 929 {
915 object *tmp = get_archetype (spell_mapping [op->stats.sp]); 930 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
916 insert_ob_in_ob (tmp, op); 931 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 932 op->stats.sp = 0;
918 } 933 }
919 } 934 }
920 else if (!op->title) /* Only modify object if not special */ 935 else if (!op->title) /* Only modify object if not special */
923 case WEAPON: 938 case WEAPON:
924 case ARMOUR: 939 case ARMOUR:
925 case SHIELD: 940 case SHIELD:
926 case HELMET: 941 case HELMET:
927 case CLOAK: 942 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 943 if (op->flag [FLAG_CURSED] && !(rndm (4)))
929 set_ring_bonus (op, -DICE2); 944 set_ring_bonus (op, -DICE2);
930 break; 945 break;
931 946
932 case BRACERS: 947 case BRACERS:
933 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 948 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
934 { 949 {
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 950 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED)) 951 if (!op->flag [FLAG_CURSED])
937 op->value *= 3; 952 op->value *= 3;
938 } 953 }
939 break; 954 break;
940 955
941 case POTION: 956 case POTION:
942 { 957 {
943 int too_many_tries = 0, is_special = 0; 958 int too_many_tries = 0;
944 959
945 /* Handle healing and magic power potions */ 960 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems) 961 if (op->stats.sp && !op->randomitems)
947 { 962 {
948 object *tmp = get_archetype (spell_mapping[op->stats.sp]); 963 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
949 insert_ob_in_ob (tmp, op); 964 insert_ob_in_ob (tmp, op);
950 op->stats.sp = 0; 965 op->stats.sp = 0;
951 } 966 }
952 967
953 while (!(is_special = special_potion (op)) && !op->inv) 968 while (!special_potion (op) && !op->inv)
954 { 969 {
955 generate_artifact (op, difficulty); 970 generate_artifact (op, difficulty);
956 if (too_many_tries++ > 10) 971 if (too_many_tries++ > 10)
957 break; 972 break;
958 } 973 }
966 op->value *= op->inv->value; 981 op->value *= op->inv->value;
967 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 982 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
968 } 983 }
969 else 984 else
970 { 985 {
971 op->name = "potion"; 986 op->name = shstr_potion;
972 op->name_pl = "potions"; 987 op->name_pl = shstr_potions;
973 } 988 }
974 989
975 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 990 if (!(flags & GT_ONLY_GOOD) && rndm (2))
976 SET_FLAG (op, FLAG_CURSED); 991 op->set_flag (FLAG_CURSED);
977 992
978 break; 993 break;
979 } 994 }
980 995
981 case AMULET: 996 case AMULET:
985 case RING: 1000 case RING:
986 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 1001 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
987 break; 1002 break;
988 1003
989 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1004 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
990 SET_FLAG (op, FLAG_CURSED); 1005 op->set_flag (FLAG_CURSED);
991 1006
992 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1007 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
993 1008
994 if (op->type != RING) /* Amulets have only one ability */ 1009 if (op->type != RING) /* Amulets have only one ability */
995 break; 1010 break;
996 1011
997 if (!(rndm (4))) 1012 if (!rndm (4))
998 { 1013 {
999 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1014 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1000 1015
1001 if (d > 0) 1016 if (d > 0)
1002 op->value *= 3; 1017 op->value *= 3;
1003 1018
1004 set_ring_bonus (op, d); 1019 set_ring_bonus (op, d);
1005 1020
1006 if (!(rndm (4))) 1021 if (!rndm (4))
1007 { 1022 {
1008 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1023 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1009 1024
1010 if (d > 0) 1025 if (d > 0)
1011 op->value *= 5; 1026 op->value *= 5;
1027
1012 set_ring_bonus (op, d); 1028 set_ring_bonus (op, d);
1013 } 1029 }
1014 } 1030 }
1015 1031
1016 if (op->animation_id) 1032 if (op->animation_id)
1024 * creator and/or map level we found it on. 1040 * creator and/or map level we found it on.
1025 */ 1041 */
1026 if (!op->msg && rndm (10)) 1042 if (!op->msg && rndm (10))
1027 { 1043 {
1028 /* set the book level properly */ 1044 /* set the book level properly */
1029 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1045 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1030 { 1046 {
1031 if (op->map && op->map->difficulty) 1047 if (op->map && op->map->difficulty)
1032 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1048 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1033 else 1049 else
1034 op->level = rndm (20) + 1; 1050 op->level = rndm (20) + 1;
1047 /* creator related stuff */ 1063 /* creator related stuff */
1048 1064
1049 /* for library, chained books. Note that some monsters have no_pick 1065 /* for library, chained books. Note that some monsters have no_pick
1050 * set - we don't want to set no pick in that case. 1066 * set - we don't want to set no pick in that case.
1051 */ 1067 */
1052 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1068 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1053 SET_FLAG (op, FLAG_NO_PICK); 1069 op->set_flag (FLAG_NO_PICK);
1054 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1070 if (creator->slaying && !op->slaying) /* for check_inv floors */
1055 op->slaying = creator->slaying; 1071 op->slaying = creator->slaying;
1056 break; 1072 break;
1057 1073
1058 case SPELLBOOK: 1074 case SPELLBOOK:
1059 op->value = op->value * op->inv->value; 1075 op->value *= value_factor_from_spell_item (op->inv, 0);
1076
1060 /* add exp so learning gives xp */ 1077 /* add exp so learning gives xp */
1061 op->level = op->inv->level; 1078 op->level = op->inv->level;
1062 op->stats.exp = op->value; 1079 op->stats.exp = op->value;
1063 break; 1080 break;
1064 1081
1068 * and reset nrof. 1085 * and reset nrof.
1069 */ 1086 */
1070 op->stats.food = op->inv->nrof; 1087 op->stats.food = op->inv->nrof;
1071 op->nrof = 1; 1088 op->nrof = 1;
1072 /* If the spell changes by level, choose a random level 1089 /* If the spell changes by level, choose a random level
1073 * for it, and adjust price. If the spell doesn't 1090 * for it.
1074 * change by level, just set the wand to the level of
1075 * the spell, and value calculation is simpler.
1076 */ 1091 */
1077 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1092 if (op->inv->duration_modifier
1078 { 1093 || op->inv->dam_modifier
1094 || op->inv->range_modifier)
1079 op->level = level_for_item (op, difficulty); 1095 op->level = level_for_item (op, difficulty);
1080 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1081 }
1082 else 1096 else
1083 {
1084 op->level = op->inv->level; 1097 op->level = op->inv->level;
1085 op->value = op->value * op->inv->value; 1098
1086 } 1099 op->value *= value_factor_from_spell_item (op->inv, op);
1087 break; 1100 break;
1088 1101
1089 case ROD: 1102 case ROD:
1090 op->level = level_for_item (op, difficulty); 1103 op->level = level_for_item (op, difficulty);
1091 /* Add 50 to both level an divisor to keep prices a little more 1104 op->value *= value_factor_from_spell_item (op->inv, op);
1092 * reasonable. Otherwise, a high level version of a low level 1105
1093 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1094 * 10 time multiplier). This way, the value are a bit more reasonable.
1095 */
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097 /* maxhp is used to denote how many 'charges' the rod holds before */ 1106 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 if (op->stats.maxhp) 1107 if (op->stats.maxhp)
1099 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); 1108 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1100 else 1109 else
1101 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); 1110 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1103 op->stats.hp = op->stats.maxhp; 1112 op->stats.hp = op->stats.maxhp;
1104 break; 1113 break;
1105 1114
1106 case SCROLL: 1115 case SCROLL:
1107 op->level = level_for_item (op, difficulty); 1116 op->level = level_for_item (op, difficulty);
1108 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1117 op->value *= value_factor_from_spell_item (op->inv, op);
1109 1118
1110 /* add exp so reading them properly gives xp */ 1119 /* add exp so reading them properly gives xp */
1111 op->stats.exp = op->value / 5; 1120 op->stats.exp = op->value / 5;
1112 op->nrof = op->inv->nrof; 1121 op->nrof = op->inv->nrof;
1113 break; 1122 break;
1121 break; 1130 break;
1122 } /* switch type */ 1131 } /* switch type */
1123 1132
1124 if (flags & GT_STARTEQUIP) 1133 if (flags & GT_STARTEQUIP)
1125 { 1134 {
1126 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1135 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1127 SET_FLAG (op, FLAG_STARTEQUIP); 1136 op->set_flag (FLAG_STARTEQUIP);
1128 else if (op->type != MONEY) 1137 else if (op->type != MONEY)
1129 op->value = 0; 1138 op->value = 0;
1130 } 1139 }
1131 1140
1132 if (!(flags & GT_ENVIRONMENT)) 1141 if (!(flags & GT_ENVIRONMENT))
1178 */ 1187 */
1179void 1188void
1180init_artifacts () 1189init_artifacts ()
1181{ 1190{
1182 static int has_been_inited = 0; 1191 static int has_been_inited = 0;
1183 char filename[MAX_BUF];
1184 artifact *art = NULL; 1192 artifact *art = NULL;
1185 artifactlist *al; 1193 artifactlist *al;
1186 1194
1187 if (has_been_inited) 1195 if (has_been_inited)
1188 return; 1196 return;
1189 else 1197 else
1190 has_been_inited = 1; 1198 has_been_inited = 1;
1191 1199
1192 sprintf (filename, "%s/artifacts", settings.datadir); 1200 object_thawer f (settings.datadir, "artifacts");
1193 object_thawer f (filename);
1194 1201
1195 if (!f) 1202 if (!f)
1196 return; 1203 return;
1197 1204
1198 for (;;) 1205 for (;;)
1283 } 1290 }
1284#if 0 1291#if 0
1285 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1292 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1286#endif 1293#endif
1287 } 1294 }
1288
1289 LOG (llevDebug, "done.\n");
1290} 1295}
1291 1296
1292/* 1297/*
1293 * Used in artifact generation. The bonuses of the first object 1298 * Used in artifact generation. The bonuses of the first object
1294 * is modified by the bonuses of the second object. 1299 * is modified by the bonuses of the second object.
1295 */ 1300 */
1296void 1301void
1297add_abilities (object *op, object *change) 1302add_abilities (object *op, object *change)
1298{ 1303{
1299 int i, tmp;
1300
1301 if (change->face != blank_face) 1304 if (change->face != blank_face)
1302 {
1303#ifdef TREASURE_VERBOSE
1304 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1305#endif
1306 op->face = change->face; 1305 op->face = change->face;
1307 }
1308 1306
1309 for (i = 0; i < NUM_STATS; i++) 1307 for (int i = 0; i < NUM_STATS; i++)
1310 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1308 change_attr_value (&(op->stats), i, change->stats.stat (i));
1311 1309
1312 op->attacktype |= change->attacktype; 1310 op->attacktype |= change->attacktype;
1313 op->path_attuned |= change->path_attuned; 1311 op->path_attuned |= change->path_attuned;
1314 op->path_repelled |= change->path_repelled; 1312 op->path_repelled |= change->path_repelled;
1315 op->path_denied |= change->path_denied; 1313 op->path_denied |= change->path_denied;
1316 op->move_type |= change->move_type; 1314 op->move_type |= change->move_type;
1317 op->stats.luck += change->stats.luck; 1315 op->stats.luck += change->stats.luck;
1318 1316
1319 if (QUERY_FLAG (change, FLAG_CURSED)) 1317 static const struct copyflags : object::flags_t
1320 SET_FLAG (op, FLAG_CURSED); 1318 {
1321 if (QUERY_FLAG (change, FLAG_DAMNED)) 1319 copyflags ()
1322 SET_FLAG (op, FLAG_DAMNED); 1320 {
1323 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1321 set (FLAG_CURSED);
1322 set (FLAG_DAMNED);
1323 set (FLAG_LIFESAVE);
1324 set (FLAG_REFL_SPELL);
1325 set (FLAG_STEALTH);
1326 set (FLAG_XRAYS);
1327 set (FLAG_BLIND);
1328 set (FLAG_SEE_IN_DARK);
1329 set (FLAG_REFL_MISSILE);
1330 set (FLAG_MAKE_INVIS);
1331 }
1332 } copyflags;
1333
1334 // we might want to just copy, but or'ing is what the original code did
1335 op->flag |= change->flag & copyflags;
1336
1337 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1324 set_abs_magic (op, -op->magic); 1338 set_abs_magic (op, -op->magic);
1325 1339
1326 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1340 if (change->flag [FLAG_STAND_STILL])
1327 SET_FLAG (op, FLAG_LIFESAVE);
1328 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1329 SET_FLAG (op, FLAG_REFL_SPELL);
1330 if (QUERY_FLAG (change, FLAG_STEALTH))
1331 SET_FLAG (op, FLAG_STEALTH);
1332 if (QUERY_FLAG (change, FLAG_XRAYS))
1333 SET_FLAG (op, FLAG_XRAYS);
1334 if (QUERY_FLAG (change, FLAG_BLIND))
1335 SET_FLAG (op, FLAG_BLIND);
1336 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1337 SET_FLAG (op, FLAG_SEE_IN_DARK);
1338 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1339 SET_FLAG (op, FLAG_REFL_MISSILE);
1340 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1341 SET_FLAG (op, FLAG_MAKE_INVIS);
1342
1343 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1344 { 1341 {
1345 CLEAR_FLAG (op, FLAG_ANIMATE); 1342 op->clr_flag (FLAG_ANIMATE);
1343
1346 /* so artifacts will join */ 1344 /* so artifacts will join */
1347 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1345 if (!op->flag [FLAG_ALIVE])
1348 op->speed = 0.0; 1346 op->speed = 0.;
1349 1347
1350 op->set_speed (op->speed); 1348 op->set_speed (op->speed);
1351 } 1349 }
1352 1350
1353 if (change->nrof) 1351 if (change->nrof)
1354 op->nrof = rndm (change->nrof) + 1; 1352 op->nrof = rndm (change->nrof) + 1;
1355 1353
1356 op->stats.exp += change->stats.exp; /* Speed modifier */ 1354 op->stats.exp += change->stats.exp; /* Speed modifier */
1357 op->stats.wc += change->stats.wc; 1355 op->stats.wc += change->stats.wc;
1358 op->stats.ac += change->stats.ac; 1356 op->stats.ac += change->stats.ac;
1359 1357
1360 if (change->other_arch) 1358 if (change->other_arch)
1361 { 1359 {
1362 /* Basically, for horns & potions, the other_arch field is the spell 1360 /* Basically, for horns & potions, the other_arch field is the spell
1363 * to cast. So convert that to into a spell and put it into 1361 * to cast. So convert that to into a spell and put it into
1395 op->stats.maxsp = -change->stats.maxsp; 1393 op->stats.maxsp = -change->stats.maxsp;
1396 else 1394 else
1397 op->stats.maxsp += change->stats.maxsp; 1395 op->stats.maxsp += change->stats.maxsp;
1398 1396
1399 if (change->stats.food < 0) 1397 if (change->stats.food < 0)
1400 op->stats.food = -(change->stats.food); 1398 op->stats.food = -change->stats.food;
1401 else 1399 else
1402 op->stats.food += change->stats.food; 1400 op->stats.food += change->stats.food;
1403 1401
1404 if (change->level < 0) 1402 if (change->level < 0)
1405 op->level = -(change->level); 1403 op->level = -change->level;
1406 else 1404 else
1407 op->level += change->level; 1405 op->level += change->level;
1408 1406
1409 if (change->gen_sp_armour < 0) 1407 if (change->gen_sp_armour < 0)
1410 op->gen_sp_armour = -(change->gen_sp_armour); 1408 op->gen_sp_armour = -change->gen_sp_armour;
1411 else 1409 else
1412 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1410 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1413 1411
1414 op->item_power = change->item_power; 1412 op->item_power = change->item_power;
1415 1413
1416 for (i = 0; i < NROFATTACKS; i++) 1414 for (int i = 0; i < NROFATTACKS; i++)
1417 if (change->resist[i])
1418 op->resist[i] += change->resist[i]; 1415 op->resist[i] += change->resist[i];
1419 1416
1420 if (change->stats.dam) 1417 if (change->stats.dam)
1421 { 1418 {
1422 if (change->stats.dam < 0) 1419 if (change->stats.dam < 0)
1423 op->stats.dam = (-change->stats.dam); 1420 op->stats.dam = -change->stats.dam;
1424 else if (op->stats.dam) 1421 else if (op->stats.dam)
1425 { 1422 {
1426 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1423 int tmp = op->stats.dam * change->stats.dam / 10;
1424
1427 if (tmp == op->stats.dam) 1425 if (tmp == op->stats.dam)
1428 { 1426 {
1429 if (change->stats.dam < 10) 1427 if (change->stats.dam < 10)
1430 op->stats.dam--; 1428 op->stats.dam--;
1431 else 1429 else
1437 } 1435 }
1438 1436
1439 if (change->weight) 1437 if (change->weight)
1440 { 1438 {
1441 if (change->weight < 0) 1439 if (change->weight < 0)
1442 op->weight = (-change->weight); 1440 op->weight = -change->weight;
1443 else 1441 else
1444 op->weight = (op->weight * (change->weight)) / 100; 1442 op->weight = op->weight * change->weight / 100;
1445 } 1443 }
1446 1444
1447 if (change->last_sp) 1445 if (change->last_sp)
1448 { 1446 {
1449 if (change->last_sp < 0) 1447 if (change->last_sp < 0)
1450 op->last_sp = (-change->last_sp); 1448 op->last_sp = -change->last_sp;
1451 else 1449 else
1452 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1450 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1453 } 1451 }
1454 1452
1455 if (change->gen_sp_armour) 1453 if (change->gen_sp_armour)
1456 { 1454 {
1457 if (change->gen_sp_armour < 0) 1455 if (change->gen_sp_armour < 0)
1458 op->gen_sp_armour = (-change->gen_sp_armour); 1456 op->gen_sp_armour = -change->gen_sp_armour;
1459 else 1457 else
1460 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1458 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1461 } 1459 }
1462 1460
1463 op->value *= change->value; 1461 op->value *= change->value;
1464 1462
1465 if (change->materials) 1463 if (change->materials)
1497 name = tmp->name + 1, neg = 1; 1495 name = tmp->name + 1, neg = 1;
1498 else 1496 else
1499 name = tmp->name, neg = 0; 1497 name = tmp->name, neg = 0;
1500 1498
1501 /* If we match name, then return the opposite of 'neg' */ 1499 /* If we match name, then return the opposite of 'neg' */
1502 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1500 if (!strcmp (name, op->arch->archname))
1503 return !neg; 1501 return !neg;
1504 1502
1505 /* Set success as true, since if the match was an inverse, it means 1503 /* Set success as true, since if the match was an inverse, it means
1506 * everything is allowed except what we match 1504 * everything is allowed except what we match
1507 */ 1505 */
1518 */ 1516 */
1519 1517
1520void 1518void
1521give_artifact_abilities (object *op, object *artifct) 1519give_artifact_abilities (object *op, object *artifct)
1522{ 1520{
1523 char new_name[MAX_BUF]; 1521 op->title = format ("of %s", &artifct->name);
1524 1522
1525 sprintf (new_name, "of %s", &artifct->name);
1526 op->title = new_name;
1527 add_abilities (op, artifct); /* Give out the bonuses */ 1523 add_abilities (op, artifct); /* Give out the bonuses */
1528 1524
1529#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1525#if 0 /* Bit verbose, but keep it here until next time I need it... */
1530 { 1526 {
1531 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1527 char identified = op->flag [FLAG_IDENTIFIED];
1532 1528
1533 SET_FLAG (op, FLAG_IDENTIFIED); 1529 op->set_flag (FLAG_IDENTIFIED);
1534 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1530 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1535 if (!identified) 1531 if (!identified)
1536 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1532 op->clr_flag (FLAG_IDENTIFIED);
1537 } 1533 }
1538#endif 1534#endif
1539 return; 1535 return;
1540} 1536}
1541 1537
1551#define ARTIFACT_TRIES 2 1547#define ARTIFACT_TRIES 2
1552 1548
1553void 1549void
1554generate_artifact (object *op, int difficulty) 1550generate_artifact (object *op, int difficulty)
1555{ 1551{
1556 artifactlist *al;
1557 artifact *art; 1552 artifact *art;
1558 int i;
1559 1553
1560 al = find_artifactlist (op->type); 1554 artifactlist *al = find_artifactlist (op->type);
1561 1555
1562 if (al == NULL) 1556 if (al == NULL)
1563 { 1557 {
1564#if 0 /* This is too verbose, usually */ 1558#if 0 /* This is too verbose, usually */
1565 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1559 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1566#endif 1560#endif
1567 return; 1561 return;
1568 } 1562 }
1569 1563
1570 for (i = 0; i < ARTIFACT_TRIES; i++) 1564 for (int i = 0; i < ARTIFACT_TRIES; i++)
1571 { 1565 {
1572 int roll = rndm (al->total_chance); 1566 int roll = rndm (al->total_chance);
1573 1567
1574 for (art = al->items; art; art = art->next) 1568 for (art = al->items; art; art = art->next)
1575 { 1569 {
1615 */ 1609 */
1616 1610
1617void 1611void
1618fix_flesh_item (object *item, object *donor) 1612fix_flesh_item (object *item, object *donor)
1619{ 1613{
1620 char tmpbuf[MAX_BUF];
1621 int i;
1622
1623 if (item->type == FLESH && donor) 1614 if (item->type == FLESH && donor)
1624 { 1615 {
1625 /* change the name */ 1616 /* change the name */
1626 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1617 item->name = format ("%s's %s", &donor->name, &item->name);
1627 item->name = tmpbuf;
1628 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1618 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1629 item->name_pl = tmpbuf;
1630 1619
1631 /* weight is FLESH weight/100 * donor */ 1620 /* weight is FLESH weight/100 * donor */
1632 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1621 item->weight = max (1, item->weight * donor->weight / 100);
1633 item->weight = 1;
1634 1622
1635 /* value is multiplied by level of donor */ 1623 /* value is multiplied by level of donor */
1636 item->value *= isqrt (donor->level * 2); 1624 item->value *= isqrt (donor->level * 2);
1637 1625
1638 /* food value */ 1626 /* food value */
1639 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1627 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1640 1628
1641 /* flesh items inherit some abilities of donor, but not 1629 /* flesh items inherit some abilities of donor, but not
1642 * full effect. 1630 * full effect.
1643 */ 1631 */
1644 for (i = 0; i < NROFATTACKS; i++) 1632 for (int i = 0; i < NROFATTACKS; i++)
1645 item->resist[i] = donor->resist[i] / 2; 1633 item->resist[i] = donor->resist[i] / 2;
1646 1634
1647 /* item inherits donor's level (important for quezals) */ 1635 /* item inherits donor's level (important for quezals) */
1648 item->level = donor->level; 1636 item->level = donor->level;
1649 1637
1650 /* if donor has some attacktypes, the flesh is poisonous */ 1638 /* if donor has some attacktypes, the flesh is poisonous */
1651 if (donor->attacktype & AT_POISON) 1639 if (donor->attacktype & AT_POISON)
1652 item->type = POISON; 1640 item->type = POISON;
1653 1641
1654 if (donor->attacktype & AT_ACID) 1642 if (donor->attacktype & AT_ACID)
1655 item->stats.hp = -1 * item->stats.food; 1643 item->stats.hp = -item->stats.food;
1656 1644
1657 SET_FLAG (item, FLAG_NO_STEAL); 1645 item->set_flag (FLAG_NO_STEAL);
1658 } 1646 }
1659} 1647}
1660 1648
1661static void 1649static void
1662free_treasurestruct (treasure *t) 1650free_treasurestruct (treasure *t)

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