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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.100 by root, Sat Jan 16 13:41:37 2010 UTC vs.
Revision 1.119 by root, Sun Jan 29 02:47:04 2017 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 it under 8 * 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 9 * 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 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 18 * 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 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
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
31 31
32/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <unordered_map>
37
36#include <global.h> 38#include <global.h>
37#include <treasure.h> 39#include <treasure.h>
38 40
39extern char *spell_mapping[]; 41extern char *spell_mapping[];
40 42
41static treasurelist *first_treasurelist; 43static treasurelist *first_treasurelist;
42 44
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
44 46
45typedef std::tr1::unordered_map< 47typedef std::unordered_map<
46 const char *, 48 const char *,
47 treasurelist *, 49 treasurelist *,
48 str_hash, 50 str_hash,
49 str_equal, 51 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> > 52 slice_allocator< std::pair<const char *const, treasurelist *> >
255 return; 257 return;
256 } 258 }
257 259
258 op->expand_tail (); 260 op->expand_tail ();
259 261
262 if (!creator->is_on_map ()
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 263 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
261 op->destroy (); 264 op->destroy ();
262 else 265 else
263 { 266 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 267 op->flag [FLAG_OBJ_ORIGINAL] = true;
265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 268 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 } 269 }
267 } 270 }
268 else 271 else
269 { 272 {
270 op = creator->insert (op); 273 op = creator->insert (op);
271 274
272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 275 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
273 monster_check_apply (creator, op); 276 monster_check_apply (creator, op);
274 } 277 }
275} 278}
276 279
277/* if there are change_xxx commands in the treasure, we include the changes 280/* if there are change_xxx commands in the treasure, we include the changes
489 { 0, 0, 0, 3, 97}, // 29 492 { 0, 0, 0, 3, 97}, // 29
490 { 0, 0, 0, 0, 100}, // 30 493 { 0, 0, 0, 0, 100}, // 30
491 { 0, 0, 0, 0, 100}, // 31 494 { 0, 0, 0, 0, 100}, // 31
492}; 495};
493 496
494/* calculate the appropriate level for wands staves and scrolls. 497/* calculate the appropriate level for wands staves and scrolls.
495 * This code presumes that op has had its spell object created (in op->inv) 498 * This code presumes that op has had its spell object created (in op->inv)
496 * 499 *
497 * elmex Wed Aug 9 17:44:59 CEST 2006: 500 * elmex Wed Aug 9 17:44:59 CEST 2006:
498 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
499 */ 502 */
509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
510 513
511 if (olevel <= 0) 514 if (olevel <= 0)
512 olevel = rndm (1, op->inv->level); 515 olevel = rndm (1, op->inv->level);
513 516
514 return min (olevel, MAXLEVEL); 517 return min (olevel, MAXLEVEL_TREASURE);
515} 518}
516 519
517/* 520/*
518 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
519 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
525 * 528 *
526 */ 529 */
527static int 530static int
528magic_from_difficulty (int difficulty) 531magic_from_difficulty (int difficulty)
529{ 532{
530 int percent = 0, magic = 0;
531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 533 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
534 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
532 535
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); 536 int percent = rndm (100);
537 int magic;
542 538
543 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 539 for (magic = 0; magic <= MAXMAGIC; magic++)
544 { 540 {
545 percent -= difftomagic_list[scaled_diff][magic]; 541 percent -= difftomagic_list[scaled_diff][magic];
546 542
547 if (percent < 0) 543 if (percent < 0)
548 break; 544 break;
549 } 545 }
550 546
551 if (magic == (MAXMAGIC + 1)) 547 if (magic > MAXMAGIC)
552 { 548 {
553 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 549 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
554 magic = 0; 550 magic = 0;
555 } 551 }
556 552
564 * Sets magical bonus in an object, and recalculates the effect on 560 * Sets magical bonus in an object, and recalculates the effect on
565 * the armour variable, and the effect on speed of armour. 561 * the armour variable, and the effect on speed of armour.
566 * This function doesn't work properly, should add use of archetypes 562 * This function doesn't work properly, should add use of archetypes
567 * to make it truly absolute. 563 * to make it truly absolute.
568 */ 564 */
569
570void 565void
571set_abs_magic (object *op, int magic) 566set_abs_magic (object *op, int magic)
572{ 567{
573 if (!magic) 568 if (!magic)
574 return; 569 return;
602 */ 597 */
603 598
604static void 599static void
605set_magic (int difficulty, object *op, int max_magic, int flags) 600set_magic (int difficulty, object *op, int max_magic, int flags)
606{ 601{
607 int i;
608
609 i = magic_from_difficulty (difficulty); 602 int i = magic_from_difficulty (difficulty);
603
610 if ((flags & GT_ONLY_GOOD) && i < 0) 604 if ((flags & GT_ONLY_GOOD) && i < 0)
611 i = -i; 605 i = -i;
606
612 if (i > max_magic) 607 i = min (i, max_magic);
613 i = max_magic; 608
614 set_abs_magic (op, i); 609 set_abs_magic (op, i);
615 if (i < 0) 610 if (i < 0)
616 SET_FLAG (op, FLAG_CURSED); 611 op->set_flag (FLAG_CURSED);
617} 612}
618 613
619/* 614/*
620 * Randomly adds one magical ability to the given object. 615 * Randomly adds one magical ability to the given object.
621 * Modified for Partial Resistance in many ways: 616 * Modified for Partial Resistance in many ways:
628set_ring_bonus (object *op, int bonus) 623set_ring_bonus (object *op, int bonus)
629{ 624{
630 int r = rndm (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
631 626
632 if (op->type == AMULET) 627 if (op->type == AMULET)
633 {
634 if (!(rndm (21))) 628 if (!rndm (21))
635 r = 20 + rndm (2); 629 r = 20 + rndm (2);
630 else if (rndm (2))
631 r = 10;
636 else 632 else
637 {
638 if (rndm (2))
639 r = 10;
640 else
641 r = 11 + rndm (9); 633 r = 11 + rndm (9);
642 }
643 }
644 634
645 switch (r) 635 switch (r)
646 { 636 {
647 /* Redone by MSW 2000-11-26 to have much less code. Also, 637 /* Redone by MSW 2000-11-26 to have much less code. Also,
648 * bonuses and penalties will stack and add to existing values. 638 * bonuses and penalties will stack and add to existing values.
649 * of the item. 639 * of the item.
650 */ 640 */
651 case 0: 641 case 0:
652 case 1: 642 case 1:
653 case 2: 643 case 2:
654 case 3: 644 case 3:
655 case 4: 645 case 4:
695 * little random element in since that they don't always end up with 685 * little random element in since that they don't always end up with
696 * even values. 686 * even values.
697 */ 687 */
698 if (bonus < 0) 688 if (bonus < 0)
699 val = 2 * -val - rndm (b); 689 val = 2 * -val - rndm (b);
700 if (val > 35) 690
701 val = 35; /* Upper limit */ 691 val = min (35, val); /* Upper limit */
692
702 b = 0; 693 b = 0;
703 694
704 while (op->resist[resist_table[resist]] != 0 && b < 4) 695 while (op->resist[resist_table[resist]] != 0 && b < 4)
705 resist = rndm (num_resist_table); 696 resist = rndm (num_resist_table);
706 697
714 break; 705 break;
715 } 706 }
716 case 20: 707 case 20:
717 if (op->type == AMULET) 708 if (op->type == AMULET)
718 { 709 {
719 SET_FLAG (op, FLAG_REFL_SPELL); 710 op->set_flag (FLAG_REFL_SPELL);
720 op->value *= 11; 711 op->value *= 11;
721 } 712 }
722 else 713 else
723 { 714 {
724 op->stats.hp = 1; /* regenerate hit points */ 715 op->stats.hp = 1; /* regenerate hit points */
727 break; 718 break;
728 719
729 case 21: 720 case 21:
730 if (op->type == AMULET) 721 if (op->type == AMULET)
731 { 722 {
732 SET_FLAG (op, FLAG_REFL_MISSILE); 723 op->set_flag (FLAG_REFL_MISSILE);
733 op->value *= 9; 724 op->value *= 9;
734 } 725 }
735 else 726 else
736 { 727 {
737 op->stats.sp = 1; /* regenerate spell points */ 728 op->stats.sp = 1; /* regenerate spell points */
739 } 730 }
740 break; 731 break;
741 732
742 case 22: 733 case 22:
743 op->stats.exp += bonus; /* Speed! */ 734 op->stats.exp += bonus; /* Speed! */
744 op->value = (op->value * 2) / 3; 735 op->value = op->value * 2 / 3;
745 break; 736 break;
746 } 737 }
747 738
748 if (bonus > 0) 739 if (bonus > 0)
749 op->value *= 2 * bonus; 740 op->value = 2 * op->value * bonus;
750 else 741 else
751 op->value = -(op->value * 2 * bonus) / 3; 742 op->value = -2 * op->value * bonus / 3;
752} 743}
753 744
754/* 745/*
755 * get_magic(diff) will return a random number between 0 and 4. 746 * 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 747 * 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. 751 * Another scheme is used to calculate the magic of weapons and armours.
761 */ 752 */
762static int 753static int
763get_magic (int diff) 754get_magic (int diff)
764{ 755{
765 int i; 756 diff = min (3, diff);
766 757
767 if (diff < 3)
768 diff = 3;
769
770 for (i = 0; i < 4; i++) 758 for (int i = 0; i < 4; i++)
771 if (rndm (diff)) 759 if (rndm (diff))
772 return i; 760 return i;
773 761
774 return 4; 762 return 4;
775} 763}
789 return 1; 777 return 1;
790 778
791 return 0; 779 return 0;
792} 780}
793 781
782static double
783value_factor_from_spell_item (object *spell, object *item)
784{
785 double factor =
786 pow ((spell->value > 0 ? spell->value : 1)
787 * spell->level, 1.5);
788
789 if (item) // this if for: wands/staffs/rods:
790 {
791 /* Old crossfire comment ahead:
792 * Add 50 to both level an divisor to keep prices a little more
793 * reasonable. Otherwise, a high level version of a low level
794 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
795 * 10 time multiplier). This way, the value are a bit more reasonable.
796 */
797
798 factor *= item->level + 50;
799 factor /= item->inv->level + 50;
800 }
801
802 return factor;
803}
804
794#define DICE2 (get_magic(2)==2?2:1) 805#define DICE2 (get_magic(2) == 2 ? 2 : 1)
795#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 806#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
796 807
797/* 808/*
798 * fix_generated_item(): This is called after an item is generated, in 809 * 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 810 * order to set it up right. This produced magical bonuses, puts spells
800 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 811 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
801 */ 812 */
802 813
803/* 4/28/96 added creator object from which op may now inherit properties based on 814/* 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 815 * 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 816 * dependant. I know this is a spagetti manuever, but is there a cleaner
806 * way to do this? b.t. */ 817 * way to do this? b.t. */
807 818
808/* 819/*
809 * ! (flags & GT_ENVIRONMENT): 820 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item(). 821 * Automatically calls fix_flesh_item().
910 { 921 {
911 if (op->type == POTION) 922 if (op->type == POTION)
912 /* Handle healing and magic power potions */ 923 /* Handle healing and magic power potions */
913 if (op->stats.sp && !op->randomitems) 924 if (op->stats.sp && !op->randomitems)
914 { 925 {
915 object *tmp = get_archetype (spell_mapping [op->stats.sp]); 926 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
916 insert_ob_in_ob (tmp, op); 927 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 928 op->stats.sp = 0;
918 } 929 }
919 } 930 }
920 else if (!op->title) /* Only modify object if not special */ 931 else if (!op->title) /* Only modify object if not special */
923 case WEAPON: 934 case WEAPON:
924 case ARMOUR: 935 case ARMOUR:
925 case SHIELD: 936 case SHIELD:
926 case HELMET: 937 case HELMET:
927 case CLOAK: 938 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 939 if (op->flag [FLAG_CURSED] && !(rndm (4)))
929 set_ring_bonus (op, -DICE2); 940 set_ring_bonus (op, -DICE2);
930 break; 941 break;
931 942
932 case BRACERS: 943 case BRACERS:
933 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 944 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
934 { 945 {
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 946 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED)) 947 if (!op->flag [FLAG_CURSED])
937 op->value *= 3; 948 op->value *= 3;
938 } 949 }
939 break; 950 break;
940 951
941 case POTION: 952 case POTION:
942 { 953 {
943 int too_many_tries = 0, is_special = 0; 954 int too_many_tries = 0;
944 955
945 /* Handle healing and magic power potions */ 956 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems) 957 if (op->stats.sp && !op->randomitems)
947 { 958 {
948 object *tmp = get_archetype (spell_mapping[op->stats.sp]); 959 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
949 insert_ob_in_ob (tmp, op); 960 insert_ob_in_ob (tmp, op);
950 op->stats.sp = 0; 961 op->stats.sp = 0;
951 } 962 }
952 963
953 while (!(is_special = special_potion (op)) && !op->inv) 964 while (!special_potion (op) && !op->inv)
954 { 965 {
955 generate_artifact (op, difficulty); 966 generate_artifact (op, difficulty);
956 if (too_many_tries++ > 10) 967 if (too_many_tries++ > 10)
957 break; 968 break;
958 } 969 }
966 op->value *= op->inv->value; 977 op->value *= op->inv->value;
967 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 978 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
968 } 979 }
969 else 980 else
970 { 981 {
971 op->name = "potion"; 982 op->name = shstr_potion;
972 op->name_pl = "potions"; 983 op->name_pl = shstr_potions;
973 } 984 }
974 985
975 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 986 if (!(flags & GT_ONLY_GOOD) && rndm (2))
976 SET_FLAG (op, FLAG_CURSED); 987 op->set_flag (FLAG_CURSED);
977 988
978 break; 989 break;
979 } 990 }
980 991
981 case AMULET: 992 case AMULET:
985 case RING: 996 case RING:
986 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 997 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
987 break; 998 break;
988 999
989 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1000 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
990 SET_FLAG (op, FLAG_CURSED); 1001 op->set_flag (FLAG_CURSED);
991 1002
992 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1003 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
993 1004
994 if (op->type != RING) /* Amulets have only one ability */ 1005 if (op->type != RING) /* Amulets have only one ability */
995 break; 1006 break;
996 1007
997 if (!(rndm (4))) 1008 if (!rndm (4))
998 { 1009 {
999 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1010 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1000 1011
1001 if (d > 0) 1012 if (d > 0)
1002 op->value *= 3; 1013 op->value *= 3;
1003 1014
1004 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
1005 1016
1006 if (!(rndm (4))) 1017 if (!rndm (4))
1007 { 1018 {
1008 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1019 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1009 1020
1010 if (d > 0) 1021 if (d > 0)
1011 op->value *= 5; 1022 op->value *= 5;
1023
1012 set_ring_bonus (op, d); 1024 set_ring_bonus (op, d);
1013 } 1025 }
1014 } 1026 }
1015 1027
1016 if (op->animation_id) 1028 if (op->animation_id)
1024 * creator and/or map level we found it on. 1036 * creator and/or map level we found it on.
1025 */ 1037 */
1026 if (!op->msg && rndm (10)) 1038 if (!op->msg && rndm (10))
1027 { 1039 {
1028 /* set the book level properly */ 1040 /* set the book level properly */
1029 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1041 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1030 { 1042 {
1031 if (op->map && op->map->difficulty) 1043 if (op->map && op->map->difficulty)
1032 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1044 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1033 else 1045 else
1034 op->level = rndm (20) + 1; 1046 op->level = rndm (20) + 1;
1047 /* creator related stuff */ 1059 /* creator related stuff */
1048 1060
1049 /* for library, chained books. Note that some monsters have no_pick 1061 /* for library, chained books. Note that some monsters have no_pick
1050 * set - we don't want to set no pick in that case. 1062 * set - we don't want to set no pick in that case.
1051 */ 1063 */
1052 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1064 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1053 SET_FLAG (op, FLAG_NO_PICK); 1065 op->set_flag (FLAG_NO_PICK);
1054 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1066 if (creator->slaying && !op->slaying) /* for check_inv floors */
1055 op->slaying = creator->slaying; 1067 op->slaying = creator->slaying;
1056 break; 1068 break;
1057 1069
1058 case SPELLBOOK: 1070 case SPELLBOOK:
1059 op->value = op->value * op->inv->value; 1071 op->value *= value_factor_from_spell_item (op->inv, 0);
1072
1060 /* add exp so learning gives xp */ 1073 /* add exp so learning gives xp */
1061 op->level = op->inv->level; 1074 op->level = op->inv->level;
1062 op->stats.exp = op->value; 1075 op->stats.exp = op->value;
1063 break; 1076 break;
1064 1077
1068 * and reset nrof. 1081 * and reset nrof.
1069 */ 1082 */
1070 op->stats.food = op->inv->nrof; 1083 op->stats.food = op->inv->nrof;
1071 op->nrof = 1; 1084 op->nrof = 1;
1072 /* If the spell changes by level, choose a random level 1085 /* If the spell changes by level, choose a random level
1073 * for it, and adjust price. If the spell doesn't 1086 * for it.
1074 * change by level, just set the wand to the level of
1075 * the spell, and value calculation is simpler.
1076 */ 1087 */
1077 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1088 if (op->inv->duration_modifier
1078 { 1089 || op->inv->dam_modifier
1090 || op->inv->range_modifier)
1079 op->level = level_for_item (op, difficulty); 1091 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 1092 else
1083 {
1084 op->level = op->inv->level; 1093 op->level = op->inv->level;
1085 op->value = op->value * op->inv->value; 1094
1086 } 1095 op->value *= value_factor_from_spell_item (op->inv, op);
1087 break; 1096 break;
1088 1097
1089 case ROD: 1098 case ROD:
1090 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1091 /* Add 50 to both level an divisor to keep prices a little more 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1092 * reasonable. Otherwise, a high level version of a low level 1101
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 */ 1102 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 if (op->stats.maxhp) 1103 if (op->stats.maxhp)
1099 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1100 else 1105 else
1101 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); 1106 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1103 op->stats.hp = op->stats.maxhp; 1108 op->stats.hp = op->stats.maxhp;
1104 break; 1109 break;
1105 1110
1106 case SCROLL: 1111 case SCROLL:
1107 op->level = level_for_item (op, difficulty); 1112 op->level = level_for_item (op, difficulty);
1108 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1113 op->value *= value_factor_from_spell_item (op->inv, op);
1109 1114
1110 /* add exp so reading them properly gives xp */ 1115 /* add exp so reading them properly gives xp */
1111 op->stats.exp = op->value / 5; 1116 op->stats.exp = op->value / 5;
1112 op->nrof = op->inv->nrof; 1117 op->nrof = op->inv->nrof;
1113 break; 1118 break;
1121 break; 1126 break;
1122 } /* switch type */ 1127 } /* switch type */
1123 1128
1124 if (flags & GT_STARTEQUIP) 1129 if (flags & GT_STARTEQUIP)
1125 { 1130 {
1126 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1131 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1127 SET_FLAG (op, FLAG_STARTEQUIP); 1132 op->set_flag (FLAG_STARTEQUIP);
1128 else if (op->type != MONEY) 1133 else if (op->type != MONEY)
1129 op->value = 0; 1134 op->value = 0;
1130 } 1135 }
1131 1136
1132 if (!(flags & GT_ENVIRONMENT)) 1137 if (!(flags & GT_ENVIRONMENT))
1178 */ 1183 */
1179void 1184void
1180init_artifacts () 1185init_artifacts ()
1181{ 1186{
1182 static int has_been_inited = 0; 1187 static int has_been_inited = 0;
1183 char filename[MAX_BUF];
1184 artifact *art = NULL; 1188 artifact *art = NULL;
1185 artifactlist *al; 1189 artifactlist *al;
1186 1190
1187 if (has_been_inited) 1191 if (has_been_inited)
1188 return; 1192 return;
1189 else 1193 else
1190 has_been_inited = 1; 1194 has_been_inited = 1;
1191 1195
1192 sprintf (filename, "%s/artifacts", settings.datadir); 1196 object_thawer f (settings.datadir, "artifacts");
1193 object_thawer f (filename);
1194 1197
1195 if (!f) 1198 if (!f)
1196 return; 1199 return;
1197 1200
1198 for (;;) 1201 for (;;)
1283 } 1286 }
1284#if 0 1287#if 0
1285 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1288 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1286#endif 1289#endif
1287 } 1290 }
1288
1289 LOG (llevDebug, "done.\n");
1290} 1291}
1291 1292
1292/* 1293/*
1293 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1294 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1295 */ 1296 */
1296void 1297void
1297add_abilities (object *op, object *change) 1298add_abilities (object *op, object *change)
1298{ 1299{
1299 int i, tmp;
1300
1301 if (change->face != blank_face) 1300 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; 1301 op->face = change->face;
1307 }
1308 1302
1309 for (i = 0; i < NUM_STATS; i++) 1303 for (int i = 0; i < NUM_STATS; i++)
1310 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1304 change_attr_value (&(op->stats), i, change->stats.stat (i));
1311 1305
1312 op->attacktype |= change->attacktype; 1306 op->attacktype |= change->attacktype;
1313 op->path_attuned |= change->path_attuned; 1307 op->path_attuned |= change->path_attuned;
1314 op->path_repelled |= change->path_repelled; 1308 op->path_repelled |= change->path_repelled;
1315 op->path_denied |= change->path_denied; 1309 op->path_denied |= change->path_denied;
1316 op->move_type |= change->move_type; 1310 op->move_type |= change->move_type;
1317 op->stats.luck += change->stats.luck; 1311 op->stats.luck += change->stats.luck;
1318 1312
1319 if (QUERY_FLAG (change, FLAG_CURSED)) 1313 static const struct copyflags : object::flags_t
1320 SET_FLAG (op, FLAG_CURSED); 1314 {
1321 if (QUERY_FLAG (change, FLAG_DAMNED)) 1315 copyflags ()
1322 SET_FLAG (op, FLAG_DAMNED); 1316 {
1323 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1317 set (FLAG_CURSED);
1318 set (FLAG_DAMNED);
1319 set (FLAG_LIFESAVE);
1320 set (FLAG_REFL_SPELL);
1321 set (FLAG_STEALTH);
1322 set (FLAG_XRAYS);
1323 set (FLAG_BLIND);
1324 set (FLAG_SEE_IN_DARK);
1325 set (FLAG_REFL_MISSILE);
1326 set (FLAG_MAKE_INVIS);
1327 }
1328 } copyflags;
1329
1330 // we might want to just copy, but or'ing is what the original code did
1331 op->flag |= change->flag & copyflags;
1332
1333 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1324 set_abs_magic (op, -op->magic); 1334 set_abs_magic (op, -op->magic);
1325 1335
1326 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1336 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 { 1337 {
1345 CLEAR_FLAG (op, FLAG_ANIMATE); 1338 op->clr_flag (FLAG_ANIMATE);
1339
1346 /* so artifacts will join */ 1340 /* so artifacts will join */
1347 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1341 if (!op->flag [FLAG_ALIVE])
1348 op->speed = 0.0; 1342 op->speed = 0.;
1349 1343
1350 op->set_speed (op->speed); 1344 op->set_speed (op->speed);
1351 } 1345 }
1352 1346
1353 if (change->nrof) 1347 if (change->nrof)
1354 op->nrof = rndm (change->nrof) + 1; 1348 op->nrof = rndm (change->nrof) + 1;
1355 1349
1356 op->stats.exp += change->stats.exp; /* Speed modifier */ 1350 op->stats.exp += change->stats.exp; /* Speed modifier */
1357 op->stats.wc += change->stats.wc; 1351 op->stats.wc += change->stats.wc;
1358 op->stats.ac += change->stats.ac; 1352 op->stats.ac += change->stats.ac;
1359 1353
1360 if (change->other_arch) 1354 if (change->other_arch)
1361 { 1355 {
1362 /* Basically, for horns & potions, the other_arch field is the spell 1356 /* 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 1357 * to cast. So convert that to into a spell and put it into
1369 op->destroy_inv (false); 1363 op->destroy_inv (false);
1370 1364
1371 object *tmp = change->other_arch->instance (); 1365 object *tmp = change->other_arch->instance ();
1372 insert_ob_in_ob (tmp, op); 1366 insert_ob_in_ob (tmp, op);
1373 } 1367 }
1368
1374 /* No harm setting this for potions/horns */ 1369 /* No harm setting this for potions/horns */
1375 op->other_arch = change->other_arch; 1370 op->other_arch = change->other_arch;
1376 } 1371 }
1377 1372
1378 if (change->stats.hp < 0) 1373 if (change->stats.hp < 0)
1394 op->stats.maxsp = -change->stats.maxsp; 1389 op->stats.maxsp = -change->stats.maxsp;
1395 else 1390 else
1396 op->stats.maxsp += change->stats.maxsp; 1391 op->stats.maxsp += change->stats.maxsp;
1397 1392
1398 if (change->stats.food < 0) 1393 if (change->stats.food < 0)
1399 op->stats.food = -(change->stats.food); 1394 op->stats.food = -change->stats.food;
1400 else 1395 else
1401 op->stats.food += change->stats.food; 1396 op->stats.food += change->stats.food;
1402 1397
1403 if (change->level < 0) 1398 if (change->level < 0)
1404 op->level = -(change->level); 1399 op->level = -change->level;
1405 else 1400 else
1406 op->level += change->level; 1401 op->level += change->level;
1407 1402
1408 if (change->gen_sp_armour < 0) 1403 if (change->gen_sp_armour < 0)
1409 op->gen_sp_armour = -(change->gen_sp_armour); 1404 op->gen_sp_armour = -change->gen_sp_armour;
1410 else 1405 else
1411 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1406 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1412 1407
1413 op->item_power = change->item_power; 1408 op->item_power = change->item_power;
1414 1409
1415 for (i = 0; i < NROFATTACKS; i++) 1410 for (int i = 0; i < NROFATTACKS; i++)
1416 if (change->resist[i])
1417 op->resist[i] += change->resist[i]; 1411 op->resist[i] += change->resist[i];
1418 1412
1419 if (change->stats.dam) 1413 if (change->stats.dam)
1420 { 1414 {
1421 if (change->stats.dam < 0) 1415 if (change->stats.dam < 0)
1422 op->stats.dam = (-change->stats.dam); 1416 op->stats.dam = -change->stats.dam;
1423 else if (op->stats.dam) 1417 else if (op->stats.dam)
1424 { 1418 {
1425 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1419 int tmp = op->stats.dam * change->stats.dam / 10;
1420
1426 if (tmp == op->stats.dam) 1421 if (tmp == op->stats.dam)
1427 { 1422 {
1428 if (change->stats.dam < 10) 1423 if (change->stats.dam < 10)
1429 op->stats.dam--; 1424 op->stats.dam--;
1430 else 1425 else
1436 } 1431 }
1437 1432
1438 if (change->weight) 1433 if (change->weight)
1439 { 1434 {
1440 if (change->weight < 0) 1435 if (change->weight < 0)
1441 op->weight = (-change->weight); 1436 op->weight = -change->weight;
1442 else 1437 else
1443 op->weight = (op->weight * (change->weight)) / 100; 1438 op->weight = op->weight * change->weight / 100;
1444 } 1439 }
1445 1440
1446 if (change->last_sp) 1441 if (change->last_sp)
1447 { 1442 {
1448 if (change->last_sp < 0) 1443 if (change->last_sp < 0)
1449 op->last_sp = (-change->last_sp); 1444 op->last_sp = -change->last_sp;
1450 else 1445 else
1451 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1446 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1452 } 1447 }
1453 1448
1454 if (change->gen_sp_armour) 1449 if (change->gen_sp_armour)
1455 { 1450 {
1456 if (change->gen_sp_armour < 0) 1451 if (change->gen_sp_armour < 0)
1457 op->gen_sp_armour = (-change->gen_sp_armour); 1452 op->gen_sp_armour = -change->gen_sp_armour;
1458 else 1453 else
1459 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1454 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1460 } 1455 }
1461 1456
1462 op->value *= change->value; 1457 op->value *= change->value;
1463 1458
1464 if (change->materials) 1459 if (change->materials)
1496 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1497 else 1492 else
1498 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1499 1494
1500 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1501 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1496 if (!strcmp (name, op->arch->archname))
1502 return !neg; 1497 return !neg;
1503 1498
1504 /* Set success as true, since if the match was an inverse, it means 1499 /* Set success as true, since if the match was an inverse, it means
1505 * everything is allowed except what we match 1500 * everything is allowed except what we match
1506 */ 1501 */
1517 */ 1512 */
1518 1513
1519void 1514void
1520give_artifact_abilities (object *op, object *artifct) 1515give_artifact_abilities (object *op, object *artifct)
1521{ 1516{
1522 char new_name[MAX_BUF]; 1517 op->title = format ("of %s", &artifct->name);
1523 1518
1524 sprintf (new_name, "of %s", &artifct->name);
1525 op->title = new_name;
1526 add_abilities (op, artifct); /* Give out the bonuses */ 1519 add_abilities (op, artifct); /* Give out the bonuses */
1527 1520
1528#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1521#if 0 /* Bit verbose, but keep it here until next time I need it... */
1529 { 1522 {
1530 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1523 char identified = op->flag [FLAG_IDENTIFIED];
1531 1524
1532 SET_FLAG (op, FLAG_IDENTIFIED); 1525 op->set_flag (FLAG_IDENTIFIED);
1533 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1526 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1534 if (!identified) 1527 if (!identified)
1535 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1528 op->clr_flag (FLAG_IDENTIFIED);
1536 } 1529 }
1537#endif 1530#endif
1538 return; 1531 return;
1539} 1532}
1540 1533
1550#define ARTIFACT_TRIES 2 1543#define ARTIFACT_TRIES 2
1551 1544
1552void 1545void
1553generate_artifact (object *op, int difficulty) 1546generate_artifact (object *op, int difficulty)
1554{ 1547{
1555 artifactlist *al;
1556 artifact *art; 1548 artifact *art;
1557 int i;
1558 1549
1559 al = find_artifactlist (op->type); 1550 artifactlist *al = find_artifactlist (op->type);
1560 1551
1561 if (al == NULL) 1552 if (al == NULL)
1562 { 1553 {
1563#if 0 /* This is too verbose, usually */ 1554#if 0 /* This is too verbose, usually */
1564 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1555 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1565#endif 1556#endif
1566 return; 1557 return;
1567 } 1558 }
1568 1559
1569 for (i = 0; i < ARTIFACT_TRIES; i++) 1560 for (int i = 0; i < ARTIFACT_TRIES; i++)
1570 { 1561 {
1571 int roll = rndm (al->total_chance); 1562 int roll = rndm (al->total_chance);
1572 1563
1573 for (art = al->items; art; art = art->next) 1564 for (art = al->items; art; art = art->next)
1574 { 1565 {
1614 */ 1605 */
1615 1606
1616void 1607void
1617fix_flesh_item (object *item, object *donor) 1608fix_flesh_item (object *item, object *donor)
1618{ 1609{
1619 char tmpbuf[MAX_BUF];
1620 int i;
1621
1622 if (item->type == FLESH && donor) 1610 if (item->type == FLESH && donor)
1623 { 1611 {
1624 /* change the name */ 1612 /* change the name */
1625 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1613 item->name = format ("%s's %s", &donor->name, &item->name);
1626 item->name = tmpbuf;
1627 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1614 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1628 item->name_pl = tmpbuf;
1629 1615
1630 /* weight is FLESH weight/100 * donor */ 1616 /* weight is FLESH weight/100 * donor */
1631 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1617 item->weight = max (1, item->weight * donor->weight / 100);
1632 item->weight = 1;
1633 1618
1634 /* value is multiplied by level of donor */ 1619 /* value is multiplied by level of donor */
1635 item->value *= isqrt (donor->level * 2); 1620 item->value *= isqrt (donor->level * 2);
1636 1621
1637 /* food value */ 1622 /* food value */
1638 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1623 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1639 1624
1640 /* flesh items inherit some abilities of donor, but not 1625 /* flesh items inherit some abilities of donor, but not
1641 * full effect. 1626 * full effect.
1642 */ 1627 */
1643 for (i = 0; i < NROFATTACKS; i++) 1628 for (int i = 0; i < NROFATTACKS; i++)
1644 item->resist[i] = donor->resist[i] / 2; 1629 item->resist[i] = donor->resist[i] / 2;
1645 1630
1646 /* item inherits donor's level (important for quezals) */ 1631 /* item inherits donor's level (important for quezals) */
1647 item->level = donor->level; 1632 item->level = donor->level;
1648 1633
1649 /* if donor has some attacktypes, the flesh is poisonous */ 1634 /* if donor has some attacktypes, the flesh is poisonous */
1650 if (donor->attacktype & AT_POISON) 1635 if (donor->attacktype & AT_POISON)
1651 item->type = POISON; 1636 item->type = POISON;
1652 1637
1653 if (donor->attacktype & AT_ACID) 1638 if (donor->attacktype & AT_ACID)
1654 item->stats.hp = -1 * item->stats.food; 1639 item->stats.hp = -item->stats.food;
1655 1640
1656 SET_FLAG (item, FLAG_NO_STEAL); 1641 item->set_flag (FLAG_NO_STEAL);
1657 } 1642 }
1658} 1643}
1659 1644
1660static void 1645static void
1661free_treasurestruct (treasure *t) 1646free_treasurestruct (treasure *t)

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