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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.66 by root, Wed Sep 12 11:10:10 2007 UTC vs.
Revision 1.125 by root, Sat Oct 8 21:54:05 2022 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / 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 (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your 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 GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
25 * 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
26 * slows the startup some (and not actual game play), it is by default 28 * slows the startup some (and not actual game play), it is by default
32 34
33//#define TREASURE_VERBOSE 35//#define TREASURE_VERBOSE
34 36
35#include <global.h> 37#include <global.h>
36#include <treasure.h> 38#include <treasure.h>
37#include <funcpoint.h> 39
38#include <loader.h> 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)
39 44
40extern char *spell_mapping[]; 45extern char *spell_mapping[];
41 46
42static treasurelist *first_treasurelist; 47static treasurelist *first_treasurelist;
43 48
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
45 50
46typedef std::tr1::unordered_map< 51typedef ska::flat_hash_map
52 <
47 const char *, 53 const char *,
48 treasurelist *, 54 treasurelist *,
49 str_hash, 55 str_hash,
50 str_equal, 56 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 57 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 58 > tl_map_t;
54 59
55static tl_map_t tl_map; 60static tl_map_t tl_map;
61
62//TODO: class method
63static void free_treasurestruct (treasure *t); // bleh desu
64static void
65clear (treasurelist *tl)
66{
67 if (tl->items)
68 {
69 free_treasurestruct (tl->items);
70 tl->items = 0;
71 }
72
73 tl->total_chance = 0;
74}
56 75
57/* 76/*
58 * Searches for the given treasurelist 77 * Searches for the given treasurelist
59 */ 78 */
60treasurelist * 79treasurelist *
61treasurelist::find (const char *name) 80treasurelist::find (const char *name)
62{ 81{
63 if (!name) 82 if (!name)
64 return 0; 83 return 0;
65 84
66 auto (i, tl_map.find (name)); 85 auto i = tl_map.find (name);
67 86
68 if (i == tl_map.end ()) 87 if (i == tl_map.end ())
69 return 0; 88 return 0;
70 89
71 return i->second; 90 return i->second;
92 } 111 }
93 112
94 return tl; 113 return tl;
95} 114}
96 115
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}
109
110#ifdef TREASURE_DEBUG 116#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 117/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 118 * so that the treasure name can be printed out
113 */ 119 */
114static void 120static void
139 145
140 f.next (); 146 f.next ();
141 147
142 for (;;) 148 for (;;)
143 { 149 {
144 coroapi::cede_to_tick_every (10); 150 coroapi::cede_to_tick ();
145 151
146 switch (f.kw) 152 switch (f.kw)
147 { 153 {
148 case KW_arch: 154 case KW_arch:
149 t->item = archetype::get (f.get_str ()); 155 t->item = archetype::find (f.get_str ());
156
157 if (!t->item)
158 {
159 f.parse_warn ("treasure references unknown archetype");
160 t->item = archetype::empty;
161 }
162
150 break; 163 break;
151 164
152 case KW_list: f.get (t->name); break; 165 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break; 166 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break; 167 case KW_change_title: f.get (t->change_arch.title); break;
168 t->next = read_treasure (f); 181 t->next = read_treasure (f);
169 return t; 182 return t;
170 183
171 default: 184 default:
172 if (!f.parse_error ("treasurelist", t->name)) 185 if (!f.parse_error ("treasurelist", t->name))
173 return 0; 186 goto error;
174 187
175 return t; 188 return t;
176 } 189 }
177 190
178 f.next (); 191 f.next ();
179 } 192 }
193
194 // not reached
195
196error:
197 delete t;
198 return 0;
180} 199}
181 200
182/* 201/*
183 * Each treasure is parsed with the help of load_treasure(). 202 * Each treasure is parsed with the help of load_treasure().
184 */ 203 */
202 { 221 {
203 for (treasure *t = tl->items; t; t = t->next) 222 for (treasure *t = tl->items; t; t = t->next)
204 { 223 {
205 if (t->next_yes || t->next_no) 224 if (t->next_yes || t->next_no)
206 { 225 {
207 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); 226 LOG (llevError, "Treasure %s is one item, but on treasure %s%s\n",
227 &tl->name,
228 t->item ? "item " : "",
229 t->item ? &t->item->archname : &t->name);
208 LOG (llevError, " the next_yes or next_no field is set\n"); 230 LOG (llevError, " the next_yes or next_no field is set\n");
209 } 231 }
210 232
211 tl->total_chance += t->chance; 233 tl->total_chance += t->chance;
212 } 234 }
243 return; 265 return;
244 } 266 }
245 267
246 op->expand_tail (); 268 op->expand_tail ();
247 269
270 if (!creator->is_on_map ()
248 if (op->blocked (creator->map, creator->x, creator->y)) 271 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
249 op->destroy (); 272 op->destroy ();
250 else 273 else
251 { 274 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 275 op->flag [FLAG_OBJ_ORIGINAL] = true;
253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 276 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 } 277 }
255 } 278 }
256 else 279 else
257 { 280 {
258 op = creator->insert (op); 281 op = creator->insert (op);
259 282
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 283 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
261 monster_check_apply (creator, op); 284 monster_check_apply (creator, op);
262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
265 esrv_send_item (tmp, op);
266 } 285 }
267} 286}
268 287
269/* if there are change_xxx commands in the treasure, we include the changes 288/* if there are change_xxx commands in the treasure, we include the changes
270 * in the generated object 289 * in the generated object
301 } 320 }
302 else 321 else
303 { 322 {
304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 323 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
305 { 324 {
306 object *tmp = arch_to_object (t->item); 325 object *tmp = t->item->instance ();
307 326
308 if (t->nrof && tmp->nrof <= 1) 327 if (t->nrof && tmp->nrof <= 1)
309 tmp->nrof = rndm (t->nrof) + 1; 328 tmp->nrof = rndm (t->nrof) + 1;
310 329
311 fix_generated_item (tmp, op, difficulty, t->magic, flag); 330 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 else if (t->nrof) 377 else if (t->nrof)
359 create_one_treasure (tl, op, flag, difficulty, tries); 378 create_one_treasure (tl, op, flag, difficulty, tries);
360 } 379 }
361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 380 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
362 { 381 {
363 if (object *tmp = arch_to_object (t->item)) 382 if (object *tmp = t->item->instance ())
364 { 383 {
365 if (t->nrof && tmp->nrof <= 1) 384 if (t->nrof && tmp->nrof <= 1)
366 tmp->nrof = rndm (t->nrof) + 1; 385 tmp->nrof = rndm (t->nrof) + 1;
367 386
368 fix_generated_item (tmp, op, difficulty, t->magic, flag); 387 fix_generated_item (tmp, op, difficulty, t->magic, flag);
434 453
435 if (ob->inv) 454 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n"); 455 LOG (llevError, "In generate treasure, created multiple objects.\n");
437 456
438 ob->destroy (); 457 ob->destroy ();
458
439 return tmp; 459 return tmp;
440} 460}
441 461
442/* 462/*
443 * This is a new way of calculating the chance for an item to have 463 * This is a new way of calculating the chance for an item to have
480 { 0, 0, 0, 3, 97}, // 29 500 { 0, 0, 0, 3, 97}, // 29
481 { 0, 0, 0, 0, 100}, // 30 501 { 0, 0, 0, 0, 100}, // 30
482 { 0, 0, 0, 0, 100}, // 31 502 { 0, 0, 0, 0, 100}, // 31
483}; 503};
484 504
485/* calculate the appropriate level for wands staves and scrolls. 505/* calculate the appropriate level for wands staves and scrolls.
486 * This code presumes that op has had its spell object created (in op->inv) 506 * This code presumes that op has had its spell object created (in op->inv)
487 * 507 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006: 508 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 509 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
490 */ 510 */
491int 511static int
492level_for_item (const object *op, int difficulty) 512level_for_item (const object *op, int difficulty)
493{ 513{
494 int olevel = 0;
495
496 if (!op->inv) 514 if (!op->inv)
497 { 515 {
498 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 516 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
499 return 0; 517 return 0;
500 } 518 }
501 519
502 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 520 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
503 521
504 if (olevel <= 0) 522 if (olevel <= 0)
505 olevel = rndm (1, MIN (op->inv->level, 1)); 523 olevel = rndm (1, op->inv->level);
506 524
507 if (olevel > MAXLEVEL) 525 return min (olevel, MAXLEVEL_TREASURE);
508 olevel = MAXLEVEL;
509
510 return olevel;
511} 526}
512 527
513/* 528/*
514 * Based upon the specified difficulty and upon the difftomagic_list array, 529 * Based upon the specified difficulty and upon the difftomagic_list array,
515 * a random magical bonus is returned. This is used when determine 530 * a random magical bonus is returned. This is used when determine
518 * elmex Thu Aug 10 18:45:44 CEST 2006: 533 * elmex Thu Aug 10 18:45:44 CEST 2006:
519 * Scaling difficulty by max_level, as difficulty is a level and not some 534 * Scaling difficulty by max_level, as difficulty is a level and not some
520 * weird integer between 1-31. 535 * weird integer between 1-31.
521 * 536 *
522 */ 537 */
523int 538static int
524magic_from_difficulty (int difficulty) 539magic_from_difficulty (int difficulty)
525{ 540{
526 int percent = 0, magic = 0;
527 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 541 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
542 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
528 543
529 scaled_diff--;
530
531 if (scaled_diff < 0)
532 scaled_diff = 0;
533
534 if (scaled_diff >= DIFFLEVELS)
535 scaled_diff = DIFFLEVELS - 1;
536
537 percent = rndm (100); 544 int percent = rndm (100);
545 int magic;
538 546
539 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 547 for (magic = 0; magic <= MAXMAGIC; magic++)
540 { 548 {
541 percent -= difftomagic_list[scaled_diff][magic]; 549 percent -= difftomagic_list[scaled_diff][magic];
542 550
543 if (percent < 0) 551 if (percent < 0)
544 break; 552 break;
545 } 553 }
546 554
547 if (magic == (MAXMAGIC + 1)) 555 if (magic > MAXMAGIC)
548 { 556 {
549 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 557 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
550 magic = 0; 558 magic = 0;
551 } 559 }
552 560
560 * Sets magical bonus in an object, and recalculates the effect on 568 * Sets magical bonus in an object, and recalculates the effect on
561 * the armour variable, and the effect on speed of armour. 569 * the armour variable, and the effect on speed of armour.
562 * This function doesn't work properly, should add use of archetypes 570 * This function doesn't work properly, should add use of archetypes
563 * to make it truly absolute. 571 * to make it truly absolute.
564 */ 572 */
565
566void 573void
567set_abs_magic (object *op, int magic) 574set_abs_magic (object *op, int magic)
568{ 575{
569 if (!magic) 576 if (!magic)
570 return; 577 return;
575 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
577 584
578 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 */
579 magic = (-magic); 586 magic = (-magic);
587
580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
581 } 589 }
582 else 590 else
583 { 591 {
584 if (op->type == ARMOUR) 592 if (op->type == ARMOUR)
585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 593 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
594
586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 595 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
587 magic = (-magic); 596 magic = (-magic);
597
588 op->weight = (op->weight * (100 - magic * 10)) / 100; 598 op->weight = (op->weight * (100 - magic * 10)) / 100;
589 } 599 }
590} 600}
591 601
592/* 602/*
595 */ 605 */
596 606
597static void 607static void
598set_magic (int difficulty, object *op, int max_magic, int flags) 608set_magic (int difficulty, object *op, int max_magic, int flags)
599{ 609{
600 int i;
601
602 i = magic_from_difficulty (difficulty); 610 int i = magic_from_difficulty (difficulty);
611
603 if ((flags & GT_ONLY_GOOD) && i < 0) 612 if ((flags & GT_ONLY_GOOD) && i < 0)
604 i = -i; 613 i = -i;
614
605 if (i > max_magic) 615 i = min (i, max_magic);
606 i = max_magic; 616
607 set_abs_magic (op, i); 617 set_abs_magic (op, i);
608 if (i < 0) 618 if (i < 0)
609 SET_FLAG (op, FLAG_CURSED); 619 op->set_flag (FLAG_CURSED);
610} 620}
611 621
612/* 622/*
613 * Randomly adds one magical ability to the given object. 623 * Randomly adds one magical ability to the given object.
614 * Modified for Partial Resistance in many ways: 624 * Modified for Partial Resistance in many ways:
615 * 1) Since rings can have multiple bonuses, if the same bonus 625 * 1) Since rings can have multiple bonuses, if the same bonus
616 * is rolled again, increase it - the bonuses now stack with 626 * is rolled again, increase it - the bonuses now stack with
617 * other bonuses previously rolled and ones the item might natively have. 627 * other bonuses previously rolled and ones the item might natively have.
618 * 2) Add code to deal with new PR method. 628 * 2) Add code to deal with new PR method.
619 */ 629 */
620void 630static void
621set_ring_bonus (object *op, int bonus) 631set_ring_bonus (object *op, int bonus)
622{ 632{
623
624 int r = rndm (bonus > 0 ? 25 : 11); 633 int r = rndm (bonus > 0 ? 25 : 11);
625 634
626 if (op->type == AMULET) 635 if (op->type == AMULET)
627 {
628 if (!(rndm (21))) 636 if (!rndm (21))
629 r = 20 + rndm (2); 637 r = 20 + rndm (2);
638 else if (rndm (2))
639 r = 10;
630 else 640 else
631 {
632 if (rndm (2))
633 r = 10;
634 else
635 r = 11 + rndm (9); 641 r = 11 + rndm (9);
636 }
637 }
638 642
639 switch (r) 643 switch (r)
640 { 644 {
641 /* Redone by MSW 2000-11-26 to have much less code. Also, 645 /* Redone by MSW 2000-11-26 to have much less code. Also,
642 * bonuses and penalties will stack and add to existing values. 646 * bonuses and penalties will stack and add to existing values.
643 * of the item. 647 * of the item.
644 */ 648 */
645 case 0: 649 case 0:
646 case 1: 650 case 1:
647 case 2: 651 case 2:
648 case 3: 652 case 3:
649 case 4: 653 case 4:
689 * little random element in since that they don't always end up with 693 * little random element in since that they don't always end up with
690 * even values. 694 * even values.
691 */ 695 */
692 if (bonus < 0) 696 if (bonus < 0)
693 val = 2 * -val - rndm (b); 697 val = 2 * -val - rndm (b);
694 if (val > 35) 698
695 val = 35; /* Upper limit */ 699 val = min (35, val); /* Upper limit */
700
696 b = 0; 701 b = 0;
697 702
698 while (op->resist[resist_table[resist]] != 0 && b < 4) 703 while (op->resist[resist_table[resist]] != 0 && b < 4)
699 resist = rndm (num_resist_table); 704 resist = rndm (num_resist_table);
700 705
708 break; 713 break;
709 } 714 }
710 case 20: 715 case 20:
711 if (op->type == AMULET) 716 if (op->type == AMULET)
712 { 717 {
713 SET_FLAG (op, FLAG_REFL_SPELL); 718 op->set_flag (FLAG_REFL_SPELL);
714 op->value *= 11; 719 op->value *= 11;
715 } 720 }
716 else 721 else
717 { 722 {
718 op->stats.hp = 1; /* regenerate hit points */ 723 op->stats.hp = 1; /* regenerate hit points */
721 break; 726 break;
722 727
723 case 21: 728 case 21:
724 if (op->type == AMULET) 729 if (op->type == AMULET)
725 { 730 {
726 SET_FLAG (op, FLAG_REFL_MISSILE); 731 op->set_flag (FLAG_REFL_MISSILE);
727 op->value *= 9; 732 op->value *= 9;
728 } 733 }
729 else 734 else
730 { 735 {
731 op->stats.sp = 1; /* regenerate spell points */ 736 op->stats.sp = 1; /* regenerate spell points */
733 } 738 }
734 break; 739 break;
735 740
736 case 22: 741 case 22:
737 op->stats.exp += bonus; /* Speed! */ 742 op->stats.exp += bonus; /* Speed! */
738 op->value = (op->value * 2) / 3; 743 op->value = op->value * 2 / 3;
739 break; 744 break;
740 } 745 }
741 746
742 if (bonus > 0) 747 if (bonus > 0)
743 op->value *= 2 * bonus; 748 op->value = 2 * op->value * bonus;
744 else 749 else
745 op->value = -(op->value * 2 * bonus) / 3; 750 op->value = -2 * op->value * bonus / 3;
746} 751}
747 752
748/* 753/*
749 * get_magic(diff) will return a random number between 0 and 4. 754 * get_magic(diff) will return a random number between 0 and 4.
750 * diff can be any value above 2. The higher the diff-variable, the 755 * diff can be any value above 2. The higher the diff-variable, the
751 * higher is the chance of returning a low number. 756 * higher is the chance of returning a low number.
752 * It is only used in fix_generated_treasure() to set bonuses on 757 * It is only used in fix_generated_treasure() to set bonuses on
753 * rings and amulets. 758 * rings and amulets.
754 * Another scheme is used to calculate the magic of weapons and armours. 759 * Another scheme is used to calculate the magic of weapons and armours.
755 */ 760 */
756int 761static int
757get_magic (int diff) 762get_magic (int diff)
758{ 763{
759 int i; 764 diff = min (3, diff);
760 765
761 if (diff < 3)
762 diff = 3;
763
764 for (i = 0; i < 4; i++) 766 for (int i = 0; i < 4; i++)
765 if (rndm (diff)) 767 if (rndm (diff))
766 return i; 768 return i;
767 769
768 return 4; 770 return 4;
769} 771}
770 772
773/* special_potion() - so that old potion code is still done right. */
774static int
775special_potion (object *op)
776{
777 if (op->attacktype)
778 return 1;
779
780 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
781 return 1;
782
783 for (int i = 0; i < NROFATTACKS; i++)
784 if (op->resist[i])
785 return 1;
786
787 return 0;
788}
789
790static double
791value_factor_from_spell_item (object *spell, object *item)
792{
793 double factor =
794 pow ((spell->value > 0 ? spell->value : 1)
795 * spell->level, 1.5);
796
797 if (item) // this if for: wands/staffs/rods:
798 {
799 /* Old crossfire comment ahead:
800 * Add 50 to both level an divisor to keep prices a little more
801 * reasonable. Otherwise, a high level version of a low level
802 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
803 * 10 time multiplier). This way, the value are a bit more reasonable.
804 */
805
806 factor *= item->level + 50;
807 factor /= item->inv->level + 50;
808 }
809
810 return factor;
811}
812
771#define DICE2 (get_magic(2)==2?2:1) 813#define DICE2 (get_magic(2) == 2 ? 2 : 1)
772#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 814#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
773 815
774/* 816/*
775 * fix_generated_item(): This is called after an item is generated, in 817 * fix_generated_item(): This is called after an item is generated, in
776 * order to set it up right. This produced magical bonuses, puts spells 818 * order to set it up right. This produced magical bonuses, puts spells
777 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
778 */ 820 */
779 821
780/* 4/28/96 added creator object from which op may now inherit properties based on 822/* 4/28/96 added creator object from which op may now inherit properties based on
781 * op->type. Right now, which stuff the creator passes on is object type 823 * op->type. Right now, which stuff the creator passes on is object type
782 * dependant. I know this is a spagetti manuever, but is there a cleaner 824 * dependant. I know this is a spagetti manuever, but is there a cleaner
783 * way to do this? b.t. */ 825 * way to do this? b.t. */
784 826
785/* 827/*
786 * ! (flags & GT_ENVIRONMENT): 828 * ! (flags & GT_ENVIRONMENT):
787 * Automatically calls fix_flesh_item(). 829 * Automatically calls fix_flesh_item().
810 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 852 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
811 /* So the treasure doesn't get created again */ 853 /* So the treasure doesn't get created again */
812 op->randomitems = 0; 854 op->randomitems = 0;
813 } 855 }
814 856
815 if (difficulty < 1) 857 max_it (difficulty, 1);
816 difficulty = 1;
817 858
818 if (INVOKE_OBJECT (ADD_BONUS, op, 859 if (INVOKE_OBJECT (ADD_BONUS, op,
819 ARG_OBJECT (creator != op ? creator : 0), 860 ARG_OBJECT (creator != op ? creator : 0),
820 ARG_INT (difficulty), ARG_INT (max_magic), 861 ARG_INT (difficulty), ARG_INT (max_magic),
821 ARG_INT (flags))) 862 ARG_INT (flags)))
822 return; 863 return;
823 864
824 if (!(flags & GT_MINIMAL)) 865 if (!(flags & GT_MINIMAL))
825 { 866 {
826 if (op->arch == crown_arch) 867 if (IS_ARCH (op->arch, crown))
827 { 868 {
828 set_magic (difficulty, op, max_magic, flags); 869 set_magic (difficulty, op, max_magic, flags);
829 num_enchantments = calc_item_power (op, 1); 870 num_enchantments = calc_item_power (op, 1);
830 generate_artifact (op, difficulty); 871 generate_artifact (op, difficulty);
831 } 872 }
836 877
837 num_enchantments = calc_item_power (op, 1); 878 num_enchantments = calc_item_power (op, 1);
838 879
839 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 880 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
840 || op->type == HORN 881 || op->type == HORN
841 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 882 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
842 * used for shop_floors or treasures */
843 generate_artifact (op, difficulty); 883 generate_artifact (op, difficulty);
844 } 884 }
845 885
846 /* Object was made an artifact. Calculate its item_power rating. 886 /* Object was made an artifact. Calculate its item_power rating.
847 * the item_power in the object is what the artfiact adds. 887 * the item_power in the object is what the artfiact adds.
881 * again below */ 921 * again below */
882 } 922 }
883 } 923 }
884 924
885 /* materialtype modifications. Note we allow this on artifacts. */ 925 /* materialtype modifications. Note we allow this on artifacts. */
886 set_materialname (op, difficulty, NULL); 926 select_material (op, difficulty);
887 927
888 if (flags & GT_MINIMAL) 928 if (flags & GT_MINIMAL)
889 { 929 {
890 if (op->type == POTION) 930 if (op->type == POTION)
891 /* Handle healing and magic power potions */ 931 /* Handle healing and magic power potions */
892 if (op->stats.sp && !op->randomitems) 932 if (op->stats.sp && !op->randomitems)
893 { 933 {
894 object *tmp;
895
896 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
897 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
898 op->stats.sp = 0; 936 op->stats.sp = 0;
899 } 937 }
900 } 938 }
901 else if (!op->title) /* Only modify object if not special */ 939 else if (!op->title) /* Only modify object if not special */
904 case WEAPON: 942 case WEAPON:
905 case ARMOUR: 943 case ARMOUR:
906 case SHIELD: 944 case SHIELD:
907 case HELMET: 945 case HELMET:
908 case CLOAK: 946 case CLOAK:
909 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 947 if (op->flag [FLAG_CURSED] && !(rndm (4)))
910 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
911 break; 949 break;
912 950
913 case BRACERS: 951 case BRACERS:
914 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 952 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
915 { 953 {
916 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 954 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
917 if (!QUERY_FLAG (op, FLAG_CURSED)) 955 if (!op->flag [FLAG_CURSED])
918 op->value *= 3; 956 op->value *= 3;
919 } 957 }
920 break; 958 break;
921 959
922 case POTION: 960 case POTION:
923 { 961 {
924 int too_many_tries = 0, is_special = 0; 962 int too_many_tries = 0;
925 963
926 /* Handle healing and magic power potions */ 964 /* Handle healing and magic power potions */
927 if (op->stats.sp && !op->randomitems) 965 if (op->stats.sp && !op->randomitems)
928 { 966 {
929 object *tmp;
930
931 tmp = get_archetype (spell_mapping[op->stats.sp]); 967 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
932 insert_ob_in_ob (tmp, op); 968 insert_ob_in_ob (tmp, op);
933 op->stats.sp = 0; 969 op->stats.sp = 0;
934 } 970 }
935 971
936 while (!(is_special = special_potion (op)) && !op->inv) 972 while (!special_potion (op) && !op->inv)
937 { 973 {
938 generate_artifact (op, difficulty); 974 generate_artifact (op, difficulty);
939 if (too_many_tries++ > 10) 975 if (too_many_tries++ > 10)
940 break; 976 break;
941 } 977 }
944 * since the value set on those is already correct. 980 * since the value set on those is already correct.
945 */ 981 */
946 if (op->inv && op->randomitems) 982 if (op->inv && op->randomitems)
947 { 983 {
948 /* value multiplier is same as for scrolls */ 984 /* value multiplier is same as for scrolls */
949 op->value = (op->value * op->inv->value); 985 op->value *= op->inv->value;
950 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 986 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
951 } 987 }
952 else 988 else
953 { 989 {
954 op->name = "potion"; 990 op->name = shstr_potion;
955 op->name_pl = "potions"; 991 op->name_pl = shstr_potions;
956 } 992 }
957 993
958 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 994 if (!(flags & GT_ONLY_GOOD) && rndm (2))
959 SET_FLAG (op, FLAG_CURSED); 995 op->set_flag (FLAG_CURSED);
996
960 break; 997 break;
961 } 998 }
962 999
963 case AMULET: 1000 case AMULET:
964 if (op->arch == amulet_arch) 1001 if (IS_ARCH (op->arch, amulet))
965 op->value *= 5; /* Since it's not just decoration */ 1002 op->value *= 5; /* Since it's not just decoration */
966 1003
967 case RING: 1004 case RING:
968 if (op->arch == NULL)
969 {
970 op->destroy ();
971 op = 0;
972 break;
973 }
974
975 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1005 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
976 break; 1006 break;
977 1007
978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1008 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
979 SET_FLAG (op, FLAG_CURSED); 1009 op->set_flag (FLAG_CURSED);
980 1010
981 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1011 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
982 1012
983 if (op->type != RING) /* Amulets have only one ability */ 1013 if (op->type != RING) /* Amulets have only one ability */
984 break; 1014 break;
985 1015
986 if (!(rndm (4))) 1016 if (!rndm (4))
987 { 1017 {
988 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1018 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
989 1019
990 if (d > 0) 1020 if (d > 0)
991 op->value *= 3; 1021 op->value *= 3;
992 1022
993 set_ring_bonus (op, d); 1023 set_ring_bonus (op, d);
994 1024
995 if (!(rndm (4))) 1025 if (!rndm (4))
996 { 1026 {
997 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1027 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
998 1028
999 if (d > 0) 1029 if (d > 0)
1000 op->value *= 5; 1030 op->value *= 5;
1031
1001 set_ring_bonus (op, d); 1032 set_ring_bonus (op, d);
1002 } 1033 }
1003 } 1034 }
1004 1035
1005 if (GET_ANIM_ID (op)) 1036 if (op->animation_id)
1006 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1037 op->set_anim_frame (rndm (op->anim_frames ()));
1007 1038
1008 break; 1039 break;
1009 1040
1010 case BOOK: 1041 case BOOK:
1011 /* Is it an empty book?, if yes lets make a special· 1042 /* Is it an empty book?, if yes lets make a special·
1013 * creator and/or map level we found it on. 1044 * creator and/or map level we found it on.
1014 */ 1045 */
1015 if (!op->msg && rndm (10)) 1046 if (!op->msg && rndm (10))
1016 { 1047 {
1017 /* set the book level properly */ 1048 /* set the book level properly */
1018 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1049 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1019 { 1050 {
1020 if (op->map && op->map->difficulty) 1051 if (op->map && op->map->difficulty)
1021 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1052 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1022 else 1053 else
1023 op->level = rndm (20) + 1; 1054 op->level = rndm (20) + 1;
1026 op->level = rndm (creator->level); 1057 op->level = rndm (creator->level);
1027 1058
1028 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1059 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1029 /* books w/ info are worth more! */ 1060 /* books w/ info are worth more! */
1030 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1061 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1031 /* creator related stuff */
1032
1033 /* for library, chained books. Note that some monsters have no_pick
1034 * set - we don't want to set no pick in that case.
1035 */
1036 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1037 SET_FLAG (op, FLAG_NO_PICK);
1038 if (creator->slaying && !op->slaying) /* for check_inv floors */
1039 op->slaying = creator->slaying;
1040 1062
1041 /* add exp so reading it gives xp (once) */ 1063 /* add exp so reading it gives xp (once) */
1042 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1064 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1043 } 1065 }
1066
1067 /* creator related stuff */
1068
1069 /* for library, chained books. Note that some monsters have no_pick
1070 * set - we don't want to set no pick in that case.
1071 */
1072 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1073 op->set_flag (FLAG_NO_PICK);
1074 if (creator->slaying && !op->slaying) /* for check_inv floors */
1075 op->slaying = creator->slaying;
1044 break; 1076 break;
1045 1077
1046 case SPELLBOOK: 1078 case SPELLBOOK:
1047 op->value = op->value * op->inv->value; 1079 op->value *= value_factor_from_spell_item (op->inv, 0);
1080
1048 /* add exp so learning gives xp */ 1081 /* add exp so learning gives xp */
1049 op->level = op->inv->level; 1082 op->level = op->inv->level;
1050 op->stats.exp = op->value; 1083 op->stats.exp = op->value;
1051 break; 1084 break;
1052 1085
1056 * and reset nrof. 1089 * and reset nrof.
1057 */ 1090 */
1058 op->stats.food = op->inv->nrof; 1091 op->stats.food = op->inv->nrof;
1059 op->nrof = 1; 1092 op->nrof = 1;
1060 /* If the spell changes by level, choose a random level 1093 /* If the spell changes by level, choose a random level
1061 * for it, and adjust price. If the spell doesn't 1094 * for it.
1062 * change by level, just set the wand to the level of
1063 * the spell, and value calculation is simpler.
1064 */ 1095 */
1065 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1096 if (op->inv->duration_modifier
1066 { 1097 || op->inv->dam_modifier
1098 || op->inv->range_modifier)
1067 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1068 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1069 }
1070 else 1100 else
1071 {
1072 op->level = op->inv->level; 1101 op->level = op->inv->level;
1073 op->value = op->value * op->inv->value; 1102
1074 } 1103 op->value *= value_factor_from_spell_item (op->inv, op);
1075 break; 1104 break;
1076 1105
1077 case ROD: 1106 case ROD:
1078 op->level = level_for_item (op, difficulty); 1107 op->level = level_for_item (op, difficulty);
1079 /* Add 50 to both level an divisor to keep prices a little more 1108 op->value *= value_factor_from_spell_item (op->inv, op);
1080 * reasonable. Otherwise, a high level version of a low level 1109
1081 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1082 * 10 time multiplier). This way, the value are a bit more reasonable.
1083 */
1084 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1085 /* maxhp is used to denote how many 'charges' the rod holds before */ 1110 /* maxhp is used to denote how many 'charges' the rod holds before */
1086 if (op->stats.maxhp) 1111 if (op->stats.maxhp)
1087 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1112 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1088 else 1113 else
1089 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1114 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1090 1115
1091 op->stats.hp = op->stats.maxhp; 1116 op->stats.hp = op->stats.maxhp;
1092 break; 1117 break;
1093 1118
1094 case SCROLL: 1119 case SCROLL:
1095 op->level = level_for_item (op, difficulty); 1120 op->level = level_for_item (op, difficulty);
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1121 op->value *= value_factor_from_spell_item (op->inv, op);
1097 1122
1098 /* add exp so reading them properly gives xp */ 1123 /* add exp so reading them properly gives xp */
1099 op->stats.exp = op->value / 5; 1124 op->stats.exp = op->value / 5;
1100 op->nrof = op->inv->nrof; 1125 op->nrof = op->inv->nrof;
1101 break; 1126 break;
1109 break; 1134 break;
1110 } /* switch type */ 1135 } /* switch type */
1111 1136
1112 if (flags & GT_STARTEQUIP) 1137 if (flags & GT_STARTEQUIP)
1113 { 1138 {
1114 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1139 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1115 SET_FLAG (op, FLAG_STARTEQUIP); 1140 op->set_flag (FLAG_STARTEQUIP);
1116 else if (op->type != MONEY) 1141 else if (op->type != MONEY)
1117 op->value = 0; 1142 op->value = 0;
1118 } 1143 }
1119 1144
1120 if (!(flags & GT_ENVIRONMENT)) 1145 if (!(flags & GT_ENVIRONMENT))
1131 1156
1132/* 1157/*
1133 * Allocate and return the pointer to an empty artifactlist structure. 1158 * Allocate and return the pointer to an empty artifactlist structure.
1134 */ 1159 */
1135static artifactlist * 1160static artifactlist *
1136get_empty_artifactlist (void) 1161get_empty_artifactlist ()
1137{ 1162{
1138 return salloc0 <artifactlist> (); 1163 return salloc0<artifactlist> ();
1139} 1164}
1140 1165
1141/* 1166/*
1142 * Allocate and return the pointer to an empty artifact structure. 1167 * Allocate and return the pointer to an empty artifact structure.
1143 */ 1168 */
1144static artifact * 1169static artifact *
1145get_empty_artifact (void) 1170get_empty_artifact ()
1146{ 1171{
1147 return salloc0 <artifact> (); 1172 return salloc0<artifact> ();
1148} 1173}
1149 1174
1150/* 1175/*
1151 * Searches the artifact lists and returns one that has the same type 1176 * Searches the artifact lists and returns one that has the same type
1152 * of objects on it. 1177 * of objects on it.
1160 1185
1161 return 0; 1186 return 0;
1162} 1187}
1163 1188
1164/* 1189/*
1165 * For debugging purposes. Dumps all tables. 1190 * Builds up the lists of artifacts from the file in the libdir.
1166 */ 1191 */
1167void 1192void
1168dump_artifacts (void)
1169{
1170 artifactlist *al;
1171 artifact *art;
1172 linked_char *next;
1173
1174 fprintf (logfile, "\n");
1175 for (al = first_artifactlist; al != NULL; al = al->next)
1176 {
1177 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1178 for (art = al->items; art != NULL; art = art->next)
1179 {
1180 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1181 if (art->allowed != NULL)
1182 {
1183 fprintf (logfile, "\tallowed combinations:");
1184 for (next = art->allowed; next != NULL; next = next->next)
1185 fprintf (logfile, "%s,", &next->name);
1186 fprintf (logfile, "\n");
1187 }
1188 }
1189 }
1190 fprintf (logfile, "\n");
1191}
1192
1193/*
1194 * For debugging purposes. Dumps all treasures recursively (see below).
1195 */
1196void
1197dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1198{
1199 treasurelist *tl;
1200 int i;
1201
1202 if (depth > 100)
1203 return;
1204
1205 while (t)
1206 {
1207 if (t->name)
1208 {
1209 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " ");
1211
1212 fprintf (logfile, "{ (list: %s)\n", &t->name);
1213
1214 tl = treasurelist::find (t->name);
1215 if (tl)
1216 dump_monster_treasure_rec (name, tl->items, depth + 2);
1217
1218 for (i = 0; i < depth; i++)
1219 fprintf (logfile, " ");
1220
1221 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1222 }
1223 else
1224 {
1225 for (i = 0; i < depth; i++)
1226 fprintf (logfile, " ");
1227
1228 if (t->item && t->item->type == FLESH)
1229 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1230 else
1231 fprintf (logfile, "%s\n", &t->item->object::name);
1232 }
1233
1234 if (t->next_yes)
1235 {
1236 for (i = 0; i < depth; i++)
1237 fprintf (logfile, " ");
1238
1239 fprintf (logfile, " (if yes)\n");
1240 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1241 }
1242
1243 if (t->next_no)
1244 {
1245 for (i = 0; i < depth; i++)
1246 fprintf (logfile, " ");
1247
1248 fprintf (logfile, " (if no)\n");
1249 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1250 }
1251
1252 t = t->next;
1253 }
1254}
1255
1256/*
1257 * For debugging purposes. Dumps all treasures for a given monster.
1258 * Created originally by Raphael Quinet for debugging the alchemy code.
1259 */
1260void
1261dump_monster_treasure (const char *name)
1262{
1263 archetype *at;
1264 int found;
1265
1266 found = 0;
1267 fprintf (logfile, "\n");
1268
1269 for_all_archetypes (at)
1270 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1271 {
1272 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1273 if (at->randomitems != NULL)
1274 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1275 else
1276 fprintf (logfile, "(nothing)\n");
1277
1278 fprintf (logfile, "\n");
1279 found++;
1280 }
1281
1282 if (found == 0)
1283 fprintf (logfile, "No objects have the name %s!\n\n", name);
1284}
1285
1286/*
1287 * Builds up the lists of artifacts from the file in the libdir.
1288 */
1289void
1290init_artifacts (void) 1193init_artifacts ()
1291{ 1194{
1292 static int has_been_inited = 0; 1195 static int has_been_inited = 0;
1293 char filename[MAX_BUF];
1294 artifact *art = NULL; 1196 artifact *art = NULL;
1295 artifactlist *al; 1197 artifactlist *al;
1296 1198
1297 if (has_been_inited) 1199 if (has_been_inited)
1298 return; 1200 return;
1299 else 1201 else
1300 has_been_inited = 1; 1202 has_been_inited = 1;
1301 1203
1302 sprintf (filename, "%s/artifacts", settings.datadir); 1204 object_thawer f (settings.datadir, "artifacts");
1303 object_thawer f (filename);
1304 1205
1305 if (!f) 1206 if (!f)
1306 return; 1207 return;
1307 1208
1308 for (;;) 1209 for (;;)
1315 1216
1316 { 1217 {
1317 if (!strcmp (f.get_str (), "all")) 1218 if (!strcmp (f.get_str (), "all"))
1318 break; 1219 break;
1319 1220
1320 char *next, *cp = f.get_str (); 1221 const char *cp = f.get_str ();
1321 1222 char *next;
1322 do 1223 do
1323 { 1224 {
1324 if ((next = strchr (cp, ','))) 1225 if ((next = (char *)strchr (cp, ',')))
1325 *next++ = '\0'; 1226 *next++ = '\0';
1326 1227
1327 linked_char *tmp = new linked_char; 1228 linked_char *tmp = new linked_char;
1328 1229
1329 tmp->name = cp; 1230 tmp->name = cp;
1393 } 1294 }
1394#if 0 1295#if 0
1395 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1296 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1396#endif 1297#endif
1397 } 1298 }
1398
1399 LOG (llevDebug, "done.\n");
1400} 1299}
1401 1300
1402/* 1301/*
1403 * Used in artifact generation. The bonuses of the first object 1302 * Used in artifact generation. The bonuses of the first object
1404 * is modified by the bonuses of the second object. 1303 * is modified by the bonuses of the second object.
1405 */ 1304 */
1406void 1305void
1407add_abilities (object *op, object *change) 1306add_abilities (object *op, object *change)
1408{ 1307{
1409 int i, tmp;
1410
1411 if (change->face != blank_face) 1308 if (change->face != blank_face)
1412 {
1413#ifdef TREASURE_VERBOSE
1414 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1415#endif
1416 op->face = change->face; 1309 op->face = change->face;
1417 }
1418 1310
1419 for (i = 0; i < NUM_STATS; i++) 1311 for (int i = 0; i < NUM_STATS; i++)
1420 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1312 change_attr_value (&(op->stats), i, change->stats.stat (i));
1421 1313
1422 op->attacktype |= change->attacktype; 1314 op->attacktype |= change->attacktype;
1423 op->path_attuned |= change->path_attuned; 1315 op->path_attuned |= change->path_attuned;
1424 op->path_repelled |= change->path_repelled; 1316 op->path_repelled |= change->path_repelled;
1425 op->path_denied |= change->path_denied; 1317 op->path_denied |= change->path_denied;
1426 op->move_type |= change->move_type; 1318 op->move_type |= change->move_type;
1427 op->stats.luck += change->stats.luck; 1319 op->stats.luck += change->stats.luck;
1428 1320
1429 if (QUERY_FLAG (change, FLAG_CURSED)) 1321 static const struct copyflags : object::flags_t
1430 SET_FLAG (op, FLAG_CURSED); 1322 {
1431 if (QUERY_FLAG (change, FLAG_DAMNED)) 1323 copyflags ()
1432 SET_FLAG (op, FLAG_DAMNED); 1324 {
1433 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1325 set (FLAG_CURSED);
1326 set (FLAG_DAMNED);
1327 set (FLAG_LIFESAVE);
1328 set (FLAG_REFL_SPELL);
1329 set (FLAG_STEALTH);
1330 set (FLAG_XRAYS);
1331 set (FLAG_BLIND);
1332 set (FLAG_SEE_IN_DARK);
1333 set (FLAG_REFL_MISSILE);
1334 set (FLAG_MAKE_INVIS);
1335 }
1336 } copyflags;
1337
1338 // we might want to just copy, but or'ing is what the original code did
1339 op->flag |= change->flag & copyflags;
1340
1341 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1434 set_abs_magic (op, -op->magic); 1342 set_abs_magic (op, -op->magic);
1435 1343
1436 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1344 if (change->flag [FLAG_STAND_STILL])
1437 SET_FLAG (op, FLAG_LIFESAVE);
1438 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1439 SET_FLAG (op, FLAG_REFL_SPELL);
1440 if (QUERY_FLAG (change, FLAG_STEALTH))
1441 SET_FLAG (op, FLAG_STEALTH);
1442 if (QUERY_FLAG (change, FLAG_XRAYS))
1443 SET_FLAG (op, FLAG_XRAYS);
1444 if (QUERY_FLAG (change, FLAG_BLIND))
1445 SET_FLAG (op, FLAG_BLIND);
1446 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1447 SET_FLAG (op, FLAG_SEE_IN_DARK);
1448 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1449 SET_FLAG (op, FLAG_REFL_MISSILE);
1450 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1451 SET_FLAG (op, FLAG_MAKE_INVIS);
1452
1453 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1454 { 1345 {
1455 CLEAR_FLAG (op, FLAG_ANIMATE); 1346 op->clr_flag (FLAG_ANIMATE);
1347
1456 /* so artifacts will join */ 1348 /* so artifacts will join */
1457 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1349 if (!op->flag [FLAG_ALIVE])
1458 op->speed = 0.0; 1350 op->speed = 0.;
1459 1351
1460 op->set_speed (op->speed); 1352 op->set_speed (op->speed);
1461 } 1353 }
1462 1354
1463 if (change->nrof) 1355 if (change->nrof)
1464 op->nrof = rndm (change->nrof) + 1; 1356 op->nrof = rndm (change->nrof) + 1;
1465 1357
1466 op->stats.exp += change->stats.exp; /* Speed modifier */ 1358 op->stats.exp += change->stats.exp; /* Speed modifier */
1467 op->stats.wc += change->stats.wc; 1359 op->stats.wc += change->stats.wc;
1468 op->stats.ac += change->stats.ac; 1360 op->stats.ac += change->stats.ac;
1469 1361
1470 if (change->other_arch) 1362 if (change->other_arch)
1471 { 1363 {
1472 /* Basically, for horns & potions, the other_arch field is the spell 1364 /* Basically, for horns & potions, the other_arch field is the spell
1473 * to cast. So convert that to into a spell and put it into 1365 * to cast. So convert that to into a spell and put it into
1474 * this object. 1366 * this object.
1475 */ 1367 */
1476 if (op->type == HORN || op->type == POTION) 1368 if (op->type == HORN || op->type == POTION)
1477 { 1369 {
1478 object *tmp_obj;
1479
1480 /* Remove any spells this object currently has in it */ 1370 /* Remove any spells this object currently has in it */
1481 while (op->inv)
1482 op->inv->destroy (); 1371 op->destroy_inv (false);
1483 1372
1484 tmp_obj = arch_to_object (change->other_arch); 1373 object *tmp = change->other_arch->instance ();
1485 insert_ob_in_ob (tmp_obj, op); 1374 insert_ob_in_ob (tmp, op);
1486 } 1375 }
1376
1487 /* No harm setting this for potions/horns */ 1377 /* No harm setting this for potions/horns */
1488 op->other_arch = change->other_arch; 1378 op->other_arch = change->other_arch;
1489 } 1379 }
1490 1380
1491 if (change->stats.hp < 0) 1381 if (change->stats.hp < 0)
1507 op->stats.maxsp = -change->stats.maxsp; 1397 op->stats.maxsp = -change->stats.maxsp;
1508 else 1398 else
1509 op->stats.maxsp += change->stats.maxsp; 1399 op->stats.maxsp += change->stats.maxsp;
1510 1400
1511 if (change->stats.food < 0) 1401 if (change->stats.food < 0)
1512 op->stats.food = -(change->stats.food); 1402 op->stats.food = -change->stats.food;
1513 else 1403 else
1514 op->stats.food += change->stats.food; 1404 op->stats.food += change->stats.food;
1515 1405
1516 if (change->level < 0) 1406 if (change->level < 0)
1517 op->level = -(change->level); 1407 op->level = -change->level;
1518 else 1408 else
1519 op->level += change->level; 1409 op->level += change->level;
1520 1410
1521 if (change->gen_sp_armour < 0) 1411 if (change->gen_sp_armour < 0)
1522 op->gen_sp_armour = -(change->gen_sp_armour); 1412 op->gen_sp_armour = -change->gen_sp_armour;
1523 else 1413 else
1524 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1414 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1525 1415
1526 op->item_power = change->item_power; 1416 op->item_power = change->item_power;
1527 1417
1528 for (i = 0; i < NROFATTACKS; i++) 1418 for (int i = 0; i < NROFATTACKS; i++)
1529 if (change->resist[i])
1530 op->resist[i] += change->resist[i]; 1419 op->resist[i] += change->resist[i];
1531 1420
1532 if (change->stats.dam) 1421 if (change->stats.dam)
1533 { 1422 {
1534 if (change->stats.dam < 0) 1423 if (change->stats.dam < 0)
1535 op->stats.dam = (-change->stats.dam); 1424 op->stats.dam = -change->stats.dam;
1536 else if (op->stats.dam) 1425 else if (op->stats.dam)
1537 { 1426 {
1538 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1427 int tmp = op->stats.dam * change->stats.dam / 10;
1428
1539 if (tmp == op->stats.dam) 1429 if (tmp == op->stats.dam)
1540 { 1430 {
1541 if (change->stats.dam < 10) 1431 if (change->stats.dam < 10)
1542 op->stats.dam--; 1432 op->stats.dam--;
1543 else 1433 else
1549 } 1439 }
1550 1440
1551 if (change->weight) 1441 if (change->weight)
1552 { 1442 {
1553 if (change->weight < 0) 1443 if (change->weight < 0)
1554 op->weight = (-change->weight); 1444 op->weight = -change->weight;
1555 else 1445 else
1556 op->weight = (op->weight * (change->weight)) / 100; 1446 op->weight = op->weight * change->weight / 100;
1557 } 1447 }
1558 1448
1559 if (change->last_sp) 1449 if (change->last_sp)
1560 { 1450 {
1561 if (change->last_sp < 0) 1451 if (change->last_sp < 0)
1562 op->last_sp = (-change->last_sp); 1452 op->last_sp = -change->last_sp;
1563 else 1453 else
1564 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1454 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1565 } 1455 }
1566 1456
1567 if (change->gen_sp_armour) 1457 if (change->gen_sp_armour)
1568 { 1458 {
1569 if (change->gen_sp_armour < 0) 1459 if (change->gen_sp_armour < 0)
1570 op->gen_sp_armour = (-change->gen_sp_armour); 1460 op->gen_sp_armour = -change->gen_sp_armour;
1571 else 1461 else
1572 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1462 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1573 } 1463 }
1574 1464
1575 op->value *= change->value; 1465 op->value *= change->value;
1576 1466
1577 if (change->materials) 1467 if (change->materials)
1578 op->materials = change->materials; 1468 op->materials = change->materials;
1579 1469
1580 if (change->materialname) 1470 if (change->material != MATERIAL_NULL)
1581 op->materialname = change->materialname; 1471 op->material = change->material;
1582 1472
1583 if (change->slaying) 1473 if (change->slaying)
1584 op->slaying = change->slaying; 1474 op->slaying = change->slaying;
1585 1475
1586 if (change->race) 1476 if (change->race)
1609 name = tmp->name + 1, neg = 1; 1499 name = tmp->name + 1, neg = 1;
1610 else 1500 else
1611 name = tmp->name, neg = 0; 1501 name = tmp->name, neg = 0;
1612 1502
1613 /* If we match name, then return the opposite of 'neg' */ 1503 /* If we match name, then return the opposite of 'neg' */
1614 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1504 if (!strcmp (name, op->arch->archname))
1615 return !neg; 1505 return !neg;
1616 1506
1617 /* Set success as true, since if the match was an inverse, it means 1507 /* Set success as true, since if the match was an inverse, it means
1618 * everything is allowed except what we match 1508 * everything is allowed except what we match
1619 */ 1509 */
1630 */ 1520 */
1631 1521
1632void 1522void
1633give_artifact_abilities (object *op, object *artifct) 1523give_artifact_abilities (object *op, object *artifct)
1634{ 1524{
1635 char new_name[MAX_BUF]; 1525 op->title = format ("of %s", &artifct->name);
1636 1526
1637 sprintf (new_name, "of %s", &artifct->name);
1638 op->title = new_name;
1639 add_abilities (op, artifct); /* Give out the bonuses */ 1527 add_abilities (op, artifct); /* Give out the bonuses */
1640 1528
1641#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1529#if 0 /* Bit verbose, but keep it here until next time I need it... */
1642 { 1530 {
1643 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1531 char identified = op->flag [FLAG_IDENTIFIED];
1644 1532
1645 SET_FLAG (op, FLAG_IDENTIFIED); 1533 op->set_flag (FLAG_IDENTIFIED);
1646 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1534 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1647 if (!identified) 1535 if (!identified)
1648 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1536 op->clr_flag (FLAG_IDENTIFIED);
1649 } 1537 }
1650#endif 1538#endif
1651 return; 1539 return;
1652} 1540}
1653 1541
1663#define ARTIFACT_TRIES 2 1551#define ARTIFACT_TRIES 2
1664 1552
1665void 1553void
1666generate_artifact (object *op, int difficulty) 1554generate_artifact (object *op, int difficulty)
1667{ 1555{
1668 artifactlist *al;
1669 artifact *art; 1556 artifact *art;
1670 int i;
1671 1557
1672 al = find_artifactlist (op->type); 1558 artifactlist *al = find_artifactlist (op->type);
1673 1559
1674 if (al == NULL) 1560 if (al == NULL)
1675 { 1561 {
1676#if 0 /* This is too verbose, usually */ 1562#if 0 /* This is too verbose, usually */
1677 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1563 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1678#endif 1564#endif
1679 return; 1565 return;
1680 } 1566 }
1681 1567
1682 for (i = 0; i < ARTIFACT_TRIES; i++) 1568 for (int i = 0; i < ARTIFACT_TRIES; i++)
1683 { 1569 {
1684 int roll = rndm (al->total_chance); 1570 int roll = rndm (al->total_chance);
1685 1571
1686 for (art = al->items; art; art = art->next) 1572 for (art = al->items; art; art = art->next)
1687 { 1573 {
1695#if 1 1581#if 1
1696 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1582 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1697#endif 1583#endif
1698 return; 1584 return;
1699 } 1585 }
1700 if (!strcmp (art->item->name, "NONE")) 1586
1587 if (art->item->name == shstr_NONE)
1701 return; 1588 return;
1589
1702 if (FABS (op->magic) < art->item->magic) 1590 if (fabs (op->magic) < art->item->magic)
1703 continue; /* Not magic enough to be this item */ 1591 continue; /* Not magic enough to be this item */
1704 1592
1705 /* Map difficulty not high enough */ 1593 /* Map difficulty not high enough */
1706 if (difficulty < art->difficulty) 1594 if (difficulty < art->difficulty)
1707 continue; 1595 continue;
1725 */ 1613 */
1726 1614
1727void 1615void
1728fix_flesh_item (object *item, object *donor) 1616fix_flesh_item (object *item, object *donor)
1729{ 1617{
1730 char tmpbuf[MAX_BUF];
1731 int i;
1732
1733 if (item->type == FLESH && donor) 1618 if (item->type == FLESH && donor)
1734 { 1619 {
1735 /* change the name */ 1620 /* change the name */
1736 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1621 item->name = format ("%s's %s", &donor->name, &item->name);
1737 item->name = tmpbuf;
1738 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1622 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1739 item->name_pl = tmpbuf;
1740 1623
1741 /* weight is FLESH weight/100 * donor */ 1624 /* weight is FLESH weight/100 * donor */
1742 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1625 item->weight = max (1, item->weight * donor->weight / 100);
1743 item->weight = 1;
1744 1626
1745 /* value is multiplied by level of donor */ 1627 /* value is multiplied by level of donor */
1746 item->value *= isqrt (donor->level * 2); 1628 item->value *= isqrt (donor->level * 2);
1747 1629
1748 /* food value */ 1630 /* food value */
1749 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1631 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1750 1632
1751 /* flesh items inherit some abilities of donor, but not 1633 /* flesh items inherit some abilities of donor, but not
1752 * full effect. 1634 * full effect.
1753 */ 1635 */
1754 for (i = 0; i < NROFATTACKS; i++) 1636 for (int i = 0; i < NROFATTACKS; i++)
1755 item->resist[i] = donor->resist[i] / 2; 1637 item->resist[i] = donor->resist[i] / 2;
1756 1638
1757 /* item inherits donor's level (important for quezals) */ 1639 /* item inherits donor's level (important for quezals) */
1758 item->level = donor->level; 1640 item->level = donor->level;
1759 1641
1760 /* if donor has some attacktypes, the flesh is poisonous */ 1642 /* if donor has some attacktypes, the flesh is poisonous */
1761 if (donor->attacktype & AT_POISON) 1643 if (donor->attacktype & AT_POISON)
1762 item->type = POISON; 1644 item->type = POISON;
1645
1763 if (donor->attacktype & AT_ACID) 1646 if (donor->attacktype & AT_ACID)
1764 item->stats.hp = -1 * item->stats.food; 1647 item->stats.hp = -item->stats.food;
1765 SET_FLAG (item, FLAG_NO_STEAL);
1766 }
1767}
1768 1648
1769/* special_potion() - so that old potion code is still done right. */ 1649 item->set_flag (FLAG_NO_STEAL);
1770int 1650 }
1771special_potion (object *op)
1772{
1773 if (op->attacktype)
1774 return 1;
1775
1776 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1777 return 1;
1778
1779 for (int i = 0; i < NROFATTACKS; i++)
1780 if (op->resist[i])
1781 return 1;
1782
1783 return 0;
1784} 1651}
1785 1652
1786void 1653static void
1787free_treasurestruct (treasure *t) 1654free_treasurestruct (treasure *t)
1788{ 1655{
1789 if (t->next) free_treasurestruct (t->next); 1656 if (t->next) free_treasurestruct (t->next);
1790 if (t->next_yes) free_treasurestruct (t->next_yes); 1657 if (t->next_yes) free_treasurestruct (t->next_yes);
1791 if (t->next_no) free_treasurestruct (t->next_no); 1658 if (t->next_no) free_treasurestruct (t->next_no);
1792 1659
1793 delete t; 1660 delete t;
1794} 1661}
1795 1662
1796void 1663static void
1797free_charlinks (linked_char *lc) 1664free_charlinks (linked_char *lc)
1798{ 1665{
1799 if (lc->next) 1666 if (lc->next)
1800 free_charlinks (lc->next); 1667 free_charlinks (lc->next);
1801 1668
1802 delete lc; 1669 delete lc;
1803} 1670}
1804 1671
1805void 1672static void
1806free_artifact (artifact *at) 1673free_artifact (artifact *at)
1807{ 1674{
1808 if (at->next) free_artifact (at->next); 1675 if (at->next) free_artifact (at->next);
1809 if (at->allowed) free_charlinks (at->allowed); 1676 if (at->allowed) free_charlinks (at->allowed);
1810 1677
1811 at->item->destroy (1); 1678 at->item->destroy ();
1812 1679
1813 sfree (at); 1680 sfree (at);
1814} 1681}
1815 1682
1816void
1817free_artifactlist (artifactlist *al)
1818{
1819 artifactlist *nextal;
1820
1821 for (al = first_artifactlist; al; al = nextal)
1822 {
1823 nextal = al->next;
1824
1825 if (al->items)
1826 free_artifact (al->items);
1827
1828 sfree (al);
1829 }
1830}
1831
1832void
1833free_all_treasures (void)
1834{
1835 treasurelist *tl, *next;
1836
1837 for (tl = first_treasurelist; tl; tl = next)
1838 {
1839 clear (tl);
1840
1841 next = tl->next;
1842 delete tl;
1843 }
1844
1845 free_artifactlist (first_artifactlist);
1846}

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