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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.71 by root, Tue Apr 15 03:16:02 2008 UTC vs.
Revision 1.121 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net> 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
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>
39 41
40extern char *spell_mapping[]; 42extern char *spell_mapping[];
41 43
42static treasurelist *first_treasurelist; 44static treasurelist *first_treasurelist;
43 45
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 46static void change_treasure (treasure *t, object *op); /* overrule default values */
45 47
46typedef std::tr1::unordered_map< 48typedef ska::flat_hash_map<
47 const char *, 49 const char *,
48 treasurelist *, 50 treasurelist *,
49 str_hash, 51 str_hash,
50 str_equal, 52 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 53 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 54> tl_map_t;
54 55
55static tl_map_t tl_map; 56static tl_map_t tl_map;
57
58//TODO: class method
59static void free_treasurestruct (treasure *t); // bleh desu
60static void
61clear (treasurelist *tl)
62{
63 if (tl->items)
64 {
65 free_treasurestruct (tl->items);
66 tl->items = 0;
67 }
68
69 tl->total_chance = 0;
70}
56 71
57/* 72/*
58 * Searches for the given treasurelist 73 * Searches for the given treasurelist
59 */ 74 */
60treasurelist * 75treasurelist *
92 } 107 }
93 108
94 return tl; 109 return tl;
95} 110}
96 111
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 112#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 113/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 114 * so that the treasure name can be printed out
113 */ 115 */
114static void 116static void
144 coroapi::cede_to_tick (); 146 coroapi::cede_to_tick ();
145 147
146 switch (f.kw) 148 switch (f.kw)
147 { 149 {
148 case KW_arch: 150 case KW_arch:
149 t->item = archetype::get (f.get_str ()); 151 t->item = archetype::find (f.get_str ());
152
153 if (!t->item)
154 {
155 f.parse_warn ("treasure references unknown archetype");
156 t->item = archetype::empty;
157 }
158
150 break; 159 break;
151 160
152 case KW_list: f.get (t->name); break; 161 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break; 162 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break; 163 case KW_change_title: f.get (t->change_arch.title); break;
168 t->next = read_treasure (f); 177 t->next = read_treasure (f);
169 return t; 178 return t;
170 179
171 default: 180 default:
172 if (!f.parse_error ("treasurelist", t->name)) 181 if (!f.parse_error ("treasurelist", t->name))
173 return 0; 182 goto error;
174 183
175 return t; 184 return t;
176 } 185 }
177 186
178 f.next (); 187 f.next ();
179 } 188 }
189
190 // not reached
191
192error:
193 delete t;
194 return 0;
180} 195}
181 196
182/* 197/*
183 * Each treasure is parsed with the help of load_treasure(). 198 * Each treasure is parsed with the help of load_treasure().
184 */ 199 */
243 return; 258 return;
244 } 259 }
245 260
246 op->expand_tail (); 261 op->expand_tail ();
247 262
263 if (!creator->is_on_map ()
248 if (op->blocked (creator->map, creator->x, creator->y)) 264 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
249 op->destroy (); 265 op->destroy ();
250 else 266 else
251 { 267 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 268 op->flag [FLAG_OBJ_ORIGINAL] = true;
253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 269 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 } 270 }
255 } 271 }
256 else 272 else
257 { 273 {
258 op = creator->insert (op); 274 op = creator->insert (op);
259 275
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 276 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
261 monster_check_apply (creator, op); 277 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 } 278 }
267} 279}
268 280
269/* if there are change_xxx commands in the treasure, we include the changes 281/* if there are change_xxx commands in the treasure, we include the changes
270 * in the generated object 282 * in the generated object
301 } 313 }
302 else 314 else
303 { 315 {
304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
305 { 317 {
306 object *tmp = arch_to_object (t->item); 318 object *tmp = t->item->instance ();
307 319
308 if (t->nrof && tmp->nrof <= 1) 320 if (t->nrof && tmp->nrof <= 1)
309 tmp->nrof = rndm (t->nrof) + 1; 321 tmp->nrof = rndm (t->nrof) + 1;
310 322
311 fix_generated_item (tmp, op, difficulty, t->magic, flag); 323 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 else if (t->nrof) 370 else if (t->nrof)
359 create_one_treasure (tl, op, flag, difficulty, tries); 371 create_one_treasure (tl, op, flag, difficulty, tries);
360 } 372 }
361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
362 { 374 {
363 if (object *tmp = arch_to_object (t->item)) 375 if (object *tmp = t->item->instance ())
364 { 376 {
365 if (t->nrof && tmp->nrof <= 1) 377 if (t->nrof && tmp->nrof <= 1)
366 tmp->nrof = rndm (t->nrof) + 1; 378 tmp->nrof = rndm (t->nrof) + 1;
367 379
368 fix_generated_item (tmp, op, difficulty, t->magic, flag); 380 fix_generated_item (tmp, op, difficulty, t->magic, flag);
434 446
435 if (ob->inv) 447 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n"); 448 LOG (llevError, "In generate treasure, created multiple objects.\n");
437 449
438 ob->destroy (); 450 ob->destroy ();
451
439 return tmp; 452 return tmp;
440} 453}
441 454
442/* 455/*
443 * This is a new way of calculating the chance for an item to have 456 * This is a new way of calculating the chance for an item to have
480 { 0, 0, 0, 3, 97}, // 29 493 { 0, 0, 0, 3, 97}, // 29
481 { 0, 0, 0, 0, 100}, // 30 494 { 0, 0, 0, 0, 100}, // 30
482 { 0, 0, 0, 0, 100}, // 31 495 { 0, 0, 0, 0, 100}, // 31
483}; 496};
484 497
485/* calculate the appropriate level for wands staves and scrolls. 498/* calculate the appropriate level for wands staves and scrolls.
486 * This code presumes that op has had its spell object created (in op->inv) 499 * This code presumes that op has had its spell object created (in op->inv)
487 * 500 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006: 501 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 502 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
490 */ 503 */
491int 504static int
492level_for_item (const object *op, int difficulty) 505level_for_item (const object *op, int difficulty)
493{ 506{
494 if (!op->inv) 507 if (!op->inv)
495 { 508 {
496 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 509 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
501 514
502 if (olevel <= 0) 515 if (olevel <= 0)
503 olevel = rndm (1, op->inv->level); 516 olevel = rndm (1, op->inv->level);
504 517
505 return min (olevel, MAXLEVEL); 518 return min (olevel, MAXLEVEL_TREASURE);
506} 519}
507 520
508/* 521/*
509 * Based upon the specified difficulty and upon the difftomagic_list array, 522 * Based upon the specified difficulty and upon the difftomagic_list array,
510 * a random magical bonus is returned. This is used when determine 523 * a random magical bonus is returned. This is used when determine
513 * elmex Thu Aug 10 18:45:44 CEST 2006: 526 * elmex Thu Aug 10 18:45:44 CEST 2006:
514 * Scaling difficulty by max_level, as difficulty is a level and not some 527 * Scaling difficulty by max_level, as difficulty is a level and not some
515 * weird integer between 1-31. 528 * weird integer between 1-31.
516 * 529 *
517 */ 530 */
518int 531static int
519magic_from_difficulty (int difficulty) 532magic_from_difficulty (int difficulty)
520{ 533{
521 int percent = 0, magic = 0;
522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 534 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
535 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
523 536
524 scaled_diff--;
525
526 if (scaled_diff < 0)
527 scaled_diff = 0;
528
529 if (scaled_diff >= DIFFLEVELS)
530 scaled_diff = DIFFLEVELS - 1;
531
532 percent = rndm (100); 537 int percent = rndm (100);
538 int magic;
533 539
534 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 540 for (magic = 0; magic <= MAXMAGIC; magic++)
535 { 541 {
536 percent -= difftomagic_list[scaled_diff][magic]; 542 percent -= difftomagic_list[scaled_diff][magic];
537 543
538 if (percent < 0) 544 if (percent < 0)
539 break; 545 break;
540 } 546 }
541 547
542 if (magic == (MAXMAGIC + 1)) 548 if (magic > MAXMAGIC)
543 { 549 {
544 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
545 magic = 0; 551 magic = 0;
546 } 552 }
547 553
555 * Sets magical bonus in an object, and recalculates the effect on 561 * Sets magical bonus in an object, and recalculates the effect on
556 * the armour variable, and the effect on speed of armour. 562 * the armour variable, and the effect on speed of armour.
557 * This function doesn't work properly, should add use of archetypes 563 * This function doesn't work properly, should add use of archetypes
558 * to make it truly absolute. 564 * to make it truly absolute.
559 */ 565 */
560
561void 566void
562set_abs_magic (object *op, int magic) 567set_abs_magic (object *op, int magic)
563{ 568{
564 if (!magic) 569 if (!magic)
565 return; 570 return;
570 if (op->type == ARMOUR) 575 if (op->type == ARMOUR)
571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 577
573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 578 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
574 magic = (-magic); 579 magic = (-magic);
580
575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 581 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 } 582 }
577 else 583 else
578 { 584 {
579 if (op->type == ARMOUR) 585 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
587
581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 588 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
582 magic = (-magic); 589 magic = (-magic);
590
583 op->weight = (op->weight * (100 - magic * 10)) / 100; 591 op->weight = (op->weight * (100 - magic * 10)) / 100;
584 } 592 }
585} 593}
586 594
587/* 595/*
590 */ 598 */
591 599
592static void 600static void
593set_magic (int difficulty, object *op, int max_magic, int flags) 601set_magic (int difficulty, object *op, int max_magic, int flags)
594{ 602{
595 int i;
596
597 i = magic_from_difficulty (difficulty); 603 int i = magic_from_difficulty (difficulty);
604
598 if ((flags & GT_ONLY_GOOD) && i < 0) 605 if ((flags & GT_ONLY_GOOD) && i < 0)
599 i = -i; 606 i = -i;
607
600 if (i > max_magic) 608 i = min (i, max_magic);
601 i = max_magic; 609
602 set_abs_magic (op, i); 610 set_abs_magic (op, i);
603 if (i < 0) 611 if (i < 0)
604 SET_FLAG (op, FLAG_CURSED); 612 op->set_flag (FLAG_CURSED);
605} 613}
606 614
607/* 615/*
608 * Randomly adds one magical ability to the given object. 616 * Randomly adds one magical ability to the given object.
609 * Modified for Partial Resistance in many ways: 617 * Modified for Partial Resistance in many ways:
610 * 1) Since rings can have multiple bonuses, if the same bonus 618 * 1) Since rings can have multiple bonuses, if the same bonus
611 * is rolled again, increase it - the bonuses now stack with 619 * is rolled again, increase it - the bonuses now stack with
612 * other bonuses previously rolled and ones the item might natively have. 620 * other bonuses previously rolled and ones the item might natively have.
613 * 2) Add code to deal with new PR method. 621 * 2) Add code to deal with new PR method.
614 */ 622 */
615void 623static void
616set_ring_bonus (object *op, int bonus) 624set_ring_bonus (object *op, int bonus)
617{ 625{
618
619 int r = rndm (bonus > 0 ? 25 : 11); 626 int r = rndm (bonus > 0 ? 25 : 11);
620 627
621 if (op->type == AMULET) 628 if (op->type == AMULET)
622 {
623 if (!(rndm (21))) 629 if (!rndm (21))
624 r = 20 + rndm (2); 630 r = 20 + rndm (2);
631 else if (rndm (2))
632 r = 10;
625 else 633 else
626 {
627 if (rndm (2))
628 r = 10;
629 else
630 r = 11 + rndm (9); 634 r = 11 + rndm (9);
631 }
632 }
633 635
634 switch (r) 636 switch (r)
635 { 637 {
636 /* Redone by MSW 2000-11-26 to have much less code. Also, 638 /* Redone by MSW 2000-11-26 to have much less code. Also,
637 * bonuses and penalties will stack and add to existing values. 639 * bonuses and penalties will stack and add to existing values.
638 * of the item. 640 * of the item.
639 */ 641 */
640 case 0: 642 case 0:
641 case 1: 643 case 1:
642 case 2: 644 case 2:
643 case 3: 645 case 3:
644 case 4: 646 case 4:
684 * little random element in since that they don't always end up with 686 * little random element in since that they don't always end up with
685 * even values. 687 * even values.
686 */ 688 */
687 if (bonus < 0) 689 if (bonus < 0)
688 val = 2 * -val - rndm (b); 690 val = 2 * -val - rndm (b);
689 if (val > 35) 691
690 val = 35; /* Upper limit */ 692 val = min (35, val); /* Upper limit */
693
691 b = 0; 694 b = 0;
692 695
693 while (op->resist[resist_table[resist]] != 0 && b < 4) 696 while (op->resist[resist_table[resist]] != 0 && b < 4)
694 resist = rndm (num_resist_table); 697 resist = rndm (num_resist_table);
695 698
703 break; 706 break;
704 } 707 }
705 case 20: 708 case 20:
706 if (op->type == AMULET) 709 if (op->type == AMULET)
707 { 710 {
708 SET_FLAG (op, FLAG_REFL_SPELL); 711 op->set_flag (FLAG_REFL_SPELL);
709 op->value *= 11; 712 op->value *= 11;
710 } 713 }
711 else 714 else
712 { 715 {
713 op->stats.hp = 1; /* regenerate hit points */ 716 op->stats.hp = 1; /* regenerate hit points */
716 break; 719 break;
717 720
718 case 21: 721 case 21:
719 if (op->type == AMULET) 722 if (op->type == AMULET)
720 { 723 {
721 SET_FLAG (op, FLAG_REFL_MISSILE); 724 op->set_flag (FLAG_REFL_MISSILE);
722 op->value *= 9; 725 op->value *= 9;
723 } 726 }
724 else 727 else
725 { 728 {
726 op->stats.sp = 1; /* regenerate spell points */ 729 op->stats.sp = 1; /* regenerate spell points */
728 } 731 }
729 break; 732 break;
730 733
731 case 22: 734 case 22:
732 op->stats.exp += bonus; /* Speed! */ 735 op->stats.exp += bonus; /* Speed! */
733 op->value = (op->value * 2) / 3; 736 op->value = op->value * 2 / 3;
734 break; 737 break;
735 } 738 }
736 739
737 if (bonus > 0) 740 if (bonus > 0)
738 op->value *= 2 * bonus; 741 op->value = 2 * op->value * bonus;
739 else 742 else
740 op->value = -(op->value * 2 * bonus) / 3; 743 op->value = -2 * op->value * bonus / 3;
741} 744}
742 745
743/* 746/*
744 * get_magic(diff) will return a random number between 0 and 4. 747 * get_magic(diff) will return a random number between 0 and 4.
745 * diff can be any value above 2. The higher the diff-variable, the 748 * diff can be any value above 2. The higher the diff-variable, the
746 * higher is the chance of returning a low number. 749 * higher is the chance of returning a low number.
747 * It is only used in fix_generated_treasure() to set bonuses on 750 * It is only used in fix_generated_treasure() to set bonuses on
748 * rings and amulets. 751 * rings and amulets.
749 * Another scheme is used to calculate the magic of weapons and armours. 752 * Another scheme is used to calculate the magic of weapons and armours.
750 */ 753 */
751int 754static int
752get_magic (int diff) 755get_magic (int diff)
753{ 756{
754 int i; 757 diff = min (3, diff);
755 758
756 if (diff < 3)
757 diff = 3;
758
759 for (i = 0; i < 4; i++) 759 for (int i = 0; i < 4; i++)
760 if (rndm (diff)) 760 if (rndm (diff))
761 return i; 761 return i;
762 762
763 return 4; 763 return 4;
764} 764}
765 765
766/* special_potion() - so that old potion code is still done right. */
767static int
768special_potion (object *op)
769{
770 if (op->attacktype)
771 return 1;
772
773 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
774 return 1;
775
776 for (int i = 0; i < NROFATTACKS; i++)
777 if (op->resist[i])
778 return 1;
779
780 return 0;
781}
782
783static double
784value_factor_from_spell_item (object *spell, object *item)
785{
786 double factor =
787 pow ((spell->value > 0 ? spell->value : 1)
788 * spell->level, 1.5);
789
790 if (item) // this if for: wands/staffs/rods:
791 {
792 /* Old crossfire comment ahead:
793 * Add 50 to both level an divisor to keep prices a little more
794 * reasonable. Otherwise, a high level version of a low level
795 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
796 * 10 time multiplier). This way, the value are a bit more reasonable.
797 */
798
799 factor *= item->level + 50;
800 factor /= item->inv->level + 50;
801 }
802
803 return factor;
804}
805
766#define DICE2 (get_magic(2)==2?2:1) 806#define DICE2 (get_magic(2) == 2 ? 2 : 1)
767#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 807#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
768 808
769/* 809/*
770 * fix_generated_item(): This is called after an item is generated, in 810 * fix_generated_item(): This is called after an item is generated, in
771 * order to set it up right. This produced magical bonuses, puts spells 811 * order to set it up right. This produced magical bonuses, puts spells
772 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 812 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
773 */ 813 */
774 814
775/* 4/28/96 added creator object from which op may now inherit properties based on 815/* 4/28/96 added creator object from which op may now inherit properties based on
776 * op->type. Right now, which stuff the creator passes on is object type 816 * op->type. Right now, which stuff the creator passes on is object type
777 * dependant. I know this is a spagetti manuever, but is there a cleaner 817 * dependant. I know this is a spagetti manuever, but is there a cleaner
778 * way to do this? b.t. */ 818 * way to do this? b.t. */
779 819
780/* 820/*
781 * ! (flags & GT_ENVIRONMENT): 821 * ! (flags & GT_ENVIRONMENT):
782 * Automatically calls fix_flesh_item(). 822 * Automatically calls fix_flesh_item().
805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 845 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
806 /* So the treasure doesn't get created again */ 846 /* So the treasure doesn't get created again */
807 op->randomitems = 0; 847 op->randomitems = 0;
808 } 848 }
809 849
810 if (difficulty < 1) 850 max_it (difficulty, 1);
811 difficulty = 1;
812 851
813 if (INVOKE_OBJECT (ADD_BONUS, op, 852 if (INVOKE_OBJECT (ADD_BONUS, op,
814 ARG_OBJECT (creator != op ? creator : 0), 853 ARG_OBJECT (creator != op ? creator : 0),
815 ARG_INT (difficulty), ARG_INT (max_magic), 854 ARG_INT (difficulty), ARG_INT (max_magic),
816 ARG_INT (flags))) 855 ARG_INT (flags)))
817 return; 856 return;
818 857
819 if (!(flags & GT_MINIMAL)) 858 if (!(flags & GT_MINIMAL))
820 { 859 {
821 if (op->arch == crown_arch) 860 if (IS_ARCH (op->arch, crown))
822 { 861 {
823 set_magic (difficulty, op, max_magic, flags); 862 set_magic (difficulty, op, max_magic, flags);
824 num_enchantments = calc_item_power (op, 1); 863 num_enchantments = calc_item_power (op, 1);
825 generate_artifact (op, difficulty); 864 generate_artifact (op, difficulty);
826 } 865 }
831 870
832 num_enchantments = calc_item_power (op, 1); 871 num_enchantments = calc_item_power (op, 1);
833 872
834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 873 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN 874 || op->type == HORN
836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 875 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
837 * used for shop_floors or treasures */
838 generate_artifact (op, difficulty); 876 generate_artifact (op, difficulty);
839 } 877 }
840 878
841 /* Object was made an artifact. Calculate its item_power rating. 879 /* Object was made an artifact. Calculate its item_power rating.
842 * the item_power in the object is what the artfiact adds. 880 * the item_power in the object is what the artfiact adds.
876 * again below */ 914 * again below */
877 } 915 }
878 } 916 }
879 917
880 /* materialtype modifications. Note we allow this on artifacts. */ 918 /* materialtype modifications. Note we allow this on artifacts. */
881 set_materialname (op, difficulty, NULL); 919 select_material (op, difficulty);
882 920
883 if (flags & GT_MINIMAL) 921 if (flags & GT_MINIMAL)
884 { 922 {
885 if (op->type == POTION) 923 if (op->type == POTION)
886 /* Handle healing and magic power potions */ 924 /* Handle healing and magic power potions */
887 if (op->stats.sp && !op->randomitems) 925 if (op->stats.sp && !op->randomitems)
888 { 926 {
889 object *tmp;
890
891 tmp = get_archetype (spell_mapping[op->stats.sp]); 927 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
892 insert_ob_in_ob (tmp, op); 928 insert_ob_in_ob (tmp, op);
893 op->stats.sp = 0; 929 op->stats.sp = 0;
894 } 930 }
895 } 931 }
896 else if (!op->title) /* Only modify object if not special */ 932 else if (!op->title) /* Only modify object if not special */
899 case WEAPON: 935 case WEAPON:
900 case ARMOUR: 936 case ARMOUR:
901 case SHIELD: 937 case SHIELD:
902 case HELMET: 938 case HELMET:
903 case CLOAK: 939 case CLOAK:
904 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 940 if (op->flag [FLAG_CURSED] && !(rndm (4)))
905 set_ring_bonus (op, -DICE2); 941 set_ring_bonus (op, -DICE2);
906 break; 942 break;
907 943
908 case BRACERS: 944 case BRACERS:
909 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 945 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
910 { 946 {
911 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 947 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
912 if (!QUERY_FLAG (op, FLAG_CURSED)) 948 if (!op->flag [FLAG_CURSED])
913 op->value *= 3; 949 op->value *= 3;
914 } 950 }
915 break; 951 break;
916 952
917 case POTION: 953 case POTION:
918 { 954 {
919 int too_many_tries = 0, is_special = 0; 955 int too_many_tries = 0;
920 956
921 /* Handle healing and magic power potions */ 957 /* Handle healing and magic power potions */
922 if (op->stats.sp && !op->randomitems) 958 if (op->stats.sp && !op->randomitems)
923 { 959 {
924 object *tmp;
925
926 tmp = get_archetype (spell_mapping[op->stats.sp]); 960 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
927 insert_ob_in_ob (tmp, op); 961 insert_ob_in_ob (tmp, op);
928 op->stats.sp = 0; 962 op->stats.sp = 0;
929 } 963 }
930 964
931 while (!(is_special = special_potion (op)) && !op->inv) 965 while (!special_potion (op) && !op->inv)
932 { 966 {
933 generate_artifact (op, difficulty); 967 generate_artifact (op, difficulty);
934 if (too_many_tries++ > 10) 968 if (too_many_tries++ > 10)
935 break; 969 break;
936 } 970 }
939 * since the value set on those is already correct. 973 * since the value set on those is already correct.
940 */ 974 */
941 if (op->inv && op->randomitems) 975 if (op->inv && op->randomitems)
942 { 976 {
943 /* value multiplier is same as for scrolls */ 977 /* value multiplier is same as for scrolls */
944 op->value = (op->value * op->inv->value); 978 op->value *= op->inv->value;
945 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 979 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
946 } 980 }
947 else 981 else
948 { 982 {
949 op->name = "potion"; 983 op->name = shstr_potion;
950 op->name_pl = "potions"; 984 op->name_pl = shstr_potions;
951 } 985 }
952 986
953 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 987 if (!(flags & GT_ONLY_GOOD) && rndm (2))
954 SET_FLAG (op, FLAG_CURSED); 988 op->set_flag (FLAG_CURSED);
989
955 break; 990 break;
956 } 991 }
957 992
958 case AMULET: 993 case AMULET:
959 if (op->arch == amulet_arch) 994 if (IS_ARCH (op->arch, amulet))
960 op->value *= 5; /* Since it's not just decoration */ 995 op->value *= 5; /* Since it's not just decoration */
961 996
962 case RING: 997 case RING:
963 if (op->arch == NULL)
964 {
965 op->destroy ();
966 op = 0;
967 break;
968 }
969
970 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 998 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
971 break; 999 break;
972 1000
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1001 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED); 1002 op->set_flag (FLAG_CURSED);
975 1003
976 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1004 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
977 1005
978 if (op->type != RING) /* Amulets have only one ability */ 1006 if (op->type != RING) /* Amulets have only one ability */
979 break; 1007 break;
980 1008
981 if (!(rndm (4))) 1009 if (!rndm (4))
982 { 1010 {
983 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1011 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
984 1012
985 if (d > 0) 1013 if (d > 0)
986 op->value *= 3; 1014 op->value *= 3;
987 1015
988 set_ring_bonus (op, d); 1016 set_ring_bonus (op, d);
989 1017
990 if (!(rndm (4))) 1018 if (!rndm (4))
991 { 1019 {
992 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1020 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
993 1021
994 if (d > 0) 1022 if (d > 0)
995 op->value *= 5; 1023 op->value *= 5;
1024
996 set_ring_bonus (op, d); 1025 set_ring_bonus (op, d);
997 } 1026 }
998 } 1027 }
999 1028
1000 if (GET_ANIM_ID (op)) 1029 if (op->animation_id)
1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1030 op->set_anim_frame (rndm (op->anim_frames ()));
1002 1031
1003 break; 1032 break;
1004 1033
1005 case BOOK: 1034 case BOOK:
1006 /* Is it an empty book?, if yes lets make a special· 1035 /* Is it an empty book?, if yes lets make a special·
1008 * creator and/or map level we found it on. 1037 * creator and/or map level we found it on.
1009 */ 1038 */
1010 if (!op->msg && rndm (10)) 1039 if (!op->msg && rndm (10))
1011 { 1040 {
1012 /* set the book level properly */ 1041 /* set the book level properly */
1013 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1042 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1014 { 1043 {
1015 if (op->map && op->map->difficulty) 1044 if (op->map && op->map->difficulty)
1016 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1045 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1017 else 1046 else
1018 op->level = rndm (20) + 1; 1047 op->level = rndm (20) + 1;
1021 op->level = rndm (creator->level); 1050 op->level = rndm (creator->level);
1022 1051
1023 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1052 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1024 /* books w/ info are worth more! */ 1053 /* books w/ info are worth more! */
1025 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1054 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1026 /* creator related stuff */
1027
1028 /* for library, chained books. Note that some monsters have no_pick
1029 * set - we don't want to set no pick in that case.
1030 */
1031 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1032 SET_FLAG (op, FLAG_NO_PICK);
1033 if (creator->slaying && !op->slaying) /* for check_inv floors */
1034 op->slaying = creator->slaying;
1035 1055
1036 /* add exp so reading it gives xp (once) */ 1056 /* add exp so reading it gives xp (once) */
1037 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1057 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1038 } 1058 }
1059
1060 /* creator related stuff */
1061
1062 /* for library, chained books. Note that some monsters have no_pick
1063 * set - we don't want to set no pick in that case.
1064 */
1065 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1066 op->set_flag (FLAG_NO_PICK);
1067 if (creator->slaying && !op->slaying) /* for check_inv floors */
1068 op->slaying = creator->slaying;
1039 break; 1069 break;
1040 1070
1041 case SPELLBOOK: 1071 case SPELLBOOK:
1042 op->value = op->value * op->inv->value; 1072 op->value *= value_factor_from_spell_item (op->inv, 0);
1073
1043 /* add exp so learning gives xp */ 1074 /* add exp so learning gives xp */
1044 op->level = op->inv->level; 1075 op->level = op->inv->level;
1045 op->stats.exp = op->value; 1076 op->stats.exp = op->value;
1046 break; 1077 break;
1047 1078
1051 * and reset nrof. 1082 * and reset nrof.
1052 */ 1083 */
1053 op->stats.food = op->inv->nrof; 1084 op->stats.food = op->inv->nrof;
1054 op->nrof = 1; 1085 op->nrof = 1;
1055 /* If the spell changes by level, choose a random level 1086 /* If the spell changes by level, choose a random level
1056 * for it, and adjust price. If the spell doesn't 1087 * for it.
1057 * change by level, just set the wand to the level of
1058 * the spell, and value calculation is simpler.
1059 */ 1088 */
1060 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1089 if (op->inv->duration_modifier
1061 { 1090 || op->inv->dam_modifier
1091 || op->inv->range_modifier)
1062 op->level = level_for_item (op, difficulty); 1092 op->level = level_for_item (op, difficulty);
1063 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1064 }
1065 else 1093 else
1066 {
1067 op->level = op->inv->level; 1094 op->level = op->inv->level;
1068 op->value = op->value * op->inv->value; 1095
1069 } 1096 op->value *= value_factor_from_spell_item (op->inv, op);
1070 break; 1097 break;
1071 1098
1072 case ROD: 1099 case ROD:
1073 op->level = level_for_item (op, difficulty); 1100 op->level = level_for_item (op, difficulty);
1074 /* Add 50 to both level an divisor to keep prices a little more 1101 op->value *= value_factor_from_spell_item (op->inv, op);
1075 * reasonable. Otherwise, a high level version of a low level 1102
1076 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1077 * 10 time multiplier). This way, the value are a bit more reasonable.
1078 */
1079 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1080 /* maxhp is used to denote how many 'charges' the rod holds before */ 1103 /* maxhp is used to denote how many 'charges' the rod holds before */
1081 if (op->stats.maxhp) 1104 if (op->stats.maxhp)
1082 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1105 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1083 else 1106 else
1084 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1107 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1085 1108
1086 op->stats.hp = op->stats.maxhp; 1109 op->stats.hp = op->stats.maxhp;
1087 break; 1110 break;
1088 1111
1089 case SCROLL: 1112 case SCROLL:
1090 op->level = level_for_item (op, difficulty); 1113 op->level = level_for_item (op, difficulty);
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1114 op->value *= value_factor_from_spell_item (op->inv, op);
1092 1115
1093 /* add exp so reading them properly gives xp */ 1116 /* add exp so reading them properly gives xp */
1094 op->stats.exp = op->value / 5; 1117 op->stats.exp = op->value / 5;
1095 op->nrof = op->inv->nrof; 1118 op->nrof = op->inv->nrof;
1096 break; 1119 break;
1104 break; 1127 break;
1105 } /* switch type */ 1128 } /* switch type */
1106 1129
1107 if (flags & GT_STARTEQUIP) 1130 if (flags & GT_STARTEQUIP)
1108 { 1131 {
1109 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1132 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1110 SET_FLAG (op, FLAG_STARTEQUIP); 1133 op->set_flag (FLAG_STARTEQUIP);
1111 else if (op->type != MONEY) 1134 else if (op->type != MONEY)
1112 op->value = 0; 1135 op->value = 0;
1113 } 1136 }
1114 1137
1115 if (!(flags & GT_ENVIRONMENT)) 1138 if (!(flags & GT_ENVIRONMENT))
1126 1149
1127/* 1150/*
1128 * Allocate and return the pointer to an empty artifactlist structure. 1151 * Allocate and return the pointer to an empty artifactlist structure.
1129 */ 1152 */
1130static artifactlist * 1153static artifactlist *
1131get_empty_artifactlist (void) 1154get_empty_artifactlist ()
1132{ 1155{
1133 return salloc0<artifactlist> (); 1156 return salloc0<artifactlist> ();
1134} 1157}
1135 1158
1136/* 1159/*
1137 * Allocate and return the pointer to an empty artifact structure. 1160 * Allocate and return the pointer to an empty artifact structure.
1138 */ 1161 */
1139static artifact * 1162static artifact *
1140get_empty_artifact (void) 1163get_empty_artifact ()
1141{ 1164{
1142 return salloc0<artifact> (); 1165 return salloc0<artifact> ();
1143} 1166}
1144 1167
1145/* 1168/*
1158 1181
1159/* 1182/*
1160 * Builds up the lists of artifacts from the file in the libdir. 1183 * Builds up the lists of artifacts from the file in the libdir.
1161 */ 1184 */
1162void 1185void
1163init_artifacts (void) 1186init_artifacts ()
1164{ 1187{
1165 static int has_been_inited = 0; 1188 static int has_been_inited = 0;
1166 char filename[MAX_BUF];
1167 artifact *art = NULL; 1189 artifact *art = NULL;
1168 artifactlist *al; 1190 artifactlist *al;
1169 1191
1170 if (has_been_inited) 1192 if (has_been_inited)
1171 return; 1193 return;
1172 else 1194 else
1173 has_been_inited = 1; 1195 has_been_inited = 1;
1174 1196
1175 sprintf (filename, "%s/artifacts", settings.datadir); 1197 object_thawer f (settings.datadir, "artifacts");
1176 object_thawer f (filename);
1177 1198
1178 if (!f) 1199 if (!f)
1179 return; 1200 return;
1180 1201
1181 for (;;) 1202 for (;;)
1188 1209
1189 { 1210 {
1190 if (!strcmp (f.get_str (), "all")) 1211 if (!strcmp (f.get_str (), "all"))
1191 break; 1212 break;
1192 1213
1193 char *next, *cp = f.get_str (); 1214 const char *cp = f.get_str ();
1194 1215 char *next;
1195 do 1216 do
1196 { 1217 {
1197 if ((next = strchr (cp, ','))) 1218 if ((next = (char *)strchr (cp, ',')))
1198 *next++ = '\0'; 1219 *next++ = '\0';
1199 1220
1200 linked_char *tmp = new linked_char; 1221 linked_char *tmp = new linked_char;
1201 1222
1202 tmp->name = cp; 1223 tmp->name = cp;
1266 } 1287 }
1267#if 0 1288#if 0
1268 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1289 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1269#endif 1290#endif
1270 } 1291 }
1271
1272 LOG (llevDebug, "done.\n");
1273} 1292}
1274 1293
1275/* 1294/*
1276 * Used in artifact generation. The bonuses of the first object 1295 * Used in artifact generation. The bonuses of the first object
1277 * is modified by the bonuses of the second object. 1296 * is modified by the bonuses of the second object.
1278 */ 1297 */
1279void 1298void
1280add_abilities (object *op, object *change) 1299add_abilities (object *op, object *change)
1281{ 1300{
1282 int i, tmp;
1283
1284 if (change->face != blank_face) 1301 if (change->face != blank_face)
1285 {
1286#ifdef TREASURE_VERBOSE
1287 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1288#endif
1289 op->face = change->face; 1302 op->face = change->face;
1290 }
1291 1303
1292 for (i = 0; i < NUM_STATS; i++) 1304 for (int i = 0; i < NUM_STATS; i++)
1293 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1305 change_attr_value (&(op->stats), i, change->stats.stat (i));
1294 1306
1295 op->attacktype |= change->attacktype; 1307 op->attacktype |= change->attacktype;
1296 op->path_attuned |= change->path_attuned; 1308 op->path_attuned |= change->path_attuned;
1297 op->path_repelled |= change->path_repelled; 1309 op->path_repelled |= change->path_repelled;
1298 op->path_denied |= change->path_denied; 1310 op->path_denied |= change->path_denied;
1299 op->move_type |= change->move_type; 1311 op->move_type |= change->move_type;
1300 op->stats.luck += change->stats.luck; 1312 op->stats.luck += change->stats.luck;
1301 1313
1302 if (QUERY_FLAG (change, FLAG_CURSED)) 1314 static const struct copyflags : object::flags_t
1303 SET_FLAG (op, FLAG_CURSED); 1315 {
1304 if (QUERY_FLAG (change, FLAG_DAMNED)) 1316 copyflags ()
1305 SET_FLAG (op, FLAG_DAMNED); 1317 {
1306 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1318 set (FLAG_CURSED);
1319 set (FLAG_DAMNED);
1320 set (FLAG_LIFESAVE);
1321 set (FLAG_REFL_SPELL);
1322 set (FLAG_STEALTH);
1323 set (FLAG_XRAYS);
1324 set (FLAG_BLIND);
1325 set (FLAG_SEE_IN_DARK);
1326 set (FLAG_REFL_MISSILE);
1327 set (FLAG_MAKE_INVIS);
1328 }
1329 } copyflags;
1330
1331 // we might want to just copy, but or'ing is what the original code did
1332 op->flag |= change->flag & copyflags;
1333
1334 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1307 set_abs_magic (op, -op->magic); 1335 set_abs_magic (op, -op->magic);
1308 1336
1309 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1337 if (change->flag [FLAG_STAND_STILL])
1310 SET_FLAG (op, FLAG_LIFESAVE);
1311 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1312 SET_FLAG (op, FLAG_REFL_SPELL);
1313 if (QUERY_FLAG (change, FLAG_STEALTH))
1314 SET_FLAG (op, FLAG_STEALTH);
1315 if (QUERY_FLAG (change, FLAG_XRAYS))
1316 SET_FLAG (op, FLAG_XRAYS);
1317 if (QUERY_FLAG (change, FLAG_BLIND))
1318 SET_FLAG (op, FLAG_BLIND);
1319 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1320 SET_FLAG (op, FLAG_SEE_IN_DARK);
1321 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1322 SET_FLAG (op, FLAG_REFL_MISSILE);
1323 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1324 SET_FLAG (op, FLAG_MAKE_INVIS);
1325
1326 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1327 { 1338 {
1328 CLEAR_FLAG (op, FLAG_ANIMATE); 1339 op->clr_flag (FLAG_ANIMATE);
1340
1329 /* so artifacts will join */ 1341 /* so artifacts will join */
1330 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1342 if (!op->flag [FLAG_ALIVE])
1331 op->speed = 0.0; 1343 op->speed = 0.;
1332 1344
1333 op->set_speed (op->speed); 1345 op->set_speed (op->speed);
1334 } 1346 }
1335 1347
1336 if (change->nrof) 1348 if (change->nrof)
1337 op->nrof = rndm (change->nrof) + 1; 1349 op->nrof = rndm (change->nrof) + 1;
1338 1350
1339 op->stats.exp += change->stats.exp; /* Speed modifier */ 1351 op->stats.exp += change->stats.exp; /* Speed modifier */
1340 op->stats.wc += change->stats.wc; 1352 op->stats.wc += change->stats.wc;
1341 op->stats.ac += change->stats.ac; 1353 op->stats.ac += change->stats.ac;
1342 1354
1343 if (change->other_arch) 1355 if (change->other_arch)
1344 { 1356 {
1345 /* Basically, for horns & potions, the other_arch field is the spell 1357 /* Basically, for horns & potions, the other_arch field is the spell
1346 * to cast. So convert that to into a spell and put it into 1358 * to cast. So convert that to into a spell and put it into
1347 * this object. 1359 * this object.
1348 */ 1360 */
1349 if (op->type == HORN || op->type == POTION) 1361 if (op->type == HORN || op->type == POTION)
1350 { 1362 {
1351 object *tmp_obj;
1352
1353 /* Remove any spells this object currently has in it */ 1363 /* Remove any spells this object currently has in it */
1354 while (op->inv)
1355 op->inv->destroy (); 1364 op->destroy_inv (false);
1356 1365
1357 tmp_obj = arch_to_object (change->other_arch); 1366 object *tmp = change->other_arch->instance ();
1358 insert_ob_in_ob (tmp_obj, op); 1367 insert_ob_in_ob (tmp, op);
1359 } 1368 }
1369
1360 /* No harm setting this for potions/horns */ 1370 /* No harm setting this for potions/horns */
1361 op->other_arch = change->other_arch; 1371 op->other_arch = change->other_arch;
1362 } 1372 }
1363 1373
1364 if (change->stats.hp < 0) 1374 if (change->stats.hp < 0)
1380 op->stats.maxsp = -change->stats.maxsp; 1390 op->stats.maxsp = -change->stats.maxsp;
1381 else 1391 else
1382 op->stats.maxsp += change->stats.maxsp; 1392 op->stats.maxsp += change->stats.maxsp;
1383 1393
1384 if (change->stats.food < 0) 1394 if (change->stats.food < 0)
1385 op->stats.food = -(change->stats.food); 1395 op->stats.food = -change->stats.food;
1386 else 1396 else
1387 op->stats.food += change->stats.food; 1397 op->stats.food += change->stats.food;
1388 1398
1389 if (change->level < 0) 1399 if (change->level < 0)
1390 op->level = -(change->level); 1400 op->level = -change->level;
1391 else 1401 else
1392 op->level += change->level; 1402 op->level += change->level;
1393 1403
1394 if (change->gen_sp_armour < 0) 1404 if (change->gen_sp_armour < 0)
1395 op->gen_sp_armour = -(change->gen_sp_armour); 1405 op->gen_sp_armour = -change->gen_sp_armour;
1396 else 1406 else
1397 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1407 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1398 1408
1399 op->item_power = change->item_power; 1409 op->item_power = change->item_power;
1400 1410
1401 for (i = 0; i < NROFATTACKS; i++) 1411 for (int i = 0; i < NROFATTACKS; i++)
1402 if (change->resist[i])
1403 op->resist[i] += change->resist[i]; 1412 op->resist[i] += change->resist[i];
1404 1413
1405 if (change->stats.dam) 1414 if (change->stats.dam)
1406 { 1415 {
1407 if (change->stats.dam < 0) 1416 if (change->stats.dam < 0)
1408 op->stats.dam = (-change->stats.dam); 1417 op->stats.dam = -change->stats.dam;
1409 else if (op->stats.dam) 1418 else if (op->stats.dam)
1410 { 1419 {
1411 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1420 int tmp = op->stats.dam * change->stats.dam / 10;
1421
1412 if (tmp == op->stats.dam) 1422 if (tmp == op->stats.dam)
1413 { 1423 {
1414 if (change->stats.dam < 10) 1424 if (change->stats.dam < 10)
1415 op->stats.dam--; 1425 op->stats.dam--;
1416 else 1426 else
1422 } 1432 }
1423 1433
1424 if (change->weight) 1434 if (change->weight)
1425 { 1435 {
1426 if (change->weight < 0) 1436 if (change->weight < 0)
1427 op->weight = (-change->weight); 1437 op->weight = -change->weight;
1428 else 1438 else
1429 op->weight = (op->weight * (change->weight)) / 100; 1439 op->weight = op->weight * change->weight / 100;
1430 } 1440 }
1431 1441
1432 if (change->last_sp) 1442 if (change->last_sp)
1433 { 1443 {
1434 if (change->last_sp < 0) 1444 if (change->last_sp < 0)
1435 op->last_sp = (-change->last_sp); 1445 op->last_sp = -change->last_sp;
1436 else 1446 else
1437 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1447 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1438 } 1448 }
1439 1449
1440 if (change->gen_sp_armour) 1450 if (change->gen_sp_armour)
1441 { 1451 {
1442 if (change->gen_sp_armour < 0) 1452 if (change->gen_sp_armour < 0)
1443 op->gen_sp_armour = (-change->gen_sp_armour); 1453 op->gen_sp_armour = -change->gen_sp_armour;
1444 else 1454 else
1445 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1455 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1446 } 1456 }
1447 1457
1448 op->value *= change->value; 1458 op->value *= change->value;
1449 1459
1450 if (change->materials) 1460 if (change->materials)
1451 op->materials = change->materials; 1461 op->materials = change->materials;
1452 1462
1453 if (change->materialname) 1463 if (change->material != MATERIAL_NULL)
1454 op->materialname = change->materialname; 1464 op->material = change->material;
1455 1465
1456 if (change->slaying) 1466 if (change->slaying)
1457 op->slaying = change->slaying; 1467 op->slaying = change->slaying;
1458 1468
1459 if (change->race) 1469 if (change->race)
1482 name = tmp->name + 1, neg = 1; 1492 name = tmp->name + 1, neg = 1;
1483 else 1493 else
1484 name = tmp->name, neg = 0; 1494 name = tmp->name, neg = 0;
1485 1495
1486 /* If we match name, then return the opposite of 'neg' */ 1496 /* If we match name, then return the opposite of 'neg' */
1487 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1497 if (!strcmp (name, op->arch->archname))
1488 return !neg; 1498 return !neg;
1489 1499
1490 /* Set success as true, since if the match was an inverse, it means 1500 /* Set success as true, since if the match was an inverse, it means
1491 * everything is allowed except what we match 1501 * everything is allowed except what we match
1492 */ 1502 */
1503 */ 1513 */
1504 1514
1505void 1515void
1506give_artifact_abilities (object *op, object *artifct) 1516give_artifact_abilities (object *op, object *artifct)
1507{ 1517{
1508 char new_name[MAX_BUF]; 1518 op->title = format ("of %s", &artifct->name);
1509 1519
1510 sprintf (new_name, "of %s", &artifct->name);
1511 op->title = new_name;
1512 add_abilities (op, artifct); /* Give out the bonuses */ 1520 add_abilities (op, artifct); /* Give out the bonuses */
1513 1521
1514#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1522#if 0 /* Bit verbose, but keep it here until next time I need it... */
1515 { 1523 {
1516 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1524 char identified = op->flag [FLAG_IDENTIFIED];
1517 1525
1518 SET_FLAG (op, FLAG_IDENTIFIED); 1526 op->set_flag (FLAG_IDENTIFIED);
1519 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1527 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1520 if (!identified) 1528 if (!identified)
1521 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1529 op->clr_flag (FLAG_IDENTIFIED);
1522 } 1530 }
1523#endif 1531#endif
1524 return; 1532 return;
1525} 1533}
1526 1534
1536#define ARTIFACT_TRIES 2 1544#define ARTIFACT_TRIES 2
1537 1545
1538void 1546void
1539generate_artifact (object *op, int difficulty) 1547generate_artifact (object *op, int difficulty)
1540{ 1548{
1541 artifactlist *al;
1542 artifact *art; 1549 artifact *art;
1543 int i;
1544 1550
1545 al = find_artifactlist (op->type); 1551 artifactlist *al = find_artifactlist (op->type);
1546 1552
1547 if (al == NULL) 1553 if (al == NULL)
1548 { 1554 {
1549#if 0 /* This is too verbose, usually */ 1555#if 0 /* This is too verbose, usually */
1550 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1556 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1551#endif 1557#endif
1552 return; 1558 return;
1553 } 1559 }
1554 1560
1555 for (i = 0; i < ARTIFACT_TRIES; i++) 1561 for (int i = 0; i < ARTIFACT_TRIES; i++)
1556 { 1562 {
1557 int roll = rndm (al->total_chance); 1563 int roll = rndm (al->total_chance);
1558 1564
1559 for (art = al->items; art; art = art->next) 1565 for (art = al->items; art; art = art->next)
1560 { 1566 {
1568#if 1 1574#if 1
1569 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1575 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1570#endif 1576#endif
1571 return; 1577 return;
1572 } 1578 }
1573 if (!strcmp (art->item->name, "NONE")) 1579
1580 if (art->item->name == shstr_NONE)
1574 return; 1581 return;
1582
1575 if (FABS (op->magic) < art->item->magic) 1583 if (fabs (op->magic) < art->item->magic)
1576 continue; /* Not magic enough to be this item */ 1584 continue; /* Not magic enough to be this item */
1577 1585
1578 /* Map difficulty not high enough */ 1586 /* Map difficulty not high enough */
1579 if (difficulty < art->difficulty) 1587 if (difficulty < art->difficulty)
1580 continue; 1588 continue;
1598 */ 1606 */
1599 1607
1600void 1608void
1601fix_flesh_item (object *item, object *donor) 1609fix_flesh_item (object *item, object *donor)
1602{ 1610{
1603 char tmpbuf[MAX_BUF];
1604 int i;
1605
1606 if (item->type == FLESH && donor) 1611 if (item->type == FLESH && donor)
1607 { 1612 {
1608 /* change the name */ 1613 /* change the name */
1609 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1614 item->name = format ("%s's %s", &donor->name, &item->name);
1610 item->name = tmpbuf;
1611 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1615 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1612 item->name_pl = tmpbuf;
1613 1616
1614 /* weight is FLESH weight/100 * donor */ 1617 /* weight is FLESH weight/100 * donor */
1615 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1618 item->weight = max (1, item->weight * donor->weight / 100);
1616 item->weight = 1;
1617 1619
1618 /* value is multiplied by level of donor */ 1620 /* value is multiplied by level of donor */
1619 item->value *= isqrt (donor->level * 2); 1621 item->value *= isqrt (donor->level * 2);
1620 1622
1621 /* food value */ 1623 /* food value */
1622 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1624 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1623 1625
1624 /* flesh items inherit some abilities of donor, but not 1626 /* flesh items inherit some abilities of donor, but not
1625 * full effect. 1627 * full effect.
1626 */ 1628 */
1627 for (i = 0; i < NROFATTACKS; i++) 1629 for (int i = 0; i < NROFATTACKS; i++)
1628 item->resist[i] = donor->resist[i] / 2; 1630 item->resist[i] = donor->resist[i] / 2;
1629 1631
1630 /* item inherits donor's level (important for quezals) */ 1632 /* item inherits donor's level (important for quezals) */
1631 item->level = donor->level; 1633 item->level = donor->level;
1632 1634
1633 /* if donor has some attacktypes, the flesh is poisonous */ 1635 /* if donor has some attacktypes, the flesh is poisonous */
1634 if (donor->attacktype & AT_POISON) 1636 if (donor->attacktype & AT_POISON)
1635 item->type = POISON; 1637 item->type = POISON;
1638
1636 if (donor->attacktype & AT_ACID) 1639 if (donor->attacktype & AT_ACID)
1637 item->stats.hp = -1 * item->stats.food; 1640 item->stats.hp = -item->stats.food;
1638 SET_FLAG (item, FLAG_NO_STEAL);
1639 }
1640}
1641 1641
1642/* special_potion() - so that old potion code is still done right. */ 1642 item->set_flag (FLAG_NO_STEAL);
1643int 1643 }
1644special_potion (object *op)
1645{
1646 if (op->attacktype)
1647 return 1;
1648
1649 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1650 return 1;
1651
1652 for (int i = 0; i < NROFATTACKS; i++)
1653 if (op->resist[i])
1654 return 1;
1655
1656 return 0;
1657} 1644}
1658 1645
1659void 1646static void
1660free_treasurestruct (treasure *t) 1647free_treasurestruct (treasure *t)
1661{ 1648{
1662 if (t->next) free_treasurestruct (t->next); 1649 if (t->next) free_treasurestruct (t->next);
1663 if (t->next_yes) free_treasurestruct (t->next_yes); 1650 if (t->next_yes) free_treasurestruct (t->next_yes);
1664 if (t->next_no) free_treasurestruct (t->next_no); 1651 if (t->next_no) free_treasurestruct (t->next_no);
1665 1652
1666 delete t; 1653 delete t;
1667} 1654}
1668 1655
1669void 1656static void
1670free_charlinks (linked_char *lc) 1657free_charlinks (linked_char *lc)
1671{ 1658{
1672 if (lc->next) 1659 if (lc->next)
1673 free_charlinks (lc->next); 1660 free_charlinks (lc->next);
1674 1661
1675 delete lc; 1662 delete lc;
1676} 1663}
1677 1664
1678void 1665static void
1679free_artifact (artifact *at) 1666free_artifact (artifact *at)
1680{ 1667{
1681 if (at->next) free_artifact (at->next); 1668 if (at->next) free_artifact (at->next);
1682 if (at->allowed) free_charlinks (at->allowed); 1669 if (at->allowed) free_charlinks (at->allowed);
1683 1670
1684 at->item->destroy (1); 1671 at->item->destroy ();
1685 1672
1686 sfree (at); 1673 sfree (at);
1687} 1674}
1688 1675
1689void
1690free_artifactlist (artifactlist *al)
1691{
1692 artifactlist *nextal;
1693
1694 for (al = first_artifactlist; al; al = nextal)
1695 {
1696 nextal = al->next;
1697
1698 if (al->items)
1699 free_artifact (al->items);
1700
1701 sfree (al);
1702 }
1703}
1704
1705void
1706free_all_treasures (void)
1707{
1708 treasurelist *tl, *next;
1709
1710 for (tl = first_treasurelist; tl; tl = next)
1711 {
1712 clear (tl);
1713
1714 next = tl->next;
1715 delete tl;
1716 }
1717
1718 free_artifactlist (first_artifactlist);
1719}

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