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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.72 by root, Sun Apr 20 00:44:12 2008 UTC vs.
Revision 1.120 by root, Sat Nov 17 23:33:17 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
25 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
32 33
33//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
34 35
35#include <global.h> 36#include <global.h>
36#include <treasure.h> 37#include <treasure.h>
37#include <funcpoint.h> 38
38#include <loader.h> 39#include <flat_hash_map.hpp>
39 40
40extern char *spell_mapping[]; 41extern char *spell_mapping[];
41 42
42static treasurelist *first_treasurelist; 43static treasurelist *first_treasurelist;
43 44
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
45 46
46typedef std::tr1::unordered_map< 47typedef ska::flat_hash_map<
47 const char *, 48 const char *,
48 treasurelist *, 49 treasurelist *,
49 str_hash, 50 str_hash,
50 str_equal, 51 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 52 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 53> tl_map_t;
54 54
55static tl_map_t tl_map; 55static tl_map_t tl_map;
56
57//TODO: class method
58static void free_treasurestruct (treasure *t); // bleh desu
59static void
60clear (treasurelist *tl)
61{
62 if (tl->items)
63 {
64 free_treasurestruct (tl->items);
65 tl->items = 0;
66 }
67
68 tl->total_chance = 0;
69}
56 70
57/* 71/*
58 * Searches for the given treasurelist 72 * Searches for the given treasurelist
59 */ 73 */
60treasurelist * 74treasurelist *
92 } 106 }
93 107
94 return tl; 108 return tl;
95} 109}
96 110
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 111#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
113 */ 114 */
114static void 115static void
145 146
146 switch (f.kw) 147 switch (f.kw)
147 { 148 {
148 case KW_arch: 149 case KW_arch:
149 t->item = archetype::find (f.get_str ()); 150 t->item = archetype::find (f.get_str ());
151
150 if (!t->item) 152 if (!t->item)
151 { 153 {
152 f.parse_warn ("treasure references unknown archetype"); 154 f.parse_warn ("treasure references unknown archetype");
153 goto error; 155 t->item = archetype::empty;
154 } 156 }
155 157
156 break; 158 break;
157 159
158 case KW_list: f.get (t->name); break; 160 case KW_list: f.get (t->name); break;
255 return; 257 return;
256 } 258 }
257 259
258 op->expand_tail (); 260 op->expand_tail ();
259 261
262 if (!creator->is_on_map ()
260 if (op->blocked (creator->map, creator->x, creator->y)) 263 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
261 op->destroy (); 264 op->destroy ();
262 else 265 else
263 { 266 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 267 op->flag [FLAG_OBJ_ORIGINAL] = true;
265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 268 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 } 269 }
267 } 270 }
268 else 271 else
269 { 272 {
270 op = creator->insert (op); 273 op = creator->insert (op);
271 274
272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 275 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
273 monster_check_apply (creator, op); 276 monster_check_apply (creator, op);
274
275 if (flags & GT_UPDATE_INV)
276 if (object *tmp = creator->in_player ())
277 esrv_send_item (tmp, op);
278 } 277 }
279} 278}
280 279
281/* if there are change_xxx commands in the treasure, we include the changes 280/* if there are change_xxx commands in the treasure, we include the changes
282 * in the generated object 281 * in the generated object
313 } 312 }
314 else 313 else
315 { 314 {
316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 315 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
317 { 316 {
318 object *tmp = arch_to_object (t->item); 317 object *tmp = t->item->instance ();
319 318
320 if (t->nrof && tmp->nrof <= 1) 319 if (t->nrof && tmp->nrof <= 1)
321 tmp->nrof = rndm (t->nrof) + 1; 320 tmp->nrof = rndm (t->nrof) + 1;
322 321
323 fix_generated_item (tmp, op, difficulty, t->magic, flag); 322 fix_generated_item (tmp, op, difficulty, t->magic, flag);
370 else if (t->nrof) 369 else if (t->nrof)
371 create_one_treasure (tl, op, flag, difficulty, tries); 370 create_one_treasure (tl, op, flag, difficulty, tries);
372 } 371 }
373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 372 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
374 { 373 {
375 if (object *tmp = arch_to_object (t->item)) 374 if (object *tmp = t->item->instance ())
376 { 375 {
377 if (t->nrof && tmp->nrof <= 1) 376 if (t->nrof && tmp->nrof <= 1)
378 tmp->nrof = rndm (t->nrof) + 1; 377 tmp->nrof = rndm (t->nrof) + 1;
379 378
380 fix_generated_item (tmp, op, difficulty, t->magic, flag); 379 fix_generated_item (tmp, op, difficulty, t->magic, flag);
446 445
447 if (ob->inv) 446 if (ob->inv)
448 LOG (llevError, "In generate treasure, created multiple objects.\n"); 447 LOG (llevError, "In generate treasure, created multiple objects.\n");
449 448
450 ob->destroy (); 449 ob->destroy ();
450
451 return tmp; 451 return tmp;
452} 452}
453 453
454/* 454/*
455 * This is a new way of calculating the chance for an item to have 455 * This is a new way of calculating the chance for an item to have
492 { 0, 0, 0, 3, 97}, // 29 492 { 0, 0, 0, 3, 97}, // 29
493 { 0, 0, 0, 0, 100}, // 30 493 { 0, 0, 0, 0, 100}, // 30
494 { 0, 0, 0, 0, 100}, // 31 494 { 0, 0, 0, 0, 100}, // 31
495}; 495};
496 496
497/* calculate the appropriate level for wands staves and scrolls. 497/* calculate the appropriate level for wands staves and scrolls.
498 * This code presumes that op has had its spell object created (in op->inv) 498 * This code presumes that op has had its spell object created (in op->inv)
499 * 499 *
500 * elmex Wed Aug 9 17:44:59 CEST 2006: 500 * elmex Wed Aug 9 17:44:59 CEST 2006:
501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
502 */ 502 */
503int 503static int
504level_for_item (const object *op, int difficulty) 504level_for_item (const object *op, int difficulty)
505{ 505{
506 if (!op->inv) 506 if (!op->inv)
507 { 507 {
508 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 508 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
513 513
514 if (olevel <= 0) 514 if (olevel <= 0)
515 olevel = rndm (1, op->inv->level); 515 olevel = rndm (1, op->inv->level);
516 516
517 return min (olevel, MAXLEVEL); 517 return min (olevel, MAXLEVEL_TREASURE);
518} 518}
519 519
520/* 520/*
521 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
522 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
525 * elmex Thu Aug 10 18:45:44 CEST 2006: 525 * elmex Thu Aug 10 18:45:44 CEST 2006:
526 * Scaling difficulty by max_level, as difficulty is a level and not some 526 * Scaling difficulty by max_level, as difficulty is a level and not some
527 * weird integer between 1-31. 527 * weird integer between 1-31.
528 * 528 *
529 */ 529 */
530int 530static int
531magic_from_difficulty (int difficulty) 531magic_from_difficulty (int difficulty)
532{ 532{
533 int percent = 0, magic = 0;
534 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 533 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
534 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
535 535
536 scaled_diff--;
537
538 if (scaled_diff < 0)
539 scaled_diff = 0;
540
541 if (scaled_diff >= DIFFLEVELS)
542 scaled_diff = DIFFLEVELS - 1;
543
544 percent = rndm (100); 536 int percent = rndm (100);
537 int magic;
545 538
546 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 539 for (magic = 0; magic <= MAXMAGIC; magic++)
547 { 540 {
548 percent -= difftomagic_list[scaled_diff][magic]; 541 percent -= difftomagic_list[scaled_diff][magic];
549 542
550 if (percent < 0) 543 if (percent < 0)
551 break; 544 break;
552 } 545 }
553 546
554 if (magic == (MAXMAGIC + 1)) 547 if (magic > MAXMAGIC)
555 { 548 {
556 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 549 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
557 magic = 0; 550 magic = 0;
558 } 551 }
559 552
567 * Sets magical bonus in an object, and recalculates the effect on 560 * Sets magical bonus in an object, and recalculates the effect on
568 * the armour variable, and the effect on speed of armour. 561 * the armour variable, and the effect on speed of armour.
569 * This function doesn't work properly, should add use of archetypes 562 * This function doesn't work properly, should add use of archetypes
570 * to make it truly absolute. 563 * to make it truly absolute.
571 */ 564 */
572
573void 565void
574set_abs_magic (object *op, int magic) 566set_abs_magic (object *op, int magic)
575{ 567{
576 if (!magic) 568 if (!magic)
577 return; 569 return;
582 if (op->type == ARMOUR) 574 if (op->type == ARMOUR)
583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 575 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
584 576
585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 577 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
586 magic = (-magic); 578 magic = (-magic);
579
587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
588 } 581 }
589 else 582 else
590 { 583 {
591 if (op->type == ARMOUR) 584 if (op->type == ARMOUR)
592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
586
593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
594 magic = (-magic); 588 magic = (-magic);
589
595 op->weight = (op->weight * (100 - magic * 10)) / 100; 590 op->weight = (op->weight * (100 - magic * 10)) / 100;
596 } 591 }
597} 592}
598 593
599/* 594/*
602 */ 597 */
603 598
604static void 599static void
605set_magic (int difficulty, object *op, int max_magic, int flags) 600set_magic (int difficulty, object *op, int max_magic, int flags)
606{ 601{
607 int i;
608
609 i = magic_from_difficulty (difficulty); 602 int i = magic_from_difficulty (difficulty);
603
610 if ((flags & GT_ONLY_GOOD) && i < 0) 604 if ((flags & GT_ONLY_GOOD) && i < 0)
611 i = -i; 605 i = -i;
606
612 if (i > max_magic) 607 i = min (i, max_magic);
613 i = max_magic; 608
614 set_abs_magic (op, i); 609 set_abs_magic (op, i);
615 if (i < 0) 610 if (i < 0)
616 SET_FLAG (op, FLAG_CURSED); 611 op->set_flag (FLAG_CURSED);
617} 612}
618 613
619/* 614/*
620 * Randomly adds one magical ability to the given object. 615 * Randomly adds one magical ability to the given object.
621 * Modified for Partial Resistance in many ways: 616 * Modified for Partial Resistance in many ways:
622 * 1) Since rings can have multiple bonuses, if the same bonus 617 * 1) Since rings can have multiple bonuses, if the same bonus
623 * is rolled again, increase it - the bonuses now stack with 618 * is rolled again, increase it - the bonuses now stack with
624 * other bonuses previously rolled and ones the item might natively have. 619 * other bonuses previously rolled and ones the item might natively have.
625 * 2) Add code to deal with new PR method. 620 * 2) Add code to deal with new PR method.
626 */ 621 */
627void 622static void
628set_ring_bonus (object *op, int bonus) 623set_ring_bonus (object *op, int bonus)
629{ 624{
630
631 int r = rndm (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
632 626
633 if (op->type == AMULET) 627 if (op->type == AMULET)
634 {
635 if (!(rndm (21))) 628 if (!rndm (21))
636 r = 20 + rndm (2); 629 r = 20 + rndm (2);
630 else if (rndm (2))
631 r = 10;
637 else 632 else
638 {
639 if (rndm (2))
640 r = 10;
641 else
642 r = 11 + rndm (9); 633 r = 11 + rndm (9);
643 }
644 }
645 634
646 switch (r) 635 switch (r)
647 { 636 {
648 /* Redone by MSW 2000-11-26 to have much less code. Also, 637 /* Redone by MSW 2000-11-26 to have much less code. Also,
649 * bonuses and penalties will stack and add to existing values. 638 * bonuses and penalties will stack and add to existing values.
650 * of the item. 639 * of the item.
651 */ 640 */
652 case 0: 641 case 0:
653 case 1: 642 case 1:
654 case 2: 643 case 2:
655 case 3: 644 case 3:
656 case 4: 645 case 4:
696 * little random element in since that they don't always end up with 685 * little random element in since that they don't always end up with
697 * even values. 686 * even values.
698 */ 687 */
699 if (bonus < 0) 688 if (bonus < 0)
700 val = 2 * -val - rndm (b); 689 val = 2 * -val - rndm (b);
701 if (val > 35) 690
702 val = 35; /* Upper limit */ 691 val = min (35, val); /* Upper limit */
692
703 b = 0; 693 b = 0;
704 694
705 while (op->resist[resist_table[resist]] != 0 && b < 4) 695 while (op->resist[resist_table[resist]] != 0 && b < 4)
706 resist = rndm (num_resist_table); 696 resist = rndm (num_resist_table);
707 697
715 break; 705 break;
716 } 706 }
717 case 20: 707 case 20:
718 if (op->type == AMULET) 708 if (op->type == AMULET)
719 { 709 {
720 SET_FLAG (op, FLAG_REFL_SPELL); 710 op->set_flag (FLAG_REFL_SPELL);
721 op->value *= 11; 711 op->value *= 11;
722 } 712 }
723 else 713 else
724 { 714 {
725 op->stats.hp = 1; /* regenerate hit points */ 715 op->stats.hp = 1; /* regenerate hit points */
728 break; 718 break;
729 719
730 case 21: 720 case 21:
731 if (op->type == AMULET) 721 if (op->type == AMULET)
732 { 722 {
733 SET_FLAG (op, FLAG_REFL_MISSILE); 723 op->set_flag (FLAG_REFL_MISSILE);
734 op->value *= 9; 724 op->value *= 9;
735 } 725 }
736 else 726 else
737 { 727 {
738 op->stats.sp = 1; /* regenerate spell points */ 728 op->stats.sp = 1; /* regenerate spell points */
740 } 730 }
741 break; 731 break;
742 732
743 case 22: 733 case 22:
744 op->stats.exp += bonus; /* Speed! */ 734 op->stats.exp += bonus; /* Speed! */
745 op->value = (op->value * 2) / 3; 735 op->value = op->value * 2 / 3;
746 break; 736 break;
747 } 737 }
748 738
749 if (bonus > 0) 739 if (bonus > 0)
750 op->value *= 2 * bonus; 740 op->value = 2 * op->value * bonus;
751 else 741 else
752 op->value = -(op->value * 2 * bonus) / 3; 742 op->value = -2 * op->value * bonus / 3;
753} 743}
754 744
755/* 745/*
756 * get_magic(diff) will return a random number between 0 and 4. 746 * get_magic(diff) will return a random number between 0 and 4.
757 * diff can be any value above 2. The higher the diff-variable, the 747 * diff can be any value above 2. The higher the diff-variable, the
758 * higher is the chance of returning a low number. 748 * higher is the chance of returning a low number.
759 * It is only used in fix_generated_treasure() to set bonuses on 749 * It is only used in fix_generated_treasure() to set bonuses on
760 * rings and amulets. 750 * rings and amulets.
761 * Another scheme is used to calculate the magic of weapons and armours. 751 * Another scheme is used to calculate the magic of weapons and armours.
762 */ 752 */
763int 753static int
764get_magic (int diff) 754get_magic (int diff)
765{ 755{
766 int i; 756 diff = min (3, diff);
767 757
768 if (diff < 3)
769 diff = 3;
770
771 for (i = 0; i < 4; i++) 758 for (int i = 0; i < 4; i++)
772 if (rndm (diff)) 759 if (rndm (diff))
773 return i; 760 return i;
774 761
775 return 4; 762 return 4;
776} 763}
777 764
765/* special_potion() - so that old potion code is still done right. */
766static int
767special_potion (object *op)
768{
769 if (op->attacktype)
770 return 1;
771
772 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
773 return 1;
774
775 for (int i = 0; i < NROFATTACKS; i++)
776 if (op->resist[i])
777 return 1;
778
779 return 0;
780}
781
782static double
783value_factor_from_spell_item (object *spell, object *item)
784{
785 double factor =
786 pow ((spell->value > 0 ? spell->value : 1)
787 * spell->level, 1.5);
788
789 if (item) // this if for: wands/staffs/rods:
790 {
791 /* Old crossfire comment ahead:
792 * Add 50 to both level an divisor to keep prices a little more
793 * reasonable. Otherwise, a high level version of a low level
794 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
795 * 10 time multiplier). This way, the value are a bit more reasonable.
796 */
797
798 factor *= item->level + 50;
799 factor /= item->inv->level + 50;
800 }
801
802 return factor;
803}
804
778#define DICE2 (get_magic(2)==2?2:1) 805#define DICE2 (get_magic(2) == 2 ? 2 : 1)
779#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 806#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
780 807
781/* 808/*
782 * fix_generated_item(): This is called after an item is generated, in 809 * fix_generated_item(): This is called after an item is generated, in
783 * order to set it up right. This produced magical bonuses, puts spells 810 * order to set it up right. This produced magical bonuses, puts spells
784 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 811 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
785 */ 812 */
786 813
787/* 4/28/96 added creator object from which op may now inherit properties based on 814/* 4/28/96 added creator object from which op may now inherit properties based on
788 * op->type. Right now, which stuff the creator passes on is object type 815 * op->type. Right now, which stuff the creator passes on is object type
789 * dependant. I know this is a spagetti manuever, but is there a cleaner 816 * dependant. I know this is a spagetti manuever, but is there a cleaner
790 * way to do this? b.t. */ 817 * way to do this? b.t. */
791 818
792/* 819/*
793 * ! (flags & GT_ENVIRONMENT): 820 * ! (flags & GT_ENVIRONMENT):
794 * Automatically calls fix_flesh_item(). 821 * Automatically calls fix_flesh_item().
817 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 844 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
818 /* So the treasure doesn't get created again */ 845 /* So the treasure doesn't get created again */
819 op->randomitems = 0; 846 op->randomitems = 0;
820 } 847 }
821 848
822 if (difficulty < 1) 849 max_it (difficulty, 1);
823 difficulty = 1;
824 850
825 if (INVOKE_OBJECT (ADD_BONUS, op, 851 if (INVOKE_OBJECT (ADD_BONUS, op,
826 ARG_OBJECT (creator != op ? creator : 0), 852 ARG_OBJECT (creator != op ? creator : 0),
827 ARG_INT (difficulty), ARG_INT (max_magic), 853 ARG_INT (difficulty), ARG_INT (max_magic),
828 ARG_INT (flags))) 854 ARG_INT (flags)))
887 * again below */ 913 * again below */
888 } 914 }
889 } 915 }
890 916
891 /* materialtype modifications. Note we allow this on artifacts. */ 917 /* materialtype modifications. Note we allow this on artifacts. */
892 set_materialname (op, difficulty, NULL); 918 select_material (op, difficulty);
893 919
894 if (flags & GT_MINIMAL) 920 if (flags & GT_MINIMAL)
895 { 921 {
896 if (op->type == POTION) 922 if (op->type == POTION)
897 /* Handle healing and magic power potions */ 923 /* Handle healing and magic power potions */
898 if (op->stats.sp && !op->randomitems) 924 if (op->stats.sp && !op->randomitems)
899 { 925 {
900 object *tmp = get_archetype (spell_mapping [op->stats.sp]); 926 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
901 insert_ob_in_ob (tmp, op); 927 insert_ob_in_ob (tmp, op);
902 op->stats.sp = 0; 928 op->stats.sp = 0;
903 } 929 }
904 } 930 }
905 else if (!op->title) /* Only modify object if not special */ 931 else if (!op->title) /* Only modify object if not special */
908 case WEAPON: 934 case WEAPON:
909 case ARMOUR: 935 case ARMOUR:
910 case SHIELD: 936 case SHIELD:
911 case HELMET: 937 case HELMET:
912 case CLOAK: 938 case CLOAK:
913 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 939 if (op->flag [FLAG_CURSED] && !(rndm (4)))
914 set_ring_bonus (op, -DICE2); 940 set_ring_bonus (op, -DICE2);
915 break; 941 break;
916 942
917 case BRACERS: 943 case BRACERS:
918 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 944 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
919 { 945 {
920 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 946 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
921 if (!QUERY_FLAG (op, FLAG_CURSED)) 947 if (!op->flag [FLAG_CURSED])
922 op->value *= 3; 948 op->value *= 3;
923 } 949 }
924 break; 950 break;
925 951
926 case POTION: 952 case POTION:
927 { 953 {
928 int too_many_tries = 0, is_special = 0; 954 int too_many_tries = 0;
929 955
930 /* Handle healing and magic power potions */ 956 /* Handle healing and magic power potions */
931 if (op->stats.sp && !op->randomitems) 957 if (op->stats.sp && !op->randomitems)
932 { 958 {
933 object *tmp;
934
935 tmp = get_archetype (spell_mapping[op->stats.sp]); 959 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
936 insert_ob_in_ob (tmp, op); 960 insert_ob_in_ob (tmp, op);
937 op->stats.sp = 0; 961 op->stats.sp = 0;
938 } 962 }
939 963
940 while (!(is_special = special_potion (op)) && !op->inv) 964 while (!special_potion (op) && !op->inv)
941 { 965 {
942 generate_artifact (op, difficulty); 966 generate_artifact (op, difficulty);
943 if (too_many_tries++ > 10) 967 if (too_many_tries++ > 10)
944 break; 968 break;
945 } 969 }
948 * since the value set on those is already correct. 972 * since the value set on those is already correct.
949 */ 973 */
950 if (op->inv && op->randomitems) 974 if (op->inv && op->randomitems)
951 { 975 {
952 /* value multiplier is same as for scrolls */ 976 /* value multiplier is same as for scrolls */
953 op->value = (op->value * op->inv->value); 977 op->value *= op->inv->value;
954 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 978 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
955 } 979 }
956 else 980 else
957 { 981 {
958 op->name = "potion"; 982 op->name = shstr_potion;
959 op->name_pl = "potions"; 983 op->name_pl = shstr_potions;
960 } 984 }
961 985
962 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 986 if (!(flags & GT_ONLY_GOOD) && rndm (2))
963 SET_FLAG (op, FLAG_CURSED); 987 op->set_flag (FLAG_CURSED);
988
964 break; 989 break;
965 } 990 }
966 991
967 case AMULET: 992 case AMULET:
968 if (IS_ARCH (op->arch, amulet)) 993 if (IS_ARCH (op->arch, amulet))
969 op->value *= 5; /* Since it's not just decoration */ 994 op->value *= 5; /* Since it's not just decoration */
970 995
971 case RING: 996 case RING:
972 if (!op->arch) // wtf? schmorp
973 {
974 op->destroy ();
975 op = 0;
976 break;
977 }
978
979 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 997 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
980 break; 998 break;
981 999
982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1000 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
983 SET_FLAG (op, FLAG_CURSED); 1001 op->set_flag (FLAG_CURSED);
984 1002
985 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1003 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
986 1004
987 if (op->type != RING) /* Amulets have only one ability */ 1005 if (op->type != RING) /* Amulets have only one ability */
988 break; 1006 break;
989 1007
990 if (!(rndm (4))) 1008 if (!rndm (4))
991 { 1009 {
992 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1010 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
993 1011
994 if (d > 0) 1012 if (d > 0)
995 op->value *= 3; 1013 op->value *= 3;
996 1014
997 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
998 1016
999 if (!(rndm (4))) 1017 if (!rndm (4))
1000 { 1018 {
1001 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1019 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1002 1020
1003 if (d > 0) 1021 if (d > 0)
1004 op->value *= 5; 1022 op->value *= 5;
1023
1005 set_ring_bonus (op, d); 1024 set_ring_bonus (op, d);
1006 } 1025 }
1007 } 1026 }
1008 1027
1009 if (GET_ANIM_ID (op)) 1028 if (op->animation_id)
1010 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1029 op->set_anim_frame (rndm (op->anim_frames ()));
1011 1030
1012 break; 1031 break;
1013 1032
1014 case BOOK: 1033 case BOOK:
1015 /* Is it an empty book?, if yes lets make a special· 1034 /* Is it an empty book?, if yes lets make a special·
1017 * creator and/or map level we found it on. 1036 * creator and/or map level we found it on.
1018 */ 1037 */
1019 if (!op->msg && rndm (10)) 1038 if (!op->msg && rndm (10))
1020 { 1039 {
1021 /* set the book level properly */ 1040 /* set the book level properly */
1022 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1041 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1023 { 1042 {
1024 if (op->map && op->map->difficulty) 1043 if (op->map && op->map->difficulty)
1025 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1044 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1026 else 1045 else
1027 op->level = rndm (20) + 1; 1046 op->level = rndm (20) + 1;
1030 op->level = rndm (creator->level); 1049 op->level = rndm (creator->level);
1031 1050
1032 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1033 /* books w/ info are worth more! */ 1052 /* books w/ info are worth more! */
1034 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1035 /* creator related stuff */
1036
1037 /* for library, chained books. Note that some monsters have no_pick
1038 * set - we don't want to set no pick in that case.
1039 */
1040 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1041 SET_FLAG (op, FLAG_NO_PICK);
1042 if (creator->slaying && !op->slaying) /* for check_inv floors */
1043 op->slaying = creator->slaying;
1044 1054
1045 /* add exp so reading it gives xp (once) */ 1055 /* add exp so reading it gives xp (once) */
1046 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1056 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1047 } 1057 }
1058
1059 /* creator related stuff */
1060
1061 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case.
1063 */
1064 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1065 op->set_flag (FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying;
1048 break; 1068 break;
1049 1069
1050 case SPELLBOOK: 1070 case SPELLBOOK:
1051 op->value = op->value * op->inv->value; 1071 op->value *= value_factor_from_spell_item (op->inv, 0);
1072
1052 /* add exp so learning gives xp */ 1073 /* add exp so learning gives xp */
1053 op->level = op->inv->level; 1074 op->level = op->inv->level;
1054 op->stats.exp = op->value; 1075 op->stats.exp = op->value;
1055 break; 1076 break;
1056 1077
1060 * and reset nrof. 1081 * and reset nrof.
1061 */ 1082 */
1062 op->stats.food = op->inv->nrof; 1083 op->stats.food = op->inv->nrof;
1063 op->nrof = 1; 1084 op->nrof = 1;
1064 /* If the spell changes by level, choose a random level 1085 /* If the spell changes by level, choose a random level
1065 * for it, and adjust price. If the spell doesn't 1086 * for it.
1066 * change by level, just set the wand to the level of
1067 * the spell, and value calculation is simpler.
1068 */ 1087 */
1069 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1088 if (op->inv->duration_modifier
1070 { 1089 || op->inv->dam_modifier
1090 || op->inv->range_modifier)
1071 op->level = level_for_item (op, difficulty); 1091 op->level = level_for_item (op, difficulty);
1072 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1073 }
1074 else 1092 else
1075 {
1076 op->level = op->inv->level; 1093 op->level = op->inv->level;
1077 op->value = op->value * op->inv->value; 1094
1078 } 1095 op->value *= value_factor_from_spell_item (op->inv, op);
1079 break; 1096 break;
1080 1097
1081 case ROD: 1098 case ROD:
1082 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1083 /* Add 50 to both level an divisor to keep prices a little more 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1084 * reasonable. Otherwise, a high level version of a low level 1101
1085 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1086 * 10 time multiplier). This way, the value are a bit more reasonable.
1087 */
1088 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1089 /* maxhp is used to denote how many 'charges' the rod holds before */ 1102 /* maxhp is used to denote how many 'charges' the rod holds before */
1090 if (op->stats.maxhp) 1103 if (op->stats.maxhp)
1091 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1092 else 1105 else
1093 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1106 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1094 1107
1095 op->stats.hp = op->stats.maxhp; 1108 op->stats.hp = op->stats.maxhp;
1096 break; 1109 break;
1097 1110
1098 case SCROLL: 1111 case SCROLL:
1099 op->level = level_for_item (op, difficulty); 1112 op->level = level_for_item (op, difficulty);
1100 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1113 op->value *= value_factor_from_spell_item (op->inv, op);
1101 1114
1102 /* add exp so reading them properly gives xp */ 1115 /* add exp so reading them properly gives xp */
1103 op->stats.exp = op->value / 5; 1116 op->stats.exp = op->value / 5;
1104 op->nrof = op->inv->nrof; 1117 op->nrof = op->inv->nrof;
1105 break; 1118 break;
1113 break; 1126 break;
1114 } /* switch type */ 1127 } /* switch type */
1115 1128
1116 if (flags & GT_STARTEQUIP) 1129 if (flags & GT_STARTEQUIP)
1117 { 1130 {
1118 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1131 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1119 SET_FLAG (op, FLAG_STARTEQUIP); 1132 op->set_flag (FLAG_STARTEQUIP);
1120 else if (op->type != MONEY) 1133 else if (op->type != MONEY)
1121 op->value = 0; 1134 op->value = 0;
1122 } 1135 }
1123 1136
1124 if (!(flags & GT_ENVIRONMENT)) 1137 if (!(flags & GT_ENVIRONMENT))
1135 1148
1136/* 1149/*
1137 * Allocate and return the pointer to an empty artifactlist structure. 1150 * Allocate and return the pointer to an empty artifactlist structure.
1138 */ 1151 */
1139static artifactlist * 1152static artifactlist *
1140get_empty_artifactlist (void) 1153get_empty_artifactlist ()
1141{ 1154{
1142 return salloc0<artifactlist> (); 1155 return salloc0<artifactlist> ();
1143} 1156}
1144 1157
1145/* 1158/*
1146 * Allocate and return the pointer to an empty artifact structure. 1159 * Allocate and return the pointer to an empty artifact structure.
1147 */ 1160 */
1148static artifact * 1161static artifact *
1149get_empty_artifact (void) 1162get_empty_artifact ()
1150{ 1163{
1151 return salloc0<artifact> (); 1164 return salloc0<artifact> ();
1152} 1165}
1153 1166
1154/* 1167/*
1167 1180
1168/* 1181/*
1169 * Builds up the lists of artifacts from the file in the libdir. 1182 * Builds up the lists of artifacts from the file in the libdir.
1170 */ 1183 */
1171void 1184void
1172init_artifacts (void) 1185init_artifacts ()
1173{ 1186{
1174 static int has_been_inited = 0; 1187 static int has_been_inited = 0;
1175 char filename[MAX_BUF];
1176 artifact *art = NULL; 1188 artifact *art = NULL;
1177 artifactlist *al; 1189 artifactlist *al;
1178 1190
1179 if (has_been_inited) 1191 if (has_been_inited)
1180 return; 1192 return;
1181 else 1193 else
1182 has_been_inited = 1; 1194 has_been_inited = 1;
1183 1195
1184 sprintf (filename, "%s/artifacts", settings.datadir); 1196 object_thawer f (settings.datadir, "artifacts");
1185 object_thawer f (filename);
1186 1197
1187 if (!f) 1198 if (!f)
1188 return; 1199 return;
1189 1200
1190 for (;;) 1201 for (;;)
1197 1208
1198 { 1209 {
1199 if (!strcmp (f.get_str (), "all")) 1210 if (!strcmp (f.get_str (), "all"))
1200 break; 1211 break;
1201 1212
1202 char *next, *cp = f.get_str (); 1213 const char *cp = f.get_str ();
1203 1214 char *next;
1204 do 1215 do
1205 { 1216 {
1206 if ((next = strchr (cp, ','))) 1217 if ((next = (char *)strchr (cp, ',')))
1207 *next++ = '\0'; 1218 *next++ = '\0';
1208 1219
1209 linked_char *tmp = new linked_char; 1220 linked_char *tmp = new linked_char;
1210 1221
1211 tmp->name = cp; 1222 tmp->name = cp;
1275 } 1286 }
1276#if 0 1287#if 0
1277 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1288 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1278#endif 1289#endif
1279 } 1290 }
1280
1281 LOG (llevDebug, "done.\n");
1282} 1291}
1283 1292
1284/* 1293/*
1285 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1286 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1287 */ 1296 */
1288void 1297void
1289add_abilities (object *op, object *change) 1298add_abilities (object *op, object *change)
1290{ 1299{
1291 int i, tmp;
1292
1293 if (change->face != blank_face) 1300 if (change->face != blank_face)
1294 {
1295#ifdef TREASURE_VERBOSE
1296 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1297#endif
1298 op->face = change->face; 1301 op->face = change->face;
1299 }
1300 1302
1301 for (i = 0; i < NUM_STATS; i++) 1303 for (int i = 0; i < NUM_STATS; i++)
1302 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1304 change_attr_value (&(op->stats), i, change->stats.stat (i));
1303 1305
1304 op->attacktype |= change->attacktype; 1306 op->attacktype |= change->attacktype;
1305 op->path_attuned |= change->path_attuned; 1307 op->path_attuned |= change->path_attuned;
1306 op->path_repelled |= change->path_repelled; 1308 op->path_repelled |= change->path_repelled;
1307 op->path_denied |= change->path_denied; 1309 op->path_denied |= change->path_denied;
1308 op->move_type |= change->move_type; 1310 op->move_type |= change->move_type;
1309 op->stats.luck += change->stats.luck; 1311 op->stats.luck += change->stats.luck;
1310 1312
1311 if (QUERY_FLAG (change, FLAG_CURSED)) 1313 static const struct copyflags : object::flags_t
1312 SET_FLAG (op, FLAG_CURSED); 1314 {
1313 if (QUERY_FLAG (change, FLAG_DAMNED)) 1315 copyflags ()
1314 SET_FLAG (op, FLAG_DAMNED); 1316 {
1315 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1317 set (FLAG_CURSED);
1318 set (FLAG_DAMNED);
1319 set (FLAG_LIFESAVE);
1320 set (FLAG_REFL_SPELL);
1321 set (FLAG_STEALTH);
1322 set (FLAG_XRAYS);
1323 set (FLAG_BLIND);
1324 set (FLAG_SEE_IN_DARK);
1325 set (FLAG_REFL_MISSILE);
1326 set (FLAG_MAKE_INVIS);
1327 }
1328 } copyflags;
1329
1330 // we might want to just copy, but or'ing is what the original code did
1331 op->flag |= change->flag & copyflags;
1332
1333 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1316 set_abs_magic (op, -op->magic); 1334 set_abs_magic (op, -op->magic);
1317 1335
1318 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1336 if (change->flag [FLAG_STAND_STILL])
1319 SET_FLAG (op, FLAG_LIFESAVE);
1320 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1321 SET_FLAG (op, FLAG_REFL_SPELL);
1322 if (QUERY_FLAG (change, FLAG_STEALTH))
1323 SET_FLAG (op, FLAG_STEALTH);
1324 if (QUERY_FLAG (change, FLAG_XRAYS))
1325 SET_FLAG (op, FLAG_XRAYS);
1326 if (QUERY_FLAG (change, FLAG_BLIND))
1327 SET_FLAG (op, FLAG_BLIND);
1328 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1329 SET_FLAG (op, FLAG_SEE_IN_DARK);
1330 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1331 SET_FLAG (op, FLAG_REFL_MISSILE);
1332 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1333 SET_FLAG (op, FLAG_MAKE_INVIS);
1334
1335 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1336 { 1337 {
1337 CLEAR_FLAG (op, FLAG_ANIMATE); 1338 op->clr_flag (FLAG_ANIMATE);
1339
1338 /* so artifacts will join */ 1340 /* so artifacts will join */
1339 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1341 if (!op->flag [FLAG_ALIVE])
1340 op->speed = 0.0; 1342 op->speed = 0.;
1341 1343
1342 op->set_speed (op->speed); 1344 op->set_speed (op->speed);
1343 } 1345 }
1344 1346
1345 if (change->nrof) 1347 if (change->nrof)
1346 op->nrof = rndm (change->nrof) + 1; 1348 op->nrof = rndm (change->nrof) + 1;
1347 1349
1348 op->stats.exp += change->stats.exp; /* Speed modifier */ 1350 op->stats.exp += change->stats.exp; /* Speed modifier */
1349 op->stats.wc += change->stats.wc; 1351 op->stats.wc += change->stats.wc;
1350 op->stats.ac += change->stats.ac; 1352 op->stats.ac += change->stats.ac;
1351 1353
1352 if (change->other_arch) 1354 if (change->other_arch)
1353 { 1355 {
1354 /* Basically, for horns & potions, the other_arch field is the spell 1356 /* Basically, for horns & potions, the other_arch field is the spell
1355 * to cast. So convert that to into a spell and put it into 1357 * to cast. So convert that to into a spell and put it into
1356 * this object. 1358 * this object.
1357 */ 1359 */
1358 if (op->type == HORN || op->type == POTION) 1360 if (op->type == HORN || op->type == POTION)
1359 { 1361 {
1360 object *tmp_obj;
1361
1362 /* Remove any spells this object currently has in it */ 1362 /* Remove any spells this object currently has in it */
1363 while (op->inv)
1364 op->inv->destroy (); 1363 op->destroy_inv (false);
1365 1364
1366 tmp_obj = arch_to_object (change->other_arch); 1365 object *tmp = change->other_arch->instance ();
1367 insert_ob_in_ob (tmp_obj, op); 1366 insert_ob_in_ob (tmp, op);
1368 } 1367 }
1368
1369 /* No harm setting this for potions/horns */ 1369 /* No harm setting this for potions/horns */
1370 op->other_arch = change->other_arch; 1370 op->other_arch = change->other_arch;
1371 } 1371 }
1372 1372
1373 if (change->stats.hp < 0) 1373 if (change->stats.hp < 0)
1389 op->stats.maxsp = -change->stats.maxsp; 1389 op->stats.maxsp = -change->stats.maxsp;
1390 else 1390 else
1391 op->stats.maxsp += change->stats.maxsp; 1391 op->stats.maxsp += change->stats.maxsp;
1392 1392
1393 if (change->stats.food < 0) 1393 if (change->stats.food < 0)
1394 op->stats.food = -(change->stats.food); 1394 op->stats.food = -change->stats.food;
1395 else 1395 else
1396 op->stats.food += change->stats.food; 1396 op->stats.food += change->stats.food;
1397 1397
1398 if (change->level < 0) 1398 if (change->level < 0)
1399 op->level = -(change->level); 1399 op->level = -change->level;
1400 else 1400 else
1401 op->level += change->level; 1401 op->level += change->level;
1402 1402
1403 if (change->gen_sp_armour < 0) 1403 if (change->gen_sp_armour < 0)
1404 op->gen_sp_armour = -(change->gen_sp_armour); 1404 op->gen_sp_armour = -change->gen_sp_armour;
1405 else 1405 else
1406 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1406 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1407 1407
1408 op->item_power = change->item_power; 1408 op->item_power = change->item_power;
1409 1409
1410 for (i = 0; i < NROFATTACKS; i++) 1410 for (int i = 0; i < NROFATTACKS; i++)
1411 if (change->resist[i])
1412 op->resist[i] += change->resist[i]; 1411 op->resist[i] += change->resist[i];
1413 1412
1414 if (change->stats.dam) 1413 if (change->stats.dam)
1415 { 1414 {
1416 if (change->stats.dam < 0) 1415 if (change->stats.dam < 0)
1417 op->stats.dam = (-change->stats.dam); 1416 op->stats.dam = -change->stats.dam;
1418 else if (op->stats.dam) 1417 else if (op->stats.dam)
1419 { 1418 {
1420 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1419 int tmp = op->stats.dam * change->stats.dam / 10;
1420
1421 if (tmp == op->stats.dam) 1421 if (tmp == op->stats.dam)
1422 { 1422 {
1423 if (change->stats.dam < 10) 1423 if (change->stats.dam < 10)
1424 op->stats.dam--; 1424 op->stats.dam--;
1425 else 1425 else
1431 } 1431 }
1432 1432
1433 if (change->weight) 1433 if (change->weight)
1434 { 1434 {
1435 if (change->weight < 0) 1435 if (change->weight < 0)
1436 op->weight = (-change->weight); 1436 op->weight = -change->weight;
1437 else 1437 else
1438 op->weight = (op->weight * (change->weight)) / 100; 1438 op->weight = op->weight * change->weight / 100;
1439 } 1439 }
1440 1440
1441 if (change->last_sp) 1441 if (change->last_sp)
1442 { 1442 {
1443 if (change->last_sp < 0) 1443 if (change->last_sp < 0)
1444 op->last_sp = (-change->last_sp); 1444 op->last_sp = -change->last_sp;
1445 else 1445 else
1446 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1446 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1447 } 1447 }
1448 1448
1449 if (change->gen_sp_armour) 1449 if (change->gen_sp_armour)
1450 { 1450 {
1451 if (change->gen_sp_armour < 0) 1451 if (change->gen_sp_armour < 0)
1452 op->gen_sp_armour = (-change->gen_sp_armour); 1452 op->gen_sp_armour = -change->gen_sp_armour;
1453 else 1453 else
1454 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1454 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1455 } 1455 }
1456 1456
1457 op->value *= change->value; 1457 op->value *= change->value;
1458 1458
1459 if (change->materials) 1459 if (change->materials)
1460 op->materials = change->materials; 1460 op->materials = change->materials;
1461 1461
1462 if (change->materialname) 1462 if (change->material != MATERIAL_NULL)
1463 op->materialname = change->materialname; 1463 op->material = change->material;
1464 1464
1465 if (change->slaying) 1465 if (change->slaying)
1466 op->slaying = change->slaying; 1466 op->slaying = change->slaying;
1467 1467
1468 if (change->race) 1468 if (change->race)
1491 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1492 else 1492 else
1493 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1494 1494
1495 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1496 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1496 if (!strcmp (name, op->arch->archname))
1497 return !neg; 1497 return !neg;
1498 1498
1499 /* Set success as true, since if the match was an inverse, it means 1499 /* Set success as true, since if the match was an inverse, it means
1500 * everything is allowed except what we match 1500 * everything is allowed except what we match
1501 */ 1501 */
1512 */ 1512 */
1513 1513
1514void 1514void
1515give_artifact_abilities (object *op, object *artifct) 1515give_artifact_abilities (object *op, object *artifct)
1516{ 1516{
1517 char new_name[MAX_BUF]; 1517 op->title = format ("of %s", &artifct->name);
1518 1518
1519 sprintf (new_name, "of %s", &artifct->name);
1520 op->title = new_name;
1521 add_abilities (op, artifct); /* Give out the bonuses */ 1519 add_abilities (op, artifct); /* Give out the bonuses */
1522 1520
1523#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1521#if 0 /* Bit verbose, but keep it here until next time I need it... */
1524 { 1522 {
1525 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1523 char identified = op->flag [FLAG_IDENTIFIED];
1526 1524
1527 SET_FLAG (op, FLAG_IDENTIFIED); 1525 op->set_flag (FLAG_IDENTIFIED);
1528 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1526 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1529 if (!identified) 1527 if (!identified)
1530 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1528 op->clr_flag (FLAG_IDENTIFIED);
1531 } 1529 }
1532#endif 1530#endif
1533 return; 1531 return;
1534} 1532}
1535 1533
1545#define ARTIFACT_TRIES 2 1543#define ARTIFACT_TRIES 2
1546 1544
1547void 1545void
1548generate_artifact (object *op, int difficulty) 1546generate_artifact (object *op, int difficulty)
1549{ 1547{
1550 artifactlist *al;
1551 artifact *art; 1548 artifact *art;
1552 int i;
1553 1549
1554 al = find_artifactlist (op->type); 1550 artifactlist *al = find_artifactlist (op->type);
1555 1551
1556 if (al == NULL) 1552 if (al == NULL)
1557 { 1553 {
1558#if 0 /* This is too verbose, usually */ 1554#if 0 /* This is too verbose, usually */
1559 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1555 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1560#endif 1556#endif
1561 return; 1557 return;
1562 } 1558 }
1563 1559
1564 for (i = 0; i < ARTIFACT_TRIES; i++) 1560 for (int i = 0; i < ARTIFACT_TRIES; i++)
1565 { 1561 {
1566 int roll = rndm (al->total_chance); 1562 int roll = rndm (al->total_chance);
1567 1563
1568 for (art = al->items; art; art = art->next) 1564 for (art = al->items; art; art = art->next)
1569 { 1565 {
1577#if 1 1573#if 1
1578 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1574 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1579#endif 1575#endif
1580 return; 1576 return;
1581 } 1577 }
1582 if (!strcmp (art->item->name, "NONE")) 1578
1579 if (art->item->name == shstr_NONE)
1583 return; 1580 return;
1581
1584 if (FABS (op->magic) < art->item->magic) 1582 if (fabs (op->magic) < art->item->magic)
1585 continue; /* Not magic enough to be this item */ 1583 continue; /* Not magic enough to be this item */
1586 1584
1587 /* Map difficulty not high enough */ 1585 /* Map difficulty not high enough */
1588 if (difficulty < art->difficulty) 1586 if (difficulty < art->difficulty)
1589 continue; 1587 continue;
1607 */ 1605 */
1608 1606
1609void 1607void
1610fix_flesh_item (object *item, object *donor) 1608fix_flesh_item (object *item, object *donor)
1611{ 1609{
1612 char tmpbuf[MAX_BUF];
1613 int i;
1614
1615 if (item->type == FLESH && donor) 1610 if (item->type == FLESH && donor)
1616 { 1611 {
1617 /* change the name */ 1612 /* change the name */
1618 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1613 item->name = format ("%s's %s", &donor->name, &item->name);
1619 item->name = tmpbuf;
1620 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1614 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1621 item->name_pl = tmpbuf;
1622 1615
1623 /* weight is FLESH weight/100 * donor */ 1616 /* weight is FLESH weight/100 * donor */
1624 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1617 item->weight = max (1, item->weight * donor->weight / 100);
1625 item->weight = 1;
1626 1618
1627 /* value is multiplied by level of donor */ 1619 /* value is multiplied by level of donor */
1628 item->value *= isqrt (donor->level * 2); 1620 item->value *= isqrt (donor->level * 2);
1629 1621
1630 /* food value */ 1622 /* food value */
1631 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1623 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1632 1624
1633 /* flesh items inherit some abilities of donor, but not 1625 /* flesh items inherit some abilities of donor, but not
1634 * full effect. 1626 * full effect.
1635 */ 1627 */
1636 for (i = 0; i < NROFATTACKS; i++) 1628 for (int i = 0; i < NROFATTACKS; i++)
1637 item->resist[i] = donor->resist[i] / 2; 1629 item->resist[i] = donor->resist[i] / 2;
1638 1630
1639 /* item inherits donor's level (important for quezals) */ 1631 /* item inherits donor's level (important for quezals) */
1640 item->level = donor->level; 1632 item->level = donor->level;
1641 1633
1642 /* if donor has some attacktypes, the flesh is poisonous */ 1634 /* if donor has some attacktypes, the flesh is poisonous */
1643 if (donor->attacktype & AT_POISON) 1635 if (donor->attacktype & AT_POISON)
1644 item->type = POISON; 1636 item->type = POISON;
1637
1645 if (donor->attacktype & AT_ACID) 1638 if (donor->attacktype & AT_ACID)
1646 item->stats.hp = -1 * item->stats.food; 1639 item->stats.hp = -item->stats.food;
1647 SET_FLAG (item, FLAG_NO_STEAL);
1648 }
1649}
1650 1640
1651/* special_potion() - so that old potion code is still done right. */ 1641 item->set_flag (FLAG_NO_STEAL);
1652int 1642 }
1653special_potion (object *op)
1654{
1655 if (op->attacktype)
1656 return 1;
1657
1658 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1659 return 1;
1660
1661 for (int i = 0; i < NROFATTACKS; i++)
1662 if (op->resist[i])
1663 return 1;
1664
1665 return 0;
1666} 1643}
1667 1644
1668void 1645static void
1669free_treasurestruct (treasure *t) 1646free_treasurestruct (treasure *t)
1670{ 1647{
1671 if (t->next) free_treasurestruct (t->next); 1648 if (t->next) free_treasurestruct (t->next);
1672 if (t->next_yes) free_treasurestruct (t->next_yes); 1649 if (t->next_yes) free_treasurestruct (t->next_yes);
1673 if (t->next_no) free_treasurestruct (t->next_no); 1650 if (t->next_no) free_treasurestruct (t->next_no);
1674 1651
1675 delete t; 1652 delete t;
1676} 1653}
1677 1654
1678void 1655static void
1679free_charlinks (linked_char *lc) 1656free_charlinks (linked_char *lc)
1680{ 1657{
1681 if (lc->next) 1658 if (lc->next)
1682 free_charlinks (lc->next); 1659 free_charlinks (lc->next);
1683 1660
1684 delete lc; 1661 delete lc;
1685} 1662}
1686 1663
1687void 1664static void
1688free_artifact (artifact *at) 1665free_artifact (artifact *at)
1689{ 1666{
1690 if (at->next) free_artifact (at->next); 1667 if (at->next) free_artifact (at->next);
1691 if (at->allowed) free_charlinks (at->allowed); 1668 if (at->allowed) free_charlinks (at->allowed);
1692 1669
1693 at->item->destroy (1); 1670 at->item->destroy ();
1694 1671
1695 sfree (at); 1672 sfree (at);
1696} 1673}
1697 1674
1698void
1699free_artifactlist (artifactlist *al)
1700{
1701 artifactlist *nextal;
1702
1703 for (al = first_artifactlist; al; al = nextal)
1704 {
1705 nextal = al->next;
1706
1707 if (al->items)
1708 free_artifact (al->items);
1709
1710 sfree (al);
1711 }
1712}
1713
1714void
1715free_all_treasures (void)
1716{
1717 treasurelist *tl, *next;
1718
1719 for (tl = first_treasurelist; tl; tl = next)
1720 {
1721 clear (tl);
1722
1723 next = tl->next;
1724 delete tl;
1725 }
1726
1727 free_artifactlist (first_artifactlist);
1728}

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