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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.87 by sf-marcmagus, Thu Oct 15 16:00:37 2009 UTC vs.
Revision 1.118 by root, Fri Nov 18 04:44:13 2016 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
31 31
32/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <unordered_map>
37
36#include <global.h> 38#include <global.h>
37#include <treasure.h> 39#include <treasure.h>
38#include <loader.h>
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 std::unordered_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> tl_map_t; 53> tl_map_t;
53 54
54static tl_map_t tl_map; 55static tl_map_t tl_map;
55 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}
70
56/* 71/*
57 * Searches for the given treasurelist 72 * Searches for the given treasurelist
58 */ 73 */
59treasurelist * 74treasurelist *
60treasurelist::find (const char *name) 75treasurelist::find (const char *name)
89 104
90 tl_map.insert (std::make_pair (tl->name, tl)); 105 tl_map.insert (std::make_pair (tl->name, tl));
91 } 106 }
92 107
93 return tl; 108 return tl;
94}
95
96//TODO: class method
97void
98clear (treasurelist *tl)
99{
100 if (tl->items)
101 {
102 free_treasurestruct (tl->items);
103 tl->items = 0;
104 }
105
106 tl->total_chance = 0;
107} 109}
108 110
109#ifdef TREASURE_DEBUG 111#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
255 return; 257 return;
256 } 258 }
257 259
258 op->expand_tail (); 260 op->expand_tail ();
259 261
262 if (!creator->is_on_map ()
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 263 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
261 op->destroy (); 264 op->destroy ();
262 else 265 else
263 { 266 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 267 op->flag [FLAG_OBJ_ORIGINAL] = true;
265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 268 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 } 269 }
267 } 270 }
268 else 271 else
269 { 272 {
270 op = creator->insert (op); 273 op = creator->insert (op);
271 274
272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 275 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
273 monster_check_apply (creator, op); 276 monster_check_apply (creator, op);
274 } 277 }
275} 278}
276 279
277/* if there are change_xxx commands in the treasure, we include the changes 280/* if there are change_xxx commands in the treasure, we include the changes
309 } 312 }
310 else 313 else
311 { 314 {
312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 315 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
313 { 316 {
314 object *tmp = arch_to_object (t->item); 317 object *tmp = t->item->instance ();
315 318
316 if (t->nrof && tmp->nrof <= 1) 319 if (t->nrof && tmp->nrof <= 1)
317 tmp->nrof = rndm (t->nrof) + 1; 320 tmp->nrof = rndm (t->nrof) + 1;
318 321
319 fix_generated_item (tmp, op, difficulty, t->magic, flag); 322 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 else if (t->nrof) 369 else if (t->nrof)
367 create_one_treasure (tl, op, flag, difficulty, tries); 370 create_one_treasure (tl, op, flag, difficulty, tries);
368 } 371 }
369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 372 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
370 { 373 {
371 if (object *tmp = arch_to_object (t->item)) 374 if (object *tmp = t->item->instance ())
372 { 375 {
373 if (t->nrof && tmp->nrof <= 1) 376 if (t->nrof && tmp->nrof <= 1)
374 tmp->nrof = rndm (t->nrof) + 1; 377 tmp->nrof = rndm (t->nrof) + 1;
375 378
376 fix_generated_item (tmp, op, difficulty, t->magic, flag); 379 fix_generated_item (tmp, op, difficulty, t->magic, flag);
495 * This code presumes that op has had its spell object created (in op->inv) 498 * This code presumes that op has had its spell object created (in op->inv)
496 * 499 *
497 * elmex Wed Aug 9 17:44:59 CEST 2006: 500 * elmex Wed Aug 9 17:44:59 CEST 2006:
498 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
499 */ 502 */
500int 503static int
501level_for_item (const object *op, int difficulty) 504level_for_item (const object *op, int difficulty)
502{ 505{
503 if (!op->inv) 506 if (!op->inv)
504 { 507 {
505 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);
509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
510 513
511 if (olevel <= 0) 514 if (olevel <= 0)
512 olevel = rndm (1, op->inv->level); 515 olevel = rndm (1, op->inv->level);
513 516
514 return min (olevel, MAXLEVEL); 517 return min (olevel, MAXLEVEL_TREASURE);
515} 518}
516 519
517/* 520/*
518 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
519 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
522 * elmex Thu Aug 10 18:45:44 CEST 2006: 525 * elmex Thu Aug 10 18:45:44 CEST 2006:
523 * 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
524 * weird integer between 1-31. 527 * weird integer between 1-31.
525 * 528 *
526 */ 529 */
527int 530static int
528magic_from_difficulty (int difficulty) 531magic_from_difficulty (int difficulty)
529{ 532{
530 int percent = 0, magic = 0;
531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 533 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
534 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
532 535
533 scaled_diff--;
534
535 if (scaled_diff < 0)
536 scaled_diff = 0;
537
538 if (scaled_diff >= DIFFLEVELS)
539 scaled_diff = DIFFLEVELS - 1;
540
541 percent = rndm (100); 536 int percent = rndm (100);
537 int magic;
542 538
543 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 539 for (magic = 0; magic <= MAXMAGIC; magic++)
544 { 540 {
545 percent -= difftomagic_list[scaled_diff][magic]; 541 percent -= difftomagic_list[scaled_diff][magic];
546 542
547 if (percent < 0) 543 if (percent < 0)
548 break; 544 break;
549 } 545 }
550 546
551 if (magic == (MAXMAGIC + 1)) 547 if (magic > MAXMAGIC)
552 { 548 {
553 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 549 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
554 magic = 0; 550 magic = 0;
555 } 551 }
556 552
564 * Sets magical bonus in an object, and recalculates the effect on 560 * Sets magical bonus in an object, and recalculates the effect on
565 * the armour variable, and the effect on speed of armour. 561 * the armour variable, and the effect on speed of armour.
566 * This function doesn't work properly, should add use of archetypes 562 * This function doesn't work properly, should add use of archetypes
567 * to make it truly absolute. 563 * to make it truly absolute.
568 */ 564 */
569
570void 565void
571set_abs_magic (object *op, int magic) 566set_abs_magic (object *op, int magic)
572{ 567{
573 if (!magic) 568 if (!magic)
574 return; 569 return;
602 */ 597 */
603 598
604static void 599static void
605set_magic (int difficulty, object *op, int max_magic, int flags) 600set_magic (int difficulty, object *op, int max_magic, int flags)
606{ 601{
607 int i;
608
609 i = magic_from_difficulty (difficulty); 602 int i = magic_from_difficulty (difficulty);
603
610 if ((flags & GT_ONLY_GOOD) && i < 0) 604 if ((flags & GT_ONLY_GOOD) && i < 0)
611 i = -i; 605 i = -i;
606
612 if (i > max_magic) 607 i = min (i, max_magic);
613 i = max_magic; 608
614 set_abs_magic (op, i); 609 set_abs_magic (op, i);
615 if (i < 0) 610 if (i < 0)
616 SET_FLAG (op, FLAG_CURSED); 611 op->set_flag (FLAG_CURSED);
617} 612}
618 613
619/* 614/*
620 * Randomly adds one magical ability to the given object. 615 * Randomly adds one magical ability to the given object.
621 * Modified for Partial Resistance in many ways: 616 * Modified for Partial Resistance in many ways:
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
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))
971 case RING: 996 case RING:
972 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! */
973 break; 998 break;
974 999
975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1000 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
976 SET_FLAG (op, FLAG_CURSED); 1001 op->set_flag (FLAG_CURSED);
977 1002
978 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1003 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
979 1004
980 if (op->type != RING) /* Amulets have only one ability */ 1005 if (op->type != RING) /* Amulets have only one ability */
981 break; 1006 break;
982 1007
983 if (!(rndm (4))) 1008 if (!rndm (4))
984 { 1009 {
985 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1010 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
986 1011
987 if (d > 0) 1012 if (d > 0)
988 op->value *= 3; 1013 op->value *= 3;
989 1014
990 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
991 1016
992 if (!(rndm (4))) 1017 if (!rndm (4))
993 { 1018 {
994 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1019 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
995 1020
996 if (d > 0) 1021 if (d > 0)
997 op->value *= 5; 1022 op->value *= 5;
1023
998 set_ring_bonus (op, d); 1024 set_ring_bonus (op, d);
999 } 1025 }
1000 } 1026 }
1001 1027
1002 if (op->animation_id) 1028 if (op->animation_id)
1010 * creator and/or map level we found it on. 1036 * creator and/or map level we found it on.
1011 */ 1037 */
1012 if (!op->msg && rndm (10)) 1038 if (!op->msg && rndm (10))
1013 { 1039 {
1014 /* set the book level properly */ 1040 /* set the book level properly */
1015 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1041 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1016 { 1042 {
1017 if (op->map && op->map->difficulty) 1043 if (op->map && op->map->difficulty)
1018 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1044 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1019 else 1045 else
1020 op->level = rndm (20) + 1; 1046 op->level = rndm (20) + 1;
1033 /* creator related stuff */ 1059 /* creator related stuff */
1034 1060
1035 /* for library, chained books. Note that some monsters have no_pick 1061 /* for library, chained books. Note that some monsters have no_pick
1036 * set - we don't want to set no pick in that case. 1062 * set - we don't want to set no pick in that case.
1037 */ 1063 */
1038 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1064 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1039 SET_FLAG (op, FLAG_NO_PICK); 1065 op->set_flag (FLAG_NO_PICK);
1040 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1066 if (creator->slaying && !op->slaying) /* for check_inv floors */
1041 op->slaying = creator->slaying; 1067 op->slaying = creator->slaying;
1042 break; 1068 break;
1043 1069
1044 case SPELLBOOK: 1070 case SPELLBOOK:
1045 op->value = op->value * op->inv->value; 1071 op->value *= value_factor_from_spell_item (op->inv, 0);
1072
1046 /* add exp so learning gives xp */ 1073 /* add exp so learning gives xp */
1047 op->level = op->inv->level; 1074 op->level = op->inv->level;
1048 op->stats.exp = op->value; 1075 op->stats.exp = op->value;
1049 break; 1076 break;
1050 1077
1054 * and reset nrof. 1081 * and reset nrof.
1055 */ 1082 */
1056 op->stats.food = op->inv->nrof; 1083 op->stats.food = op->inv->nrof;
1057 op->nrof = 1; 1084 op->nrof = 1;
1058 /* If the spell changes by level, choose a random level 1085 /* If the spell changes by level, choose a random level
1059 * for it, and adjust price. If the spell doesn't 1086 * for it.
1060 * change by level, just set the wand to the level of
1061 * the spell, and value calculation is simpler.
1062 */ 1087 */
1063 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1088 if (op->inv->duration_modifier
1064 { 1089 || op->inv->dam_modifier
1090 || op->inv->range_modifier)
1065 op->level = level_for_item (op, difficulty); 1091 op->level = level_for_item (op, difficulty);
1066 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1067 }
1068 else 1092 else
1069 {
1070 op->level = op->inv->level; 1093 op->level = op->inv->level;
1071 op->value = op->value * op->inv->value; 1094
1072 } 1095 op->value *= value_factor_from_spell_item (op->inv, op);
1073 break; 1096 break;
1074 1097
1075 case ROD: 1098 case ROD:
1076 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1077 /* Add 50 to both level an divisor to keep prices a little more 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1078 * reasonable. Otherwise, a high level version of a low level 1101
1079 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1080 * 10 time multiplier). This way, the value are a bit more reasonable.
1081 */
1082 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1083 /* 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 */
1084 if (op->stats.maxhp) 1103 if (op->stats.maxhp)
1085 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);
1086 else 1105 else
1087 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);
1088 1107
1089 op->stats.hp = op->stats.maxhp; 1108 op->stats.hp = op->stats.maxhp;
1090 break; 1109 break;
1091 1110
1092 case SCROLL: 1111 case SCROLL:
1093 op->level = level_for_item (op, difficulty); 1112 op->level = level_for_item (op, difficulty);
1094 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);
1095 1114
1096 /* add exp so reading them properly gives xp */ 1115 /* add exp so reading them properly gives xp */
1097 op->stats.exp = op->value / 5; 1116 op->stats.exp = op->value / 5;
1098 op->nrof = op->inv->nrof; 1117 op->nrof = op->inv->nrof;
1099 break; 1118 break;
1107 break; 1126 break;
1108 } /* switch type */ 1127 } /* switch type */
1109 1128
1110 if (flags & GT_STARTEQUIP) 1129 if (flags & GT_STARTEQUIP)
1111 { 1130 {
1112 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])
1113 SET_FLAG (op, FLAG_STARTEQUIP); 1132 op->set_flag (FLAG_STARTEQUIP);
1114 else if (op->type != MONEY) 1133 else if (op->type != MONEY)
1115 op->value = 0; 1134 op->value = 0;
1116 } 1135 }
1117 1136
1118 if (!(flags & GT_ENVIRONMENT)) 1137 if (!(flags & GT_ENVIRONMENT))
1129 1148
1130/* 1149/*
1131 * Allocate and return the pointer to an empty artifactlist structure. 1150 * Allocate and return the pointer to an empty artifactlist structure.
1132 */ 1151 */
1133static artifactlist * 1152static artifactlist *
1134get_empty_artifactlist (void) 1153get_empty_artifactlist ()
1135{ 1154{
1136 return salloc0<artifactlist> (); 1155 return salloc0<artifactlist> ();
1137} 1156}
1138 1157
1139/* 1158/*
1140 * Allocate and return the pointer to an empty artifact structure. 1159 * Allocate and return the pointer to an empty artifact structure.
1141 */ 1160 */
1142static artifact * 1161static artifact *
1143get_empty_artifact (void) 1162get_empty_artifact ()
1144{ 1163{
1145 return salloc0<artifact> (); 1164 return salloc0<artifact> ();
1146} 1165}
1147 1166
1148/* 1167/*
1161 1180
1162/* 1181/*
1163 * 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.
1164 */ 1183 */
1165void 1184void
1166init_artifacts (void) 1185init_artifacts ()
1167{ 1186{
1168 static int has_been_inited = 0; 1187 static int has_been_inited = 0;
1169 char filename[MAX_BUF];
1170 artifact *art = NULL; 1188 artifact *art = NULL;
1171 artifactlist *al; 1189 artifactlist *al;
1172 1190
1173 if (has_been_inited) 1191 if (has_been_inited)
1174 return; 1192 return;
1175 else 1193 else
1176 has_been_inited = 1; 1194 has_been_inited = 1;
1177 1195
1178 sprintf (filename, "%s/artifacts", settings.datadir); 1196 object_thawer f (settings.datadir, "artifacts");
1179 object_thawer f (filename);
1180 1197
1181 if (!f) 1198 if (!f)
1182 return; 1199 return;
1183 1200
1184 for (;;) 1201 for (;;)
1191 1208
1192 { 1209 {
1193 if (!strcmp (f.get_str (), "all")) 1210 if (!strcmp (f.get_str (), "all"))
1194 break; 1211 break;
1195 1212
1196 char *next, *cp = f.get_str (); 1213 const char *cp = f.get_str ();
1197 1214 char *next;
1198 do 1215 do
1199 { 1216 {
1200 if ((next = strchr (cp, ','))) 1217 if ((next = (char *)strchr (cp, ',')))
1201 *next++ = '\0'; 1218 *next++ = '\0';
1202 1219
1203 linked_char *tmp = new linked_char; 1220 linked_char *tmp = new linked_char;
1204 1221
1205 tmp->name = cp; 1222 tmp->name = cp;
1269 } 1286 }
1270#if 0 1287#if 0
1271 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);
1272#endif 1289#endif
1273 } 1290 }
1274
1275 LOG (llevDebug, "done.\n");
1276} 1291}
1277 1292
1278/* 1293/*
1279 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1280 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1281 */ 1296 */
1282void 1297void
1283add_abilities (object *op, object *change) 1298add_abilities (object *op, object *change)
1284{ 1299{
1285 int i, tmp;
1286
1287 if (change->face != blank_face) 1300 if (change->face != blank_face)
1288 {
1289#ifdef TREASURE_VERBOSE
1290 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1291#endif
1292 op->face = change->face; 1301 op->face = change->face;
1293 }
1294 1302
1295 for (i = 0; i < NUM_STATS; i++) 1303 for (int i = 0; i < NUM_STATS; i++)
1296 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1304 change_attr_value (&(op->stats), i, change->stats.stat (i));
1297 1305
1298 op->attacktype |= change->attacktype; 1306 op->attacktype |= change->attacktype;
1299 op->path_attuned |= change->path_attuned; 1307 op->path_attuned |= change->path_attuned;
1300 op->path_repelled |= change->path_repelled; 1308 op->path_repelled |= change->path_repelled;
1301 op->path_denied |= change->path_denied; 1309 op->path_denied |= change->path_denied;
1302 op->move_type |= change->move_type; 1310 op->move_type |= change->move_type;
1303 op->stats.luck += change->stats.luck; 1311 op->stats.luck += change->stats.luck;
1304 1312
1305 if (QUERY_FLAG (change, FLAG_CURSED)) 1313 static const struct copyflags : object::flags_t
1306 SET_FLAG (op, FLAG_CURSED); 1314 {
1307 if (QUERY_FLAG (change, FLAG_DAMNED)) 1315 copyflags ()
1308 SET_FLAG (op, FLAG_DAMNED); 1316 {
1309 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)
1310 set_abs_magic (op, -op->magic); 1334 set_abs_magic (op, -op->magic);
1311 1335
1312 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1336 if (change->flag [FLAG_STAND_STILL])
1313 SET_FLAG (op, FLAG_LIFESAVE);
1314 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1315 SET_FLAG (op, FLAG_REFL_SPELL);
1316 if (QUERY_FLAG (change, FLAG_STEALTH))
1317 SET_FLAG (op, FLAG_STEALTH);
1318 if (QUERY_FLAG (change, FLAG_XRAYS))
1319 SET_FLAG (op, FLAG_XRAYS);
1320 if (QUERY_FLAG (change, FLAG_BLIND))
1321 SET_FLAG (op, FLAG_BLIND);
1322 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1323 SET_FLAG (op, FLAG_SEE_IN_DARK);
1324 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1325 SET_FLAG (op, FLAG_REFL_MISSILE);
1326 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1327 SET_FLAG (op, FLAG_MAKE_INVIS);
1328
1329 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1330 { 1337 {
1331 CLEAR_FLAG (op, FLAG_ANIMATE); 1338 op->clr_flag (FLAG_ANIMATE);
1339
1332 /* so artifacts will join */ 1340 /* so artifacts will join */
1333 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1341 if (!op->flag [FLAG_ALIVE])
1334 op->speed = 0.0; 1342 op->speed = 0.;
1335 1343
1336 op->set_speed (op->speed); 1344 op->set_speed (op->speed);
1337 } 1345 }
1338 1346
1339 if (change->nrof) 1347 if (change->nrof)
1340 op->nrof = rndm (change->nrof) + 1; 1348 op->nrof = rndm (change->nrof) + 1;
1341 1349
1342 op->stats.exp += change->stats.exp; /* Speed modifier */ 1350 op->stats.exp += change->stats.exp; /* Speed modifier */
1343 op->stats.wc += change->stats.wc; 1351 op->stats.wc += change->stats.wc;
1344 op->stats.ac += change->stats.ac; 1352 op->stats.ac += change->stats.ac;
1345 1353
1346 if (change->other_arch) 1354 if (change->other_arch)
1347 { 1355 {
1348 /* Basically, for horns & potions, the other_arch field is the spell 1356 /* Basically, for horns & potions, the other_arch field is the spell
1349 * 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
1352 if (op->type == HORN || op->type == POTION) 1360 if (op->type == HORN || op->type == POTION)
1353 { 1361 {
1354 /* Remove any spells this object currently has in it */ 1362 /* Remove any spells this object currently has in it */
1355 op->destroy_inv (false); 1363 op->destroy_inv (false);
1356 1364
1357 object *tmp = arch_to_object (change->other_arch); 1365 object *tmp = change->other_arch->instance ();
1358 insert_ob_in_ob (tmp, op); 1366 insert_ob_in_ob (tmp, op);
1359 } 1367 }
1368
1360 /* No harm setting this for potions/horns */ 1369 /* No harm setting this for potions/horns */
1361 op->other_arch = change->other_arch; 1370 op->other_arch = change->other_arch;
1362 } 1371 }
1363 1372
1364 if (change->stats.hp < 0) 1373 if (change->stats.hp < 0)
1380 op->stats.maxsp = -change->stats.maxsp; 1389 op->stats.maxsp = -change->stats.maxsp;
1381 else 1390 else
1382 op->stats.maxsp += change->stats.maxsp; 1391 op->stats.maxsp += change->stats.maxsp;
1383 1392
1384 if (change->stats.food < 0) 1393 if (change->stats.food < 0)
1385 op->stats.food = -(change->stats.food); 1394 op->stats.food = -change->stats.food;
1386 else 1395 else
1387 op->stats.food += change->stats.food; 1396 op->stats.food += change->stats.food;
1388 1397
1389 if (change->level < 0) 1398 if (change->level < 0)
1390 op->level = -(change->level); 1399 op->level = -change->level;
1391 else 1400 else
1392 op->level += change->level; 1401 op->level += change->level;
1393 1402
1394 if (change->gen_sp_armour < 0) 1403 if (change->gen_sp_armour < 0)
1395 op->gen_sp_armour = -(change->gen_sp_armour); 1404 op->gen_sp_armour = -change->gen_sp_armour;
1396 else 1405 else
1397 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;
1398 1407
1399 op->item_power = change->item_power; 1408 op->item_power = change->item_power;
1400 1409
1401 for (i = 0; i < NROFATTACKS; i++) 1410 for (int i = 0; i < NROFATTACKS; i++)
1402 if (change->resist[i])
1403 op->resist[i] += change->resist[i]; 1411 op->resist[i] += change->resist[i];
1404 1412
1405 if (change->stats.dam) 1413 if (change->stats.dam)
1406 { 1414 {
1407 if (change->stats.dam < 0) 1415 if (change->stats.dam < 0)
1408 op->stats.dam = (-change->stats.dam); 1416 op->stats.dam = -change->stats.dam;
1409 else if (op->stats.dam) 1417 else if (op->stats.dam)
1410 { 1418 {
1411 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1419 int tmp = op->stats.dam * change->stats.dam / 10;
1420
1412 if (tmp == op->stats.dam) 1421 if (tmp == op->stats.dam)
1413 { 1422 {
1414 if (change->stats.dam < 10) 1423 if (change->stats.dam < 10)
1415 op->stats.dam--; 1424 op->stats.dam--;
1416 else 1425 else
1422 } 1431 }
1423 1432
1424 if (change->weight) 1433 if (change->weight)
1425 { 1434 {
1426 if (change->weight < 0) 1435 if (change->weight < 0)
1427 op->weight = (-change->weight); 1436 op->weight = -change->weight;
1428 else 1437 else
1429 op->weight = (op->weight * (change->weight)) / 100; 1438 op->weight = op->weight * change->weight / 100;
1430 } 1439 }
1431 1440
1432 if (change->last_sp) 1441 if (change->last_sp)
1433 { 1442 {
1434 if (change->last_sp < 0) 1443 if (change->last_sp < 0)
1435 op->last_sp = (-change->last_sp); 1444 op->last_sp = -change->last_sp;
1436 else 1445 else
1437 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;
1438 } 1447 }
1439 1448
1440 if (change->gen_sp_armour) 1449 if (change->gen_sp_armour)
1441 { 1450 {
1442 if (change->gen_sp_armour < 0) 1451 if (change->gen_sp_armour < 0)
1443 op->gen_sp_armour = (-change->gen_sp_armour); 1452 op->gen_sp_armour = -change->gen_sp_armour;
1444 else 1453 else
1445 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;
1446 } 1455 }
1447 1456
1448 op->value *= change->value; 1457 op->value *= change->value;
1449 1458
1450 if (change->materials) 1459 if (change->materials)
1451 op->materials = change->materials; 1460 op->materials = change->materials;
1452 1461
1453 if (change->materialname) 1462 if (change->material != MATERIAL_NULL)
1454 op->materialname = change->materialname; 1463 op->material = change->material;
1455 1464
1456 if (change->slaying) 1465 if (change->slaying)
1457 op->slaying = change->slaying; 1466 op->slaying = change->slaying;
1458 1467
1459 if (change->race) 1468 if (change->race)
1482 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1483 else 1492 else
1484 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1485 1494
1486 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1487 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1496 if (!strcmp (name, op->arch->archname))
1488 return !neg; 1497 return !neg;
1489 1498
1490 /* 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
1491 * everything is allowed except what we match 1500 * everything is allowed except what we match
1492 */ 1501 */
1503 */ 1512 */
1504 1513
1505void 1514void
1506give_artifact_abilities (object *op, object *artifct) 1515give_artifact_abilities (object *op, object *artifct)
1507{ 1516{
1508 char new_name[MAX_BUF]; 1517 op->title = format ("of %s", &artifct->name);
1509 1518
1510 sprintf (new_name, "of %s", &artifct->name);
1511 op->title = new_name;
1512 add_abilities (op, artifct); /* Give out the bonuses */ 1519 add_abilities (op, artifct); /* Give out the bonuses */
1513 1520
1514#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... */
1515 { 1522 {
1516 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1523 char identified = op->flag [FLAG_IDENTIFIED];
1517 1524
1518 SET_FLAG (op, FLAG_IDENTIFIED); 1525 op->set_flag (FLAG_IDENTIFIED);
1519 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));
1520 if (!identified) 1527 if (!identified)
1521 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1528 op->clr_flag (FLAG_IDENTIFIED);
1522 } 1529 }
1523#endif 1530#endif
1524 return; 1531 return;
1525} 1532}
1526 1533
1536#define ARTIFACT_TRIES 2 1543#define ARTIFACT_TRIES 2
1537 1544
1538void 1545void
1539generate_artifact (object *op, int difficulty) 1546generate_artifact (object *op, int difficulty)
1540{ 1547{
1541 artifactlist *al;
1542 artifact *art; 1548 artifact *art;
1543 int i;
1544 1549
1545 al = find_artifactlist (op->type); 1550 artifactlist *al = find_artifactlist (op->type);
1546 1551
1547 if (al == NULL) 1552 if (al == NULL)
1548 { 1553 {
1549#if 0 /* This is too verbose, usually */ 1554#if 0 /* This is too verbose, usually */
1550 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);
1551#endif 1556#endif
1552 return; 1557 return;
1553 } 1558 }
1554 1559
1555 for (i = 0; i < ARTIFACT_TRIES; i++) 1560 for (int i = 0; i < ARTIFACT_TRIES; i++)
1556 { 1561 {
1557 int roll = rndm (al->total_chance); 1562 int roll = rndm (al->total_chance);
1558 1563
1559 for (art = al->items; art; art = art->next) 1564 for (art = al->items; art; art = art->next)
1560 { 1565 {
1600 */ 1605 */
1601 1606
1602void 1607void
1603fix_flesh_item (object *item, object *donor) 1608fix_flesh_item (object *item, object *donor)
1604{ 1609{
1605 char tmpbuf[MAX_BUF];
1606 int i;
1607
1608 if (item->type == FLESH && donor) 1610 if (item->type == FLESH && donor)
1609 { 1611 {
1610 /* change the name */ 1612 /* change the name */
1611 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1613 item->name = format ("%s's %s", &donor->name, &item->name);
1612 item->name = tmpbuf;
1613 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1614 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1614 item->name_pl = tmpbuf;
1615 1615
1616 /* weight is FLESH weight/100 * donor */ 1616 /* weight is FLESH weight/100 * donor */
1617 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);
1618 item->weight = 1;
1619 1618
1620 /* value is multiplied by level of donor */ 1619 /* value is multiplied by level of donor */
1621 item->value *= isqrt (donor->level * 2); 1620 item->value *= isqrt (donor->level * 2);
1622 1621
1623 /* food value */ 1622 /* food value */
1624 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1623 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1625 1624
1626 /* flesh items inherit some abilities of donor, but not 1625 /* flesh items inherit some abilities of donor, but not
1627 * full effect. 1626 * full effect.
1628 */ 1627 */
1629 for (i = 0; i < NROFATTACKS; i++) 1628 for (int i = 0; i < NROFATTACKS; i++)
1630 item->resist[i] = donor->resist[i] / 2; 1629 item->resist[i] = donor->resist[i] / 2;
1631 1630
1632 /* item inherits donor's level (important for quezals) */ 1631 /* item inherits donor's level (important for quezals) */
1633 item->level = donor->level; 1632 item->level = donor->level;
1634 1633
1635 /* if donor has some attacktypes, the flesh is poisonous */ 1634 /* if donor has some attacktypes, the flesh is poisonous */
1636 if (donor->attacktype & AT_POISON) 1635 if (donor->attacktype & AT_POISON)
1637 item->type = POISON; 1636 item->type = POISON;
1638 1637
1639 if (donor->attacktype & AT_ACID) 1638 if (donor->attacktype & AT_ACID)
1640 item->stats.hp = -1 * item->stats.food; 1639 item->stats.hp = -item->stats.food;
1641 1640
1642 SET_FLAG (item, FLAG_NO_STEAL); 1641 item->set_flag (FLAG_NO_STEAL);
1643 } 1642 }
1644} 1643}
1645 1644
1646/* special_potion() - so that old potion code is still done right. */ 1645static void
1647int
1648special_potion (object *op)
1649{
1650 if (op->attacktype)
1651 return 1;
1652
1653 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1654 return 1;
1655
1656 for (int i = 0; i < NROFATTACKS; i++)
1657 if (op->resist[i])
1658 return 1;
1659
1660 return 0;
1661}
1662
1663void
1664free_treasurestruct (treasure *t) 1646free_treasurestruct (treasure *t)
1665{ 1647{
1666 if (t->next) free_treasurestruct (t->next); 1648 if (t->next) free_treasurestruct (t->next);
1667 if (t->next_yes) free_treasurestruct (t->next_yes); 1649 if (t->next_yes) free_treasurestruct (t->next_yes);
1668 if (t->next_no) free_treasurestruct (t->next_no); 1650 if (t->next_no) free_treasurestruct (t->next_no);
1669 1651
1670 delete t; 1652 delete t;
1671} 1653}
1672 1654
1673void 1655static void
1674free_charlinks (linked_char *lc) 1656free_charlinks (linked_char *lc)
1675{ 1657{
1676 if (lc->next) 1658 if (lc->next)
1677 free_charlinks (lc->next); 1659 free_charlinks (lc->next);
1678 1660
1679 delete lc; 1661 delete lc;
1680} 1662}
1681 1663
1682void 1664static void
1683free_artifact (artifact *at) 1665free_artifact (artifact *at)
1684{ 1666{
1685 if (at->next) free_artifact (at->next); 1667 if (at->next) free_artifact (at->next);
1686 if (at->allowed) free_charlinks (at->allowed); 1668 if (at->allowed) free_charlinks (at->allowed);
1687 1669
1688 at->item->destroy (); 1670 at->item->destroy ();
1689 1671
1690 sfree (at); 1672 sfree (at);
1691} 1673}
1692 1674
1693void
1694free_artifactlist (artifactlist *al)
1695{
1696 artifactlist *nextal;
1697
1698 for (al = first_artifactlist; al; al = nextal)
1699 {
1700 nextal = al->next;
1701
1702 if (al->items)
1703 free_artifact (al->items);
1704
1705 sfree (al);
1706 }
1707}
1708
1709void
1710free_all_treasures (void)
1711{
1712 treasurelist *tl, *next;
1713
1714 for (tl = first_treasurelist; tl; tl = next)
1715 {
1716 clear (tl);
1717
1718 next = tl->next;
1719 delete tl;
1720 }
1721
1722 free_artifactlist (first_artifactlist);
1723}

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