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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.94 by root, Tue Nov 10 16:29:20 2009 UTC vs.
Revision 1.121 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 27 * It is useful for finding bugs in the treasures file. Since it only
33 34
34//#define TREASURE_VERBOSE 35//#define TREASURE_VERBOSE
35 36
36#include <global.h> 37#include <global.h>
37#include <treasure.h> 38#include <treasure.h>
38#include <loader.h> 39
40#include <flat_hash_map.hpp>
39 41
40extern char *spell_mapping[]; 42extern char *spell_mapping[];
41 43
42static treasurelist *first_treasurelist; 44static treasurelist *first_treasurelist;
43 45
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 46static void change_treasure (treasure *t, object *op); /* overrule default values */
45 47
46typedef std::tr1::unordered_map< 48typedef ska::flat_hash_map<
47 const char *, 49 const char *,
48 treasurelist *, 50 treasurelist *,
49 str_hash, 51 str_hash,
50 str_equal, 52 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> > 53 slice_allocator< std::pair<const char *const, treasurelist *> >
52> tl_map_t; 54> tl_map_t;
53 55
54static tl_map_t tl_map; 56static tl_map_t tl_map;
55 57
56//TODO: class method 58//TODO: class method
256 return; 258 return;
257 } 259 }
258 260
259 op->expand_tail (); 261 op->expand_tail ();
260 262
263 if (!creator->is_on_map ()
261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 264 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy (); 265 op->destroy ();
263 else 266 else
264 { 267 {
265 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 268 op->flag [FLAG_OBJ_ORIGINAL] = true;
266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 269 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 } 270 }
268 } 271 }
269 else 272 else
270 { 273 {
271 op = creator->insert (op); 274 op = creator->insert (op);
272 275
273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 276 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
274 monster_check_apply (creator, op); 277 monster_check_apply (creator, op);
275 } 278 }
276} 279}
277 280
278/* if there are change_xxx commands in the treasure, we include the changes 281/* if there are change_xxx commands in the treasure, we include the changes
310 } 313 }
311 else 314 else
312 { 315 {
313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
314 { 317 {
315 object *tmp = arch_to_object (t->item); 318 object *tmp = t->item->instance ();
316 319
317 if (t->nrof && tmp->nrof <= 1) 320 if (t->nrof && tmp->nrof <= 1)
318 tmp->nrof = rndm (t->nrof) + 1; 321 tmp->nrof = rndm (t->nrof) + 1;
319 322
320 fix_generated_item (tmp, op, difficulty, t->magic, flag); 323 fix_generated_item (tmp, op, difficulty, t->magic, flag);
367 else if (t->nrof) 370 else if (t->nrof)
368 create_one_treasure (tl, op, flag, difficulty, tries); 371 create_one_treasure (tl, op, flag, difficulty, tries);
369 } 372 }
370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
371 { 374 {
372 if (object *tmp = arch_to_object (t->item)) 375 if (object *tmp = t->item->instance ())
373 { 376 {
374 if (t->nrof && tmp->nrof <= 1) 377 if (t->nrof && tmp->nrof <= 1)
375 tmp->nrof = rndm (t->nrof) + 1; 378 tmp->nrof = rndm (t->nrof) + 1;
376 379
377 fix_generated_item (tmp, op, difficulty, t->magic, flag); 380 fix_generated_item (tmp, op, difficulty, t->magic, flag);
490 { 0, 0, 0, 3, 97}, // 29 493 { 0, 0, 0, 3, 97}, // 29
491 { 0, 0, 0, 0, 100}, // 30 494 { 0, 0, 0, 0, 100}, // 30
492 { 0, 0, 0, 0, 100}, // 31 495 { 0, 0, 0, 0, 100}, // 31
493}; 496};
494 497
495/* calculate the appropriate level for wands staves and scrolls. 498/* calculate the appropriate level for wands staves and scrolls.
496 * This code presumes that op has had its spell object created (in op->inv) 499 * This code presumes that op has had its spell object created (in op->inv)
497 * 500 *
498 * elmex Wed Aug 9 17:44:59 CEST 2006: 501 * elmex Wed Aug 9 17:44:59 CEST 2006:
499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 502 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
500 */ 503 */
510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
511 514
512 if (olevel <= 0) 515 if (olevel <= 0)
513 olevel = rndm (1, op->inv->level); 516 olevel = rndm (1, op->inv->level);
514 517
515 return min (olevel, MAXLEVEL); 518 return min (olevel, MAXLEVEL_TREASURE);
516} 519}
517 520
518/* 521/*
519 * Based upon the specified difficulty and upon the difftomagic_list array, 522 * Based upon the specified difficulty and upon the difftomagic_list array,
520 * a random magical bonus is returned. This is used when determine 523 * a random magical bonus is returned. This is used when determine
526 * 529 *
527 */ 530 */
528static int 531static int
529magic_from_difficulty (int difficulty) 532magic_from_difficulty (int difficulty)
530{ 533{
531 int percent = 0, magic = 0;
532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 534 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
535 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
533 536
534 scaled_diff--;
535
536 if (scaled_diff < 0)
537 scaled_diff = 0;
538
539 if (scaled_diff >= DIFFLEVELS)
540 scaled_diff = DIFFLEVELS - 1;
541
542 percent = rndm (100); 537 int percent = rndm (100);
538 int magic;
543 539
544 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 540 for (magic = 0; magic <= MAXMAGIC; magic++)
545 { 541 {
546 percent -= difftomagic_list[scaled_diff][magic]; 542 percent -= difftomagic_list[scaled_diff][magic];
547 543
548 if (percent < 0) 544 if (percent < 0)
549 break; 545 break;
550 } 546 }
551 547
552 if (magic == (MAXMAGIC + 1)) 548 if (magic > MAXMAGIC)
553 { 549 {
554 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
555 magic = 0; 551 magic = 0;
556 } 552 }
557 553
565 * Sets magical bonus in an object, and recalculates the effect on 561 * Sets magical bonus in an object, and recalculates the effect on
566 * the armour variable, and the effect on speed of armour. 562 * the armour variable, and the effect on speed of armour.
567 * This function doesn't work properly, should add use of archetypes 563 * This function doesn't work properly, should add use of archetypes
568 * to make it truly absolute. 564 * to make it truly absolute.
569 */ 565 */
570
571void 566void
572set_abs_magic (object *op, int magic) 567set_abs_magic (object *op, int magic)
573{ 568{
574 if (!magic) 569 if (!magic)
575 return; 570 return;
603 */ 598 */
604 599
605static void 600static void
606set_magic (int difficulty, object *op, int max_magic, int flags) 601set_magic (int difficulty, object *op, int max_magic, int flags)
607{ 602{
608 int i;
609
610 i = magic_from_difficulty (difficulty); 603 int i = magic_from_difficulty (difficulty);
604
611 if ((flags & GT_ONLY_GOOD) && i < 0) 605 if ((flags & GT_ONLY_GOOD) && i < 0)
612 i = -i; 606 i = -i;
607
613 if (i > max_magic) 608 i = min (i, max_magic);
614 i = max_magic; 609
615 set_abs_magic (op, i); 610 set_abs_magic (op, i);
616 if (i < 0) 611 if (i < 0)
617 SET_FLAG (op, FLAG_CURSED); 612 op->set_flag (FLAG_CURSED);
618} 613}
619 614
620/* 615/*
621 * Randomly adds one magical ability to the given object. 616 * Randomly adds one magical ability to the given object.
622 * Modified for Partial Resistance in many ways: 617 * Modified for Partial Resistance in many ways:
629set_ring_bonus (object *op, int bonus) 624set_ring_bonus (object *op, int bonus)
630{ 625{
631 int r = rndm (bonus > 0 ? 25 : 11); 626 int r = rndm (bonus > 0 ? 25 : 11);
632 627
633 if (op->type == AMULET) 628 if (op->type == AMULET)
634 {
635 if (!(rndm (21))) 629 if (!rndm (21))
636 r = 20 + rndm (2); 630 r = 20 + rndm (2);
631 else if (rndm (2))
632 r = 10;
637 else 633 else
638 {
639 if (rndm (2))
640 r = 10;
641 else
642 r = 11 + rndm (9); 634 r = 11 + rndm (9);
643 }
644 }
645 635
646 switch (r) 636 switch (r)
647 { 637 {
648 /* Redone by MSW 2000-11-26 to have much less code. Also, 638 /* Redone by MSW 2000-11-26 to have much less code. Also,
649 * bonuses and penalties will stack and add to existing values. 639 * bonuses and penalties will stack and add to existing values.
650 * of the item. 640 * of the item.
651 */ 641 */
652 case 0: 642 case 0:
653 case 1: 643 case 1:
654 case 2: 644 case 2:
655 case 3: 645 case 3:
656 case 4: 646 case 4:
696 * little random element in since that they don't always end up with 686 * little random element in since that they don't always end up with
697 * even values. 687 * even values.
698 */ 688 */
699 if (bonus < 0) 689 if (bonus < 0)
700 val = 2 * -val - rndm (b); 690 val = 2 * -val - rndm (b);
701 if (val > 35) 691
702 val = 35; /* Upper limit */ 692 val = min (35, val); /* Upper limit */
693
703 b = 0; 694 b = 0;
704 695
705 while (op->resist[resist_table[resist]] != 0 && b < 4) 696 while (op->resist[resist_table[resist]] != 0 && b < 4)
706 resist = rndm (num_resist_table); 697 resist = rndm (num_resist_table);
707 698
715 break; 706 break;
716 } 707 }
717 case 20: 708 case 20:
718 if (op->type == AMULET) 709 if (op->type == AMULET)
719 { 710 {
720 SET_FLAG (op, FLAG_REFL_SPELL); 711 op->set_flag (FLAG_REFL_SPELL);
721 op->value *= 11; 712 op->value *= 11;
722 } 713 }
723 else 714 else
724 { 715 {
725 op->stats.hp = 1; /* regenerate hit points */ 716 op->stats.hp = 1; /* regenerate hit points */
728 break; 719 break;
729 720
730 case 21: 721 case 21:
731 if (op->type == AMULET) 722 if (op->type == AMULET)
732 { 723 {
733 SET_FLAG (op, FLAG_REFL_MISSILE); 724 op->set_flag (FLAG_REFL_MISSILE);
734 op->value *= 9; 725 op->value *= 9;
735 } 726 }
736 else 727 else
737 { 728 {
738 op->stats.sp = 1; /* regenerate spell points */ 729 op->stats.sp = 1; /* regenerate spell points */
740 } 731 }
741 break; 732 break;
742 733
743 case 22: 734 case 22:
744 op->stats.exp += bonus; /* Speed! */ 735 op->stats.exp += bonus; /* Speed! */
745 op->value = (op->value * 2) / 3; 736 op->value = op->value * 2 / 3;
746 break; 737 break;
747 } 738 }
748 739
749 if (bonus > 0) 740 if (bonus > 0)
750 op->value *= 2 * bonus; 741 op->value = 2 * op->value * bonus;
751 else 742 else
752 op->value = -(op->value * 2 * bonus) / 3; 743 op->value = -2 * op->value * bonus / 3;
753} 744}
754 745
755/* 746/*
756 * get_magic(diff) will return a random number between 0 and 4. 747 * get_magic(diff) will return a random number between 0 and 4.
757 * diff can be any value above 2. The higher the diff-variable, the 748 * diff can be any value above 2. The higher the diff-variable, the
761 * Another scheme is used to calculate the magic of weapons and armours. 752 * Another scheme is used to calculate the magic of weapons and armours.
762 */ 753 */
763static int 754static int
764get_magic (int diff) 755get_magic (int diff)
765{ 756{
766 int i; 757 diff = min (3, diff);
767 758
768 if (diff < 3)
769 diff = 3;
770
771 for (i = 0; i < 4; i++) 759 for (int i = 0; i < 4; i++)
772 if (rndm (diff)) 760 if (rndm (diff))
773 return i; 761 return i;
774 762
775 return 4; 763 return 4;
776} 764}
790 return 1; 778 return 1;
791 779
792 return 0; 780 return 0;
793} 781}
794 782
783static double
784value_factor_from_spell_item (object *spell, object *item)
785{
786 double factor =
787 pow ((spell->value > 0 ? spell->value : 1)
788 * spell->level, 1.5);
789
790 if (item) // this if for: wands/staffs/rods:
791 {
792 /* Old crossfire comment ahead:
793 * Add 50 to both level an divisor to keep prices a little more
794 * reasonable. Otherwise, a high level version of a low level
795 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
796 * 10 time multiplier). This way, the value are a bit more reasonable.
797 */
798
799 factor *= item->level + 50;
800 factor /= item->inv->level + 50;
801 }
802
803 return factor;
804}
805
795#define DICE2 (get_magic(2)==2?2:1) 806#define DICE2 (get_magic(2) == 2 ? 2 : 1)
796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 807#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
797 808
798/* 809/*
799 * fix_generated_item(): This is called after an item is generated, in 810 * fix_generated_item(): This is called after an item is generated, in
800 * order to set it up right. This produced magical bonuses, puts spells 811 * order to set it up right. This produced magical bonuses, puts spells
801 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 812 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
802 */ 813 */
803 814
804/* 4/28/96 added creator object from which op may now inherit properties based on 815/* 4/28/96 added creator object from which op may now inherit properties based on
805 * op->type. Right now, which stuff the creator passes on is object type 816 * op->type. Right now, which stuff the creator passes on is object type
806 * dependant. I know this is a spagetti manuever, but is there a cleaner 817 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */ 818 * way to do this? b.t. */
808 819
809/* 820/*
810 * ! (flags & GT_ENVIRONMENT): 821 * ! (flags & GT_ENVIRONMENT):
811 * Automatically calls fix_flesh_item(). 822 * Automatically calls fix_flesh_item().
834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 845 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
835 /* So the treasure doesn't get created again */ 846 /* So the treasure doesn't get created again */
836 op->randomitems = 0; 847 op->randomitems = 0;
837 } 848 }
838 849
839 if (difficulty < 1) 850 max_it (difficulty, 1);
840 difficulty = 1;
841 851
842 if (INVOKE_OBJECT (ADD_BONUS, op, 852 if (INVOKE_OBJECT (ADD_BONUS, op,
843 ARG_OBJECT (creator != op ? creator : 0), 853 ARG_OBJECT (creator != op ? creator : 0),
844 ARG_INT (difficulty), ARG_INT (max_magic), 854 ARG_INT (difficulty), ARG_INT (max_magic),
845 ARG_INT (flags))) 855 ARG_INT (flags)))
912 { 922 {
913 if (op->type == POTION) 923 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 924 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 925 if (op->stats.sp && !op->randomitems)
916 { 926 {
917 object *tmp = get_archetype (spell_mapping [op->stats.sp]); 927 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
918 insert_ob_in_ob (tmp, op); 928 insert_ob_in_ob (tmp, op);
919 op->stats.sp = 0; 929 op->stats.sp = 0;
920 } 930 }
921 } 931 }
922 else if (!op->title) /* Only modify object if not special */ 932 else if (!op->title) /* Only modify object if not special */
925 case WEAPON: 935 case WEAPON:
926 case ARMOUR: 936 case ARMOUR:
927 case SHIELD: 937 case SHIELD:
928 case HELMET: 938 case HELMET:
929 case CLOAK: 939 case CLOAK:
930 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 940 if (op->flag [FLAG_CURSED] && !(rndm (4)))
931 set_ring_bonus (op, -DICE2); 941 set_ring_bonus (op, -DICE2);
932 break; 942 break;
933 943
934 case BRACERS: 944 case BRACERS:
935 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 945 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
936 { 946 {
937 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 947 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
938 if (!QUERY_FLAG (op, FLAG_CURSED)) 948 if (!op->flag [FLAG_CURSED])
939 op->value *= 3; 949 op->value *= 3;
940 } 950 }
941 break; 951 break;
942 952
943 case POTION: 953 case POTION:
944 { 954 {
945 int too_many_tries = 0, is_special = 0; 955 int too_many_tries = 0;
946 956
947 /* Handle healing and magic power potions */ 957 /* Handle healing and magic power potions */
948 if (op->stats.sp && !op->randomitems) 958 if (op->stats.sp && !op->randomitems)
949 { 959 {
950 object *tmp;
951
952 tmp = get_archetype (spell_mapping[op->stats.sp]); 960 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
953 insert_ob_in_ob (tmp, op); 961 insert_ob_in_ob (tmp, op);
954 op->stats.sp = 0; 962 op->stats.sp = 0;
955 } 963 }
956 964
957 while (!(is_special = special_potion (op)) && !op->inv) 965 while (!special_potion (op) && !op->inv)
958 { 966 {
959 generate_artifact (op, difficulty); 967 generate_artifact (op, difficulty);
960 if (too_many_tries++ > 10) 968 if (too_many_tries++ > 10)
961 break; 969 break;
962 } 970 }
965 * since the value set on those is already correct. 973 * since the value set on those is already correct.
966 */ 974 */
967 if (op->inv && op->randomitems) 975 if (op->inv && op->randomitems)
968 { 976 {
969 /* value multiplier is same as for scrolls */ 977 /* value multiplier is same as for scrolls */
970 op->value = (op->value * op->inv->value); 978 op->value *= op->inv->value;
971 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 979 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
972 } 980 }
973 else 981 else
974 { 982 {
975 op->name = "potion"; 983 op->name = shstr_potion;
976 op->name_pl = "potions"; 984 op->name_pl = shstr_potions;
977 } 985 }
978 986
979 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 987 if (!(flags & GT_ONLY_GOOD) && rndm (2))
980 SET_FLAG (op, FLAG_CURSED); 988 op->set_flag (FLAG_CURSED);
989
981 break; 990 break;
982 } 991 }
983 992
984 case AMULET: 993 case AMULET:
985 if (IS_ARCH (op->arch, amulet)) 994 if (IS_ARCH (op->arch, amulet))
988 case RING: 997 case RING:
989 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 998 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
990 break; 999 break;
991 1000
992 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1001 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
993 SET_FLAG (op, FLAG_CURSED); 1002 op->set_flag (FLAG_CURSED);
994 1003
995 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1004 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
996 1005
997 if (op->type != RING) /* Amulets have only one ability */ 1006 if (op->type != RING) /* Amulets have only one ability */
998 break; 1007 break;
999 1008
1000 if (!(rndm (4))) 1009 if (!rndm (4))
1001 { 1010 {
1002 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1011 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1003 1012
1004 if (d > 0) 1013 if (d > 0)
1005 op->value *= 3; 1014 op->value *= 3;
1006 1015
1007 set_ring_bonus (op, d); 1016 set_ring_bonus (op, d);
1008 1017
1009 if (!(rndm (4))) 1018 if (!rndm (4))
1010 { 1019 {
1011 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1020 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1012 1021
1013 if (d > 0) 1022 if (d > 0)
1014 op->value *= 5; 1023 op->value *= 5;
1024
1015 set_ring_bonus (op, d); 1025 set_ring_bonus (op, d);
1016 } 1026 }
1017 } 1027 }
1018 1028
1019 if (op->animation_id) 1029 if (op->animation_id)
1027 * creator and/or map level we found it on. 1037 * creator and/or map level we found it on.
1028 */ 1038 */
1029 if (!op->msg && rndm (10)) 1039 if (!op->msg && rndm (10))
1030 { 1040 {
1031 /* set the book level properly */ 1041 /* set the book level properly */
1032 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1042 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1033 { 1043 {
1034 if (op->map && op->map->difficulty) 1044 if (op->map && op->map->difficulty)
1035 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1045 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1036 else 1046 else
1037 op->level = rndm (20) + 1; 1047 op->level = rndm (20) + 1;
1050 /* creator related stuff */ 1060 /* creator related stuff */
1051 1061
1052 /* for library, chained books. Note that some monsters have no_pick 1062 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case. 1063 * set - we don't want to set no pick in that case.
1054 */ 1064 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1065 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1056 SET_FLAG (op, FLAG_NO_PICK); 1066 op->set_flag (FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1067 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1068 op->slaying = creator->slaying;
1059 break; 1069 break;
1060 1070
1061 case SPELLBOOK: 1071 case SPELLBOOK:
1062 op->value = op->value * op->inv->value; 1072 op->value *= value_factor_from_spell_item (op->inv, 0);
1073
1063 /* add exp so learning gives xp */ 1074 /* add exp so learning gives xp */
1064 op->level = op->inv->level; 1075 op->level = op->inv->level;
1065 op->stats.exp = op->value; 1076 op->stats.exp = op->value;
1066 break; 1077 break;
1067 1078
1071 * and reset nrof. 1082 * and reset nrof.
1072 */ 1083 */
1073 op->stats.food = op->inv->nrof; 1084 op->stats.food = op->inv->nrof;
1074 op->nrof = 1; 1085 op->nrof = 1;
1075 /* If the spell changes by level, choose a random level 1086 /* If the spell changes by level, choose a random level
1076 * for it, and adjust price. If the spell doesn't 1087 * for it.
1077 * change by level, just set the wand to the level of
1078 * the spell, and value calculation is simpler.
1079 */ 1088 */
1080 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1089 if (op->inv->duration_modifier
1081 { 1090 || op->inv->dam_modifier
1091 || op->inv->range_modifier)
1082 op->level = level_for_item (op, difficulty); 1092 op->level = level_for_item (op, difficulty);
1083 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1084 }
1085 else 1093 else
1086 {
1087 op->level = op->inv->level; 1094 op->level = op->inv->level;
1088 op->value = op->value * op->inv->value; 1095
1089 } 1096 op->value *= value_factor_from_spell_item (op->inv, op);
1090 break; 1097 break;
1091 1098
1092 case ROD: 1099 case ROD:
1093 op->level = level_for_item (op, difficulty); 1100 op->level = level_for_item (op, difficulty);
1094 /* Add 50 to both level an divisor to keep prices a little more 1101 op->value *= value_factor_from_spell_item (op->inv, op);
1095 * reasonable. Otherwise, a high level version of a low level 1102
1096 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1097 * 10 time multiplier). This way, the value are a bit more reasonable.
1098 */
1099 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1100 /* maxhp is used to denote how many 'charges' the rod holds before */ 1103 /* maxhp is used to denote how many 'charges' the rod holds before */
1101 if (op->stats.maxhp) 1104 if (op->stats.maxhp)
1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); 1105 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1103 else 1106 else
1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); 1107 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1106 op->stats.hp = op->stats.maxhp; 1109 op->stats.hp = op->stats.maxhp;
1107 break; 1110 break;
1108 1111
1109 case SCROLL: 1112 case SCROLL:
1110 op->level = level_for_item (op, difficulty); 1113 op->level = level_for_item (op, difficulty);
1111 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1114 op->value *= value_factor_from_spell_item (op->inv, op);
1112 1115
1113 /* add exp so reading them properly gives xp */ 1116 /* add exp so reading them properly gives xp */
1114 op->stats.exp = op->value / 5; 1117 op->stats.exp = op->value / 5;
1115 op->nrof = op->inv->nrof; 1118 op->nrof = op->inv->nrof;
1116 break; 1119 break;
1124 break; 1127 break;
1125 } /* switch type */ 1128 } /* switch type */
1126 1129
1127 if (flags & GT_STARTEQUIP) 1130 if (flags & GT_STARTEQUIP)
1128 { 1131 {
1129 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1132 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1130 SET_FLAG (op, FLAG_STARTEQUIP); 1133 op->set_flag (FLAG_STARTEQUIP);
1131 else if (op->type != MONEY) 1134 else if (op->type != MONEY)
1132 op->value = 0; 1135 op->value = 0;
1133 } 1136 }
1134 1137
1135 if (!(flags & GT_ENVIRONMENT)) 1138 if (!(flags & GT_ENVIRONMENT))
1146 1149
1147/* 1150/*
1148 * Allocate and return the pointer to an empty artifactlist structure. 1151 * Allocate and return the pointer to an empty artifactlist structure.
1149 */ 1152 */
1150static artifactlist * 1153static artifactlist *
1151get_empty_artifactlist (void) 1154get_empty_artifactlist ()
1152{ 1155{
1153 return salloc0<artifactlist> (); 1156 return salloc0<artifactlist> ();
1154} 1157}
1155 1158
1156/* 1159/*
1157 * Allocate and return the pointer to an empty artifact structure. 1160 * Allocate and return the pointer to an empty artifact structure.
1158 */ 1161 */
1159static artifact * 1162static artifact *
1160get_empty_artifact (void) 1163get_empty_artifact ()
1161{ 1164{
1162 return salloc0<artifact> (); 1165 return salloc0<artifact> ();
1163} 1166}
1164 1167
1165/* 1168/*
1178 1181
1179/* 1182/*
1180 * Builds up the lists of artifacts from the file in the libdir. 1183 * Builds up the lists of artifacts from the file in the libdir.
1181 */ 1184 */
1182void 1185void
1183init_artifacts (void) 1186init_artifacts ()
1184{ 1187{
1185 static int has_been_inited = 0; 1188 static int has_been_inited = 0;
1186 char filename[MAX_BUF];
1187 artifact *art = NULL; 1189 artifact *art = NULL;
1188 artifactlist *al; 1190 artifactlist *al;
1189 1191
1190 if (has_been_inited) 1192 if (has_been_inited)
1191 return; 1193 return;
1192 else 1194 else
1193 has_been_inited = 1; 1195 has_been_inited = 1;
1194 1196
1195 sprintf (filename, "%s/artifacts", settings.datadir); 1197 object_thawer f (settings.datadir, "artifacts");
1196 object_thawer f (filename);
1197 1198
1198 if (!f) 1199 if (!f)
1199 return; 1200 return;
1200 1201
1201 for (;;) 1202 for (;;)
1208 1209
1209 { 1210 {
1210 if (!strcmp (f.get_str (), "all")) 1211 if (!strcmp (f.get_str (), "all"))
1211 break; 1212 break;
1212 1213
1213 char *next, *cp = f.get_str (); 1214 const char *cp = f.get_str ();
1214 1215 char *next;
1215 do 1216 do
1216 { 1217 {
1217 if ((next = strchr (cp, ','))) 1218 if ((next = (char *)strchr (cp, ',')))
1218 *next++ = '\0'; 1219 *next++ = '\0';
1219 1220
1220 linked_char *tmp = new linked_char; 1221 linked_char *tmp = new linked_char;
1221 1222
1222 tmp->name = cp; 1223 tmp->name = cp;
1286 } 1287 }
1287#if 0 1288#if 0
1288 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1289 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1289#endif 1290#endif
1290 } 1291 }
1291
1292 LOG (llevDebug, "done.\n");
1293} 1292}
1294 1293
1295/* 1294/*
1296 * Used in artifact generation. The bonuses of the first object 1295 * Used in artifact generation. The bonuses of the first object
1297 * is modified by the bonuses of the second object. 1296 * is modified by the bonuses of the second object.
1298 */ 1297 */
1299void 1298void
1300add_abilities (object *op, object *change) 1299add_abilities (object *op, object *change)
1301{ 1300{
1302 int i, tmp;
1303
1304 if (change->face != blank_face) 1301 if (change->face != blank_face)
1305 {
1306#ifdef TREASURE_VERBOSE
1307 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1308#endif
1309 op->face = change->face; 1302 op->face = change->face;
1310 }
1311 1303
1312 for (i = 0; i < NUM_STATS; i++) 1304 for (int i = 0; i < NUM_STATS; i++)
1313 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1305 change_attr_value (&(op->stats), i, change->stats.stat (i));
1314 1306
1315 op->attacktype |= change->attacktype; 1307 op->attacktype |= change->attacktype;
1316 op->path_attuned |= change->path_attuned; 1308 op->path_attuned |= change->path_attuned;
1317 op->path_repelled |= change->path_repelled; 1309 op->path_repelled |= change->path_repelled;
1318 op->path_denied |= change->path_denied; 1310 op->path_denied |= change->path_denied;
1319 op->move_type |= change->move_type; 1311 op->move_type |= change->move_type;
1320 op->stats.luck += change->stats.luck; 1312 op->stats.luck += change->stats.luck;
1321 1313
1322 if (QUERY_FLAG (change, FLAG_CURSED)) 1314 static const struct copyflags : object::flags_t
1323 SET_FLAG (op, FLAG_CURSED); 1315 {
1324 if (QUERY_FLAG (change, FLAG_DAMNED)) 1316 copyflags ()
1325 SET_FLAG (op, FLAG_DAMNED); 1317 {
1326 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1318 set (FLAG_CURSED);
1319 set (FLAG_DAMNED);
1320 set (FLAG_LIFESAVE);
1321 set (FLAG_REFL_SPELL);
1322 set (FLAG_STEALTH);
1323 set (FLAG_XRAYS);
1324 set (FLAG_BLIND);
1325 set (FLAG_SEE_IN_DARK);
1326 set (FLAG_REFL_MISSILE);
1327 set (FLAG_MAKE_INVIS);
1328 }
1329 } copyflags;
1330
1331 // we might want to just copy, but or'ing is what the original code did
1332 op->flag |= change->flag & copyflags;
1333
1334 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1327 set_abs_magic (op, -op->magic); 1335 set_abs_magic (op, -op->magic);
1328 1336
1329 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1337 if (change->flag [FLAG_STAND_STILL])
1330 SET_FLAG (op, FLAG_LIFESAVE);
1331 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1332 SET_FLAG (op, FLAG_REFL_SPELL);
1333 if (QUERY_FLAG (change, FLAG_STEALTH))
1334 SET_FLAG (op, FLAG_STEALTH);
1335 if (QUERY_FLAG (change, FLAG_XRAYS))
1336 SET_FLAG (op, FLAG_XRAYS);
1337 if (QUERY_FLAG (change, FLAG_BLIND))
1338 SET_FLAG (op, FLAG_BLIND);
1339 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1340 SET_FLAG (op, FLAG_SEE_IN_DARK);
1341 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1342 SET_FLAG (op, FLAG_REFL_MISSILE);
1343 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1344 SET_FLAG (op, FLAG_MAKE_INVIS);
1345
1346 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1347 { 1338 {
1348 CLEAR_FLAG (op, FLAG_ANIMATE); 1339 op->clr_flag (FLAG_ANIMATE);
1340
1349 /* so artifacts will join */ 1341 /* so artifacts will join */
1350 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1342 if (!op->flag [FLAG_ALIVE])
1351 op->speed = 0.0; 1343 op->speed = 0.;
1352 1344
1353 op->set_speed (op->speed); 1345 op->set_speed (op->speed);
1354 } 1346 }
1355 1347
1356 if (change->nrof) 1348 if (change->nrof)
1357 op->nrof = rndm (change->nrof) + 1; 1349 op->nrof = rndm (change->nrof) + 1;
1358 1350
1359 op->stats.exp += change->stats.exp; /* Speed modifier */ 1351 op->stats.exp += change->stats.exp; /* Speed modifier */
1360 op->stats.wc += change->stats.wc; 1352 op->stats.wc += change->stats.wc;
1361 op->stats.ac += change->stats.ac; 1353 op->stats.ac += change->stats.ac;
1362 1354
1363 if (change->other_arch) 1355 if (change->other_arch)
1364 { 1356 {
1365 /* Basically, for horns & potions, the other_arch field is the spell 1357 /* Basically, for horns & potions, the other_arch field is the spell
1366 * to cast. So convert that to into a spell and put it into 1358 * to cast. So convert that to into a spell and put it into
1369 if (op->type == HORN || op->type == POTION) 1361 if (op->type == HORN || op->type == POTION)
1370 { 1362 {
1371 /* Remove any spells this object currently has in it */ 1363 /* Remove any spells this object currently has in it */
1372 op->destroy_inv (false); 1364 op->destroy_inv (false);
1373 1365
1374 object *tmp = arch_to_object (change->other_arch); 1366 object *tmp = change->other_arch->instance ();
1375 insert_ob_in_ob (tmp, op); 1367 insert_ob_in_ob (tmp, op);
1376 } 1368 }
1369
1377 /* No harm setting this for potions/horns */ 1370 /* No harm setting this for potions/horns */
1378 op->other_arch = change->other_arch; 1371 op->other_arch = change->other_arch;
1379 } 1372 }
1380 1373
1381 if (change->stats.hp < 0) 1374 if (change->stats.hp < 0)
1397 op->stats.maxsp = -change->stats.maxsp; 1390 op->stats.maxsp = -change->stats.maxsp;
1398 else 1391 else
1399 op->stats.maxsp += change->stats.maxsp; 1392 op->stats.maxsp += change->stats.maxsp;
1400 1393
1401 if (change->stats.food < 0) 1394 if (change->stats.food < 0)
1402 op->stats.food = -(change->stats.food); 1395 op->stats.food = -change->stats.food;
1403 else 1396 else
1404 op->stats.food += change->stats.food; 1397 op->stats.food += change->stats.food;
1405 1398
1406 if (change->level < 0) 1399 if (change->level < 0)
1407 op->level = -(change->level); 1400 op->level = -change->level;
1408 else 1401 else
1409 op->level += change->level; 1402 op->level += change->level;
1410 1403
1411 if (change->gen_sp_armour < 0) 1404 if (change->gen_sp_armour < 0)
1412 op->gen_sp_armour = -(change->gen_sp_armour); 1405 op->gen_sp_armour = -change->gen_sp_armour;
1413 else 1406 else
1414 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1407 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1415 1408
1416 op->item_power = change->item_power; 1409 op->item_power = change->item_power;
1417 1410
1418 for (i = 0; i < NROFATTACKS; i++) 1411 for (int i = 0; i < NROFATTACKS; i++)
1419 if (change->resist[i])
1420 op->resist[i] += change->resist[i]; 1412 op->resist[i] += change->resist[i];
1421 1413
1422 if (change->stats.dam) 1414 if (change->stats.dam)
1423 { 1415 {
1424 if (change->stats.dam < 0) 1416 if (change->stats.dam < 0)
1425 op->stats.dam = (-change->stats.dam); 1417 op->stats.dam = -change->stats.dam;
1426 else if (op->stats.dam) 1418 else if (op->stats.dam)
1427 { 1419 {
1428 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1420 int tmp = op->stats.dam * change->stats.dam / 10;
1421
1429 if (tmp == op->stats.dam) 1422 if (tmp == op->stats.dam)
1430 { 1423 {
1431 if (change->stats.dam < 10) 1424 if (change->stats.dam < 10)
1432 op->stats.dam--; 1425 op->stats.dam--;
1433 else 1426 else
1439 } 1432 }
1440 1433
1441 if (change->weight) 1434 if (change->weight)
1442 { 1435 {
1443 if (change->weight < 0) 1436 if (change->weight < 0)
1444 op->weight = (-change->weight); 1437 op->weight = -change->weight;
1445 else 1438 else
1446 op->weight = (op->weight * (change->weight)) / 100; 1439 op->weight = op->weight * change->weight / 100;
1447 } 1440 }
1448 1441
1449 if (change->last_sp) 1442 if (change->last_sp)
1450 { 1443 {
1451 if (change->last_sp < 0) 1444 if (change->last_sp < 0)
1452 op->last_sp = (-change->last_sp); 1445 op->last_sp = -change->last_sp;
1453 else 1446 else
1454 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1447 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1455 } 1448 }
1456 1449
1457 if (change->gen_sp_armour) 1450 if (change->gen_sp_armour)
1458 { 1451 {
1459 if (change->gen_sp_armour < 0) 1452 if (change->gen_sp_armour < 0)
1460 op->gen_sp_armour = (-change->gen_sp_armour); 1453 op->gen_sp_armour = -change->gen_sp_armour;
1461 else 1454 else
1462 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1455 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1463 } 1456 }
1464 1457
1465 op->value *= change->value; 1458 op->value *= change->value;
1466 1459
1467 if (change->materials) 1460 if (change->materials)
1499 name = tmp->name + 1, neg = 1; 1492 name = tmp->name + 1, neg = 1;
1500 else 1493 else
1501 name = tmp->name, neg = 0; 1494 name = tmp->name, neg = 0;
1502 1495
1503 /* If we match name, then return the opposite of 'neg' */ 1496 /* If we match name, then return the opposite of 'neg' */
1504 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1497 if (!strcmp (name, op->arch->archname))
1505 return !neg; 1498 return !neg;
1506 1499
1507 /* Set success as true, since if the match was an inverse, it means 1500 /* Set success as true, since if the match was an inverse, it means
1508 * everything is allowed except what we match 1501 * everything is allowed except what we match
1509 */ 1502 */
1520 */ 1513 */
1521 1514
1522void 1515void
1523give_artifact_abilities (object *op, object *artifct) 1516give_artifact_abilities (object *op, object *artifct)
1524{ 1517{
1525 char new_name[MAX_BUF]; 1518 op->title = format ("of %s", &artifct->name);
1526 1519
1527 sprintf (new_name, "of %s", &artifct->name);
1528 op->title = new_name;
1529 add_abilities (op, artifct); /* Give out the bonuses */ 1520 add_abilities (op, artifct); /* Give out the bonuses */
1530 1521
1531#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1522#if 0 /* Bit verbose, but keep it here until next time I need it... */
1532 { 1523 {
1533 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1524 char identified = op->flag [FLAG_IDENTIFIED];
1534 1525
1535 SET_FLAG (op, FLAG_IDENTIFIED); 1526 op->set_flag (FLAG_IDENTIFIED);
1536 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1527 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1537 if (!identified) 1528 if (!identified)
1538 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1529 op->clr_flag (FLAG_IDENTIFIED);
1539 } 1530 }
1540#endif 1531#endif
1541 return; 1532 return;
1542} 1533}
1543 1534
1553#define ARTIFACT_TRIES 2 1544#define ARTIFACT_TRIES 2
1554 1545
1555void 1546void
1556generate_artifact (object *op, int difficulty) 1547generate_artifact (object *op, int difficulty)
1557{ 1548{
1558 artifactlist *al;
1559 artifact *art; 1549 artifact *art;
1560 int i;
1561 1550
1562 al = find_artifactlist (op->type); 1551 artifactlist *al = find_artifactlist (op->type);
1563 1552
1564 if (al == NULL) 1553 if (al == NULL)
1565 { 1554 {
1566#if 0 /* This is too verbose, usually */ 1555#if 0 /* This is too verbose, usually */
1567 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1556 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1568#endif 1557#endif
1569 return; 1558 return;
1570 } 1559 }
1571 1560
1572 for (i = 0; i < ARTIFACT_TRIES; i++) 1561 for (int i = 0; i < ARTIFACT_TRIES; i++)
1573 { 1562 {
1574 int roll = rndm (al->total_chance); 1563 int roll = rndm (al->total_chance);
1575 1564
1576 for (art = al->items; art; art = art->next) 1565 for (art = al->items; art; art = art->next)
1577 { 1566 {
1617 */ 1606 */
1618 1607
1619void 1608void
1620fix_flesh_item (object *item, object *donor) 1609fix_flesh_item (object *item, object *donor)
1621{ 1610{
1622 char tmpbuf[MAX_BUF];
1623 int i;
1624
1625 if (item->type == FLESH && donor) 1611 if (item->type == FLESH && donor)
1626 { 1612 {
1627 /* change the name */ 1613 /* change the name */
1628 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1614 item->name = format ("%s's %s", &donor->name, &item->name);
1629 item->name = tmpbuf;
1630 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1615 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1631 item->name_pl = tmpbuf;
1632 1616
1633 /* weight is FLESH weight/100 * donor */ 1617 /* weight is FLESH weight/100 * donor */
1634 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1618 item->weight = max (1, item->weight * donor->weight / 100);
1635 item->weight = 1;
1636 1619
1637 /* value is multiplied by level of donor */ 1620 /* value is multiplied by level of donor */
1638 item->value *= isqrt (donor->level * 2); 1621 item->value *= isqrt (donor->level * 2);
1639 1622
1640 /* food value */ 1623 /* food value */
1641 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1624 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1642 1625
1643 /* flesh items inherit some abilities of donor, but not 1626 /* flesh items inherit some abilities of donor, but not
1644 * full effect. 1627 * full effect.
1645 */ 1628 */
1646 for (i = 0; i < NROFATTACKS; i++) 1629 for (int i = 0; i < NROFATTACKS; i++)
1647 item->resist[i] = donor->resist[i] / 2; 1630 item->resist[i] = donor->resist[i] / 2;
1648 1631
1649 /* item inherits donor's level (important for quezals) */ 1632 /* item inherits donor's level (important for quezals) */
1650 item->level = donor->level; 1633 item->level = donor->level;
1651 1634
1652 /* if donor has some attacktypes, the flesh is poisonous */ 1635 /* if donor has some attacktypes, the flesh is poisonous */
1653 if (donor->attacktype & AT_POISON) 1636 if (donor->attacktype & AT_POISON)
1654 item->type = POISON; 1637 item->type = POISON;
1655 1638
1656 if (donor->attacktype & AT_ACID) 1639 if (donor->attacktype & AT_ACID)
1657 item->stats.hp = -1 * item->stats.food; 1640 item->stats.hp = -item->stats.food;
1658 1641
1659 SET_FLAG (item, FLAG_NO_STEAL); 1642 item->set_flag (FLAG_NO_STEAL);
1660 } 1643 }
1661} 1644}
1662 1645
1663static void 1646static void
1664free_treasurestruct (treasure *t) 1647free_treasurestruct (treasure *t)

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