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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.78 by root, Sun Jul 20 16:56:34 2008 UTC vs.
Revision 1.121 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 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 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
25 * It is useful for finding bugs in the treasures file. Since it only 27 * It is useful for finding bugs in the treasures file. Since it only
32 34
33//#define TREASURE_VERBOSE 35//#define TREASURE_VERBOSE
34 36
35#include <global.h> 37#include <global.h>
36#include <treasure.h> 38#include <treasure.h>
37#include <loader.h> 39
40#include <flat_hash_map.hpp>
38 41
39extern char *spell_mapping[]; 42extern char *spell_mapping[];
40 43
41static treasurelist *first_treasurelist; 44static treasurelist *first_treasurelist;
42 45
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 46static void change_treasure (treasure *t, object *op); /* overrule default values */
44 47
45typedef std::tr1::unordered_map< 48typedef ska::flat_hash_map<
46 const char *, 49 const char *,
47 treasurelist *, 50 treasurelist *,
48 str_hash, 51 str_hash,
49 str_equal, 52 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >, 53 slice_allocator< std::pair<const char *const, treasurelist *> >
51 true
52> tl_map_t; 54> tl_map_t;
53 55
54static tl_map_t tl_map; 56static tl_map_t tl_map;
57
58//TODO: class method
59static void free_treasurestruct (treasure *t); // bleh desu
60static void
61clear (treasurelist *tl)
62{
63 if (tl->items)
64 {
65 free_treasurestruct (tl->items);
66 tl->items = 0;
67 }
68
69 tl->total_chance = 0;
70}
55 71
56/* 72/*
57 * Searches for the given treasurelist 73 * Searches for the given treasurelist
58 */ 74 */
59treasurelist * 75treasurelist *
89 105
90 tl_map.insert (std::make_pair (tl->name, tl)); 106 tl_map.insert (std::make_pair (tl->name, tl));
91 } 107 }
92 108
93 return tl; 109 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} 110}
108 111
109#ifdef TREASURE_DEBUG 112#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only 113/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out 114 * so that the treasure name can be printed out
255 return; 258 return;
256 } 259 }
257 260
258 op->expand_tail (); 261 op->expand_tail ();
259 262
263 if (!creator->is_on_map ()
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 264 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
261 op->destroy (); 265 op->destroy ();
262 else 266 else
263 { 267 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 268 op->flag [FLAG_OBJ_ORIGINAL] = true;
265 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);
266 } 270 }
267 } 271 }
268 else 272 else
269 { 273 {
270 op = creator->insert (op); 274 op = creator->insert (op);
271 275
272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 276 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
273 monster_check_apply (creator, op); 277 monster_check_apply (creator, op);
274 } 278 }
275} 279}
276 280
277/* 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
309 } 313 }
310 else 314 else
311 { 315 {
312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
313 { 317 {
314 object *tmp = arch_to_object (t->item); 318 object *tmp = t->item->instance ();
315 319
316 if (t->nrof && tmp->nrof <= 1) 320 if (t->nrof && tmp->nrof <= 1)
317 tmp->nrof = rndm (t->nrof) + 1; 321 tmp->nrof = rndm (t->nrof) + 1;
318 322
319 fix_generated_item (tmp, op, difficulty, t->magic, flag); 323 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 else if (t->nrof) 370 else if (t->nrof)
367 create_one_treasure (tl, op, flag, difficulty, tries); 371 create_one_treasure (tl, op, flag, difficulty, tries);
368 } 372 }
369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
370 { 374 {
371 if (object *tmp = arch_to_object (t->item)) 375 if (object *tmp = t->item->instance ())
372 { 376 {
373 if (t->nrof && tmp->nrof <= 1) 377 if (t->nrof && tmp->nrof <= 1)
374 tmp->nrof = rndm (t->nrof) + 1; 378 tmp->nrof = rndm (t->nrof) + 1;
375 379
376 fix_generated_item (tmp, op, difficulty, t->magic, flag); 380 fix_generated_item (tmp, op, difficulty, t->magic, flag);
442 446
443 if (ob->inv) 447 if (ob->inv)
444 LOG (llevError, "In generate treasure, created multiple objects.\n"); 448 LOG (llevError, "In generate treasure, created multiple objects.\n");
445 449
446 ob->destroy (); 450 ob->destroy ();
451
447 return tmp; 452 return tmp;
448} 453}
449 454
450/* 455/*
451 * This is a new way of calculating the chance for an item to have 456 * This is a new way of calculating the chance for an item to have
488 { 0, 0, 0, 3, 97}, // 29 493 { 0, 0, 0, 3, 97}, // 29
489 { 0, 0, 0, 0, 100}, // 30 494 { 0, 0, 0, 0, 100}, // 30
490 { 0, 0, 0, 0, 100}, // 31 495 { 0, 0, 0, 0, 100}, // 31
491}; 496};
492 497
493/* calculate the appropriate level for wands staves and scrolls. 498/* calculate the appropriate level for wands staves and scrolls.
494 * 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)
495 * 500 *
496 * elmex Wed Aug 9 17:44:59 CEST 2006: 501 * elmex Wed Aug 9 17:44:59 CEST 2006:
497 * 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.
498 */ 503 */
499int 504static int
500level_for_item (const object *op, int difficulty) 505level_for_item (const object *op, int difficulty)
501{ 506{
502 if (!op->inv) 507 if (!op->inv)
503 { 508 {
504 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 509 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
509 514
510 if (olevel <= 0) 515 if (olevel <= 0)
511 olevel = rndm (1, op->inv->level); 516 olevel = rndm (1, op->inv->level);
512 517
513 return min (olevel, MAXLEVEL); 518 return min (olevel, MAXLEVEL_TREASURE);
514} 519}
515 520
516/* 521/*
517 * Based upon the specified difficulty and upon the difftomagic_list array, 522 * Based upon the specified difficulty and upon the difftomagic_list array,
518 * a random magical bonus is returned. This is used when determine 523 * a random magical bonus is returned. This is used when determine
521 * elmex Thu Aug 10 18:45:44 CEST 2006: 526 * elmex Thu Aug 10 18:45:44 CEST 2006:
522 * Scaling difficulty by max_level, as difficulty is a level and not some 527 * Scaling difficulty by max_level, as difficulty is a level and not some
523 * weird integer between 1-31. 528 * weird integer between 1-31.
524 * 529 *
525 */ 530 */
526int 531static int
527magic_from_difficulty (int difficulty) 532magic_from_difficulty (int difficulty)
528{ 533{
529 int percent = 0, magic = 0;
530 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);
531 536
532 scaled_diff--;
533
534 if (scaled_diff < 0)
535 scaled_diff = 0;
536
537 if (scaled_diff >= DIFFLEVELS)
538 scaled_diff = DIFFLEVELS - 1;
539
540 percent = rndm (100); 537 int percent = rndm (100);
538 int magic;
541 539
542 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 540 for (magic = 0; magic <= MAXMAGIC; magic++)
543 { 541 {
544 percent -= difftomagic_list[scaled_diff][magic]; 542 percent -= difftomagic_list[scaled_diff][magic];
545 543
546 if (percent < 0) 544 if (percent < 0)
547 break; 545 break;
548 } 546 }
549 547
550 if (magic == (MAXMAGIC + 1)) 548 if (magic > MAXMAGIC)
551 { 549 {
552 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);
553 magic = 0; 551 magic = 0;
554 } 552 }
555 553
563 * Sets magical bonus in an object, and recalculates the effect on 561 * Sets magical bonus in an object, and recalculates the effect on
564 * the armour variable, and the effect on speed of armour. 562 * the armour variable, and the effect on speed of armour.
565 * This function doesn't work properly, should add use of archetypes 563 * This function doesn't work properly, should add use of archetypes
566 * to make it truly absolute. 564 * to make it truly absolute.
567 */ 565 */
568
569void 566void
570set_abs_magic (object *op, int magic) 567set_abs_magic (object *op, int magic)
571{ 568{
572 if (!magic) 569 if (!magic)
573 return; 570 return;
601 */ 598 */
602 599
603static void 600static void
604set_magic (int difficulty, object *op, int max_magic, int flags) 601set_magic (int difficulty, object *op, int max_magic, int flags)
605{ 602{
606 int i;
607
608 i = magic_from_difficulty (difficulty); 603 int i = magic_from_difficulty (difficulty);
604
609 if ((flags & GT_ONLY_GOOD) && i < 0) 605 if ((flags & GT_ONLY_GOOD) && i < 0)
610 i = -i; 606 i = -i;
607
611 if (i > max_magic) 608 i = min (i, max_magic);
612 i = max_magic; 609
613 set_abs_magic (op, i); 610 set_abs_magic (op, i);
614 if (i < 0) 611 if (i < 0)
615 SET_FLAG (op, FLAG_CURSED); 612 op->set_flag (FLAG_CURSED);
616} 613}
617 614
618/* 615/*
619 * Randomly adds one magical ability to the given object. 616 * Randomly adds one magical ability to the given object.
620 * Modified for Partial Resistance in many ways: 617 * Modified for Partial Resistance in many ways:
621 * 1) Since rings can have multiple bonuses, if the same bonus 618 * 1) Since rings can have multiple bonuses, if the same bonus
622 * is rolled again, increase it - the bonuses now stack with 619 * is rolled again, increase it - the bonuses now stack with
623 * other bonuses previously rolled and ones the item might natively have. 620 * other bonuses previously rolled and ones the item might natively have.
624 * 2) Add code to deal with new PR method. 621 * 2) Add code to deal with new PR method.
625 */ 622 */
626void 623static void
627set_ring_bonus (object *op, int bonus) 624set_ring_bonus (object *op, int bonus)
628{ 625{
629
630 int r = rndm (bonus > 0 ? 25 : 11); 626 int r = rndm (bonus > 0 ? 25 : 11);
631 627
632 if (op->type == AMULET) 628 if (op->type == AMULET)
633 {
634 if (!(rndm (21))) 629 if (!rndm (21))
635 r = 20 + rndm (2); 630 r = 20 + rndm (2);
631 else if (rndm (2))
632 r = 10;
636 else 633 else
637 {
638 if (rndm (2))
639 r = 10;
640 else
641 r = 11 + rndm (9); 634 r = 11 + rndm (9);
642 }
643 }
644 635
645 switch (r) 636 switch (r)
646 { 637 {
647 /* 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,
648 * bonuses and penalties will stack and add to existing values. 639 * bonuses and penalties will stack and add to existing values.
649 * of the item. 640 * of the item.
650 */ 641 */
651 case 0: 642 case 0:
652 case 1: 643 case 1:
653 case 2: 644 case 2:
654 case 3: 645 case 3:
655 case 4: 646 case 4:
695 * 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
696 * even values. 687 * even values.
697 */ 688 */
698 if (bonus < 0) 689 if (bonus < 0)
699 val = 2 * -val - rndm (b); 690 val = 2 * -val - rndm (b);
700 if (val > 35) 691
701 val = 35; /* Upper limit */ 692 val = min (35, val); /* Upper limit */
693
702 b = 0; 694 b = 0;
703 695
704 while (op->resist[resist_table[resist]] != 0 && b < 4) 696 while (op->resist[resist_table[resist]] != 0 && b < 4)
705 resist = rndm (num_resist_table); 697 resist = rndm (num_resist_table);
706 698
714 break; 706 break;
715 } 707 }
716 case 20: 708 case 20:
717 if (op->type == AMULET) 709 if (op->type == AMULET)
718 { 710 {
719 SET_FLAG (op, FLAG_REFL_SPELL); 711 op->set_flag (FLAG_REFL_SPELL);
720 op->value *= 11; 712 op->value *= 11;
721 } 713 }
722 else 714 else
723 { 715 {
724 op->stats.hp = 1; /* regenerate hit points */ 716 op->stats.hp = 1; /* regenerate hit points */
727 break; 719 break;
728 720
729 case 21: 721 case 21:
730 if (op->type == AMULET) 722 if (op->type == AMULET)
731 { 723 {
732 SET_FLAG (op, FLAG_REFL_MISSILE); 724 op->set_flag (FLAG_REFL_MISSILE);
733 op->value *= 9; 725 op->value *= 9;
734 } 726 }
735 else 727 else
736 { 728 {
737 op->stats.sp = 1; /* regenerate spell points */ 729 op->stats.sp = 1; /* regenerate spell points */
739 } 731 }
740 break; 732 break;
741 733
742 case 22: 734 case 22:
743 op->stats.exp += bonus; /* Speed! */ 735 op->stats.exp += bonus; /* Speed! */
744 op->value = (op->value * 2) / 3; 736 op->value = op->value * 2 / 3;
745 break; 737 break;
746 } 738 }
747 739
748 if (bonus > 0) 740 if (bonus > 0)
749 op->value *= 2 * bonus; 741 op->value = 2 * op->value * bonus;
750 else 742 else
751 op->value = -(op->value * 2 * bonus) / 3; 743 op->value = -2 * op->value * bonus / 3;
752} 744}
753 745
754/* 746/*
755 * 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.
756 * 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
757 * higher is the chance of returning a low number. 749 * higher is the chance of returning a low number.
758 * It is only used in fix_generated_treasure() to set bonuses on 750 * It is only used in fix_generated_treasure() to set bonuses on
759 * rings and amulets. 751 * rings and amulets.
760 * 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.
761 */ 753 */
762int 754static int
763get_magic (int diff) 755get_magic (int diff)
764{ 756{
765 int i; 757 diff = min (3, diff);
766 758
767 if (diff < 3)
768 diff = 3;
769
770 for (i = 0; i < 4; i++) 759 for (int i = 0; i < 4; i++)
771 if (rndm (diff)) 760 if (rndm (diff))
772 return i; 761 return i;
773 762
774 return 4; 763 return 4;
775} 764}
776 765
766/* special_potion() - so that old potion code is still done right. */
767static int
768special_potion (object *op)
769{
770 if (op->attacktype)
771 return 1;
772
773 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
774 return 1;
775
776 for (int i = 0; i < NROFATTACKS; i++)
777 if (op->resist[i])
778 return 1;
779
780 return 0;
781}
782
783static double
784value_factor_from_spell_item (object *spell, object *item)
785{
786 double factor =
787 pow ((spell->value > 0 ? spell->value : 1)
788 * spell->level, 1.5);
789
790 if (item) // this if for: wands/staffs/rods:
791 {
792 /* Old crossfire comment ahead:
793 * Add 50 to both level an divisor to keep prices a little more
794 * reasonable. Otherwise, a high level version of a low level
795 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
796 * 10 time multiplier). This way, the value are a bit more reasonable.
797 */
798
799 factor *= item->level + 50;
800 factor /= item->inv->level + 50;
801 }
802
803 return factor;
804}
805
777#define DICE2 (get_magic(2)==2?2:1) 806#define DICE2 (get_magic(2) == 2 ? 2 : 1)
778#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))
779 808
780/* 809/*
781 * 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
782 * 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
783 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 812 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
784 */ 813 */
785 814
786/* 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
787 * 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
788 * 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
789 * way to do this? b.t. */ 818 * way to do this? b.t. */
790 819
791/* 820/*
792 * ! (flags & GT_ENVIRONMENT): 821 * ! (flags & GT_ENVIRONMENT):
793 * Automatically calls fix_flesh_item(). 822 * Automatically calls fix_flesh_item().
816 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 845 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
817 /* So the treasure doesn't get created again */ 846 /* So the treasure doesn't get created again */
818 op->randomitems = 0; 847 op->randomitems = 0;
819 } 848 }
820 849
821 if (difficulty < 1) 850 max_it (difficulty, 1);
822 difficulty = 1;
823 851
824 if (INVOKE_OBJECT (ADD_BONUS, op, 852 if (INVOKE_OBJECT (ADD_BONUS, op,
825 ARG_OBJECT (creator != op ? creator : 0), 853 ARG_OBJECT (creator != op ? creator : 0),
826 ARG_INT (difficulty), ARG_INT (max_magic), 854 ARG_INT (difficulty), ARG_INT (max_magic),
827 ARG_INT (flags))) 855 ARG_INT (flags)))
886 * again below */ 914 * again below */
887 } 915 }
888 } 916 }
889 917
890 /* materialtype modifications. Note we allow this on artifacts. */ 918 /* materialtype modifications. Note we allow this on artifacts. */
891 set_materialname (op, difficulty, NULL); 919 select_material (op, difficulty);
892 920
893 if (flags & GT_MINIMAL) 921 if (flags & GT_MINIMAL)
894 { 922 {
895 if (op->type == POTION) 923 if (op->type == POTION)
896 /* Handle healing and magic power potions */ 924 /* Handle healing and magic power potions */
897 if (op->stats.sp && !op->randomitems) 925 if (op->stats.sp && !op->randomitems)
898 { 926 {
899 object *tmp = get_archetype (spell_mapping [op->stats.sp]); 927 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
900 insert_ob_in_ob (tmp, op); 928 insert_ob_in_ob (tmp, op);
901 op->stats.sp = 0; 929 op->stats.sp = 0;
902 } 930 }
903 } 931 }
904 else if (!op->title) /* Only modify object if not special */ 932 else if (!op->title) /* Only modify object if not special */
907 case WEAPON: 935 case WEAPON:
908 case ARMOUR: 936 case ARMOUR:
909 case SHIELD: 937 case SHIELD:
910 case HELMET: 938 case HELMET:
911 case CLOAK: 939 case CLOAK:
912 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 940 if (op->flag [FLAG_CURSED] && !(rndm (4)))
913 set_ring_bonus (op, -DICE2); 941 set_ring_bonus (op, -DICE2);
914 break; 942 break;
915 943
916 case BRACERS: 944 case BRACERS:
917 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 945 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
918 { 946 {
919 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 947 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
920 if (!QUERY_FLAG (op, FLAG_CURSED)) 948 if (!op->flag [FLAG_CURSED])
921 op->value *= 3; 949 op->value *= 3;
922 } 950 }
923 break; 951 break;
924 952
925 case POTION: 953 case POTION:
926 { 954 {
927 int too_many_tries = 0, is_special = 0; 955 int too_many_tries = 0;
928 956
929 /* Handle healing and magic power potions */ 957 /* Handle healing and magic power potions */
930 if (op->stats.sp && !op->randomitems) 958 if (op->stats.sp && !op->randomitems)
931 { 959 {
932 object *tmp;
933
934 tmp = get_archetype (spell_mapping[op->stats.sp]); 960 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
935 insert_ob_in_ob (tmp, op); 961 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0; 962 op->stats.sp = 0;
937 } 963 }
938 964
939 while (!(is_special = special_potion (op)) && !op->inv) 965 while (!special_potion (op) && !op->inv)
940 { 966 {
941 generate_artifact (op, difficulty); 967 generate_artifact (op, difficulty);
942 if (too_many_tries++ > 10) 968 if (too_many_tries++ > 10)
943 break; 969 break;
944 } 970 }
947 * since the value set on those is already correct. 973 * since the value set on those is already correct.
948 */ 974 */
949 if (op->inv && op->randomitems) 975 if (op->inv && op->randomitems)
950 { 976 {
951 /* value multiplier is same as for scrolls */ 977 /* value multiplier is same as for scrolls */
952 op->value = (op->value * op->inv->value); 978 op->value *= op->inv->value;
953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 979 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
954 } 980 }
955 else 981 else
956 { 982 {
957 op->name = "potion"; 983 op->name = shstr_potion;
958 op->name_pl = "potions"; 984 op->name_pl = shstr_potions;
959 } 985 }
960 986
961 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 987 if (!(flags & GT_ONLY_GOOD) && rndm (2))
962 SET_FLAG (op, FLAG_CURSED); 988 op->set_flag (FLAG_CURSED);
989
963 break; 990 break;
964 } 991 }
965 992
966 case AMULET: 993 case AMULET:
967 if (IS_ARCH (op->arch, amulet)) 994 if (IS_ARCH (op->arch, amulet))
968 op->value *= 5; /* Since it's not just decoration */ 995 op->value *= 5; /* Since it's not just decoration */
969 996
970 case RING: 997 case RING:
971 if (!op->arch) // wtf? schmorp
972 {
973 op->destroy ();
974 op = 0;
975 break;
976 }
977
978 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! */
979 break; 999 break;
980 1000
981 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1001 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
982 SET_FLAG (op, FLAG_CURSED); 1002 op->set_flag (FLAG_CURSED);
983 1003
984 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1004 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
985 1005
986 if (op->type != RING) /* Amulets have only one ability */ 1006 if (op->type != RING) /* Amulets have only one ability */
987 break; 1007 break;
988 1008
989 if (!(rndm (4))) 1009 if (!rndm (4))
990 { 1010 {
991 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1011 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
992 1012
993 if (d > 0) 1013 if (d > 0)
994 op->value *= 3; 1014 op->value *= 3;
995 1015
996 set_ring_bonus (op, d); 1016 set_ring_bonus (op, d);
997 1017
998 if (!(rndm (4))) 1018 if (!rndm (4))
999 { 1019 {
1000 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1020 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1001 1021
1002 if (d > 0) 1022 if (d > 0)
1003 op->value *= 5; 1023 op->value *= 5;
1024
1004 set_ring_bonus (op, d); 1025 set_ring_bonus (op, d);
1005 } 1026 }
1006 } 1027 }
1007 1028
1008 if (GET_ANIM_ID (op)) 1029 if (op->animation_id)
1009 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1030 op->set_anim_frame (rndm (op->anim_frames ()));
1010 1031
1011 break; 1032 break;
1012 1033
1013 case BOOK: 1034 case BOOK:
1014 /* Is it an empty book?, if yes lets make a special· 1035 /* Is it an empty book?, if yes lets make a special·
1016 * creator and/or map level we found it on. 1037 * creator and/or map level we found it on.
1017 */ 1038 */
1018 if (!op->msg && rndm (10)) 1039 if (!op->msg && rndm (10))
1019 { 1040 {
1020 /* set the book level properly */ 1041 /* set the book level properly */
1021 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1042 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1022 { 1043 {
1023 if (op->map && op->map->difficulty) 1044 if (op->map && op->map->difficulty)
1024 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1045 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1025 else 1046 else
1026 op->level = rndm (20) + 1; 1047 op->level = rndm (20) + 1;
1029 op->level = rndm (creator->level); 1050 op->level = rndm (creator->level);
1030 1051
1031 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1052 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1032 /* books w/ info are worth more! */ 1053 /* books w/ info are worth more! */
1033 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1054 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1034 /* creator related stuff */
1035
1036 /* for library, chained books. Note that some monsters have no_pick
1037 * set - we don't want to set no pick in that case.
1038 */
1039 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1040 SET_FLAG (op, FLAG_NO_PICK);
1041 if (creator->slaying && !op->slaying) /* for check_inv floors */
1042 op->slaying = creator->slaying;
1043 1055
1044 /* add exp so reading it gives xp (once) */ 1056 /* add exp so reading it gives xp (once) */
1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1057 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1046 } 1058 }
1059
1060 /* creator related stuff */
1061
1062 /* for library, chained books. Note that some monsters have no_pick
1063 * set - we don't want to set no pick in that case.
1064 */
1065 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1066 op->set_flag (FLAG_NO_PICK);
1067 if (creator->slaying && !op->slaying) /* for check_inv floors */
1068 op->slaying = creator->slaying;
1047 break; 1069 break;
1048 1070
1049 case SPELLBOOK: 1071 case SPELLBOOK:
1050 op->value = op->value * op->inv->value; 1072 op->value *= value_factor_from_spell_item (op->inv, 0);
1073
1051 /* add exp so learning gives xp */ 1074 /* add exp so learning gives xp */
1052 op->level = op->inv->level; 1075 op->level = op->inv->level;
1053 op->stats.exp = op->value; 1076 op->stats.exp = op->value;
1054 break; 1077 break;
1055 1078
1059 * and reset nrof. 1082 * and reset nrof.
1060 */ 1083 */
1061 op->stats.food = op->inv->nrof; 1084 op->stats.food = op->inv->nrof;
1062 op->nrof = 1; 1085 op->nrof = 1;
1063 /* If the spell changes by level, choose a random level 1086 /* If the spell changes by level, choose a random level
1064 * for it, and adjust price. If the spell doesn't 1087 * for it.
1065 * change by level, just set the wand to the level of
1066 * the spell, and value calculation is simpler.
1067 */ 1088 */
1068 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1089 if (op->inv->duration_modifier
1069 { 1090 || op->inv->dam_modifier
1091 || op->inv->range_modifier)
1070 op->level = level_for_item (op, difficulty); 1092 op->level = level_for_item (op, difficulty);
1071 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1072 }
1073 else 1093 else
1074 {
1075 op->level = op->inv->level; 1094 op->level = op->inv->level;
1076 op->value = op->value * op->inv->value; 1095
1077 } 1096 op->value *= value_factor_from_spell_item (op->inv, op);
1078 break; 1097 break;
1079 1098
1080 case ROD: 1099 case ROD:
1081 op->level = level_for_item (op, difficulty); 1100 op->level = level_for_item (op, difficulty);
1082 /* Add 50 to both level an divisor to keep prices a little more 1101 op->value *= value_factor_from_spell_item (op->inv, op);
1083 * reasonable. Otherwise, a high level version of a low level 1102
1084 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1085 * 10 time multiplier). This way, the value are a bit more reasonable.
1086 */
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088 /* 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 */
1089 if (op->stats.maxhp) 1104 if (op->stats.maxhp)
1090 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);
1091 else 1106 else
1092 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);
1093 1108
1094 op->stats.hp = op->stats.maxhp; 1109 op->stats.hp = op->stats.maxhp;
1095 break; 1110 break;
1096 1111
1097 case SCROLL: 1112 case SCROLL:
1098 op->level = level_for_item (op, difficulty); 1113 op->level = level_for_item (op, difficulty);
1099 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);
1100 1115
1101 /* add exp so reading them properly gives xp */ 1116 /* add exp so reading them properly gives xp */
1102 op->stats.exp = op->value / 5; 1117 op->stats.exp = op->value / 5;
1103 op->nrof = op->inv->nrof; 1118 op->nrof = op->inv->nrof;
1104 break; 1119 break;
1112 break; 1127 break;
1113 } /* switch type */ 1128 } /* switch type */
1114 1129
1115 if (flags & GT_STARTEQUIP) 1130 if (flags & GT_STARTEQUIP)
1116 { 1131 {
1117 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])
1118 SET_FLAG (op, FLAG_STARTEQUIP); 1133 op->set_flag (FLAG_STARTEQUIP);
1119 else if (op->type != MONEY) 1134 else if (op->type != MONEY)
1120 op->value = 0; 1135 op->value = 0;
1121 } 1136 }
1122 1137
1123 if (!(flags & GT_ENVIRONMENT)) 1138 if (!(flags & GT_ENVIRONMENT))
1134 1149
1135/* 1150/*
1136 * Allocate and return the pointer to an empty artifactlist structure. 1151 * Allocate and return the pointer to an empty artifactlist structure.
1137 */ 1152 */
1138static artifactlist * 1153static artifactlist *
1139get_empty_artifactlist (void) 1154get_empty_artifactlist ()
1140{ 1155{
1141 return salloc0<artifactlist> (); 1156 return salloc0<artifactlist> ();
1142} 1157}
1143 1158
1144/* 1159/*
1145 * Allocate and return the pointer to an empty artifact structure. 1160 * Allocate and return the pointer to an empty artifact structure.
1146 */ 1161 */
1147static artifact * 1162static artifact *
1148get_empty_artifact (void) 1163get_empty_artifact ()
1149{ 1164{
1150 return salloc0<artifact> (); 1165 return salloc0<artifact> ();
1151} 1166}
1152 1167
1153/* 1168/*
1166 1181
1167/* 1182/*
1168 * 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.
1169 */ 1184 */
1170void 1185void
1171init_artifacts (void) 1186init_artifacts ()
1172{ 1187{
1173 static int has_been_inited = 0; 1188 static int has_been_inited = 0;
1174 char filename[MAX_BUF];
1175 artifact *art = NULL; 1189 artifact *art = NULL;
1176 artifactlist *al; 1190 artifactlist *al;
1177 1191
1178 if (has_been_inited) 1192 if (has_been_inited)
1179 return; 1193 return;
1180 else 1194 else
1181 has_been_inited = 1; 1195 has_been_inited = 1;
1182 1196
1183 sprintf (filename, "%s/artifacts", settings.datadir); 1197 object_thawer f (settings.datadir, "artifacts");
1184 object_thawer f (filename);
1185 1198
1186 if (!f) 1199 if (!f)
1187 return; 1200 return;
1188 1201
1189 for (;;) 1202 for (;;)
1196 1209
1197 { 1210 {
1198 if (!strcmp (f.get_str (), "all")) 1211 if (!strcmp (f.get_str (), "all"))
1199 break; 1212 break;
1200 1213
1201 char *next, *cp = f.get_str (); 1214 const char *cp = f.get_str ();
1202 1215 char *next;
1203 do 1216 do
1204 { 1217 {
1205 if ((next = strchr (cp, ','))) 1218 if ((next = (char *)strchr (cp, ',')))
1206 *next++ = '\0'; 1219 *next++ = '\0';
1207 1220
1208 linked_char *tmp = new linked_char; 1221 linked_char *tmp = new linked_char;
1209 1222
1210 tmp->name = cp; 1223 tmp->name = cp;
1274 } 1287 }
1275#if 0 1288#if 0
1276 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);
1277#endif 1290#endif
1278 } 1291 }
1279
1280 LOG (llevDebug, "done.\n");
1281} 1292}
1282 1293
1283/* 1294/*
1284 * Used in artifact generation. The bonuses of the first object 1295 * Used in artifact generation. The bonuses of the first object
1285 * is modified by the bonuses of the second object. 1296 * is modified by the bonuses of the second object.
1286 */ 1297 */
1287void 1298void
1288add_abilities (object *op, object *change) 1299add_abilities (object *op, object *change)
1289{ 1300{
1290 int i, tmp;
1291
1292 if (change->face != blank_face) 1301 if (change->face != blank_face)
1293 {
1294#ifdef TREASURE_VERBOSE
1295 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1296#endif
1297 op->face = change->face; 1302 op->face = change->face;
1298 }
1299 1303
1300 for (i = 0; i < NUM_STATS; i++) 1304 for (int i = 0; i < NUM_STATS; i++)
1301 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1305 change_attr_value (&(op->stats), i, change->stats.stat (i));
1302 1306
1303 op->attacktype |= change->attacktype; 1307 op->attacktype |= change->attacktype;
1304 op->path_attuned |= change->path_attuned; 1308 op->path_attuned |= change->path_attuned;
1305 op->path_repelled |= change->path_repelled; 1309 op->path_repelled |= change->path_repelled;
1306 op->path_denied |= change->path_denied; 1310 op->path_denied |= change->path_denied;
1307 op->move_type |= change->move_type; 1311 op->move_type |= change->move_type;
1308 op->stats.luck += change->stats.luck; 1312 op->stats.luck += change->stats.luck;
1309 1313
1310 if (QUERY_FLAG (change, FLAG_CURSED)) 1314 static const struct copyflags : object::flags_t
1311 SET_FLAG (op, FLAG_CURSED); 1315 {
1312 if (QUERY_FLAG (change, FLAG_DAMNED)) 1316 copyflags ()
1313 SET_FLAG (op, FLAG_DAMNED); 1317 {
1314 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)
1315 set_abs_magic (op, -op->magic); 1335 set_abs_magic (op, -op->magic);
1316 1336
1317 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1337 if (change->flag [FLAG_STAND_STILL])
1318 SET_FLAG (op, FLAG_LIFESAVE);
1319 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1320 SET_FLAG (op, FLAG_REFL_SPELL);
1321 if (QUERY_FLAG (change, FLAG_STEALTH))
1322 SET_FLAG (op, FLAG_STEALTH);
1323 if (QUERY_FLAG (change, FLAG_XRAYS))
1324 SET_FLAG (op, FLAG_XRAYS);
1325 if (QUERY_FLAG (change, FLAG_BLIND))
1326 SET_FLAG (op, FLAG_BLIND);
1327 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1328 SET_FLAG (op, FLAG_SEE_IN_DARK);
1329 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1330 SET_FLAG (op, FLAG_REFL_MISSILE);
1331 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1332 SET_FLAG (op, FLAG_MAKE_INVIS);
1333
1334 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1335 { 1338 {
1336 CLEAR_FLAG (op, FLAG_ANIMATE); 1339 op->clr_flag (FLAG_ANIMATE);
1340
1337 /* so artifacts will join */ 1341 /* so artifacts will join */
1338 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1342 if (!op->flag [FLAG_ALIVE])
1339 op->speed = 0.0; 1343 op->speed = 0.;
1340 1344
1341 op->set_speed (op->speed); 1345 op->set_speed (op->speed);
1342 } 1346 }
1343 1347
1344 if (change->nrof) 1348 if (change->nrof)
1345 op->nrof = rndm (change->nrof) + 1; 1349 op->nrof = rndm (change->nrof) + 1;
1346 1350
1347 op->stats.exp += change->stats.exp; /* Speed modifier */ 1351 op->stats.exp += change->stats.exp; /* Speed modifier */
1348 op->stats.wc += change->stats.wc; 1352 op->stats.wc += change->stats.wc;
1349 op->stats.ac += change->stats.ac; 1353 op->stats.ac += change->stats.ac;
1350 1354
1351 if (change->other_arch) 1355 if (change->other_arch)
1352 { 1356 {
1353 /* Basically, for horns & potions, the other_arch field is the spell 1357 /* Basically, for horns & potions, the other_arch field is the spell
1354 * 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
1355 * this object. 1359 * this object.
1356 */ 1360 */
1357 if (op->type == HORN || op->type == POTION) 1361 if (op->type == HORN || op->type == POTION)
1358 { 1362 {
1359 object *tmp_obj;
1360
1361 /* Remove any spells this object currently has in it */ 1363 /* Remove any spells this object currently has in it */
1362 while (op->inv)
1363 op->inv->destroy (); 1364 op->destroy_inv (false);
1364 1365
1365 tmp_obj = arch_to_object (change->other_arch); 1366 object *tmp = change->other_arch->instance ();
1366 insert_ob_in_ob (tmp_obj, op); 1367 insert_ob_in_ob (tmp, op);
1367 } 1368 }
1369
1368 /* No harm setting this for potions/horns */ 1370 /* No harm setting this for potions/horns */
1369 op->other_arch = change->other_arch; 1371 op->other_arch = change->other_arch;
1370 } 1372 }
1371 1373
1372 if (change->stats.hp < 0) 1374 if (change->stats.hp < 0)
1388 op->stats.maxsp = -change->stats.maxsp; 1390 op->stats.maxsp = -change->stats.maxsp;
1389 else 1391 else
1390 op->stats.maxsp += change->stats.maxsp; 1392 op->stats.maxsp += change->stats.maxsp;
1391 1393
1392 if (change->stats.food < 0) 1394 if (change->stats.food < 0)
1393 op->stats.food = -(change->stats.food); 1395 op->stats.food = -change->stats.food;
1394 else 1396 else
1395 op->stats.food += change->stats.food; 1397 op->stats.food += change->stats.food;
1396 1398
1397 if (change->level < 0) 1399 if (change->level < 0)
1398 op->level = -(change->level); 1400 op->level = -change->level;
1399 else 1401 else
1400 op->level += change->level; 1402 op->level += change->level;
1401 1403
1402 if (change->gen_sp_armour < 0) 1404 if (change->gen_sp_armour < 0)
1403 op->gen_sp_armour = -(change->gen_sp_armour); 1405 op->gen_sp_armour = -change->gen_sp_armour;
1404 else 1406 else
1405 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;
1406 1408
1407 op->item_power = change->item_power; 1409 op->item_power = change->item_power;
1408 1410
1409 for (i = 0; i < NROFATTACKS; i++) 1411 for (int i = 0; i < NROFATTACKS; i++)
1410 if (change->resist[i])
1411 op->resist[i] += change->resist[i]; 1412 op->resist[i] += change->resist[i];
1412 1413
1413 if (change->stats.dam) 1414 if (change->stats.dam)
1414 { 1415 {
1415 if (change->stats.dam < 0) 1416 if (change->stats.dam < 0)
1416 op->stats.dam = (-change->stats.dam); 1417 op->stats.dam = -change->stats.dam;
1417 else if (op->stats.dam) 1418 else if (op->stats.dam)
1418 { 1419 {
1419 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1420 int tmp = op->stats.dam * change->stats.dam / 10;
1421
1420 if (tmp == op->stats.dam) 1422 if (tmp == op->stats.dam)
1421 { 1423 {
1422 if (change->stats.dam < 10) 1424 if (change->stats.dam < 10)
1423 op->stats.dam--; 1425 op->stats.dam--;
1424 else 1426 else
1430 } 1432 }
1431 1433
1432 if (change->weight) 1434 if (change->weight)
1433 { 1435 {
1434 if (change->weight < 0) 1436 if (change->weight < 0)
1435 op->weight = (-change->weight); 1437 op->weight = -change->weight;
1436 else 1438 else
1437 op->weight = (op->weight * (change->weight)) / 100; 1439 op->weight = op->weight * change->weight / 100;
1438 } 1440 }
1439 1441
1440 if (change->last_sp) 1442 if (change->last_sp)
1441 { 1443 {
1442 if (change->last_sp < 0) 1444 if (change->last_sp < 0)
1443 op->last_sp = (-change->last_sp); 1445 op->last_sp = -change->last_sp;
1444 else 1446 else
1445 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;
1446 } 1448 }
1447 1449
1448 if (change->gen_sp_armour) 1450 if (change->gen_sp_armour)
1449 { 1451 {
1450 if (change->gen_sp_armour < 0) 1452 if (change->gen_sp_armour < 0)
1451 op->gen_sp_armour = (-change->gen_sp_armour); 1453 op->gen_sp_armour = -change->gen_sp_armour;
1452 else 1454 else
1453 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;
1454 } 1456 }
1455 1457
1456 op->value *= change->value; 1458 op->value *= change->value;
1457 1459
1458 if (change->materials) 1460 if (change->materials)
1459 op->materials = change->materials; 1461 op->materials = change->materials;
1460 1462
1461 if (change->materialname) 1463 if (change->material != MATERIAL_NULL)
1462 op->materialname = change->materialname; 1464 op->material = change->material;
1463 1465
1464 if (change->slaying) 1466 if (change->slaying)
1465 op->slaying = change->slaying; 1467 op->slaying = change->slaying;
1466 1468
1467 if (change->race) 1469 if (change->race)
1490 name = tmp->name + 1, neg = 1; 1492 name = tmp->name + 1, neg = 1;
1491 else 1493 else
1492 name = tmp->name, neg = 0; 1494 name = tmp->name, neg = 0;
1493 1495
1494 /* If we match name, then return the opposite of 'neg' */ 1496 /* If we match name, then return the opposite of 'neg' */
1495 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1497 if (!strcmp (name, op->arch->archname))
1496 return !neg; 1498 return !neg;
1497 1499
1498 /* 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
1499 * everything is allowed except what we match 1501 * everything is allowed except what we match
1500 */ 1502 */
1511 */ 1513 */
1512 1514
1513void 1515void
1514give_artifact_abilities (object *op, object *artifct) 1516give_artifact_abilities (object *op, object *artifct)
1515{ 1517{
1516 char new_name[MAX_BUF]; 1518 op->title = format ("of %s", &artifct->name);
1517 1519
1518 sprintf (new_name, "of %s", &artifct->name);
1519 op->title = new_name;
1520 add_abilities (op, artifct); /* Give out the bonuses */ 1520 add_abilities (op, artifct); /* Give out the bonuses */
1521 1521
1522#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... */
1523 { 1523 {
1524 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1524 char identified = op->flag [FLAG_IDENTIFIED];
1525 1525
1526 SET_FLAG (op, FLAG_IDENTIFIED); 1526 op->set_flag (FLAG_IDENTIFIED);
1527 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));
1528 if (!identified) 1528 if (!identified)
1529 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1529 op->clr_flag (FLAG_IDENTIFIED);
1530 } 1530 }
1531#endif 1531#endif
1532 return; 1532 return;
1533} 1533}
1534 1534
1544#define ARTIFACT_TRIES 2 1544#define ARTIFACT_TRIES 2
1545 1545
1546void 1546void
1547generate_artifact (object *op, int difficulty) 1547generate_artifact (object *op, int difficulty)
1548{ 1548{
1549 artifactlist *al;
1550 artifact *art; 1549 artifact *art;
1551 int i;
1552 1550
1553 al = find_artifactlist (op->type); 1551 artifactlist *al = find_artifactlist (op->type);
1554 1552
1555 if (al == NULL) 1553 if (al == NULL)
1556 { 1554 {
1557#if 0 /* This is too verbose, usually */ 1555#if 0 /* This is too verbose, usually */
1558 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);
1559#endif 1557#endif
1560 return; 1558 return;
1561 } 1559 }
1562 1560
1563 for (i = 0; i < ARTIFACT_TRIES; i++) 1561 for (int i = 0; i < ARTIFACT_TRIES; i++)
1564 { 1562 {
1565 int roll = rndm (al->total_chance); 1563 int roll = rndm (al->total_chance);
1566 1564
1567 for (art = al->items; art; art = art->next) 1565 for (art = al->items; art; art = art->next)
1568 { 1566 {
1576#if 1 1574#if 1
1577 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1575 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1578#endif 1576#endif
1579 return; 1577 return;
1580 } 1578 }
1581 if (!strcmp (art->item->name, "NONE")) 1579
1580 if (art->item->name == shstr_NONE)
1582 return; 1581 return;
1582
1583 if (FABS (op->magic) < art->item->magic) 1583 if (fabs (op->magic) < art->item->magic)
1584 continue; /* Not magic enough to be this item */ 1584 continue; /* Not magic enough to be this item */
1585 1585
1586 /* Map difficulty not high enough */ 1586 /* Map difficulty not high enough */
1587 if (difficulty < art->difficulty) 1587 if (difficulty < art->difficulty)
1588 continue; 1588 continue;
1606 */ 1606 */
1607 1607
1608void 1608void
1609fix_flesh_item (object *item, object *donor) 1609fix_flesh_item (object *item, object *donor)
1610{ 1610{
1611 char tmpbuf[MAX_BUF];
1612 int i;
1613
1614 if (item->type == FLESH && donor) 1611 if (item->type == FLESH && donor)
1615 { 1612 {
1616 /* change the name */ 1613 /* change the name */
1617 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1614 item->name = format ("%s's %s", &donor->name, &item->name);
1618 item->name = tmpbuf;
1619 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1615 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1620 item->name_pl = tmpbuf;
1621 1616
1622 /* weight is FLESH weight/100 * donor */ 1617 /* weight is FLESH weight/100 * donor */
1623 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);
1624 item->weight = 1;
1625 1619
1626 /* value is multiplied by level of donor */ 1620 /* value is multiplied by level of donor */
1627 item->value *= isqrt (donor->level * 2); 1621 item->value *= isqrt (donor->level * 2);
1628 1622
1629 /* food value */ 1623 /* food value */
1630 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1624 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1631 1625
1632 /* flesh items inherit some abilities of donor, but not 1626 /* flesh items inherit some abilities of donor, but not
1633 * full effect. 1627 * full effect.
1634 */ 1628 */
1635 for (i = 0; i < NROFATTACKS; i++) 1629 for (int i = 0; i < NROFATTACKS; i++)
1636 item->resist[i] = donor->resist[i] / 2; 1630 item->resist[i] = donor->resist[i] / 2;
1637 1631
1638 /* item inherits donor's level (important for quezals) */ 1632 /* item inherits donor's level (important for quezals) */
1639 item->level = donor->level; 1633 item->level = donor->level;
1640 1634
1641 /* if donor has some attacktypes, the flesh is poisonous */ 1635 /* if donor has some attacktypes, the flesh is poisonous */
1642 if (donor->attacktype & AT_POISON) 1636 if (donor->attacktype & AT_POISON)
1643 item->type = POISON; 1637 item->type = POISON;
1638
1644 if (donor->attacktype & AT_ACID) 1639 if (donor->attacktype & AT_ACID)
1645 item->stats.hp = -1 * item->stats.food; 1640 item->stats.hp = -item->stats.food;
1646 SET_FLAG (item, FLAG_NO_STEAL);
1647 }
1648}
1649 1641
1650/* special_potion() - so that old potion code is still done right. */ 1642 item->set_flag (FLAG_NO_STEAL);
1651int 1643 }
1652special_potion (object *op)
1653{
1654 if (op->attacktype)
1655 return 1;
1656
1657 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1658 return 1;
1659
1660 for (int i = 0; i < NROFATTACKS; i++)
1661 if (op->resist[i])
1662 return 1;
1663
1664 return 0;
1665} 1644}
1666 1645
1667void 1646static void
1668free_treasurestruct (treasure *t) 1647free_treasurestruct (treasure *t)
1669{ 1648{
1670 if (t->next) free_treasurestruct (t->next); 1649 if (t->next) free_treasurestruct (t->next);
1671 if (t->next_yes) free_treasurestruct (t->next_yes); 1650 if (t->next_yes) free_treasurestruct (t->next_yes);
1672 if (t->next_no) free_treasurestruct (t->next_no); 1651 if (t->next_no) free_treasurestruct (t->next_no);
1673 1652
1674 delete t; 1653 delete t;
1675} 1654}
1676 1655
1677void 1656static void
1678free_charlinks (linked_char *lc) 1657free_charlinks (linked_char *lc)
1679{ 1658{
1680 if (lc->next) 1659 if (lc->next)
1681 free_charlinks (lc->next); 1660 free_charlinks (lc->next);
1682 1661
1683 delete lc; 1662 delete lc;
1684} 1663}
1685 1664
1686void 1665static void
1687free_artifact (artifact *at) 1666free_artifact (artifact *at)
1688{ 1667{
1689 if (at->next) free_artifact (at->next); 1668 if (at->next) free_artifact (at->next);
1690 if (at->allowed) free_charlinks (at->allowed); 1669 if (at->allowed) free_charlinks (at->allowed);
1691 1670
1692 at->item->destroy (1); 1671 at->item->destroy ();
1693 1672
1694 sfree (at); 1673 sfree (at);
1695} 1674}
1696 1675
1697void
1698free_artifactlist (artifactlist *al)
1699{
1700 artifactlist *nextal;
1701
1702 for (al = first_artifactlist; al; al = nextal)
1703 {
1704 nextal = al->next;
1705
1706 if (al->items)
1707 free_artifact (al->items);
1708
1709 sfree (al);
1710 }
1711}
1712
1713void
1714free_all_treasures (void)
1715{
1716 treasurelist *tl, *next;
1717
1718 for (tl = first_treasurelist; tl; tl = next)
1719 {
1720 clear (tl);
1721
1722 next = tl->next;
1723 delete tl;
1724 }
1725
1726 free_artifactlist (first_artifactlist);
1727}

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