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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.72 by root, Sun Apr 20 00:44:12 2008 UTC vs.
Revision 1.105 by root, Thu Apr 15 04:56:47 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
32 33
33//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
34 35
35#include <global.h> 36#include <global.h>
36#include <treasure.h> 37#include <treasure.h>
37#include <funcpoint.h>
38#include <loader.h>
39 38
40extern char *spell_mapping[]; 39extern char *spell_mapping[];
41 40
42static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
43 42
46typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
47 const char *, 46 const char *,
48 treasurelist *, 47 treasurelist *,
49 str_hash, 48 str_hash,
50 str_equal, 49 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 51> tl_map_t;
54 52
55static tl_map_t tl_map; 53static tl_map_t tl_map;
54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
56 68
57/* 69/*
58 * Searches for the given treasurelist 70 * Searches for the given treasurelist
59 */ 71 */
60treasurelist * 72treasurelist *
92 } 104 }
93 105
94 return tl; 106 return tl;
95} 107}
96 108
97//TODO: class method
98void
99clear (treasurelist *tl)
100{
101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
108}
109
110#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
113 */ 112 */
114static void 113static void
145 144
146 switch (f.kw) 145 switch (f.kw)
147 { 146 {
148 case KW_arch: 147 case KW_arch:
149 t->item = archetype::find (f.get_str ()); 148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item) 150 if (!t->item)
151 { 151 {
152 f.parse_warn ("treasure references unknown archetype"); 152 f.parse_warn ("treasure references unknown archetype");
153 goto error; 153 t->item = archetype::empty;
154 } 154 }
155 155
156 break; 156 break;
157 157
158 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
255 return; 255 return;
256 } 256 }
257 257
258 op->expand_tail (); 258 op->expand_tail ();
259 259
260 if (!creator->is_on_map ()
260 if (op->blocked (creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
261 op->destroy (); 262 op->destroy ();
262 else 263 else
263 { 264 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 } 267 }
267 } 268 }
268 else 269 else
269 { 270 {
270 op = creator->insert (op); 271 op = creator->insert (op);
271 272
272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
273 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
274
275 if (flags & GT_UPDATE_INV)
276 if (object *tmp = creator->in_player ())
277 esrv_send_item (tmp, op);
278 } 275 }
279} 276}
280 277
281/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
282 * in the generated object 279 * in the generated object
313 } 310 }
314 else 311 else
315 { 312 {
316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
317 { 314 {
318 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
319 316
320 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
321 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
322 319
323 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
370 else if (t->nrof) 367 else if (t->nrof)
371 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
372 } 369 }
373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
374 { 371 {
375 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
376 { 373 {
377 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
378 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
379 376
380 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
446 443
447 if (ob->inv) 444 if (ob->inv)
448 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
449 446
450 ob->destroy (); 447 ob->destroy ();
448
451 return tmp; 449 return tmp;
452} 450}
453 451
454/* 452/*
455 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
498 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
499 * 497 *
500 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
502 */ 500 */
503int 501static int
504level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
505{ 503{
506 if (!op->inv) 504 if (!op->inv)
507 { 505 {
508 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
513 511
514 if (olevel <= 0) 512 if (olevel <= 0)
515 olevel = rndm (1, op->inv->level); 513 olevel = rndm (1, op->inv->level);
516 514
517 return min (olevel, MAXLEVEL); 515 return min (olevel, MAXLEVEL_TREASURE);
518} 516}
519 517
520/* 518/*
521 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
522 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
525 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
526 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
527 * weird integer between 1-31. 525 * weird integer between 1-31.
528 * 526 *
529 */ 527 */
530int 528static int
531magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
532{ 530{
533 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
534 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
535 533
582 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
584 582
585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
586 magic = (-magic); 584 magic = (-magic);
585
587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
588 } 587 }
589 else 588 else
590 { 589 {
591 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
594 magic = (-magic); 594 magic = (-magic);
595
595 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
596 } 597 }
597} 598}
598 599
599/* 600/*
611 i = -i; 612 i = -i;
612 if (i > max_magic) 613 if (i > max_magic)
613 i = max_magic; 614 i = max_magic;
614 set_abs_magic (op, i); 615 set_abs_magic (op, i);
615 if (i < 0) 616 if (i < 0)
616 SET_FLAG (op, FLAG_CURSED); 617 op->set_flag (FLAG_CURSED);
617} 618}
618 619
619/* 620/*
620 * Randomly adds one magical ability to the given object. 621 * Randomly adds one magical ability to the given object.
621 * Modified for Partial Resistance in many ways: 622 * Modified for Partial Resistance in many ways:
622 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
623 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
624 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
625 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
626 */ 627 */
627void 628static void
628set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
629{ 630{
630
631 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
632 632
633 if (op->type == AMULET) 633 if (op->type == AMULET)
634 { 634 {
635 if (!(rndm (21))) 635 if (!(rndm (21)))
715 break; 715 break;
716 } 716 }
717 case 20: 717 case 20:
718 if (op->type == AMULET) 718 if (op->type == AMULET)
719 { 719 {
720 SET_FLAG (op, FLAG_REFL_SPELL); 720 op->set_flag (FLAG_REFL_SPELL);
721 op->value *= 11; 721 op->value *= 11;
722 } 722 }
723 else 723 else
724 { 724 {
725 op->stats.hp = 1; /* regenerate hit points */ 725 op->stats.hp = 1; /* regenerate hit points */
728 break; 728 break;
729 729
730 case 21: 730 case 21:
731 if (op->type == AMULET) 731 if (op->type == AMULET)
732 { 732 {
733 SET_FLAG (op, FLAG_REFL_MISSILE); 733 op->set_flag (FLAG_REFL_MISSILE);
734 op->value *= 9; 734 op->value *= 9;
735 } 735 }
736 else 736 else
737 { 737 {
738 op->stats.sp = 1; /* regenerate spell points */ 738 op->stats.sp = 1; /* regenerate spell points */
758 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
759 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
760 * rings and amulets. 760 * rings and amulets.
761 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
762 */ 762 */
763int 763static int
764get_magic (int diff) 764get_magic (int diff)
765{ 765{
766 int i; 766 int i;
767 767
768 if (diff < 3) 768 if (diff < 3)
771 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
772 if (rndm (diff)) 772 if (rndm (diff))
773 return i; 773 return i;
774 774
775 return 4; 775 return 4;
776}
777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
776} 793}
777 794
778#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
779#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
780 797
817 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
818 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
819 op->randomitems = 0; 836 op->randomitems = 0;
820 } 837 }
821 838
822 if (difficulty < 1) 839 max_it (difficulty, 1);
823 difficulty = 1;
824 840
825 if (INVOKE_OBJECT (ADD_BONUS, op, 841 if (INVOKE_OBJECT (ADD_BONUS, op,
826 ARG_OBJECT (creator != op ? creator : 0), 842 ARG_OBJECT (creator != op ? creator : 0),
827 ARG_INT (difficulty), ARG_INT (max_magic), 843 ARG_INT (difficulty), ARG_INT (max_magic),
828 ARG_INT (flags))) 844 ARG_INT (flags)))
887 * again below */ 903 * again below */
888 } 904 }
889 } 905 }
890 906
891 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
892 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
893 909
894 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
895 { 911 {
896 if (op->type == POTION) 912 if (op->type == POTION)
897 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
908 case WEAPON: 924 case WEAPON:
909 case ARMOUR: 925 case ARMOUR:
910 case SHIELD: 926 case SHIELD:
911 case HELMET: 927 case HELMET:
912 case CLOAK: 928 case CLOAK:
913 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 929 if (op->flag [FLAG_CURSED] && !(rndm (4)))
914 set_ring_bonus (op, -DICE2); 930 set_ring_bonus (op, -DICE2);
915 break; 931 break;
916 932
917 case BRACERS: 933 case BRACERS:
918 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 934 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
919 { 935 {
920 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 936 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
921 if (!QUERY_FLAG (op, FLAG_CURSED)) 937 if (!op->flag [FLAG_CURSED])
922 op->value *= 3; 938 op->value *= 3;
923 } 939 }
924 break; 940 break;
925 941
926 case POTION: 942 case POTION:
928 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
929 945
930 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
931 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
932 { 948 {
933 object *tmp;
934
935 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
936 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
937 op->stats.sp = 0; 951 op->stats.sp = 0;
938 } 952 }
939 953
940 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
948 * since the value set on those is already correct. 962 * since the value set on those is already correct.
949 */ 963 */
950 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
951 { 965 {
952 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
953 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
954 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
955 } 969 }
956 else 970 else
957 { 971 {
958 op->name = "potion"; 972 op->name = "potion";
959 op->name_pl = "potions"; 973 op->name_pl = "potions";
960 } 974 }
961 975
962 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
963 SET_FLAG (op, FLAG_CURSED); 977 op->set_flag (FLAG_CURSED);
978
964 break; 979 break;
965 } 980 }
966 981
967 case AMULET: 982 case AMULET:
968 if (IS_ARCH (op->arch, amulet)) 983 if (IS_ARCH (op->arch, amulet))
969 op->value *= 5; /* Since it's not just decoration */ 984 op->value *= 5; /* Since it's not just decoration */
970 985
971 case RING: 986 case RING:
972 if (!op->arch) // wtf? schmorp
973 {
974 op->destroy ();
975 op = 0;
976 break;
977 }
978
979 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 987 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
980 break; 988 break;
981 989
982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
983 SET_FLAG (op, FLAG_CURSED); 991 op->set_flag (FLAG_CURSED);
984 992
985 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 993 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
986 994
987 if (op->type != RING) /* Amulets have only one ability */ 995 if (op->type != RING) /* Amulets have only one ability */
988 break; 996 break;
989 997
990 if (!(rndm (4))) 998 if (!(rndm (4)))
991 { 999 {
992 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1000 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
993 1001
994 if (d > 0) 1002 if (d > 0)
995 op->value *= 3; 1003 op->value *= 3;
996 1004
997 set_ring_bonus (op, d); 1005 set_ring_bonus (op, d);
998 1006
999 if (!(rndm (4))) 1007 if (!(rndm (4)))
1000 { 1008 {
1001 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1009 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1002 1010
1003 if (d > 0) 1011 if (d > 0)
1004 op->value *= 5; 1012 op->value *= 5;
1005 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1006 } 1014 }
1007 } 1015 }
1008 1016
1009 if (GET_ANIM_ID (op)) 1017 if (op->animation_id)
1010 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1018 op->set_anim_frame (rndm (op->anim_frames ()));
1011 1019
1012 break; 1020 break;
1013 1021
1014 case BOOK: 1022 case BOOK:
1015 /* Is it an empty book?, if yes lets make a special· 1023 /* Is it an empty book?, if yes lets make a special·
1017 * creator and/or map level we found it on. 1025 * creator and/or map level we found it on.
1018 */ 1026 */
1019 if (!op->msg && rndm (10)) 1027 if (!op->msg && rndm (10))
1020 { 1028 {
1021 /* set the book level properly */ 1029 /* set the book level properly */
1022 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1030 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1023 { 1031 {
1024 if (op->map && op->map->difficulty) 1032 if (op->map && op->map->difficulty)
1025 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1033 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1026 else 1034 else
1027 op->level = rndm (20) + 1; 1035 op->level = rndm (20) + 1;
1030 op->level = rndm (creator->level); 1038 op->level = rndm (creator->level);
1031 1039
1032 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1040 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1033 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1034 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1042 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1035 /* creator related stuff */
1036
1037 /* for library, chained books. Note that some monsters have no_pick
1038 * set - we don't want to set no pick in that case.
1039 */
1040 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1041 SET_FLAG (op, FLAG_NO_PICK);
1042 if (creator->slaying && !op->slaying) /* for check_inv floors */
1043 op->slaying = creator->slaying;
1044 1043
1045 /* add exp so reading it gives xp (once) */ 1044 /* add exp so reading it gives xp (once) */
1046 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1047 } 1046 }
1047
1048 /* creator related stuff */
1049
1050 /* for library, chained books. Note that some monsters have no_pick
1051 * set - we don't want to set no pick in that case.
1052 */
1053 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1054 op->set_flag (FLAG_NO_PICK);
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying;
1048 break; 1057 break;
1049 1058
1050 case SPELLBOOK: 1059 case SPELLBOOK:
1051 op->value = op->value * op->inv->value; 1060 op->value = op->value * op->inv->value;
1052 /* add exp so learning gives xp */ 1061 /* add exp so learning gives xp */
1086 * 10 time multiplier). This way, the value are a bit more reasonable. 1095 * 10 time multiplier). This way, the value are a bit more reasonable.
1087 */ 1096 */
1088 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1089 /* maxhp is used to denote how many 'charges' the rod holds before */ 1098 /* maxhp is used to denote how many 'charges' the rod holds before */
1090 if (op->stats.maxhp) 1099 if (op->stats.maxhp)
1091 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1100 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1092 else 1101 else
1093 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1094 1103
1095 op->stats.hp = op->stats.maxhp; 1104 op->stats.hp = op->stats.maxhp;
1096 break; 1105 break;
1097 1106
1098 case SCROLL: 1107 case SCROLL:
1113 break; 1122 break;
1114 } /* switch type */ 1123 } /* switch type */
1115 1124
1116 if (flags & GT_STARTEQUIP) 1125 if (flags & GT_STARTEQUIP)
1117 { 1126 {
1118 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1127 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1119 SET_FLAG (op, FLAG_STARTEQUIP); 1128 op->set_flag (FLAG_STARTEQUIP);
1120 else if (op->type != MONEY) 1129 else if (op->type != MONEY)
1121 op->value = 0; 1130 op->value = 0;
1122 } 1131 }
1123 1132
1124 if (!(flags & GT_ENVIRONMENT)) 1133 if (!(flags & GT_ENVIRONMENT))
1135 1144
1136/* 1145/*
1137 * Allocate and return the pointer to an empty artifactlist structure. 1146 * Allocate and return the pointer to an empty artifactlist structure.
1138 */ 1147 */
1139static artifactlist * 1148static artifactlist *
1140get_empty_artifactlist (void) 1149get_empty_artifactlist ()
1141{ 1150{
1142 return salloc0<artifactlist> (); 1151 return salloc0<artifactlist> ();
1143} 1152}
1144 1153
1145/* 1154/*
1146 * Allocate and return the pointer to an empty artifact structure. 1155 * Allocate and return the pointer to an empty artifact structure.
1147 */ 1156 */
1148static artifact * 1157static artifact *
1149get_empty_artifact (void) 1158get_empty_artifact ()
1150{ 1159{
1151 return salloc0<artifact> (); 1160 return salloc0<artifact> ();
1152} 1161}
1153 1162
1154/* 1163/*
1167 1176
1168/* 1177/*
1169 * Builds up the lists of artifacts from the file in the libdir. 1178 * Builds up the lists of artifacts from the file in the libdir.
1170 */ 1179 */
1171void 1180void
1172init_artifacts (void) 1181init_artifacts ()
1173{ 1182{
1174 static int has_been_inited = 0; 1183 static int has_been_inited = 0;
1175 char filename[MAX_BUF]; 1184 char filename[MAX_BUF];
1176 artifact *art = NULL; 1185 artifact *art = NULL;
1177 artifactlist *al; 1186 artifactlist *al;
1197 1206
1198 { 1207 {
1199 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1200 break; 1209 break;
1201 1210
1202 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1203 1212 char *next;
1204 do 1213 do
1205 { 1214 {
1206 if ((next = strchr (cp, ','))) 1215 if ((next = (char *)strchr (cp, ',')))
1207 *next++ = '\0'; 1216 *next++ = '\0';
1208 1217
1209 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1210 1219
1211 tmp->name = cp; 1220 tmp->name = cp;
1306 op->path_repelled |= change->path_repelled; 1315 op->path_repelled |= change->path_repelled;
1307 op->path_denied |= change->path_denied; 1316 op->path_denied |= change->path_denied;
1308 op->move_type |= change->move_type; 1317 op->move_type |= change->move_type;
1309 op->stats.luck += change->stats.luck; 1318 op->stats.luck += change->stats.luck;
1310 1319
1311 if (QUERY_FLAG (change, FLAG_CURSED)) 1320 if (change->flag [FLAG_CURSED])
1312 SET_FLAG (op, FLAG_CURSED); 1321 op->set_flag (FLAG_CURSED);
1313 if (QUERY_FLAG (change, FLAG_DAMNED)) 1322 if (change->flag [FLAG_DAMNED])
1314 SET_FLAG (op, FLAG_DAMNED); 1323 op->set_flag (FLAG_DAMNED);
1315 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1324 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1316 set_abs_magic (op, -op->magic); 1325 set_abs_magic (op, -op->magic);
1317 1326
1318 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1327 if (change->flag [FLAG_LIFESAVE])
1319 SET_FLAG (op, FLAG_LIFESAVE); 1328 op->set_flag (FLAG_LIFESAVE);
1320 if (QUERY_FLAG (change, FLAG_REFL_SPELL)) 1329 if (change->flag [FLAG_REFL_SPELL])
1321 SET_FLAG (op, FLAG_REFL_SPELL); 1330 op->set_flag (FLAG_REFL_SPELL);
1322 if (QUERY_FLAG (change, FLAG_STEALTH)) 1331 if (change->flag [FLAG_STEALTH])
1323 SET_FLAG (op, FLAG_STEALTH); 1332 op->set_flag (FLAG_STEALTH);
1324 if (QUERY_FLAG (change, FLAG_XRAYS)) 1333 if (change->flag [FLAG_XRAYS])
1325 SET_FLAG (op, FLAG_XRAYS); 1334 op->set_flag (FLAG_XRAYS);
1326 if (QUERY_FLAG (change, FLAG_BLIND)) 1335 if (change->flag [FLAG_BLIND])
1327 SET_FLAG (op, FLAG_BLIND); 1336 op->set_flag (FLAG_BLIND);
1328 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) 1337 if (change->flag [FLAG_SEE_IN_DARK])
1329 SET_FLAG (op, FLAG_SEE_IN_DARK); 1338 op->set_flag (FLAG_SEE_IN_DARK);
1330 if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) 1339 if (change->flag [FLAG_REFL_MISSILE])
1331 SET_FLAG (op, FLAG_REFL_MISSILE); 1340 op->set_flag (FLAG_REFL_MISSILE);
1332 if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) 1341 if (change->flag [FLAG_MAKE_INVIS])
1333 SET_FLAG (op, FLAG_MAKE_INVIS); 1342 op->set_flag (FLAG_MAKE_INVIS);
1334 1343
1335 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1344 if (change->flag [FLAG_STAND_STILL])
1336 { 1345 {
1337 CLEAR_FLAG (op, FLAG_ANIMATE); 1346 op->clr_flag (FLAG_ANIMATE);
1338 /* so artifacts will join */ 1347 /* so artifacts will join */
1339 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1348 if (!op->flag [FLAG_ALIVE])
1340 op->speed = 0.0; 1349 op->speed = 0.0;
1341 1350
1342 op->set_speed (op->speed); 1351 op->set_speed (op->speed);
1343 } 1352 }
1344 1353
1355 * to cast. So convert that to into a spell and put it into 1364 * to cast. So convert that to into a spell and put it into
1356 * this object. 1365 * this object.
1357 */ 1366 */
1358 if (op->type == HORN || op->type == POTION) 1367 if (op->type == HORN || op->type == POTION)
1359 { 1368 {
1360 object *tmp_obj;
1361
1362 /* Remove any spells this object currently has in it */ 1369 /* Remove any spells this object currently has in it */
1363 while (op->inv)
1364 op->inv->destroy (); 1370 op->destroy_inv (false);
1365 1371
1366 tmp_obj = arch_to_object (change->other_arch); 1372 object *tmp = change->other_arch->instance ();
1367 insert_ob_in_ob (tmp_obj, op); 1373 insert_ob_in_ob (tmp, op);
1368 } 1374 }
1375
1369 /* No harm setting this for potions/horns */ 1376 /* No harm setting this for potions/horns */
1370 op->other_arch = change->other_arch; 1377 op->other_arch = change->other_arch;
1371 } 1378 }
1372 1379
1373 if (change->stats.hp < 0) 1380 if (change->stats.hp < 0)
1457 op->value *= change->value; 1464 op->value *= change->value;
1458 1465
1459 if (change->materials) 1466 if (change->materials)
1460 op->materials = change->materials; 1467 op->materials = change->materials;
1461 1468
1462 if (change->materialname) 1469 if (change->material != MATERIAL_NULL)
1463 op->materialname = change->materialname; 1470 op->material = change->material;
1464 1471
1465 if (change->slaying) 1472 if (change->slaying)
1466 op->slaying = change->slaying; 1473 op->slaying = change->slaying;
1467 1474
1468 if (change->race) 1475 if (change->race)
1520 op->title = new_name; 1527 op->title = new_name;
1521 add_abilities (op, artifct); /* Give out the bonuses */ 1528 add_abilities (op, artifct); /* Give out the bonuses */
1522 1529
1523#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1530#if 0 /* Bit verbose, but keep it here until next time I need it... */
1524 { 1531 {
1525 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1532 char identified = op->flag [FLAG_IDENTIFIED];
1526 1533
1527 SET_FLAG (op, FLAG_IDENTIFIED); 1534 op->set_flag (FLAG_IDENTIFIED);
1528 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1535 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1529 if (!identified) 1536 if (!identified)
1530 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1537 op->clr_flag (FLAG_IDENTIFIED);
1531 } 1538 }
1532#endif 1539#endif
1533 return; 1540 return;
1534} 1541}
1535 1542
1577#if 1 1584#if 1
1578 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1585 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1579#endif 1586#endif
1580 return; 1587 return;
1581 } 1588 }
1582 if (!strcmp (art->item->name, "NONE")) 1589
1590 if (art->item->name == shstr_NONE)
1583 return; 1591 return;
1592
1584 if (FABS (op->magic) < art->item->magic) 1593 if (fabs (op->magic) < art->item->magic)
1585 continue; /* Not magic enough to be this item */ 1594 continue; /* Not magic enough to be this item */
1586 1595
1587 /* Map difficulty not high enough */ 1596 /* Map difficulty not high enough */
1588 if (difficulty < art->difficulty) 1597 if (difficulty < art->difficulty)
1589 continue; 1598 continue;
1640 item->level = donor->level; 1649 item->level = donor->level;
1641 1650
1642 /* if donor has some attacktypes, the flesh is poisonous */ 1651 /* if donor has some attacktypes, the flesh is poisonous */
1643 if (donor->attacktype & AT_POISON) 1652 if (donor->attacktype & AT_POISON)
1644 item->type = POISON; 1653 item->type = POISON;
1654
1645 if (donor->attacktype & AT_ACID) 1655 if (donor->attacktype & AT_ACID)
1646 item->stats.hp = -1 * item->stats.food; 1656 item->stats.hp = -1 * item->stats.food;
1647 SET_FLAG (item, FLAG_NO_STEAL);
1648 }
1649}
1650 1657
1651/* special_potion() - so that old potion code is still done right. */ 1658 item->set_flag (FLAG_NO_STEAL);
1652int 1659 }
1653special_potion (object *op)
1654{
1655 if (op->attacktype)
1656 return 1;
1657
1658 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1659 return 1;
1660
1661 for (int i = 0; i < NROFATTACKS; i++)
1662 if (op->resist[i])
1663 return 1;
1664
1665 return 0;
1666} 1660}
1667 1661
1668void 1662static void
1669free_treasurestruct (treasure *t) 1663free_treasurestruct (treasure *t)
1670{ 1664{
1671 if (t->next) free_treasurestruct (t->next); 1665 if (t->next) free_treasurestruct (t->next);
1672 if (t->next_yes) free_treasurestruct (t->next_yes); 1666 if (t->next_yes) free_treasurestruct (t->next_yes);
1673 if (t->next_no) free_treasurestruct (t->next_no); 1667 if (t->next_no) free_treasurestruct (t->next_no);
1674 1668
1675 delete t; 1669 delete t;
1676} 1670}
1677 1671
1678void 1672static void
1679free_charlinks (linked_char *lc) 1673free_charlinks (linked_char *lc)
1680{ 1674{
1681 if (lc->next) 1675 if (lc->next)
1682 free_charlinks (lc->next); 1676 free_charlinks (lc->next);
1683 1677
1684 delete lc; 1678 delete lc;
1685} 1679}
1686 1680
1687void 1681static void
1688free_artifact (artifact *at) 1682free_artifact (artifact *at)
1689{ 1683{
1690 if (at->next) free_artifact (at->next); 1684 if (at->next) free_artifact (at->next);
1691 if (at->allowed) free_charlinks (at->allowed); 1685 if (at->allowed) free_charlinks (at->allowed);
1692 1686
1693 at->item->destroy (1); 1687 at->item->destroy ();
1694 1688
1695 sfree (at); 1689 sfree (at);
1696} 1690}
1697 1691
1698void
1699free_artifactlist (artifactlist *al)
1700{
1701 artifactlist *nextal;
1702
1703 for (al = first_artifactlist; al; al = nextal)
1704 {
1705 nextal = al->next;
1706
1707 if (al->items)
1708 free_artifact (al->items);
1709
1710 sfree (al);
1711 }
1712}
1713
1714void
1715free_all_treasures (void)
1716{
1717 treasurelist *tl, *next;
1718
1719 for (tl = first_treasurelist; tl; tl = next)
1720 {
1721 clear (tl);
1722
1723 next = tl->next;
1724 delete tl;
1725 }
1726
1727 free_artifactlist (first_artifactlist);
1728}

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