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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.82 by root, Mon Sep 29 10:32:50 2008 UTC vs.
Revision 1.106 by elmex, Wed Apr 21 09:30:07 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 <loader.h>
38 38
39extern char *spell_mapping[]; 39extern char *spell_mapping[];
40 40
41static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
42 42
50 slice_allocator< std::pair<const char *const, treasurelist *> > 50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t; 51> tl_map_t;
52 52
53static tl_map_t tl_map; 53static tl_map_t tl_map;
54 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}
68
55/* 69/*
56 * Searches for the given treasurelist 70 * Searches for the given treasurelist
57 */ 71 */
58treasurelist * 72treasurelist *
59treasurelist::find (const char *name) 73treasurelist::find (const char *name)
88 102
89 tl_map.insert (std::make_pair (tl->name, tl)); 103 tl_map.insert (std::make_pair (tl->name, tl));
90 } 104 }
91 105
92 return tl; 106 return tl;
93}
94
95//TODO: class method
96void
97clear (treasurelist *tl)
98{
99 if (tl->items)
100 {
101 free_treasurestruct (tl->items);
102 tl->items = 0;
103 }
104
105 tl->total_chance = 0;
106} 107}
107 108
108#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
109/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
110 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
254 return; 255 return;
255 } 256 }
256 257
257 op->expand_tail (); 258 op->expand_tail ();
258 259
260 if (!creator->is_on_map ()
259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
260 op->destroy (); 262 op->destroy ();
261 else 263 else
262 { 264 {
263 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
264 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);
265 } 267 }
266 } 268 }
267 else 269 else
268 { 270 {
269 op = creator->insert (op); 271 op = creator->insert (op);
270 272
271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
272 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
273 } 275 }
274} 276}
275 277
276/* 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
308 } 310 }
309 else 311 else
310 { 312 {
311 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
312 { 314 {
313 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
314 316
315 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
316 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
317 319
318 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
365 else if (t->nrof) 367 else if (t->nrof)
366 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
367 } 369 }
368 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
369 { 371 {
370 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
371 { 373 {
372 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
373 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
374 376
375 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
494 * 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)
495 * 497 *
496 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
497 * 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.
498 */ 500 */
499int 501static int
500level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
501{ 503{
502 if (!op->inv) 504 if (!op->inv)
503 { 505 {
504 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);
508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
509 511
510 if (olevel <= 0) 512 if (olevel <= 0)
511 olevel = rndm (1, op->inv->level); 513 olevel = rndm (1, op->inv->level);
512 514
513 return min (olevel, MAXLEVEL); 515 return min (olevel, MAXLEVEL_TREASURE);
514} 516}
515 517
516/* 518/*
517 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
518 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
521 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
522 * 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
523 * weird integer between 1-31. 525 * weird integer between 1-31.
524 * 526 *
525 */ 527 */
526int 528static int
527magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
528{ 530{
529 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
530 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
531 533
610 i = -i; 612 i = -i;
611 if (i > max_magic) 613 if (i > max_magic)
612 i = max_magic; 614 i = max_magic;
613 set_abs_magic (op, i); 615 set_abs_magic (op, i);
614 if (i < 0) 616 if (i < 0)
615 SET_FLAG (op, FLAG_CURSED); 617 op->set_flag (FLAG_CURSED);
616} 618}
617 619
618/* 620/*
619 * Randomly adds one magical ability to the given object. 621 * Randomly adds one magical ability to the given object.
620 * Modified for Partial Resistance in many ways: 622 * Modified for Partial Resistance in many ways:
621 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
622 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
623 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
624 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
625 */ 627 */
626void 628static void
627set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
628{ 630{
629
630 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
631 632
632 if (op->type == AMULET) 633 if (op->type == AMULET)
633 { 634 {
634 if (!(rndm (21))) 635 if (!(rndm (21)))
714 break; 715 break;
715 } 716 }
716 case 20: 717 case 20:
717 if (op->type == AMULET) 718 if (op->type == AMULET)
718 { 719 {
719 SET_FLAG (op, FLAG_REFL_SPELL); 720 op->set_flag (FLAG_REFL_SPELL);
720 op->value *= 11; 721 op->value *= 11;
721 } 722 }
722 else 723 else
723 { 724 {
724 op->stats.hp = 1; /* regenerate hit points */ 725 op->stats.hp = 1; /* regenerate hit points */
727 break; 728 break;
728 729
729 case 21: 730 case 21:
730 if (op->type == AMULET) 731 if (op->type == AMULET)
731 { 732 {
732 SET_FLAG (op, FLAG_REFL_MISSILE); 733 op->set_flag (FLAG_REFL_MISSILE);
733 op->value *= 9; 734 op->value *= 9;
734 } 735 }
735 else 736 else
736 { 737 {
737 op->stats.sp = 1; /* regenerate spell points */ 738 op->stats.sp = 1; /* regenerate spell points */
757 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
758 * 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
759 * rings and amulets. 760 * rings and amulets.
760 * 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.
761 */ 762 */
762int 763static int
763get_magic (int diff) 764get_magic (int diff)
764{ 765{
765 int i; 766 int i;
766 767
767 if (diff < 3) 768 if (diff < 3)
770 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
771 if (rndm (diff)) 772 if (rndm (diff))
772 return i; 773 return i;
773 774
774 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;
775} 793}
776 794
777#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
778#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))
779 797
816 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
817 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
818 op->randomitems = 0; 836 op->randomitems = 0;
819 } 837 }
820 838
821 if (difficulty < 1) 839 max_it (difficulty, 1);
822 difficulty = 1;
823 840
824 if (INVOKE_OBJECT (ADD_BONUS, op, 841 if (INVOKE_OBJECT (ADD_BONUS, op,
825 ARG_OBJECT (creator != op ? creator : 0), 842 ARG_OBJECT (creator != op ? creator : 0),
826 ARG_INT (difficulty), ARG_INT (max_magic), 843 ARG_INT (difficulty), ARG_INT (max_magic),
827 ARG_INT (flags))) 844 ARG_INT (flags)))
886 * again below */ 903 * again below */
887 } 904 }
888 } 905 }
889 906
890 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
891 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
892 909
893 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
894 { 911 {
895 if (op->type == POTION) 912 if (op->type == POTION)
896 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
907 case WEAPON: 924 case WEAPON:
908 case ARMOUR: 925 case ARMOUR:
909 case SHIELD: 926 case SHIELD:
910 case HELMET: 927 case HELMET:
911 case CLOAK: 928 case CLOAK:
912 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 929 if (op->flag [FLAG_CURSED] && !(rndm (4)))
913 set_ring_bonus (op, -DICE2); 930 set_ring_bonus (op, -DICE2);
914 break; 931 break;
915 932
916 case BRACERS: 933 case BRACERS:
917 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 934 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
918 { 935 {
919 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 936 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
920 if (!QUERY_FLAG (op, FLAG_CURSED)) 937 if (!op->flag [FLAG_CURSED])
921 op->value *= 3; 938 op->value *= 3;
922 } 939 }
923 break; 940 break;
924 941
925 case POTION: 942 case POTION:
927 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
928 945
929 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
930 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
931 { 948 {
932 object *tmp;
933
934 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
935 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0; 951 op->stats.sp = 0;
937 } 952 }
938 953
939 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
947 * since the value set on those is already correct. 962 * since the value set on those is already correct.
948 */ 963 */
949 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
950 { 965 {
951 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
952 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
954 } 969 }
955 else 970 else
956 { 971 {
957 op->name = "potion"; 972 op->name = "potion";
958 op->name_pl = "potions"; 973 op->name_pl = "potions";
959 } 974 }
960 975
961 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
962 SET_FLAG (op, FLAG_CURSED); 977 op->set_flag (FLAG_CURSED);
978
963 break; 979 break;
964 } 980 }
965 981
966 case AMULET: 982 case AMULET:
967 if (IS_ARCH (op->arch, amulet)) 983 if (IS_ARCH (op->arch, amulet))
970 case RING: 986 case RING:
971 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! */
972 break; 988 break;
973 989
974 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
975 SET_FLAG (op, FLAG_CURSED); 991 op->set_flag (FLAG_CURSED);
976 992
977 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 993 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
978 994
979 if (op->type != RING) /* Amulets have only one ability */ 995 if (op->type != RING) /* Amulets have only one ability */
980 break; 996 break;
981 997
982 if (!(rndm (4))) 998 if (!(rndm (4)))
983 { 999 {
984 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1000 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
985 1001
986 if (d > 0) 1002 if (d > 0)
987 op->value *= 3; 1003 op->value *= 3;
988 1004
989 set_ring_bonus (op, d); 1005 set_ring_bonus (op, d);
990 1006
991 if (!(rndm (4))) 1007 if (!(rndm (4)))
992 { 1008 {
993 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1009 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
994 1010
995 if (d > 0) 1011 if (d > 0)
996 op->value *= 5; 1012 op->value *= 5;
997 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
998 } 1014 }
999 } 1015 }
1000 1016
1001 if (GET_ANIM_ID (op)) 1017 if (op->animation_id)
1002 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1018 op->set_anim_frame (rndm (op->anim_frames ()));
1003 1019
1004 break; 1020 break;
1005 1021
1006 case BOOK: 1022 case BOOK:
1007 /* Is it an empty book?, if yes lets make a special· 1023 /* Is it an empty book?, if yes lets make a special·
1009 * creator and/or map level we found it on. 1025 * creator and/or map level we found it on.
1010 */ 1026 */
1011 if (!op->msg && rndm (10)) 1027 if (!op->msg && rndm (10))
1012 { 1028 {
1013 /* set the book level properly */ 1029 /* set the book level properly */
1014 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1030 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1015 { 1031 {
1016 if (op->map && op->map->difficulty) 1032 if (op->map && op->map->difficulty)
1017 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1033 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1018 else 1034 else
1019 op->level = rndm (20) + 1; 1035 op->level = rndm (20) + 1;
1022 op->level = rndm (creator->level); 1038 op->level = rndm (creator->level);
1023 1039
1024 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);
1025 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1026 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));
1027 /* creator related stuff */
1028
1029 /* for library, chained books. Note that some monsters have no_pick
1030 * set - we don't want to set no pick in that case.
1031 */
1032 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1033 SET_FLAG (op, FLAG_NO_PICK);
1034 if (creator->slaying && !op->slaying) /* for check_inv floors */
1035 op->slaying = creator->slaying;
1036 1043
1037 /* add exp so reading it gives xp (once) */ 1044 /* add exp so reading it gives xp (once) */
1038 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;
1039 } 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;
1040 break; 1057 break;
1041 1058
1042 case SPELLBOOK: 1059 case SPELLBOOK:
1043 op->value = op->value * op->inv->value; 1060 op->value *=
1061 pow ((op->inv->value > 0 ? op->inv->value : 1)
1062 * op->inv->level,
1063 1.5);
1044 /* add exp so learning gives xp */ 1064 /* add exp so learning gives xp */
1045 op->level = op->inv->level; 1065 op->level = op->inv->level;
1046 op->stats.exp = op->value; 1066 op->stats.exp = op->value;
1047 break; 1067 break;
1048 1068
1078 * 10 time multiplier). This way, the value are a bit more reasonable. 1098 * 10 time multiplier). This way, the value are a bit more reasonable.
1079 */ 1099 */
1080 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1100 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1081 /* maxhp is used to denote how many 'charges' the rod holds before */ 1101 /* maxhp is used to denote how many 'charges' the rod holds before */
1082 if (op->stats.maxhp) 1102 if (op->stats.maxhp)
1083 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1103 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1084 else 1104 else
1085 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1105 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1086 1106
1087 op->stats.hp = op->stats.maxhp; 1107 op->stats.hp = op->stats.maxhp;
1088 break; 1108 break;
1089 1109
1090 case SCROLL: 1110 case SCROLL:
1105 break; 1125 break;
1106 } /* switch type */ 1126 } /* switch type */
1107 1127
1108 if (flags & GT_STARTEQUIP) 1128 if (flags & GT_STARTEQUIP)
1109 { 1129 {
1110 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1130 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1111 SET_FLAG (op, FLAG_STARTEQUIP); 1131 op->set_flag (FLAG_STARTEQUIP);
1112 else if (op->type != MONEY) 1132 else if (op->type != MONEY)
1113 op->value = 0; 1133 op->value = 0;
1114 } 1134 }
1115 1135
1116 if (!(flags & GT_ENVIRONMENT)) 1136 if (!(flags & GT_ENVIRONMENT))
1127 1147
1128/* 1148/*
1129 * Allocate and return the pointer to an empty artifactlist structure. 1149 * Allocate and return the pointer to an empty artifactlist structure.
1130 */ 1150 */
1131static artifactlist * 1151static artifactlist *
1132get_empty_artifactlist (void) 1152get_empty_artifactlist ()
1133{ 1153{
1134 return salloc0<artifactlist> (); 1154 return salloc0<artifactlist> ();
1135} 1155}
1136 1156
1137/* 1157/*
1138 * Allocate and return the pointer to an empty artifact structure. 1158 * Allocate and return the pointer to an empty artifact structure.
1139 */ 1159 */
1140static artifact * 1160static artifact *
1141get_empty_artifact (void) 1161get_empty_artifact ()
1142{ 1162{
1143 return salloc0<artifact> (); 1163 return salloc0<artifact> ();
1144} 1164}
1145 1165
1146/* 1166/*
1159 1179
1160/* 1180/*
1161 * Builds up the lists of artifacts from the file in the libdir. 1181 * Builds up the lists of artifacts from the file in the libdir.
1162 */ 1182 */
1163void 1183void
1164init_artifacts (void) 1184init_artifacts ()
1165{ 1185{
1166 static int has_been_inited = 0; 1186 static int has_been_inited = 0;
1167 char filename[MAX_BUF]; 1187 char filename[MAX_BUF];
1168 artifact *art = NULL; 1188 artifact *art = NULL;
1169 artifactlist *al; 1189 artifactlist *al;
1189 1209
1190 { 1210 {
1191 if (!strcmp (f.get_str (), "all")) 1211 if (!strcmp (f.get_str (), "all"))
1192 break; 1212 break;
1193 1213
1194 char *next, *cp = f.get_str (); 1214 const char *cp = f.get_str ();
1195 1215 char *next;
1196 do 1216 do
1197 { 1217 {
1198 if ((next = strchr (cp, ','))) 1218 if ((next = (char *)strchr (cp, ',')))
1199 *next++ = '\0'; 1219 *next++ = '\0';
1200 1220
1201 linked_char *tmp = new linked_char; 1221 linked_char *tmp = new linked_char;
1202 1222
1203 tmp->name = cp; 1223 tmp->name = cp;
1298 op->path_repelled |= change->path_repelled; 1318 op->path_repelled |= change->path_repelled;
1299 op->path_denied |= change->path_denied; 1319 op->path_denied |= change->path_denied;
1300 op->move_type |= change->move_type; 1320 op->move_type |= change->move_type;
1301 op->stats.luck += change->stats.luck; 1321 op->stats.luck += change->stats.luck;
1302 1322
1303 if (QUERY_FLAG (change, FLAG_CURSED)) 1323 if (change->flag [FLAG_CURSED])
1304 SET_FLAG (op, FLAG_CURSED); 1324 op->set_flag (FLAG_CURSED);
1305 if (QUERY_FLAG (change, FLAG_DAMNED)) 1325 if (change->flag [FLAG_DAMNED])
1306 SET_FLAG (op, FLAG_DAMNED); 1326 op->set_flag (FLAG_DAMNED);
1307 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1327 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1308 set_abs_magic (op, -op->magic); 1328 set_abs_magic (op, -op->magic);
1309 1329
1310 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1330 if (change->flag [FLAG_LIFESAVE])
1311 SET_FLAG (op, FLAG_LIFESAVE); 1331 op->set_flag (FLAG_LIFESAVE);
1312 if (QUERY_FLAG (change, FLAG_REFL_SPELL)) 1332 if (change->flag [FLAG_REFL_SPELL])
1313 SET_FLAG (op, FLAG_REFL_SPELL); 1333 op->set_flag (FLAG_REFL_SPELL);
1314 if (QUERY_FLAG (change, FLAG_STEALTH)) 1334 if (change->flag [FLAG_STEALTH])
1315 SET_FLAG (op, FLAG_STEALTH); 1335 op->set_flag (FLAG_STEALTH);
1316 if (QUERY_FLAG (change, FLAG_XRAYS)) 1336 if (change->flag [FLAG_XRAYS])
1317 SET_FLAG (op, FLAG_XRAYS); 1337 op->set_flag (FLAG_XRAYS);
1318 if (QUERY_FLAG (change, FLAG_BLIND)) 1338 if (change->flag [FLAG_BLIND])
1319 SET_FLAG (op, FLAG_BLIND); 1339 op->set_flag (FLAG_BLIND);
1320 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) 1340 if (change->flag [FLAG_SEE_IN_DARK])
1321 SET_FLAG (op, FLAG_SEE_IN_DARK); 1341 op->set_flag (FLAG_SEE_IN_DARK);
1322 if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) 1342 if (change->flag [FLAG_REFL_MISSILE])
1323 SET_FLAG (op, FLAG_REFL_MISSILE); 1343 op->set_flag (FLAG_REFL_MISSILE);
1324 if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) 1344 if (change->flag [FLAG_MAKE_INVIS])
1325 SET_FLAG (op, FLAG_MAKE_INVIS); 1345 op->set_flag (FLAG_MAKE_INVIS);
1326 1346
1327 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1347 if (change->flag [FLAG_STAND_STILL])
1328 { 1348 {
1329 CLEAR_FLAG (op, FLAG_ANIMATE); 1349 op->clr_flag (FLAG_ANIMATE);
1330 /* so artifacts will join */ 1350 /* so artifacts will join */
1331 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1351 if (!op->flag [FLAG_ALIVE])
1332 op->speed = 0.0; 1352 op->speed = 0.0;
1333 1353
1334 op->set_speed (op->speed); 1354 op->set_speed (op->speed);
1335 } 1355 }
1336 1356
1350 if (op->type == HORN || op->type == POTION) 1370 if (op->type == HORN || op->type == POTION)
1351 { 1371 {
1352 /* Remove any spells this object currently has in it */ 1372 /* Remove any spells this object currently has in it */
1353 op->destroy_inv (false); 1373 op->destroy_inv (false);
1354 1374
1355 object *tmp = arch_to_object (change->other_arch); 1375 object *tmp = change->other_arch->instance ();
1356 insert_ob_in_ob (tmp, op); 1376 insert_ob_in_ob (tmp, op);
1357 } 1377 }
1378
1358 /* No harm setting this for potions/horns */ 1379 /* No harm setting this for potions/horns */
1359 op->other_arch = change->other_arch; 1380 op->other_arch = change->other_arch;
1360 } 1381 }
1361 1382
1362 if (change->stats.hp < 0) 1383 if (change->stats.hp < 0)
1446 op->value *= change->value; 1467 op->value *= change->value;
1447 1468
1448 if (change->materials) 1469 if (change->materials)
1449 op->materials = change->materials; 1470 op->materials = change->materials;
1450 1471
1451 if (change->materialname) 1472 if (change->material != MATERIAL_NULL)
1452 op->materialname = change->materialname; 1473 op->material = change->material;
1453 1474
1454 if (change->slaying) 1475 if (change->slaying)
1455 op->slaying = change->slaying; 1476 op->slaying = change->slaying;
1456 1477
1457 if (change->race) 1478 if (change->race)
1509 op->title = new_name; 1530 op->title = new_name;
1510 add_abilities (op, artifct); /* Give out the bonuses */ 1531 add_abilities (op, artifct); /* Give out the bonuses */
1511 1532
1512#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1533#if 0 /* Bit verbose, but keep it here until next time I need it... */
1513 { 1534 {
1514 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1535 char identified = op->flag [FLAG_IDENTIFIED];
1515 1536
1516 SET_FLAG (op, FLAG_IDENTIFIED); 1537 op->set_flag (FLAG_IDENTIFIED);
1517 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1538 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1518 if (!identified) 1539 if (!identified)
1519 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1540 op->clr_flag (FLAG_IDENTIFIED);
1520 } 1541 }
1521#endif 1542#endif
1522 return; 1543 return;
1523} 1544}
1524 1545
1566#if 1 1587#if 1
1567 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1588 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1568#endif 1589#endif
1569 return; 1590 return;
1570 } 1591 }
1571 if (!strcmp (art->item->name, "NONE")) 1592
1593 if (art->item->name == shstr_NONE)
1572 return; 1594 return;
1595
1573 if (FABS (op->magic) < art->item->magic) 1596 if (fabs (op->magic) < art->item->magic)
1574 continue; /* Not magic enough to be this item */ 1597 continue; /* Not magic enough to be this item */
1575 1598
1576 /* Map difficulty not high enough */ 1599 /* Map difficulty not high enough */
1577 if (difficulty < art->difficulty) 1600 if (difficulty < art->difficulty)
1578 continue; 1601 continue;
1629 item->level = donor->level; 1652 item->level = donor->level;
1630 1653
1631 /* if donor has some attacktypes, the flesh is poisonous */ 1654 /* if donor has some attacktypes, the flesh is poisonous */
1632 if (donor->attacktype & AT_POISON) 1655 if (donor->attacktype & AT_POISON)
1633 item->type = POISON; 1656 item->type = POISON;
1657
1634 if (donor->attacktype & AT_ACID) 1658 if (donor->attacktype & AT_ACID)
1635 item->stats.hp = -1 * item->stats.food; 1659 item->stats.hp = -1 * item->stats.food;
1636 SET_FLAG (item, FLAG_NO_STEAL);
1637 }
1638}
1639 1660
1640/* special_potion() - so that old potion code is still done right. */ 1661 item->set_flag (FLAG_NO_STEAL);
1641int 1662 }
1642special_potion (object *op)
1643{
1644 if (op->attacktype)
1645 return 1;
1646
1647 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1648 return 1;
1649
1650 for (int i = 0; i < NROFATTACKS; i++)
1651 if (op->resist[i])
1652 return 1;
1653
1654 return 0;
1655} 1663}
1656 1664
1657void 1665static void
1658free_treasurestruct (treasure *t) 1666free_treasurestruct (treasure *t)
1659{ 1667{
1660 if (t->next) free_treasurestruct (t->next); 1668 if (t->next) free_treasurestruct (t->next);
1661 if (t->next_yes) free_treasurestruct (t->next_yes); 1669 if (t->next_yes) free_treasurestruct (t->next_yes);
1662 if (t->next_no) free_treasurestruct (t->next_no); 1670 if (t->next_no) free_treasurestruct (t->next_no);
1663 1671
1664 delete t; 1672 delete t;
1665} 1673}
1666 1674
1667void 1675static void
1668free_charlinks (linked_char *lc) 1676free_charlinks (linked_char *lc)
1669{ 1677{
1670 if (lc->next) 1678 if (lc->next)
1671 free_charlinks (lc->next); 1679 free_charlinks (lc->next);
1672 1680
1673 delete lc; 1681 delete lc;
1674} 1682}
1675 1683
1676void 1684static void
1677free_artifact (artifact *at) 1685free_artifact (artifact *at)
1678{ 1686{
1679 if (at->next) free_artifact (at->next); 1687 if (at->next) free_artifact (at->next);
1680 if (at->allowed) free_charlinks (at->allowed); 1688 if (at->allowed) free_charlinks (at->allowed);
1681 1689
1682 at->item->destroy (); 1690 at->item->destroy ();
1683 1691
1684 sfree (at); 1692 sfree (at);
1685} 1693}
1686 1694
1687void
1688free_artifactlist (artifactlist *al)
1689{
1690 artifactlist *nextal;
1691
1692 for (al = first_artifactlist; al; al = nextal)
1693 {
1694 nextal = al->next;
1695
1696 if (al->items)
1697 free_artifact (al->items);
1698
1699 sfree (al);
1700 }
1701}
1702
1703void
1704free_all_treasures (void)
1705{
1706 treasurelist *tl, *next;
1707
1708 for (tl = first_treasurelist; tl; tl = next)
1709 {
1710 clear (tl);
1711
1712 next = tl->next;
1713 delete tl;
1714 }
1715
1716 free_artifactlist (first_artifactlist);
1717}

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