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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.54 by root, Sat Apr 21 17:34:23 2007 UTC vs.
Revision 1.108 by root, Wed Apr 28 19:49:50 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h>
40 38
41extern char *spell_mapping[]; 39extern char *spell_mapping[];
42 40
43static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
44 42
47typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
48 const char *, 46 const char *,
49 treasurelist *, 47 treasurelist *,
50 str_hash, 48 str_hash,
51 str_equal, 49 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 51> tl_map_t;
55 52
56static 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}
57 68
58/* 69/*
59 * Searches for the given treasurelist 70 * Searches for the given treasurelist
60 */ 71 */
61treasurelist * 72treasurelist *
93 } 104 }
94 105
95 return tl; 106 return tl;
96} 107}
97 108
98//TODO: class method
99void
100clear (treasurelist *tl)
101{
102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
109}
110
111#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
114 */ 112 */
115static void 113static void
140 138
141 f.next (); 139 f.next ();
142 140
143 for (;;) 141 for (;;)
144 { 142 {
145 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
146 144
147 switch (f.kw) 145 switch (f.kw)
148 { 146 {
149 case KW_arch: 147 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
151 break; 156 break;
152 157
153 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 174 t->next = read_treasure (f);
170 return t; 175 return t;
171 176
172 default: 177 default:
173 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 179 goto error;
175 180
176 return t; 181 return t;
177 } 182 }
178 183
179 f.next (); 184 f.next ();
180 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
181} 192}
182 193
183/* 194/*
184 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
185 */ 196 */
197 208
198 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
199 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
201 */ 212 */
202 tl->total_chance = 0;
203
204 if (one) 213 if (one)
205 { 214 {
206 for (treasure *t = tl->items; t; t = t->next) 215 for (treasure *t = tl->items; t; t = t->next)
207 { 216 {
208 if (t->next_yes || t->next_no) 217 if (t->next_yes || t->next_no)
209 { 218 {
210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
211 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
212 } 221 }
213 222
214 tl->total_chance += t->chance; 223 tl->total_chance += t->chance;
215 } 224 }
230 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
231 */ 240 */
232static void 241static void
233put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
234{ 243{
244 if (flags & GT_ENVIRONMENT)
245 {
235 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
236 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
237 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
238 * by another object. 249 * by another object.
239 */ 250 */
240 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
241 { 252 if (op->type == SPELL)
253 {
254 op->destroy ();
255 return;
256 }
257
242 op->expand_tail (); 258 op->expand_tail ();
243 259
260 if (!creator->is_on_map ()
244 if (ob_blocked (op, creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
245 op->destroy (); 262 op->destroy ();
246 else 263 else
247 { 264 {
248 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
249 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);
250 } 267 }
251 } 268 }
252 else 269 else
253 { 270 {
254 op = creator->insert (op); 271 op = creator->insert (op);
255 272
256 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
257 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
258
259 if (flags & GT_UPDATE_INV)
260 if (object *tmp = creator->in_player ())
261 esrv_send_item (tmp, op);
262 } 275 }
263} 276}
264 277
265/* 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
266 * in the generated object 279 * in the generated object
295 else 308 else
296 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
297 } 310 }
298 else 311 else
299 { 312 {
300 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
301 { 314 {
302 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
303 316
304 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
305 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
306 319
307 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
352 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
353 } 366 }
354 else if (t->nrof) 367 else if (t->nrof)
355 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
356 } 369 }
357 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
358 { 371 {
359 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
360 { 373 {
361 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
363 376
364 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
365 change_treasure (t, tmp); 378 change_treasure (t, tmp);
366 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
367 } 380 }
368 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
369} 388}
370 389
371/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
372 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
373 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
386 { 405 {
387 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
388 return; 407 return;
389 } 408 }
390 409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
391 if (tl->total_chance) 419 if (tl->total_chance)
392 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
393 else 421 else
394 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
395} 423}
415 443
416 if (ob->inv) 444 if (ob->inv)
417 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
418 446
419 ob->destroy (); 447 ob->destroy ();
448
420 return tmp; 449 return tmp;
421} 450}
422 451
423/* 452/*
424 * 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
467 * 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)
468 * 497 *
469 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
470 * 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.
471 */ 500 */
472int 501static int
473level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
474{ 503{
475 int olevel = 0;
476
477 if (!op->inv) 504 if (!op->inv)
478 { 505 {
479 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);
480 return 0; 507 return 0;
481 } 508 }
482 509
483 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
484 511
485 if (olevel <= 0) 512 if (olevel <= 0)
486 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
487 514
488 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
489 olevel = MAXLEVEL;
490
491 return olevel;
492} 516}
493 517
494/* 518/*
495 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
496 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
499 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
500 * 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
501 * weird integer between 1-31. 525 * weird integer between 1-31.
502 * 526 *
503 */ 527 */
504int 528static int
505magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
506{ 530{
507 int percent = 0, magic = 0;
508 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
532 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
509 533
510 scaled_diff--;
511
512 if (scaled_diff < 0)
513 scaled_diff = 0;
514
515 if (scaled_diff >= DIFFLEVELS)
516 scaled_diff = DIFFLEVELS - 1;
517
518 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
519 536
520 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
521 { 538 {
522 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
523 540
524 if (percent < 0) 541 if (percent < 0)
525 break; 542 break;
526 } 543 }
527 544
528 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
529 { 546 {
530 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 547 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
531 magic = 0; 548 magic = 0;
532 } 549 }
533 550
541 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
542 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
543 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
544 * to make it truly absolute. 561 * to make it truly absolute.
545 */ 562 */
546
547void 563void
548set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
549{ 565{
550 if (!magic) 566 if (!magic)
551 return; 567 return;
552 568
553 op->magic = magic; 569 op->magic = magic;
554 if (op->arch) 570 if (op->arch)
555 { 571 {
556 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
557 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
558 574
559 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 575 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
560 magic = (-magic); 576 magic = (-magic);
577
561 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
562 } 579 }
563 else 580 else
564 { 581 {
565 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
566 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
567 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
568 magic = (-magic); 586 magic = (-magic);
587
569 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
570 } 589 }
571} 590}
572 591
573/* 592/*
576 */ 595 */
577 596
578static void 597static void
579set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
580{ 599{
581 int i;
582
583 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
584 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
585 i = -i; 603 i = -i;
604
586 if (i > max_magic) 605 i = min (i, max_magic);
587 i = max_magic; 606
588 set_abs_magic (op, i); 607 set_abs_magic (op, i);
589 if (i < 0) 608 if (i < 0)
590 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
591} 610}
592 611
593/* 612/*
594 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
595 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
596 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
597 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
598 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
599 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
600 */ 619 */
601void 620static void
602set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
603{ 622{
604
605 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
606 624
607 if (op->type == AMULET) 625 if (op->type == AMULET)
608 {
609 if (!(rndm (21))) 626 if (!rndm (21))
610 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
611 else 630 else
612 {
613 if (rndm (2))
614 r = 10;
615 else
616 r = 11 + rndm (9); 631 r = 11 + rndm (9);
617 }
618 }
619 632
620 switch (r) 633 switch (r)
621 { 634 {
622 /* Redone by MSW 2000-11-26 to have much less code. Also, 635 /* Redone by MSW 2000-11-26 to have much less code. Also,
623 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
624 * of the item. 637 * of the item.
625 */ 638 */
626 case 0: 639 case 0:
627 case 1: 640 case 1:
628 case 2: 641 case 2:
629 case 3: 642 case 3:
630 case 4: 643 case 4:
631 case 5: 644 case 5:
632 case 6: 645 case 6:
633 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 646 op->stats.stat (r) += bonus;
634 break; 647 break;
635 648
636 case 7: 649 case 7:
637 op->stats.dam += bonus; 650 op->stats.dam += bonus;
638 break; 651 break;
670 * little random element in since that they don't always end up with 683 * little random element in since that they don't always end up with
671 * even values. 684 * even values.
672 */ 685 */
673 if (bonus < 0) 686 if (bonus < 0)
674 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
675 if (val > 35) 688
676 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
677 b = 0; 691 b = 0;
678 692
679 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
680 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
681 695
689 break; 703 break;
690 } 704 }
691 case 20: 705 case 20:
692 if (op->type == AMULET) 706 if (op->type == AMULET)
693 { 707 {
694 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
695 op->value *= 11; 709 op->value *= 11;
696 } 710 }
697 else 711 else
698 { 712 {
699 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
702 break; 716 break;
703 717
704 case 21: 718 case 21:
705 if (op->type == AMULET) 719 if (op->type == AMULET)
706 { 720 {
707 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
708 op->value *= 9; 722 op->value *= 9;
709 } 723 }
710 else 724 else
711 { 725 {
712 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
714 } 728 }
715 break; 729 break;
716 730
717 case 22: 731 case 22:
718 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
719 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
720 break; 734 break;
721 } 735 }
722 736
723 if (bonus > 0) 737 if (bonus > 0)
724 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
725 else 739 else
726 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
727} 741}
728 742
729/* 743/*
730 * get_magic(diff) will return a random number between 0 and 4. 744 * get_magic(diff) will return a random number between 0 and 4.
731 * diff can be any value above 2. The higher the diff-variable, the 745 * diff can be any value above 2. The higher the diff-variable, the
732 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
733 * It is only used in fix_generated_treasure() to set bonuses on 747 * It is only used in fix_generated_treasure() to set bonuses on
734 * rings and amulets. 748 * rings and amulets.
735 * Another scheme is used to calculate the magic of weapons and armours. 749 * Another scheme is used to calculate the magic of weapons and armours.
736 */ 750 */
737int 751static int
738get_magic (int diff) 752get_magic (int diff)
739{ 753{
740 int i; 754 diff = min (3, diff);
741 755
742 if (diff < 3)
743 diff = 3;
744
745 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
746 if (rndm (diff)) 757 if (rndm (diff))
747 return i; 758 return i;
748 759
749 return 4; 760 return 4;
750} 761}
751 762
763/* special_potion() - so that old potion code is still done right. */
764static int
765special_potion (object *op)
766{
767 if (op->attacktype)
768 return 1;
769
770 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
771 return 1;
772
773 for (int i = 0; i < NROFATTACKS; i++)
774 if (op->resist[i])
775 return 1;
776
777 return 0;
778}
779
752#define DICE2 (get_magic(2)==2?2:1) 780#define DICE2 (get_magic(2) == 2 ? 2 : 1)
753#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 781#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
754 782
755/* 783/*
756 * fix_generated_item(): This is called after an item is generated, in 784 * fix_generated_item(): This is called after an item is generated, in
757 * order to set it up right. This produced magical bonuses, puts spells 785 * order to set it up right. This produced magical bonuses, puts spells
791 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 819 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
792 /* So the treasure doesn't get created again */ 820 /* So the treasure doesn't get created again */
793 op->randomitems = 0; 821 op->randomitems = 0;
794 } 822 }
795 823
796 if (difficulty < 1) 824 max_it (difficulty, 1);
797 difficulty = 1;
798 825
799 if (INVOKE_OBJECT (ADD_BONUS, op, 826 if (INVOKE_OBJECT (ADD_BONUS, op,
800 ARG_OBJECT (creator != op ? creator : 0), 827 ARG_OBJECT (creator != op ? creator : 0),
801 ARG_INT (difficulty), ARG_INT (max_magic), 828 ARG_INT (difficulty), ARG_INT (max_magic),
802 ARG_INT (flags))) 829 ARG_INT (flags)))
803 return; 830 return;
804 831
805 if (!(flags & GT_MINIMAL)) 832 if (!(flags & GT_MINIMAL))
806 { 833 {
807 if (op->arch == crown_arch) 834 if (IS_ARCH (op->arch, crown))
808 { 835 {
809 set_magic (difficulty, op, max_magic, flags); 836 set_magic (difficulty, op, max_magic, flags);
810 num_enchantments = calc_item_power (op, 1); 837 num_enchantments = calc_item_power (op, 1);
811 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
812 } 839 }
817 844
818 num_enchantments = calc_item_power (op, 1); 845 num_enchantments = calc_item_power (op, 1);
819 846
820 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 847 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
821 || op->type == HORN 848 || op->type == HORN
822 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 849 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
823 * used for shop_floors or treasures */
824 generate_artifact (op, difficulty); 850 generate_artifact (op, difficulty);
825 } 851 }
826 852
827 /* Object was made an artifact. Calculate its item_power rating. 853 /* Object was made an artifact. Calculate its item_power rating.
828 * the item_power in the object is what the artfiact adds. 854 * the item_power in the object is what the artfiact adds.
862 * again below */ 888 * again below */
863 } 889 }
864 } 890 }
865 891
866 /* materialtype modifications. Note we allow this on artifacts. */ 892 /* materialtype modifications. Note we allow this on artifacts. */
867 set_materialname (op, difficulty, NULL); 893 select_material (op, difficulty);
868 894
869 if (flags & GT_MINIMAL) 895 if (flags & GT_MINIMAL)
870 { 896 {
871 if (op->type == POTION) 897 if (op->type == POTION)
872 /* Handle healing and magic power potions */ 898 /* Handle healing and magic power potions */
873 if (op->stats.sp && !op->randomitems) 899 if (op->stats.sp && !op->randomitems)
874 { 900 {
875 object *tmp;
876
877 tmp = get_archetype (spell_mapping[op->stats.sp]); 901 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
878 insert_ob_in_ob (tmp, op); 902 insert_ob_in_ob (tmp, op);
879 op->stats.sp = 0; 903 op->stats.sp = 0;
880 } 904 }
881 } 905 }
882 else if (!op->title) /* Only modify object if not special */ 906 else if (!op->title) /* Only modify object if not special */
885 case WEAPON: 909 case WEAPON:
886 case ARMOUR: 910 case ARMOUR:
887 case SHIELD: 911 case SHIELD:
888 case HELMET: 912 case HELMET:
889 case CLOAK: 913 case CLOAK:
890 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 914 if (op->flag [FLAG_CURSED] && !(rndm (4)))
891 set_ring_bonus (op, -DICE2); 915 set_ring_bonus (op, -DICE2);
892 break; 916 break;
893 917
894 case BRACERS: 918 case BRACERS:
895 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 919 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
896 { 920 {
897 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 921 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
898 if (!QUERY_FLAG (op, FLAG_CURSED)) 922 if (!op->flag [FLAG_CURSED])
899 op->value *= 3; 923 op->value *= 3;
900 } 924 }
901 break; 925 break;
902 926
903 case POTION: 927 case POTION:
905 int too_many_tries = 0, is_special = 0; 929 int too_many_tries = 0, is_special = 0;
906 930
907 /* Handle healing and magic power potions */ 931 /* Handle healing and magic power potions */
908 if (op->stats.sp && !op->randomitems) 932 if (op->stats.sp && !op->randomitems)
909 { 933 {
910 object *tmp;
911
912 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
913 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
914 op->stats.sp = 0; 936 op->stats.sp = 0;
915 } 937 }
916 938
917 while (!(is_special = special_potion (op)) && !op->inv) 939 while (!(is_special = special_potion (op)) && !op->inv)
925 * since the value set on those is already correct. 947 * since the value set on those is already correct.
926 */ 948 */
927 if (op->inv && op->randomitems) 949 if (op->inv && op->randomitems)
928 { 950 {
929 /* value multiplier is same as for scrolls */ 951 /* value multiplier is same as for scrolls */
930 op->value = (op->value * op->inv->value); 952 op->value *= op->inv->value;
931 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
932 } 954 }
933 else 955 else
934 { 956 {
935 op->name = "potion"; 957 op->name = shstr_potion;
936 op->name_pl = "potions"; 958 op->name_pl = shstr_potions;
937 } 959 }
938 960
939 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 961 if (!(flags & GT_ONLY_GOOD) && rndm (2))
940 SET_FLAG (op, FLAG_CURSED); 962 op->set_flag (FLAG_CURSED);
963
941 break; 964 break;
942 } 965 }
943 966
944 case AMULET: 967 case AMULET:
945 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
946 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
947 970
948 case RING: 971 case RING:
949 if (op->arch == NULL)
950 {
951 op->destroy ();
952 op = 0;
953 break;
954 }
955
956 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
957 break; 973 break;
958 974
959 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
960 SET_FLAG (op, FLAG_CURSED); 976 op->set_flag (FLAG_CURSED);
961 977
962 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 978 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
963 979
964 if (op->type != RING) /* Amulets have only one ability */ 980 if (op->type != RING) /* Amulets have only one ability */
965 break; 981 break;
966 982
967 if (!(rndm (4))) 983 if (!rndm (4))
968 { 984 {
969 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 985 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
970 986
971 if (d > 0) 987 if (d > 0)
972 op->value *= 3; 988 op->value *= 3;
973 989
974 set_ring_bonus (op, d); 990 set_ring_bonus (op, d);
975 991
976 if (!(rndm (4))) 992 if (!rndm (4))
977 { 993 {
978 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 994 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
979 995
980 if (d > 0) 996 if (d > 0)
981 op->value *= 5; 997 op->value *= 5;
998
982 set_ring_bonus (op, d); 999 set_ring_bonus (op, d);
983 } 1000 }
984 } 1001 }
985 1002
986 if (GET_ANIM_ID (op)) 1003 if (op->animation_id)
987 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1004 op->set_anim_frame (rndm (op->anim_frames ()));
988 1005
989 break; 1006 break;
990 1007
991 case BOOK: 1008 case BOOK:
992 /* Is it an empty book?, if yes lets make a special· 1009 /* Is it an empty book?, if yes lets make a special·
994 * creator and/or map level we found it on. 1011 * creator and/or map level we found it on.
995 */ 1012 */
996 if (!op->msg && rndm (10)) 1013 if (!op->msg && rndm (10))
997 { 1014 {
998 /* set the book level properly */ 1015 /* set the book level properly */
999 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1016 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1000 { 1017 {
1001 if (op->map && op->map->difficulty) 1018 if (op->map && op->map->difficulty)
1002 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1019 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1003 else 1020 else
1004 op->level = rndm (20) + 1; 1021 op->level = rndm (20) + 1;
1007 op->level = rndm (creator->level); 1024 op->level = rndm (creator->level);
1008 1025
1009 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1026 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1010 /* books w/ info are worth more! */ 1027 /* books w/ info are worth more! */
1011 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1028 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1012 /* creator related stuff */
1013
1014 /* for library, chained books. Note that some monsters have no_pick
1015 * set - we don't want to set no pick in that case.
1016 */
1017 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1018 SET_FLAG (op, FLAG_NO_PICK);
1019 if (creator->slaying && !op->slaying) /* for check_inv floors */
1020 op->slaying = creator->slaying;
1021 1029
1022 /* add exp so reading it gives xp (once) */ 1030 /* add exp so reading it gives xp (once) */
1023 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1031 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1024 } 1032 }
1033
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 (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1040 op->set_flag (FLAG_NO_PICK);
1041 if (creator->slaying && !op->slaying) /* for check_inv floors */
1042 op->slaying = creator->slaying;
1025 break; 1043 break;
1026 1044
1027 case SPELLBOOK: 1045 case SPELLBOOK:
1028 op->value = op->value * op->inv->value; 1046 op->value *= pow ((op->inv->value > 0 ? op->inv->value : 1)
1047 * op->inv->level,
1048 1.5);
1049
1029 /* add exp so learning gives xp */ 1050 /* add exp so learning gives xp */
1030 op->level = op->inv->level; 1051 op->level = op->inv->level;
1031 op->stats.exp = op->value; 1052 op->stats.exp = op->value;
1032 break; 1053 break;
1033 1054
1061 * reasonable. Otherwise, a high level version of a low level 1082 * reasonable. Otherwise, a high level version of a low level
1062 * spell can be worth tons a money (eg, level 20 rod, level 2 spell = 1083 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1063 * 10 time multiplier). This way, the value are a bit more reasonable. 1084 * 10 time multiplier). This way, the value are a bit more reasonable.
1064 */ 1085 */
1065 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1086 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1087
1066 /* maxhp is used to denote how many 'charges' the rod holds before */ 1088 /* maxhp is used to denote how many 'charges' the rod holds before */
1067 if (op->stats.maxhp) 1089 if (op->stats.maxhp)
1068 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1090 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1069 else 1091 else
1070 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1092 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1071 1093
1072 op->stats.hp = op->stats.maxhp; 1094 op->stats.hp = op->stats.maxhp;
1073 break; 1095 break;
1074 1096
1075 case SCROLL: 1097 case SCROLL:
1090 break; 1112 break;
1091 } /* switch type */ 1113 } /* switch type */
1092 1114
1093 if (flags & GT_STARTEQUIP) 1115 if (flags & GT_STARTEQUIP)
1094 { 1116 {
1095 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1117 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1096 SET_FLAG (op, FLAG_STARTEQUIP); 1118 op->set_flag (FLAG_STARTEQUIP);
1097 else if (op->type != MONEY) 1119 else if (op->type != MONEY)
1098 op->value = 0; 1120 op->value = 0;
1099 } 1121 }
1100 1122
1101 if (!(flags & GT_ENVIRONMENT)) 1123 if (!(flags & GT_ENVIRONMENT))
1112 1134
1113/* 1135/*
1114 * Allocate and return the pointer to an empty artifactlist structure. 1136 * Allocate and return the pointer to an empty artifactlist structure.
1115 */ 1137 */
1116static artifactlist * 1138static artifactlist *
1117get_empty_artifactlist (void) 1139get_empty_artifactlist ()
1118{ 1140{
1119 return salloc0 <artifactlist> (); 1141 return salloc0<artifactlist> ();
1120} 1142}
1121 1143
1122/* 1144/*
1123 * Allocate and return the pointer to an empty artifact structure. 1145 * Allocate and return the pointer to an empty artifact structure.
1124 */ 1146 */
1125static artifact * 1147static artifact *
1126get_empty_artifact (void) 1148get_empty_artifact ()
1127{ 1149{
1128 return salloc0 <artifact> (); 1150 return salloc0<artifact> ();
1129} 1151}
1130 1152
1131/* 1153/*
1132 * Searches the artifact lists and returns one that has the same type 1154 * Searches the artifact lists and returns one that has the same type
1133 * of objects on it. 1155 * of objects on it.
1141 1163
1142 return 0; 1164 return 0;
1143} 1165}
1144 1166
1145/* 1167/*
1146 * For debugging purposes. Dumps all tables. 1168 * Builds up the lists of artifacts from the file in the libdir.
1147 */ 1169 */
1148void 1170void
1149dump_artifacts (void)
1150{
1151 artifactlist *al;
1152 artifact *art;
1153 linked_char *next;
1154
1155 fprintf (logfile, "\n");
1156 for (al = first_artifactlist; al != NULL; al = al->next)
1157 {
1158 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1159 for (art = al->items; art != NULL; art = art->next)
1160 {
1161 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1162 if (art->allowed != NULL)
1163 {
1164 fprintf (logfile, "\tallowed combinations:");
1165 for (next = art->allowed; next != NULL; next = next->next)
1166 fprintf (logfile, "%s,", &next->name);
1167 fprintf (logfile, "\n");
1168 }
1169 }
1170 }
1171 fprintf (logfile, "\n");
1172}
1173
1174/*
1175 * For debugging purposes. Dumps all treasures recursively (see below).
1176 */
1177void
1178dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1179{
1180 treasurelist *tl;
1181 int i;
1182
1183 if (depth > 100)
1184 return;
1185
1186 while (t)
1187 {
1188 if (t->name)
1189 {
1190 for (i = 0; i < depth; i++)
1191 fprintf (logfile, " ");
1192
1193 fprintf (logfile, "{ (list: %s)\n", &t->name);
1194
1195 tl = treasurelist::find (t->name);
1196 if (tl)
1197 dump_monster_treasure_rec (name, tl->items, depth + 2);
1198
1199 for (i = 0; i < depth; i++)
1200 fprintf (logfile, " ");
1201
1202 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1203 }
1204 else
1205 {
1206 for (i = 0; i < depth; i++)
1207 fprintf (logfile, " ");
1208
1209 if (t->item && t->item->clone.type == FLESH)
1210 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1211 else
1212 fprintf (logfile, "%s\n", &t->item->clone.name);
1213 }
1214
1215 if (t->next_yes)
1216 {
1217 for (i = 0; i < depth; i++)
1218 fprintf (logfile, " ");
1219
1220 fprintf (logfile, " (if yes)\n");
1221 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1222 }
1223
1224 if (t->next_no)
1225 {
1226 for (i = 0; i < depth; i++)
1227 fprintf (logfile, " ");
1228
1229 fprintf (logfile, " (if no)\n");
1230 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1231 }
1232
1233 t = t->next;
1234 }
1235}
1236
1237/*
1238 * For debugging purposes. Dumps all treasures for a given monster.
1239 * Created originally by Raphael Quinet for debugging the alchemy code.
1240 */
1241void
1242dump_monster_treasure (const char *name)
1243{
1244 archetype *at;
1245 int found;
1246
1247 found = 0;
1248 fprintf (logfile, "\n");
1249
1250 for (at = first_archetype; at != NULL; at = at->next)
1251 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1252 {
1253 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1254 if (at->clone.randomitems != NULL)
1255 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1256 else
1257 fprintf (logfile, "(nothing)\n");
1258
1259 fprintf (logfile, "\n");
1260 found++;
1261 }
1262
1263 if (found == 0)
1264 fprintf (logfile, "No objects have the name %s!\n\n", name);
1265}
1266
1267/*
1268 * Builds up the lists of artifacts from the file in the libdir.
1269 */
1270void
1271init_artifacts (void) 1171init_artifacts ()
1272{ 1172{
1273 static int has_been_inited = 0; 1173 static int has_been_inited = 0;
1274 char filename[MAX_BUF];
1275 artifact *art = NULL; 1174 artifact *art = NULL;
1276 artifactlist *al; 1175 artifactlist *al;
1277 1176
1278 if (has_been_inited) 1177 if (has_been_inited)
1279 return; 1178 return;
1280 else 1179 else
1281 has_been_inited = 1; 1180 has_been_inited = 1;
1282 1181
1283 sprintf (filename, "%s/artifacts", settings.datadir); 1182 object_thawer f (settings.datadir, "artifacts");
1284 object_thawer f (filename);
1285 1183
1286 if (!f) 1184 if (!f)
1287 return; 1185 return;
1288
1289 f.next ();
1290 1186
1291 for (;;) 1187 for (;;)
1292 { 1188 {
1293 switch (f.kw) 1189 switch (f.kw)
1294 { 1190 {
1298 1194
1299 { 1195 {
1300 if (!strcmp (f.get_str (), "all")) 1196 if (!strcmp (f.get_str (), "all"))
1301 break; 1197 break;
1302 1198
1303 char *next, *cp = f.get_str (); 1199 const char *cp = f.get_str ();
1304 1200 char *next;
1305 do 1201 do
1306 { 1202 {
1307 if ((next = strchr (cp, ','))) 1203 if ((next = (char *)strchr (cp, ',')))
1308 *next++ = '\0'; 1204 *next++ = '\0';
1309 1205
1310 linked_char *tmp = new linked_char; 1206 linked_char *tmp = new linked_char;
1311 1207
1312 tmp->name = cp; 1208 tmp->name = cp;
1376 } 1272 }
1377#if 0 1273#if 0
1378 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1274 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1379#endif 1275#endif
1380 } 1276 }
1381
1382 LOG (llevDebug, "done.\n");
1383} 1277}
1384 1278
1385/* 1279/*
1386 * Used in artifact generation. The bonuses of the first object 1280 * Used in artifact generation. The bonuses of the first object
1387 * is modified by the bonuses of the second object. 1281 * is modified by the bonuses of the second object.
1388 */ 1282 */
1389void 1283void
1390add_abilities (object *op, object *change) 1284add_abilities (object *op, object *change)
1391{ 1285{
1392 int i, tmp;
1393
1394 if (change->face != blank_face) 1286 if (change->face != blank_face)
1395 { 1287 {
1396#ifdef TREASURE_VERBOSE 1288#ifdef TREASURE_VERBOSE
1397 LOG (llevDebug, "add_abilities change face: %d\n", change->face); 1289 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1398#endif 1290#endif
1399 op->face = change->face; 1291 op->face = change->face;
1400 } 1292 }
1401 1293
1402 for (i = 0; i < NUM_STATS; i++) 1294 for (int i = 0; i < NUM_STATS; i++)
1403 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1295 change_attr_value (&(op->stats), i, change->stats.stat (i));
1404 1296
1405 op->attacktype |= change->attacktype; 1297 op->attacktype |= change->attacktype;
1406 op->path_attuned |= change->path_attuned; 1298 op->path_attuned |= change->path_attuned;
1407 op->path_repelled |= change->path_repelled; 1299 op->path_repelled |= change->path_repelled;
1408 op->path_denied |= change->path_denied; 1300 op->path_denied |= change->path_denied;
1409 op->move_type |= change->move_type; 1301 op->move_type |= change->move_type;
1410 op->stats.luck += change->stats.luck; 1302 op->stats.luck += change->stats.luck;
1411 1303
1412 if (QUERY_FLAG (change, FLAG_CURSED)) 1304 static const struct copyflags : object::flags_t
1413 SET_FLAG (op, FLAG_CURSED); 1305 {
1414 if (QUERY_FLAG (change, FLAG_DAMNED)) 1306 copyflags ()
1415 SET_FLAG (op, FLAG_DAMNED); 1307 {
1416 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1308 set (FLAG_CURSED);
1309 set (FLAG_DAMNED);
1310 set (FLAG_LIFESAVE);
1311 set (FLAG_REFL_SPELL);
1312 set (FLAG_STEALTH);
1313 set (FLAG_XRAYS);
1314 set (FLAG_BLIND);
1315 set (FLAG_SEE_IN_DARK);
1316 set (FLAG_REFL_MISSILE);
1317 set (FLAG_MAKE_INVIS);
1318 }
1319 } copyflags;
1320
1321 // we might want to just copy, but or'ing is what the original code did
1322 op->flag |= change->flag & copyflags;
1323
1324 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1417 set_abs_magic (op, -op->magic); 1325 set_abs_magic (op, -op->magic);
1418 1326
1419 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1327 if (change->flag [FLAG_STAND_STILL])
1420 SET_FLAG (op, FLAG_LIFESAVE);
1421 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1422 SET_FLAG (op, FLAG_REFL_SPELL);
1423 if (QUERY_FLAG (change, FLAG_STEALTH))
1424 SET_FLAG (op, FLAG_STEALTH);
1425 if (QUERY_FLAG (change, FLAG_XRAYS))
1426 SET_FLAG (op, FLAG_XRAYS);
1427 if (QUERY_FLAG (change, FLAG_BLIND))
1428 SET_FLAG (op, FLAG_BLIND);
1429 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1430 SET_FLAG (op, FLAG_SEE_IN_DARK);
1431 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1432 SET_FLAG (op, FLAG_REFL_MISSILE);
1433 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1434 SET_FLAG (op, FLAG_MAKE_INVIS);
1435
1436 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1437 { 1328 {
1438 CLEAR_FLAG (op, FLAG_ANIMATE); 1329 op->clr_flag (FLAG_ANIMATE);
1330
1439 /* so artifacts will join */ 1331 /* so artifacts will join */
1440 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1332 if (!op->flag [FLAG_ALIVE])
1441 op->speed = 0.0; 1333 op->speed = 0.;
1442 1334
1443 op->set_speed (op->speed); 1335 op->set_speed (op->speed);
1444 } 1336 }
1445 1337
1446 if (change->nrof) 1338 if (change->nrof)
1447 op->nrof = rndm (change->nrof) + 1; 1339 op->nrof = rndm (change->nrof) + 1;
1448 1340
1449 op->stats.exp += change->stats.exp; /* Speed modifier */ 1341 op->stats.exp += change->stats.exp; /* Speed modifier */
1450 op->stats.wc += change->stats.wc; 1342 op->stats.wc += change->stats.wc;
1451 op->stats.ac += change->stats.ac; 1343 op->stats.ac += change->stats.ac;
1452 1344
1453 if (change->other_arch) 1345 if (change->other_arch)
1454 { 1346 {
1455 /* Basically, for horns & potions, the other_arch field is the spell 1347 /* Basically, for horns & potions, the other_arch field is the spell
1456 * to cast. So convert that to into a spell and put it into 1348 * to cast. So convert that to into a spell and put it into
1457 * this object. 1349 * this object.
1458 */ 1350 */
1459 if (op->type == HORN || op->type == POTION) 1351 if (op->type == HORN || op->type == POTION)
1460 { 1352 {
1461 object *tmp_obj;
1462
1463 /* Remove any spells this object currently has in it */ 1353 /* Remove any spells this object currently has in it */
1464 while (op->inv)
1465 op->inv->destroy (); 1354 op->destroy_inv (false);
1466 1355
1467 tmp_obj = arch_to_object (change->other_arch); 1356 object *tmp = change->other_arch->instance ();
1468 insert_ob_in_ob (tmp_obj, op); 1357 insert_ob_in_ob (tmp, op);
1469 } 1358 }
1359
1470 /* No harm setting this for potions/horns */ 1360 /* No harm setting this for potions/horns */
1471 op->other_arch = change->other_arch; 1361 op->other_arch = change->other_arch;
1472 } 1362 }
1473 1363
1474 if (change->stats.hp < 0) 1364 if (change->stats.hp < 0)
1490 op->stats.maxsp = -change->stats.maxsp; 1380 op->stats.maxsp = -change->stats.maxsp;
1491 else 1381 else
1492 op->stats.maxsp += change->stats.maxsp; 1382 op->stats.maxsp += change->stats.maxsp;
1493 1383
1494 if (change->stats.food < 0) 1384 if (change->stats.food < 0)
1495 op->stats.food = -(change->stats.food); 1385 op->stats.food = -change->stats.food;
1496 else 1386 else
1497 op->stats.food += change->stats.food; 1387 op->stats.food += change->stats.food;
1498 1388
1499 if (change->level < 0) 1389 if (change->level < 0)
1500 op->level = -(change->level); 1390 op->level = -change->level;
1501 else 1391 else
1502 op->level += change->level; 1392 op->level += change->level;
1503 1393
1504 if (change->gen_sp_armour < 0) 1394 if (change->gen_sp_armour < 0)
1505 op->gen_sp_armour = -(change->gen_sp_armour); 1395 op->gen_sp_armour = -change->gen_sp_armour;
1506 else 1396 else
1507 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1397 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1508 1398
1509 op->item_power = change->item_power; 1399 op->item_power = change->item_power;
1510 1400
1511 for (i = 0; i < NROFATTACKS; i++) 1401 for (int i = 0; i < NROFATTACKS; i++)
1512 if (change->resist[i])
1513 op->resist[i] += change->resist[i]; 1402 op->resist[i] += change->resist[i];
1514 1403
1515 if (change->stats.dam) 1404 if (change->stats.dam)
1516 { 1405 {
1517 if (change->stats.dam < 0) 1406 if (change->stats.dam < 0)
1518 op->stats.dam = (-change->stats.dam); 1407 op->stats.dam = -change->stats.dam;
1519 else if (op->stats.dam) 1408 else if (op->stats.dam)
1520 { 1409 {
1521 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1410 int tmp = op->stats.dam * change->stats.dam / 10;
1411
1522 if (tmp == op->stats.dam) 1412 if (tmp == op->stats.dam)
1523 { 1413 {
1524 if (change->stats.dam < 10) 1414 if (change->stats.dam < 10)
1525 op->stats.dam--; 1415 op->stats.dam--;
1526 else 1416 else
1532 } 1422 }
1533 1423
1534 if (change->weight) 1424 if (change->weight)
1535 { 1425 {
1536 if (change->weight < 0) 1426 if (change->weight < 0)
1537 op->weight = (-change->weight); 1427 op->weight = -change->weight;
1538 else 1428 else
1539 op->weight = (op->weight * (change->weight)) / 100; 1429 op->weight = op->weight * change->weight / 100;
1540 } 1430 }
1541 1431
1542 if (change->last_sp) 1432 if (change->last_sp)
1543 { 1433 {
1544 if (change->last_sp < 0) 1434 if (change->last_sp < 0)
1545 op->last_sp = (-change->last_sp); 1435 op->last_sp = -change->last_sp;
1546 else 1436 else
1547 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1437 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1548 } 1438 }
1549 1439
1550 if (change->gen_sp_armour) 1440 if (change->gen_sp_armour)
1551 { 1441 {
1552 if (change->gen_sp_armour < 0) 1442 if (change->gen_sp_armour < 0)
1553 op->gen_sp_armour = (-change->gen_sp_armour); 1443 op->gen_sp_armour = -change->gen_sp_armour;
1554 else 1444 else
1555 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1445 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1556 } 1446 }
1557 1447
1558 op->value *= change->value; 1448 op->value *= change->value;
1559 1449
1560 if (change->materials) 1450 if (change->materials)
1561 op->materials = change->materials; 1451 op->materials = change->materials;
1562 1452
1563 if (change->materialname) 1453 if (change->material != MATERIAL_NULL)
1564 op->materialname = change->materialname; 1454 op->material = change->material;
1565 1455
1566 if (change->slaying) 1456 if (change->slaying)
1567 op->slaying = change->slaying; 1457 op->slaying = change->slaying;
1568 1458
1569 if (change->race) 1459 if (change->race)
1592 name = tmp->name + 1, neg = 1; 1482 name = tmp->name + 1, neg = 1;
1593 else 1483 else
1594 name = tmp->name, neg = 0; 1484 name = tmp->name, neg = 0;
1595 1485
1596 /* If we match name, then return the opposite of 'neg' */ 1486 /* If we match name, then return the opposite of 'neg' */
1597 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1487 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1598 return !neg; 1488 return !neg;
1599 1489
1600 /* Set success as true, since if the match was an inverse, it means 1490 /* Set success as true, since if the match was an inverse, it means
1601 * everything is allowed except what we match 1491 * everything is allowed except what we match
1602 */ 1492 */
1613 */ 1503 */
1614 1504
1615void 1505void
1616give_artifact_abilities (object *op, object *artifct) 1506give_artifact_abilities (object *op, object *artifct)
1617{ 1507{
1618 char new_name[MAX_BUF]; 1508 op->title = format ("of %s", &artifct->name);
1619 1509
1620 sprintf (new_name, "of %s", &artifct->name);
1621 op->title = new_name;
1622 add_abilities (op, artifct); /* Give out the bonuses */ 1510 add_abilities (op, artifct); /* Give out the bonuses */
1623 1511
1624#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1512#if 0 /* Bit verbose, but keep it here until next time I need it... */
1625 { 1513 {
1626 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1514 char identified = op->flag [FLAG_IDENTIFIED];
1627 1515
1628 SET_FLAG (op, FLAG_IDENTIFIED); 1516 op->set_flag (FLAG_IDENTIFIED);
1629 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1517 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1630 if (!identified) 1518 if (!identified)
1631 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1519 op->clr_flag (FLAG_IDENTIFIED);
1632 } 1520 }
1633#endif 1521#endif
1634 return; 1522 return;
1635} 1523}
1636 1524
1646#define ARTIFACT_TRIES 2 1534#define ARTIFACT_TRIES 2
1647 1535
1648void 1536void
1649generate_artifact (object *op, int difficulty) 1537generate_artifact (object *op, int difficulty)
1650{ 1538{
1651 artifactlist *al;
1652 artifact *art; 1539 artifact *art;
1653 int i;
1654 1540
1655 al = find_artifactlist (op->type); 1541 artifactlist *al = find_artifactlist (op->type);
1656 1542
1657 if (al == NULL) 1543 if (al == NULL)
1658 { 1544 {
1659#if 0 /* This is too verbose, usually */ 1545#if 0 /* This is too verbose, usually */
1660 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1546 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1661#endif 1547#endif
1662 return; 1548 return;
1663 } 1549 }
1664 1550
1665 for (i = 0; i < ARTIFACT_TRIES; i++) 1551 for (int i = 0; i < ARTIFACT_TRIES; i++)
1666 { 1552 {
1667 int roll = rndm (al->total_chance); 1553 int roll = rndm (al->total_chance);
1668 1554
1669 for (art = al->items; art; art = art->next) 1555 for (art = al->items; art; art = art->next)
1670 { 1556 {
1678#if 1 1564#if 1
1679 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1565 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1680#endif 1566#endif
1681 return; 1567 return;
1682 } 1568 }
1683 if (!strcmp (art->item->name, "NONE")) 1569
1570 if (art->item->name == shstr_NONE)
1684 return; 1571 return;
1572
1685 if (FABS (op->magic) < art->item->magic) 1573 if (fabs (op->magic) < art->item->magic)
1686 continue; /* Not magic enough to be this item */ 1574 continue; /* Not magic enough to be this item */
1687 1575
1688 /* Map difficulty not high enough */ 1576 /* Map difficulty not high enough */
1689 if (difficulty < art->difficulty) 1577 if (difficulty < art->difficulty)
1690 continue; 1578 continue;
1708 */ 1596 */
1709 1597
1710void 1598void
1711fix_flesh_item (object *item, object *donor) 1599fix_flesh_item (object *item, object *donor)
1712{ 1600{
1713 char tmpbuf[MAX_BUF];
1714 int i;
1715
1716 if (item->type == FLESH && donor) 1601 if (item->type == FLESH && donor)
1717 { 1602 {
1718 /* change the name */ 1603 /* change the name */
1719 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1604 item->name = format ("%s's %s", &donor->name, &item->name);
1720 item->name = tmpbuf;
1721 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1605 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1722 item->name_pl = tmpbuf;
1723 1606
1724 /* weight is FLESH weight/100 * donor */ 1607 /* weight is FLESH weight/100 * donor */
1725 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1608 item->weight = max (1, item->weight * donor->weight / 100);
1726 item->weight = 1;
1727 1609
1728 /* value is multiplied by level of donor */ 1610 /* value is multiplied by level of donor */
1729 item->value *= isqrt (donor->level * 2); 1611 item->value *= isqrt (donor->level * 2);
1730 1612
1731 /* food value */ 1613 /* food value */
1732 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1614 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1733 1615
1734 /* flesh items inherit some abilities of donor, but not 1616 /* flesh items inherit some abilities of donor, but not
1735 * full effect. 1617 * full effect.
1736 */ 1618 */
1737 for (i = 0; i < NROFATTACKS; i++) 1619 for (int i = 0; i < NROFATTACKS; i++)
1738 item->resist[i] = donor->resist[i] / 2; 1620 item->resist[i] = donor->resist[i] / 2;
1739 1621
1740 /* item inherits donor's level (important for quezals) */ 1622 /* item inherits donor's level (important for quezals) */
1741 item->level = donor->level; 1623 item->level = donor->level;
1742 1624
1743 /* if donor has some attacktypes, the flesh is poisonous */ 1625 /* if donor has some attacktypes, the flesh is poisonous */
1744 if (donor->attacktype & AT_POISON) 1626 if (donor->attacktype & AT_POISON)
1745 item->type = POISON; 1627 item->type = POISON;
1628
1746 if (donor->attacktype & AT_ACID) 1629 if (donor->attacktype & AT_ACID)
1747 item->stats.hp = -1 * item->stats.food; 1630 item->stats.hp = -item->stats.food;
1748 SET_FLAG (item, FLAG_NO_STEAL);
1749 }
1750}
1751 1631
1752/* special_potion() - so that old potion code is still done right. */ 1632 item->set_flag (FLAG_NO_STEAL);
1753int 1633 }
1754special_potion (object *op)
1755{
1756 if (op->attacktype)
1757 return 1;
1758
1759 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1760 return 1;
1761
1762 for (int i = 0; i < NROFATTACKS; i++)
1763 if (op->resist[i])
1764 return 1;
1765
1766 return 0;
1767} 1634}
1768 1635
1769void 1636static void
1770free_treasurestruct (treasure *t) 1637free_treasurestruct (treasure *t)
1771{ 1638{
1772 if (t->next) free_treasurestruct (t->next); 1639 if (t->next) free_treasurestruct (t->next);
1773 if (t->next_yes) free_treasurestruct (t->next_yes); 1640 if (t->next_yes) free_treasurestruct (t->next_yes);
1774 if (t->next_no) free_treasurestruct (t->next_no); 1641 if (t->next_no) free_treasurestruct (t->next_no);
1775 1642
1776 delete t; 1643 delete t;
1777} 1644}
1778 1645
1779void 1646static void
1780free_charlinks (linked_char *lc) 1647free_charlinks (linked_char *lc)
1781{ 1648{
1782 if (lc->next) 1649 if (lc->next)
1783 free_charlinks (lc->next); 1650 free_charlinks (lc->next);
1784 1651
1785 delete lc; 1652 delete lc;
1786} 1653}
1787 1654
1788void 1655static void
1789free_artifact (artifact *at) 1656free_artifact (artifact *at)
1790{ 1657{
1791 if (at->next) free_artifact (at->next); 1658 if (at->next) free_artifact (at->next);
1792 if (at->allowed) free_charlinks (at->allowed); 1659 if (at->allowed) free_charlinks (at->allowed);
1793 1660
1794 at->item->destroy (1); 1661 at->item->destroy ();
1795 1662
1796 sfree (at); 1663 sfree (at);
1797} 1664}
1798 1665
1799void
1800free_artifactlist (artifactlist *al)
1801{
1802 artifactlist *nextal;
1803
1804 for (al = first_artifactlist; al; al = nextal)
1805 {
1806 nextal = al->next;
1807
1808 if (al->items)
1809 free_artifact (al->items);
1810
1811 sfree (al);
1812 }
1813}
1814
1815void
1816free_all_treasures (void)
1817{
1818 treasurelist *tl, *next;
1819
1820 for (tl = first_treasurelist; tl; tl = next)
1821 {
1822 clear (tl);
1823
1824 next = tl->next;
1825 delete tl;
1826 }
1827
1828 free_artifactlist (first_artifactlist);
1829}

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