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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.66 by root, Wed Sep 12 11:10:10 2007 UTC vs.
Revision 1.108 by root, Wed Apr 28 19:49:50 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de> 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.
25 * 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
26 * 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
32 33
33//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
34 35
35#include <global.h> 36#include <global.h>
36#include <treasure.h> 37#include <treasure.h>
37#include <funcpoint.h>
38#include <loader.h>
39 38
40extern char *spell_mapping[]; 39extern char *spell_mapping[];
41 40
42static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
43 42
46typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
47 const char *, 46 const char *,
48 treasurelist *, 47 treasurelist *,
49 str_hash, 48 str_hash,
50 str_equal, 49 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 51> tl_map_t;
54 52
55static tl_map_t tl_map; 53static tl_map_t tl_map;
54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
56 68
57/* 69/*
58 * Searches for the given treasurelist 70 * Searches for the given treasurelist
59 */ 71 */
60treasurelist * 72treasurelist *
92 } 104 }
93 105
94 return tl; 106 return tl;
95} 107}
96 108
97//TODO: class method
98void
99clear (treasurelist *tl)
100{
101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
108}
109
110#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
113 */ 112 */
114static void 113static void
139 138
140 f.next (); 139 f.next ();
141 140
142 for (;;) 141 for (;;)
143 { 142 {
144 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
145 144
146 switch (f.kw) 145 switch (f.kw)
147 { 146 {
148 case KW_arch: 147 case KW_arch:
149 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
150 break; 156 break;
151 157
152 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
168 t->next = read_treasure (f); 174 t->next = read_treasure (f);
169 return t; 175 return t;
170 176
171 default: 177 default:
172 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
173 return 0; 179 goto error;
174 180
175 return t; 181 return t;
176 } 182 }
177 183
178 f.next (); 184 f.next ();
179 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
180} 192}
181 193
182/* 194/*
183 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
184 */ 196 */
243 return; 255 return;
244 } 256 }
245 257
246 op->expand_tail (); 258 op->expand_tail ();
247 259
260 if (!creator->is_on_map ()
248 if (op->blocked (creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
249 op->destroy (); 262 op->destroy ();
250 else 263 else
251 { 264 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
253 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);
254 } 267 }
255 } 268 }
256 else 269 else
257 { 270 {
258 op = creator->insert (op); 271 op = creator->insert (op);
259 272
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
261 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
265 esrv_send_item (tmp, op);
266 } 275 }
267} 276}
268 277
269/* 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
270 * in the generated object 279 * in the generated object
301 } 310 }
302 else 311 else
303 { 312 {
304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
305 { 314 {
306 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
307 316
308 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
309 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
310 319
311 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 else if (t->nrof) 367 else if (t->nrof)
359 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
360 } 369 }
361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
362 { 371 {
363 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
364 { 373 {
365 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
366 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
367 376
368 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
434 443
435 if (ob->inv) 444 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
437 446
438 ob->destroy (); 447 ob->destroy ();
448
439 return tmp; 449 return tmp;
440} 450}
441 451
442/* 452/*
443 * 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
486 * 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)
487 * 497 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * 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.
490 */ 500 */
491int 501static int
492level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
493{ 503{
494 int olevel = 0;
495
496 if (!op->inv) 504 if (!op->inv)
497 { 505 {
498 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);
499 return 0; 507 return 0;
500 } 508 }
501 509
502 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
503 511
504 if (olevel <= 0) 512 if (olevel <= 0)
505 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
506 514
507 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
508 olevel = MAXLEVEL;
509
510 return olevel;
511} 516}
512 517
513/* 518/*
514 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
515 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
518 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
519 * 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
520 * weird integer between 1-31. 525 * weird integer between 1-31.
521 * 526 *
522 */ 527 */
523int 528static int
524magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
525{ 530{
526 int percent = 0, magic = 0;
527 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);
528 533
529 scaled_diff--;
530
531 if (scaled_diff < 0)
532 scaled_diff = 0;
533
534 if (scaled_diff >= DIFFLEVELS)
535 scaled_diff = DIFFLEVELS - 1;
536
537 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
538 536
539 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
540 { 538 {
541 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
542 540
543 if (percent < 0) 541 if (percent < 0)
544 break; 542 break;
545 } 543 }
546 544
547 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
548 { 546 {
549 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);
550 magic = 0; 548 magic = 0;
551 } 549 }
552 550
560 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
561 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
562 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
563 * to make it truly absolute. 561 * to make it truly absolute.
564 */ 562 */
565
566void 563void
567set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
568{ 565{
569 if (!magic) 566 if (!magic)
570 return; 567 return;
575 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
577 574
578 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 */
579 magic = (-magic); 576 magic = (-magic);
577
580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
581 } 579 }
582 else 580 else
583 { 581 {
584 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
586 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 */
587 magic = (-magic); 586 magic = (-magic);
587
588 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
589 } 589 }
590} 590}
591 591
592/* 592/*
595 */ 595 */
596 596
597static void 597static void
598set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
599{ 599{
600 int i;
601
602 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
603 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
604 i = -i; 603 i = -i;
604
605 if (i > max_magic) 605 i = min (i, max_magic);
606 i = max_magic; 606
607 set_abs_magic (op, i); 607 set_abs_magic (op, i);
608 if (i < 0) 608 if (i < 0)
609 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
610} 610}
611 611
612/* 612/*
613 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
614 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
615 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
616 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
617 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
618 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
619 */ 619 */
620void 620static void
621set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
622{ 622{
623
624 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
625 624
626 if (op->type == AMULET) 625 if (op->type == AMULET)
627 {
628 if (!(rndm (21))) 626 if (!rndm (21))
629 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
630 else 630 else
631 {
632 if (rndm (2))
633 r = 10;
634 else
635 r = 11 + rndm (9); 631 r = 11 + rndm (9);
636 }
637 }
638 632
639 switch (r) 633 switch (r)
640 { 634 {
641 /* 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,
642 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
643 * of the item. 637 * of the item.
644 */ 638 */
645 case 0: 639 case 0:
646 case 1: 640 case 1:
647 case 2: 641 case 2:
648 case 3: 642 case 3:
649 case 4: 643 case 4:
689 * 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
690 * even values. 684 * even values.
691 */ 685 */
692 if (bonus < 0) 686 if (bonus < 0)
693 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
694 if (val > 35) 688
695 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
696 b = 0; 691 b = 0;
697 692
698 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
699 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
700 695
708 break; 703 break;
709 } 704 }
710 case 20: 705 case 20:
711 if (op->type == AMULET) 706 if (op->type == AMULET)
712 { 707 {
713 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
714 op->value *= 11; 709 op->value *= 11;
715 } 710 }
716 else 711 else
717 { 712 {
718 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
721 break; 716 break;
722 717
723 case 21: 718 case 21:
724 if (op->type == AMULET) 719 if (op->type == AMULET)
725 { 720 {
726 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
727 op->value *= 9; 722 op->value *= 9;
728 } 723 }
729 else 724 else
730 { 725 {
731 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
733 } 728 }
734 break; 729 break;
735 730
736 case 22: 731 case 22:
737 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
738 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
739 break; 734 break;
740 } 735 }
741 736
742 if (bonus > 0) 737 if (bonus > 0)
743 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
744 else 739 else
745 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
746} 741}
747 742
748/* 743/*
749 * 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.
750 * 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
751 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
752 * 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
753 * rings and amulets. 748 * rings and amulets.
754 * 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.
755 */ 750 */
756int 751static int
757get_magic (int diff) 752get_magic (int diff)
758{ 753{
759 int i; 754 diff = min (3, diff);
760 755
761 if (diff < 3)
762 diff = 3;
763
764 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
765 if (rndm (diff)) 757 if (rndm (diff))
766 return i; 758 return i;
767 759
768 return 4; 760 return 4;
769} 761}
770 762
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
771#define DICE2 (get_magic(2)==2?2:1) 780#define DICE2 (get_magic(2) == 2 ? 2 : 1)
772#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))
773 782
774/* 783/*
775 * 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
776 * 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
810 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 819 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
811 /* So the treasure doesn't get created again */ 820 /* So the treasure doesn't get created again */
812 op->randomitems = 0; 821 op->randomitems = 0;
813 } 822 }
814 823
815 if (difficulty < 1) 824 max_it (difficulty, 1);
816 difficulty = 1;
817 825
818 if (INVOKE_OBJECT (ADD_BONUS, op, 826 if (INVOKE_OBJECT (ADD_BONUS, op,
819 ARG_OBJECT (creator != op ? creator : 0), 827 ARG_OBJECT (creator != op ? creator : 0),
820 ARG_INT (difficulty), ARG_INT (max_magic), 828 ARG_INT (difficulty), ARG_INT (max_magic),
821 ARG_INT (flags))) 829 ARG_INT (flags)))
822 return; 830 return;
823 831
824 if (!(flags & GT_MINIMAL)) 832 if (!(flags & GT_MINIMAL))
825 { 833 {
826 if (op->arch == crown_arch) 834 if (IS_ARCH (op->arch, crown))
827 { 835 {
828 set_magic (difficulty, op, max_magic, flags); 836 set_magic (difficulty, op, max_magic, flags);
829 num_enchantments = calc_item_power (op, 1); 837 num_enchantments = calc_item_power (op, 1);
830 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
831 } 839 }
836 844
837 num_enchantments = calc_item_power (op, 1); 845 num_enchantments = calc_item_power (op, 1);
838 846
839 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 847 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
840 || op->type == HORN 848 || op->type == HORN
841 || 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 */
842 * used for shop_floors or treasures */
843 generate_artifact (op, difficulty); 850 generate_artifact (op, difficulty);
844 } 851 }
845 852
846 /* Object was made an artifact. Calculate its item_power rating. 853 /* Object was made an artifact. Calculate its item_power rating.
847 * the item_power in the object is what the artfiact adds. 854 * the item_power in the object is what the artfiact adds.
881 * again below */ 888 * again below */
882 } 889 }
883 } 890 }
884 891
885 /* materialtype modifications. Note we allow this on artifacts. */ 892 /* materialtype modifications. Note we allow this on artifacts. */
886 set_materialname (op, difficulty, NULL); 893 select_material (op, difficulty);
887 894
888 if (flags & GT_MINIMAL) 895 if (flags & GT_MINIMAL)
889 { 896 {
890 if (op->type == POTION) 897 if (op->type == POTION)
891 /* Handle healing and magic power potions */ 898 /* Handle healing and magic power potions */
892 if (op->stats.sp && !op->randomitems) 899 if (op->stats.sp && !op->randomitems)
893 { 900 {
894 object *tmp;
895
896 tmp = get_archetype (spell_mapping[op->stats.sp]); 901 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
897 insert_ob_in_ob (tmp, op); 902 insert_ob_in_ob (tmp, op);
898 op->stats.sp = 0; 903 op->stats.sp = 0;
899 } 904 }
900 } 905 }
901 else if (!op->title) /* Only modify object if not special */ 906 else if (!op->title) /* Only modify object if not special */
904 case WEAPON: 909 case WEAPON:
905 case ARMOUR: 910 case ARMOUR:
906 case SHIELD: 911 case SHIELD:
907 case HELMET: 912 case HELMET:
908 case CLOAK: 913 case CLOAK:
909 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 914 if (op->flag [FLAG_CURSED] && !(rndm (4)))
910 set_ring_bonus (op, -DICE2); 915 set_ring_bonus (op, -DICE2);
911 break; 916 break;
912 917
913 case BRACERS: 918 case BRACERS:
914 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 919 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
915 { 920 {
916 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 921 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
917 if (!QUERY_FLAG (op, FLAG_CURSED)) 922 if (!op->flag [FLAG_CURSED])
918 op->value *= 3; 923 op->value *= 3;
919 } 924 }
920 break; 925 break;
921 926
922 case POTION: 927 case POTION:
924 int too_many_tries = 0, is_special = 0; 929 int too_many_tries = 0, is_special = 0;
925 930
926 /* Handle healing and magic power potions */ 931 /* Handle healing and magic power potions */
927 if (op->stats.sp && !op->randomitems) 932 if (op->stats.sp && !op->randomitems)
928 { 933 {
929 object *tmp;
930
931 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
932 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
933 op->stats.sp = 0; 936 op->stats.sp = 0;
934 } 937 }
935 938
936 while (!(is_special = special_potion (op)) && !op->inv) 939 while (!(is_special = special_potion (op)) && !op->inv)
944 * since the value set on those is already correct. 947 * since the value set on those is already correct.
945 */ 948 */
946 if (op->inv && op->randomitems) 949 if (op->inv && op->randomitems)
947 { 950 {
948 /* value multiplier is same as for scrolls */ 951 /* value multiplier is same as for scrolls */
949 op->value = (op->value * op->inv->value); 952 op->value *= op->inv->value;
950 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
951 } 954 }
952 else 955 else
953 { 956 {
954 op->name = "potion"; 957 op->name = shstr_potion;
955 op->name_pl = "potions"; 958 op->name_pl = shstr_potions;
956 } 959 }
957 960
958 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 961 if (!(flags & GT_ONLY_GOOD) && rndm (2))
959 SET_FLAG (op, FLAG_CURSED); 962 op->set_flag (FLAG_CURSED);
963
960 break; 964 break;
961 } 965 }
962 966
963 case AMULET: 967 case AMULET:
964 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
965 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
966 970
967 case RING: 971 case RING:
968 if (op->arch == NULL)
969 {
970 op->destroy ();
971 op = 0;
972 break;
973 }
974
975 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! */
976 break; 973 break;
977 974
978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
979 SET_FLAG (op, FLAG_CURSED); 976 op->set_flag (FLAG_CURSED);
980 977
981 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 978 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
982 979
983 if (op->type != RING) /* Amulets have only one ability */ 980 if (op->type != RING) /* Amulets have only one ability */
984 break; 981 break;
985 982
986 if (!(rndm (4))) 983 if (!rndm (4))
987 { 984 {
988 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 985 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
989 986
990 if (d > 0) 987 if (d > 0)
991 op->value *= 3; 988 op->value *= 3;
992 989
993 set_ring_bonus (op, d); 990 set_ring_bonus (op, d);
994 991
995 if (!(rndm (4))) 992 if (!rndm (4))
996 { 993 {
997 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 994 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
998 995
999 if (d > 0) 996 if (d > 0)
1000 op->value *= 5; 997 op->value *= 5;
998
1001 set_ring_bonus (op, d); 999 set_ring_bonus (op, d);
1002 } 1000 }
1003 } 1001 }
1004 1002
1005 if (GET_ANIM_ID (op)) 1003 if (op->animation_id)
1006 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1004 op->set_anim_frame (rndm (op->anim_frames ()));
1007 1005
1008 break; 1006 break;
1009 1007
1010 case BOOK: 1008 case BOOK:
1011 /* Is it an empty book?, if yes lets make a special· 1009 /* Is it an empty book?, if yes lets make a special·
1013 * creator and/or map level we found it on. 1011 * creator and/or map level we found it on.
1014 */ 1012 */
1015 if (!op->msg && rndm (10)) 1013 if (!op->msg && rndm (10))
1016 { 1014 {
1017 /* set the book level properly */ 1015 /* set the book level properly */
1018 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1016 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1019 { 1017 {
1020 if (op->map && op->map->difficulty) 1018 if (op->map && op->map->difficulty)
1021 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1019 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1022 else 1020 else
1023 op->level = rndm (20) + 1; 1021 op->level = rndm (20) + 1;
1026 op->level = rndm (creator->level); 1024 op->level = rndm (creator->level);
1027 1025
1028 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);
1029 /* books w/ info are worth more! */ 1027 /* books w/ info are worth more! */
1030 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));
1031 /* creator related stuff */
1032
1033 /* for library, chained books. Note that some monsters have no_pick
1034 * set - we don't want to set no pick in that case.
1035 */
1036 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1037 SET_FLAG (op, FLAG_NO_PICK);
1038 if (creator->slaying && !op->slaying) /* for check_inv floors */
1039 op->slaying = creator->slaying;
1040 1029
1041 /* add exp so reading it gives xp (once) */ 1030 /* add exp so reading it gives xp (once) */
1042 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;
1043 } 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;
1044 break; 1043 break;
1045 1044
1046 case SPELLBOOK: 1045 case SPELLBOOK:
1047 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
1048 /* add exp so learning gives xp */ 1050 /* add exp so learning gives xp */
1049 op->level = op->inv->level; 1051 op->level = op->inv->level;
1050 op->stats.exp = op->value; 1052 op->stats.exp = op->value;
1051 break; 1053 break;
1052 1054
1080 * reasonable. Otherwise, a high level version of a low level 1082 * reasonable. Otherwise, a high level version of a low level
1081 * 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 =
1082 * 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.
1083 */ 1085 */
1084 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
1085 /* 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 */
1086 if (op->stats.maxhp) 1089 if (op->stats.maxhp)
1087 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);
1088 else 1091 else
1089 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);
1090 1093
1091 op->stats.hp = op->stats.maxhp; 1094 op->stats.hp = op->stats.maxhp;
1092 break; 1095 break;
1093 1096
1094 case SCROLL: 1097 case SCROLL:
1109 break; 1112 break;
1110 } /* switch type */ 1113 } /* switch type */
1111 1114
1112 if (flags & GT_STARTEQUIP) 1115 if (flags & GT_STARTEQUIP)
1113 { 1116 {
1114 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])
1115 SET_FLAG (op, FLAG_STARTEQUIP); 1118 op->set_flag (FLAG_STARTEQUIP);
1116 else if (op->type != MONEY) 1119 else if (op->type != MONEY)
1117 op->value = 0; 1120 op->value = 0;
1118 } 1121 }
1119 1122
1120 if (!(flags & GT_ENVIRONMENT)) 1123 if (!(flags & GT_ENVIRONMENT))
1131 1134
1132/* 1135/*
1133 * Allocate and return the pointer to an empty artifactlist structure. 1136 * Allocate and return the pointer to an empty artifactlist structure.
1134 */ 1137 */
1135static artifactlist * 1138static artifactlist *
1136get_empty_artifactlist (void) 1139get_empty_artifactlist ()
1137{ 1140{
1138 return salloc0 <artifactlist> (); 1141 return salloc0<artifactlist> ();
1139} 1142}
1140 1143
1141/* 1144/*
1142 * Allocate and return the pointer to an empty artifact structure. 1145 * Allocate and return the pointer to an empty artifact structure.
1143 */ 1146 */
1144static artifact * 1147static artifact *
1145get_empty_artifact (void) 1148get_empty_artifact ()
1146{ 1149{
1147 return salloc0 <artifact> (); 1150 return salloc0<artifact> ();
1148} 1151}
1149 1152
1150/* 1153/*
1151 * 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
1152 * of objects on it. 1155 * of objects on it.
1160 1163
1161 return 0; 1164 return 0;
1162} 1165}
1163 1166
1164/* 1167/*
1165 * For debugging purposes. Dumps all tables. 1168 * Builds up the lists of artifacts from the file in the libdir.
1166 */ 1169 */
1167void 1170void
1168dump_artifacts (void)
1169{
1170 artifactlist *al;
1171 artifact *art;
1172 linked_char *next;
1173
1174 fprintf (logfile, "\n");
1175 for (al = first_artifactlist; al != NULL; al = al->next)
1176 {
1177 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1178 for (art = al->items; art != NULL; art = art->next)
1179 {
1180 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1181 if (art->allowed != NULL)
1182 {
1183 fprintf (logfile, "\tallowed combinations:");
1184 for (next = art->allowed; next != NULL; next = next->next)
1185 fprintf (logfile, "%s,", &next->name);
1186 fprintf (logfile, "\n");
1187 }
1188 }
1189 }
1190 fprintf (logfile, "\n");
1191}
1192
1193/*
1194 * For debugging purposes. Dumps all treasures recursively (see below).
1195 */
1196void
1197dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1198{
1199 treasurelist *tl;
1200 int i;
1201
1202 if (depth > 100)
1203 return;
1204
1205 while (t)
1206 {
1207 if (t->name)
1208 {
1209 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " ");
1211
1212 fprintf (logfile, "{ (list: %s)\n", &t->name);
1213
1214 tl = treasurelist::find (t->name);
1215 if (tl)
1216 dump_monster_treasure_rec (name, tl->items, depth + 2);
1217
1218 for (i = 0; i < depth; i++)
1219 fprintf (logfile, " ");
1220
1221 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1222 }
1223 else
1224 {
1225 for (i = 0; i < depth; i++)
1226 fprintf (logfile, " ");
1227
1228 if (t->item && t->item->type == FLESH)
1229 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1230 else
1231 fprintf (logfile, "%s\n", &t->item->object::name);
1232 }
1233
1234 if (t->next_yes)
1235 {
1236 for (i = 0; i < depth; i++)
1237 fprintf (logfile, " ");
1238
1239 fprintf (logfile, " (if yes)\n");
1240 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1241 }
1242
1243 if (t->next_no)
1244 {
1245 for (i = 0; i < depth; i++)
1246 fprintf (logfile, " ");
1247
1248 fprintf (logfile, " (if no)\n");
1249 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1250 }
1251
1252 t = t->next;
1253 }
1254}
1255
1256/*
1257 * For debugging purposes. Dumps all treasures for a given monster.
1258 * Created originally by Raphael Quinet for debugging the alchemy code.
1259 */
1260void
1261dump_monster_treasure (const char *name)
1262{
1263 archetype *at;
1264 int found;
1265
1266 found = 0;
1267 fprintf (logfile, "\n");
1268
1269 for_all_archetypes (at)
1270 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1271 {
1272 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1273 if (at->randomitems != NULL)
1274 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1275 else
1276 fprintf (logfile, "(nothing)\n");
1277
1278 fprintf (logfile, "\n");
1279 found++;
1280 }
1281
1282 if (found == 0)
1283 fprintf (logfile, "No objects have the name %s!\n\n", name);
1284}
1285
1286/*
1287 * Builds up the lists of artifacts from the file in the libdir.
1288 */
1289void
1290init_artifacts (void) 1171init_artifacts ()
1291{ 1172{
1292 static int has_been_inited = 0; 1173 static int has_been_inited = 0;
1293 char filename[MAX_BUF];
1294 artifact *art = NULL; 1174 artifact *art = NULL;
1295 artifactlist *al; 1175 artifactlist *al;
1296 1176
1297 if (has_been_inited) 1177 if (has_been_inited)
1298 return; 1178 return;
1299 else 1179 else
1300 has_been_inited = 1; 1180 has_been_inited = 1;
1301 1181
1302 sprintf (filename, "%s/artifacts", settings.datadir); 1182 object_thawer f (settings.datadir, "artifacts");
1303 object_thawer f (filename);
1304 1183
1305 if (!f) 1184 if (!f)
1306 return; 1185 return;
1307 1186
1308 for (;;) 1187 for (;;)
1315 1194
1316 { 1195 {
1317 if (!strcmp (f.get_str (), "all")) 1196 if (!strcmp (f.get_str (), "all"))
1318 break; 1197 break;
1319 1198
1320 char *next, *cp = f.get_str (); 1199 const char *cp = f.get_str ();
1321 1200 char *next;
1322 do 1201 do
1323 { 1202 {
1324 if ((next = strchr (cp, ','))) 1203 if ((next = (char *)strchr (cp, ',')))
1325 *next++ = '\0'; 1204 *next++ = '\0';
1326 1205
1327 linked_char *tmp = new linked_char; 1206 linked_char *tmp = new linked_char;
1328 1207
1329 tmp->name = cp; 1208 tmp->name = cp;
1393 } 1272 }
1394#if 0 1273#if 0
1395 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);
1396#endif 1275#endif
1397 } 1276 }
1398
1399 LOG (llevDebug, "done.\n");
1400} 1277}
1401 1278
1402/* 1279/*
1403 * Used in artifact generation. The bonuses of the first object 1280 * Used in artifact generation. The bonuses of the first object
1404 * is modified by the bonuses of the second object. 1281 * is modified by the bonuses of the second object.
1405 */ 1282 */
1406void 1283void
1407add_abilities (object *op, object *change) 1284add_abilities (object *op, object *change)
1408{ 1285{
1409 int i, tmp;
1410
1411 if (change->face != blank_face) 1286 if (change->face != blank_face)
1412 { 1287 {
1413#ifdef TREASURE_VERBOSE 1288#ifdef TREASURE_VERBOSE
1414 LOG (llevDebug, "add_abilities change face: %d\n", change->face); 1289 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1415#endif 1290#endif
1416 op->face = change->face; 1291 op->face = change->face;
1417 } 1292 }
1418 1293
1419 for (i = 0; i < NUM_STATS; i++) 1294 for (int i = 0; i < NUM_STATS; i++)
1420 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1295 change_attr_value (&(op->stats), i, change->stats.stat (i));
1421 1296
1422 op->attacktype |= change->attacktype; 1297 op->attacktype |= change->attacktype;
1423 op->path_attuned |= change->path_attuned; 1298 op->path_attuned |= change->path_attuned;
1424 op->path_repelled |= change->path_repelled; 1299 op->path_repelled |= change->path_repelled;
1425 op->path_denied |= change->path_denied; 1300 op->path_denied |= change->path_denied;
1426 op->move_type |= change->move_type; 1301 op->move_type |= change->move_type;
1427 op->stats.luck += change->stats.luck; 1302 op->stats.luck += change->stats.luck;
1428 1303
1429 if (QUERY_FLAG (change, FLAG_CURSED)) 1304 static const struct copyflags : object::flags_t
1430 SET_FLAG (op, FLAG_CURSED); 1305 {
1431 if (QUERY_FLAG (change, FLAG_DAMNED)) 1306 copyflags ()
1432 SET_FLAG (op, FLAG_DAMNED); 1307 {
1433 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)
1434 set_abs_magic (op, -op->magic); 1325 set_abs_magic (op, -op->magic);
1435 1326
1436 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1327 if (change->flag [FLAG_STAND_STILL])
1437 SET_FLAG (op, FLAG_LIFESAVE);
1438 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1439 SET_FLAG (op, FLAG_REFL_SPELL);
1440 if (QUERY_FLAG (change, FLAG_STEALTH))
1441 SET_FLAG (op, FLAG_STEALTH);
1442 if (QUERY_FLAG (change, FLAG_XRAYS))
1443 SET_FLAG (op, FLAG_XRAYS);
1444 if (QUERY_FLAG (change, FLAG_BLIND))
1445 SET_FLAG (op, FLAG_BLIND);
1446 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1447 SET_FLAG (op, FLAG_SEE_IN_DARK);
1448 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1449 SET_FLAG (op, FLAG_REFL_MISSILE);
1450 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1451 SET_FLAG (op, FLAG_MAKE_INVIS);
1452
1453 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1454 { 1328 {
1455 CLEAR_FLAG (op, FLAG_ANIMATE); 1329 op->clr_flag (FLAG_ANIMATE);
1330
1456 /* so artifacts will join */ 1331 /* so artifacts will join */
1457 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1332 if (!op->flag [FLAG_ALIVE])
1458 op->speed = 0.0; 1333 op->speed = 0.;
1459 1334
1460 op->set_speed (op->speed); 1335 op->set_speed (op->speed);
1461 } 1336 }
1462 1337
1463 if (change->nrof) 1338 if (change->nrof)
1464 op->nrof = rndm (change->nrof) + 1; 1339 op->nrof = rndm (change->nrof) + 1;
1465 1340
1466 op->stats.exp += change->stats.exp; /* Speed modifier */ 1341 op->stats.exp += change->stats.exp; /* Speed modifier */
1467 op->stats.wc += change->stats.wc; 1342 op->stats.wc += change->stats.wc;
1468 op->stats.ac += change->stats.ac; 1343 op->stats.ac += change->stats.ac;
1469 1344
1470 if (change->other_arch) 1345 if (change->other_arch)
1471 { 1346 {
1472 /* Basically, for horns & potions, the other_arch field is the spell 1347 /* Basically, for horns & potions, the other_arch field is the spell
1473 * 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
1474 * this object. 1349 * this object.
1475 */ 1350 */
1476 if (op->type == HORN || op->type == POTION) 1351 if (op->type == HORN || op->type == POTION)
1477 { 1352 {
1478 object *tmp_obj;
1479
1480 /* Remove any spells this object currently has in it */ 1353 /* Remove any spells this object currently has in it */
1481 while (op->inv)
1482 op->inv->destroy (); 1354 op->destroy_inv (false);
1483 1355
1484 tmp_obj = arch_to_object (change->other_arch); 1356 object *tmp = change->other_arch->instance ();
1485 insert_ob_in_ob (tmp_obj, op); 1357 insert_ob_in_ob (tmp, op);
1486 } 1358 }
1359
1487 /* No harm setting this for potions/horns */ 1360 /* No harm setting this for potions/horns */
1488 op->other_arch = change->other_arch; 1361 op->other_arch = change->other_arch;
1489 } 1362 }
1490 1363
1491 if (change->stats.hp < 0) 1364 if (change->stats.hp < 0)
1507 op->stats.maxsp = -change->stats.maxsp; 1380 op->stats.maxsp = -change->stats.maxsp;
1508 else 1381 else
1509 op->stats.maxsp += change->stats.maxsp; 1382 op->stats.maxsp += change->stats.maxsp;
1510 1383
1511 if (change->stats.food < 0) 1384 if (change->stats.food < 0)
1512 op->stats.food = -(change->stats.food); 1385 op->stats.food = -change->stats.food;
1513 else 1386 else
1514 op->stats.food += change->stats.food; 1387 op->stats.food += change->stats.food;
1515 1388
1516 if (change->level < 0) 1389 if (change->level < 0)
1517 op->level = -(change->level); 1390 op->level = -change->level;
1518 else 1391 else
1519 op->level += change->level; 1392 op->level += change->level;
1520 1393
1521 if (change->gen_sp_armour < 0) 1394 if (change->gen_sp_armour < 0)
1522 op->gen_sp_armour = -(change->gen_sp_armour); 1395 op->gen_sp_armour = -change->gen_sp_armour;
1523 else 1396 else
1524 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;
1525 1398
1526 op->item_power = change->item_power; 1399 op->item_power = change->item_power;
1527 1400
1528 for (i = 0; i < NROFATTACKS; i++) 1401 for (int i = 0; i < NROFATTACKS; i++)
1529 if (change->resist[i])
1530 op->resist[i] += change->resist[i]; 1402 op->resist[i] += change->resist[i];
1531 1403
1532 if (change->stats.dam) 1404 if (change->stats.dam)
1533 { 1405 {
1534 if (change->stats.dam < 0) 1406 if (change->stats.dam < 0)
1535 op->stats.dam = (-change->stats.dam); 1407 op->stats.dam = -change->stats.dam;
1536 else if (op->stats.dam) 1408 else if (op->stats.dam)
1537 { 1409 {
1538 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1410 int tmp = op->stats.dam * change->stats.dam / 10;
1411
1539 if (tmp == op->stats.dam) 1412 if (tmp == op->stats.dam)
1540 { 1413 {
1541 if (change->stats.dam < 10) 1414 if (change->stats.dam < 10)
1542 op->stats.dam--; 1415 op->stats.dam--;
1543 else 1416 else
1549 } 1422 }
1550 1423
1551 if (change->weight) 1424 if (change->weight)
1552 { 1425 {
1553 if (change->weight < 0) 1426 if (change->weight < 0)
1554 op->weight = (-change->weight); 1427 op->weight = -change->weight;
1555 else 1428 else
1556 op->weight = (op->weight * (change->weight)) / 100; 1429 op->weight = op->weight * change->weight / 100;
1557 } 1430 }
1558 1431
1559 if (change->last_sp) 1432 if (change->last_sp)
1560 { 1433 {
1561 if (change->last_sp < 0) 1434 if (change->last_sp < 0)
1562 op->last_sp = (-change->last_sp); 1435 op->last_sp = -change->last_sp;
1563 else 1436 else
1564 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;
1565 } 1438 }
1566 1439
1567 if (change->gen_sp_armour) 1440 if (change->gen_sp_armour)
1568 { 1441 {
1569 if (change->gen_sp_armour < 0) 1442 if (change->gen_sp_armour < 0)
1570 op->gen_sp_armour = (-change->gen_sp_armour); 1443 op->gen_sp_armour = -change->gen_sp_armour;
1571 else 1444 else
1572 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;
1573 } 1446 }
1574 1447
1575 op->value *= change->value; 1448 op->value *= change->value;
1576 1449
1577 if (change->materials) 1450 if (change->materials)
1578 op->materials = change->materials; 1451 op->materials = change->materials;
1579 1452
1580 if (change->materialname) 1453 if (change->material != MATERIAL_NULL)
1581 op->materialname = change->materialname; 1454 op->material = change->material;
1582 1455
1583 if (change->slaying) 1456 if (change->slaying)
1584 op->slaying = change->slaying; 1457 op->slaying = change->slaying;
1585 1458
1586 if (change->race) 1459 if (change->race)
1630 */ 1503 */
1631 1504
1632void 1505void
1633give_artifact_abilities (object *op, object *artifct) 1506give_artifact_abilities (object *op, object *artifct)
1634{ 1507{
1635 char new_name[MAX_BUF]; 1508 op->title = format ("of %s", &artifct->name);
1636 1509
1637 sprintf (new_name, "of %s", &artifct->name);
1638 op->title = new_name;
1639 add_abilities (op, artifct); /* Give out the bonuses */ 1510 add_abilities (op, artifct); /* Give out the bonuses */
1640 1511
1641#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... */
1642 { 1513 {
1643 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1514 char identified = op->flag [FLAG_IDENTIFIED];
1644 1515
1645 SET_FLAG (op, FLAG_IDENTIFIED); 1516 op->set_flag (FLAG_IDENTIFIED);
1646 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));
1647 if (!identified) 1518 if (!identified)
1648 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1519 op->clr_flag (FLAG_IDENTIFIED);
1649 } 1520 }
1650#endif 1521#endif
1651 return; 1522 return;
1652} 1523}
1653 1524
1663#define ARTIFACT_TRIES 2 1534#define ARTIFACT_TRIES 2
1664 1535
1665void 1536void
1666generate_artifact (object *op, int difficulty) 1537generate_artifact (object *op, int difficulty)
1667{ 1538{
1668 artifactlist *al;
1669 artifact *art; 1539 artifact *art;
1670 int i;
1671 1540
1672 al = find_artifactlist (op->type); 1541 artifactlist *al = find_artifactlist (op->type);
1673 1542
1674 if (al == NULL) 1543 if (al == NULL)
1675 { 1544 {
1676#if 0 /* This is too verbose, usually */ 1545#if 0 /* This is too verbose, usually */
1677 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);
1678#endif 1547#endif
1679 return; 1548 return;
1680 } 1549 }
1681 1550
1682 for (i = 0; i < ARTIFACT_TRIES; i++) 1551 for (int i = 0; i < ARTIFACT_TRIES; i++)
1683 { 1552 {
1684 int roll = rndm (al->total_chance); 1553 int roll = rndm (al->total_chance);
1685 1554
1686 for (art = al->items; art; art = art->next) 1555 for (art = al->items; art; art = art->next)
1687 { 1556 {
1695#if 1 1564#if 1
1696 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);
1697#endif 1566#endif
1698 return; 1567 return;
1699 } 1568 }
1700 if (!strcmp (art->item->name, "NONE")) 1569
1570 if (art->item->name == shstr_NONE)
1701 return; 1571 return;
1572
1702 if (FABS (op->magic) < art->item->magic) 1573 if (fabs (op->magic) < art->item->magic)
1703 continue; /* Not magic enough to be this item */ 1574 continue; /* Not magic enough to be this item */
1704 1575
1705 /* Map difficulty not high enough */ 1576 /* Map difficulty not high enough */
1706 if (difficulty < art->difficulty) 1577 if (difficulty < art->difficulty)
1707 continue; 1578 continue;
1725 */ 1596 */
1726 1597
1727void 1598void
1728fix_flesh_item (object *item, object *donor) 1599fix_flesh_item (object *item, object *donor)
1729{ 1600{
1730 char tmpbuf[MAX_BUF];
1731 int i;
1732
1733 if (item->type == FLESH && donor) 1601 if (item->type == FLESH && donor)
1734 { 1602 {
1735 /* change the name */ 1603 /* change the name */
1736 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1604 item->name = format ("%s's %s", &donor->name, &item->name);
1737 item->name = tmpbuf;
1738 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1605 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1739 item->name_pl = tmpbuf;
1740 1606
1741 /* weight is FLESH weight/100 * donor */ 1607 /* weight is FLESH weight/100 * donor */
1742 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);
1743 item->weight = 1;
1744 1609
1745 /* value is multiplied by level of donor */ 1610 /* value is multiplied by level of donor */
1746 item->value *= isqrt (donor->level * 2); 1611 item->value *= isqrt (donor->level * 2);
1747 1612
1748 /* food value */ 1613 /* food value */
1749 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1614 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1750 1615
1751 /* flesh items inherit some abilities of donor, but not 1616 /* flesh items inherit some abilities of donor, but not
1752 * full effect. 1617 * full effect.
1753 */ 1618 */
1754 for (i = 0; i < NROFATTACKS; i++) 1619 for (int i = 0; i < NROFATTACKS; i++)
1755 item->resist[i] = donor->resist[i] / 2; 1620 item->resist[i] = donor->resist[i] / 2;
1756 1621
1757 /* item inherits donor's level (important for quezals) */ 1622 /* item inherits donor's level (important for quezals) */
1758 item->level = donor->level; 1623 item->level = donor->level;
1759 1624
1760 /* if donor has some attacktypes, the flesh is poisonous */ 1625 /* if donor has some attacktypes, the flesh is poisonous */
1761 if (donor->attacktype & AT_POISON) 1626 if (donor->attacktype & AT_POISON)
1762 item->type = POISON; 1627 item->type = POISON;
1628
1763 if (donor->attacktype & AT_ACID) 1629 if (donor->attacktype & AT_ACID)
1764 item->stats.hp = -1 * item->stats.food; 1630 item->stats.hp = -item->stats.food;
1765 SET_FLAG (item, FLAG_NO_STEAL);
1766 }
1767}
1768 1631
1769/* special_potion() - so that old potion code is still done right. */ 1632 item->set_flag (FLAG_NO_STEAL);
1770int 1633 }
1771special_potion (object *op)
1772{
1773 if (op->attacktype)
1774 return 1;
1775
1776 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1777 return 1;
1778
1779 for (int i = 0; i < NROFATTACKS; i++)
1780 if (op->resist[i])
1781 return 1;
1782
1783 return 0;
1784} 1634}
1785 1635
1786void 1636static void
1787free_treasurestruct (treasure *t) 1637free_treasurestruct (treasure *t)
1788{ 1638{
1789 if (t->next) free_treasurestruct (t->next); 1639 if (t->next) free_treasurestruct (t->next);
1790 if (t->next_yes) free_treasurestruct (t->next_yes); 1640 if (t->next_yes) free_treasurestruct (t->next_yes);
1791 if (t->next_no) free_treasurestruct (t->next_no); 1641 if (t->next_no) free_treasurestruct (t->next_no);
1792 1642
1793 delete t; 1643 delete t;
1794} 1644}
1795 1645
1796void 1646static void
1797free_charlinks (linked_char *lc) 1647free_charlinks (linked_char *lc)
1798{ 1648{
1799 if (lc->next) 1649 if (lc->next)
1800 free_charlinks (lc->next); 1650 free_charlinks (lc->next);
1801 1651
1802 delete lc; 1652 delete lc;
1803} 1653}
1804 1654
1805void 1655static void
1806free_artifact (artifact *at) 1656free_artifact (artifact *at)
1807{ 1657{
1808 if (at->next) free_artifact (at->next); 1658 if (at->next) free_artifact (at->next);
1809 if (at->allowed) free_charlinks (at->allowed); 1659 if (at->allowed) free_charlinks (at->allowed);
1810 1660
1811 at->item->destroy (1); 1661 at->item->destroy ();
1812 1662
1813 sfree (at); 1663 sfree (at);
1814} 1664}
1815 1665
1816void
1817free_artifactlist (artifactlist *al)
1818{
1819 artifactlist *nextal;
1820
1821 for (al = first_artifactlist; al; al = nextal)
1822 {
1823 nextal = al->next;
1824
1825 if (al->items)
1826 free_artifact (al->items);
1827
1828 sfree (al);
1829 }
1830}
1831
1832void
1833free_all_treasures (void)
1834{
1835 treasurelist *tl, *next;
1836
1837 for (tl = first_treasurelist; tl; tl = next)
1838 {
1839 clear (tl);
1840
1841 next = tl->next;
1842 delete tl;
1843 }
1844
1845 free_artifactlist (first_artifactlist);
1846}

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