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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.93 by root, Tue Nov 10 04:38:45 2009 UTC vs.
Revision 1.108 by root, Wed Apr 28 19:49:50 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
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 <loader.h>
39 38
40extern char *spell_mapping[]; 39extern char *spell_mapping[];
41 40
42static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
43 42
256 return; 255 return;
257 } 256 }
258 257
259 op->expand_tail (); 258 op->expand_tail ();
260 259
260 if (!creator->is_on_map ()
261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy (); 262 op->destroy ();
263 else 263 else
264 { 264 {
265 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
266 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);
267 } 267 }
268 } 268 }
269 else 269 else
270 { 270 {
271 op = creator->insert (op); 271 op = creator->insert (op);
272 272
273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
274 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
275 } 275 }
276} 276}
277 277
278/* 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
310 } 310 }
311 else 311 else
312 { 312 {
313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
314 { 314 {
315 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
316 316
317 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
318 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
319 319
320 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
367 else if (t->nrof) 367 else if (t->nrof)
368 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
369 } 369 }
370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
371 { 371 {
372 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
373 { 373 {
374 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
375 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
376 376
377 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
511 511
512 if (olevel <= 0) 512 if (olevel <= 0)
513 olevel = rndm (1, op->inv->level); 513 olevel = rndm (1, op->inv->level);
514 514
515 return min (olevel, MAXLEVEL); 515 return min (olevel, MAXLEVEL_TREASURE);
516} 516}
517 517
518/* 518/*
519 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
520 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
526 * 526 *
527 */ 527 */
528static int 528static int
529magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
530{ 530{
531 int percent = 0, magic = 0;
532 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);
533 533
534 scaled_diff--;
535
536 if (scaled_diff < 0)
537 scaled_diff = 0;
538
539 if (scaled_diff >= DIFFLEVELS)
540 scaled_diff = DIFFLEVELS - 1;
541
542 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
543 536
544 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
545 { 538 {
546 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
547 540
548 if (percent < 0) 541 if (percent < 0)
549 break; 542 break;
550 } 543 }
551 544
552 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
553 { 546 {
554 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);
555 magic = 0; 548 magic = 0;
556 } 549 }
557 550
565 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
566 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
567 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
568 * to make it truly absolute. 561 * to make it truly absolute.
569 */ 562 */
570
571void 563void
572set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
573{ 565{
574 if (!magic) 566 if (!magic)
575 return; 567 return;
603 */ 595 */
604 596
605static void 597static void
606set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
607{ 599{
608 int i;
609
610 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
611 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
612 i = -i; 603 i = -i;
604
613 if (i > max_magic) 605 i = min (i, max_magic);
614 i = max_magic; 606
615 set_abs_magic (op, i); 607 set_abs_magic (op, i);
616 if (i < 0) 608 if (i < 0)
617 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
618} 610}
619 611
620/* 612/*
621 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
622 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
629set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
630{ 622{
631 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
632 624
633 if (op->type == AMULET) 625 if (op->type == AMULET)
634 {
635 if (!(rndm (21))) 626 if (!rndm (21))
636 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
637 else 630 else
638 {
639 if (rndm (2))
640 r = 10;
641 else
642 r = 11 + rndm (9); 631 r = 11 + rndm (9);
643 }
644 }
645 632
646 switch (r) 633 switch (r)
647 { 634 {
648 /* 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,
649 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
650 * of the item. 637 * of the item.
651 */ 638 */
652 case 0: 639 case 0:
653 case 1: 640 case 1:
654 case 2: 641 case 2:
655 case 3: 642 case 3:
656 case 4: 643 case 4:
696 * 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
697 * even values. 684 * even values.
698 */ 685 */
699 if (bonus < 0) 686 if (bonus < 0)
700 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
701 if (val > 35) 688
702 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
703 b = 0; 691 b = 0;
704 692
705 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
706 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
707 695
715 break; 703 break;
716 } 704 }
717 case 20: 705 case 20:
718 if (op->type == AMULET) 706 if (op->type == AMULET)
719 { 707 {
720 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
721 op->value *= 11; 709 op->value *= 11;
722 } 710 }
723 else 711 else
724 { 712 {
725 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
728 break; 716 break;
729 717
730 case 21: 718 case 21:
731 if (op->type == AMULET) 719 if (op->type == AMULET)
732 { 720 {
733 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
734 op->value *= 9; 722 op->value *= 9;
735 } 723 }
736 else 724 else
737 { 725 {
738 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
740 } 728 }
741 break; 729 break;
742 730
743 case 22: 731 case 22:
744 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
745 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
746 break; 734 break;
747 } 735 }
748 736
749 if (bonus > 0) 737 if (bonus > 0)
750 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
751 else 739 else
752 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
753} 741}
754 742
755/* 743/*
756 * 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.
757 * 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
761 * 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.
762 */ 750 */
763static int 751static int
764get_magic (int diff) 752get_magic (int diff)
765{ 753{
766 int i; 754 diff = min (3, diff);
767 755
768 if (diff < 3)
769 diff = 3;
770
771 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
772 if (rndm (diff)) 757 if (rndm (diff))
773 return i; 758 return i;
774 759
775 return 4; 760 return 4;
776} 761}
790 return 1; 775 return 1;
791 776
792 return 0; 777 return 0;
793} 778}
794 779
795#define DICE2 (get_magic(2)==2?2:1) 780#define DICE2 (get_magic(2) == 2 ? 2 : 1)
796#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))
797 782
798/* 783/*
799 * 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
800 * 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
834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 819 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
835 /* So the treasure doesn't get created again */ 820 /* So the treasure doesn't get created again */
836 op->randomitems = 0; 821 op->randomitems = 0;
837 } 822 }
838 823
839 if (difficulty < 1) 824 max_it (difficulty, 1);
840 difficulty = 1;
841 825
842 if (INVOKE_OBJECT (ADD_BONUS, op, 826 if (INVOKE_OBJECT (ADD_BONUS, op,
843 ARG_OBJECT (creator != op ? creator : 0), 827 ARG_OBJECT (creator != op ? creator : 0),
844 ARG_INT (difficulty), ARG_INT (max_magic), 828 ARG_INT (difficulty), ARG_INT (max_magic),
845 ARG_INT (flags))) 829 ARG_INT (flags)))
925 case WEAPON: 909 case WEAPON:
926 case ARMOUR: 910 case ARMOUR:
927 case SHIELD: 911 case SHIELD:
928 case HELMET: 912 case HELMET:
929 case CLOAK: 913 case CLOAK:
930 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 914 if (op->flag [FLAG_CURSED] && !(rndm (4)))
931 set_ring_bonus (op, -DICE2); 915 set_ring_bonus (op, -DICE2);
932 break; 916 break;
933 917
934 case BRACERS: 918 case BRACERS:
935 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 919 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
936 { 920 {
937 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 921 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
938 if (!QUERY_FLAG (op, FLAG_CURSED)) 922 if (!op->flag [FLAG_CURSED])
939 op->value *= 3; 923 op->value *= 3;
940 } 924 }
941 break; 925 break;
942 926
943 case POTION: 927 case POTION:
945 int too_many_tries = 0, is_special = 0; 929 int too_many_tries = 0, is_special = 0;
946 930
947 /* Handle healing and magic power potions */ 931 /* Handle healing and magic power potions */
948 if (op->stats.sp && !op->randomitems) 932 if (op->stats.sp && !op->randomitems)
949 { 933 {
950 object *tmp;
951
952 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
953 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
954 op->stats.sp = 0; 936 op->stats.sp = 0;
955 } 937 }
956 938
957 while (!(is_special = special_potion (op)) && !op->inv) 939 while (!(is_special = special_potion (op)) && !op->inv)
965 * since the value set on those is already correct. 947 * since the value set on those is already correct.
966 */ 948 */
967 if (op->inv && op->randomitems) 949 if (op->inv && op->randomitems)
968 { 950 {
969 /* value multiplier is same as for scrolls */ 951 /* value multiplier is same as for scrolls */
970 op->value = (op->value * op->inv->value); 952 op->value *= op->inv->value;
971 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
972 } 954 }
973 else 955 else
974 { 956 {
975 op->name = "potion"; 957 op->name = shstr_potion;
976 op->name_pl = "potions"; 958 op->name_pl = shstr_potions;
977 } 959 }
978 960
979 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 961 if (!(flags & GT_ONLY_GOOD) && rndm (2))
980 SET_FLAG (op, FLAG_CURSED); 962 op->set_flag (FLAG_CURSED);
963
981 break; 964 break;
982 } 965 }
983 966
984 case AMULET: 967 case AMULET:
985 if (IS_ARCH (op->arch, amulet)) 968 if (IS_ARCH (op->arch, amulet))
988 case RING: 971 case RING:
989 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
990 break; 973 break;
991 974
992 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
993 SET_FLAG (op, FLAG_CURSED); 976 op->set_flag (FLAG_CURSED);
994 977
995 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 978 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
996 979
997 if (op->type != RING) /* Amulets have only one ability */ 980 if (op->type != RING) /* Amulets have only one ability */
998 break; 981 break;
999 982
1000 if (!(rndm (4))) 983 if (!rndm (4))
1001 { 984 {
1002 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 985 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1003 986
1004 if (d > 0) 987 if (d > 0)
1005 op->value *= 3; 988 op->value *= 3;
1006 989
1007 set_ring_bonus (op, d); 990 set_ring_bonus (op, d);
1008 991
1009 if (!(rndm (4))) 992 if (!rndm (4))
1010 { 993 {
1011 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 994 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1012 995
1013 if (d > 0) 996 if (d > 0)
1014 op->value *= 5; 997 op->value *= 5;
998
1015 set_ring_bonus (op, d); 999 set_ring_bonus (op, d);
1016 } 1000 }
1017 } 1001 }
1018 1002
1019 if (op->animation_id) 1003 if (op->animation_id)
1027 * creator and/or map level we found it on. 1011 * creator and/or map level we found it on.
1028 */ 1012 */
1029 if (!op->msg && rndm (10)) 1013 if (!op->msg && rndm (10))
1030 { 1014 {
1031 /* set the book level properly */ 1015 /* set the book level properly */
1032 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1016 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1033 { 1017 {
1034 if (op->map && op->map->difficulty) 1018 if (op->map && op->map->difficulty)
1035 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1019 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1036 else 1020 else
1037 op->level = rndm (20) + 1; 1021 op->level = rndm (20) + 1;
1050 /* creator related stuff */ 1034 /* creator related stuff */
1051 1035
1052 /* for library, chained books. Note that some monsters have no_pick 1036 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case. 1037 * set - we don't want to set no pick in that case.
1054 */ 1038 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1039 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1056 SET_FLAG (op, FLAG_NO_PICK); 1040 op->set_flag (FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1041 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1042 op->slaying = creator->slaying;
1059 break; 1043 break;
1060 1044
1061 case SPELLBOOK: 1045 case SPELLBOOK:
1062 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
1063 /* add exp so learning gives xp */ 1050 /* add exp so learning gives xp */
1064 op->level = op->inv->level; 1051 op->level = op->inv->level;
1065 op->stats.exp = op->value; 1052 op->stats.exp = op->value;
1066 break; 1053 break;
1067 1054
1095 * reasonable. Otherwise, a high level version of a low level 1082 * reasonable. Otherwise, a high level version of a low level
1096 * 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 =
1097 * 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.
1098 */ 1085 */
1099 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
1100 /* 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 */
1101 if (op->stats.maxhp) 1089 if (op->stats.maxhp)
1102 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);
1103 else 1091 else
1104 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);
1124 break; 1112 break;
1125 } /* switch type */ 1113 } /* switch type */
1126 1114
1127 if (flags & GT_STARTEQUIP) 1115 if (flags & GT_STARTEQUIP)
1128 { 1116 {
1129 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])
1130 SET_FLAG (op, FLAG_STARTEQUIP); 1118 op->set_flag (FLAG_STARTEQUIP);
1131 else if (op->type != MONEY) 1119 else if (op->type != MONEY)
1132 op->value = 0; 1120 op->value = 0;
1133 } 1121 }
1134 1122
1135 if (!(flags & GT_ENVIRONMENT)) 1123 if (!(flags & GT_ENVIRONMENT))
1146 1134
1147/* 1135/*
1148 * Allocate and return the pointer to an empty artifactlist structure. 1136 * Allocate and return the pointer to an empty artifactlist structure.
1149 */ 1137 */
1150static artifactlist * 1138static artifactlist *
1151get_empty_artifactlist (void) 1139get_empty_artifactlist ()
1152{ 1140{
1153 return salloc0<artifactlist> (); 1141 return salloc0<artifactlist> ();
1154} 1142}
1155 1143
1156/* 1144/*
1157 * Allocate and return the pointer to an empty artifact structure. 1145 * Allocate and return the pointer to an empty artifact structure.
1158 */ 1146 */
1159static artifact * 1147static artifact *
1160get_empty_artifact (void) 1148get_empty_artifact ()
1161{ 1149{
1162 return salloc0<artifact> (); 1150 return salloc0<artifact> ();
1163} 1151}
1164 1152
1165/* 1153/*
1178 1166
1179/* 1167/*
1180 * Builds up the lists of artifacts from the file in the libdir. 1168 * Builds up the lists of artifacts from the file in the libdir.
1181 */ 1169 */
1182void 1170void
1183init_artifacts (void) 1171init_artifacts ()
1184{ 1172{
1185 static int has_been_inited = 0; 1173 static int has_been_inited = 0;
1186 char filename[MAX_BUF];
1187 artifact *art = NULL; 1174 artifact *art = NULL;
1188 artifactlist *al; 1175 artifactlist *al;
1189 1176
1190 if (has_been_inited) 1177 if (has_been_inited)
1191 return; 1178 return;
1192 else 1179 else
1193 has_been_inited = 1; 1180 has_been_inited = 1;
1194 1181
1195 sprintf (filename, "%s/artifacts", settings.datadir); 1182 object_thawer f (settings.datadir, "artifacts");
1196 object_thawer f (filename);
1197 1183
1198 if (!f) 1184 if (!f)
1199 return; 1185 return;
1200 1186
1201 for (;;) 1187 for (;;)
1208 1194
1209 { 1195 {
1210 if (!strcmp (f.get_str (), "all")) 1196 if (!strcmp (f.get_str (), "all"))
1211 break; 1197 break;
1212 1198
1213 char *next, *cp = f.get_str (); 1199 const char *cp = f.get_str ();
1214 1200 char *next;
1215 do 1201 do
1216 { 1202 {
1217 if ((next = strchr (cp, ','))) 1203 if ((next = (char *)strchr (cp, ',')))
1218 *next++ = '\0'; 1204 *next++ = '\0';
1219 1205
1220 linked_char *tmp = new linked_char; 1206 linked_char *tmp = new linked_char;
1221 1207
1222 tmp->name = cp; 1208 tmp->name = cp;
1286 } 1272 }
1287#if 0 1273#if 0
1288 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);
1289#endif 1275#endif
1290 } 1276 }
1291
1292 LOG (llevDebug, "done.\n");
1293} 1277}
1294 1278
1295/* 1279/*
1296 * Used in artifact generation. The bonuses of the first object 1280 * Used in artifact generation. The bonuses of the first object
1297 * is modified by the bonuses of the second object. 1281 * is modified by the bonuses of the second object.
1298 */ 1282 */
1299void 1283void
1300add_abilities (object *op, object *change) 1284add_abilities (object *op, object *change)
1301{ 1285{
1302 int i, tmp;
1303
1304 if (change->face != blank_face) 1286 if (change->face != blank_face)
1305 { 1287 {
1306#ifdef TREASURE_VERBOSE 1288#ifdef TREASURE_VERBOSE
1307 LOG (llevDebug, "add_abilities change face: %d\n", change->face); 1289 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1308#endif 1290#endif
1309 op->face = change->face; 1291 op->face = change->face;
1310 } 1292 }
1311 1293
1312 for (i = 0; i < NUM_STATS; i++) 1294 for (int i = 0; i < NUM_STATS; i++)
1313 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1295 change_attr_value (&(op->stats), i, change->stats.stat (i));
1314 1296
1315 op->attacktype |= change->attacktype; 1297 op->attacktype |= change->attacktype;
1316 op->path_attuned |= change->path_attuned; 1298 op->path_attuned |= change->path_attuned;
1317 op->path_repelled |= change->path_repelled; 1299 op->path_repelled |= change->path_repelled;
1318 op->path_denied |= change->path_denied; 1300 op->path_denied |= change->path_denied;
1319 op->move_type |= change->move_type; 1301 op->move_type |= change->move_type;
1320 op->stats.luck += change->stats.luck; 1302 op->stats.luck += change->stats.luck;
1321 1303
1322 if (QUERY_FLAG (change, FLAG_CURSED)) 1304 static const struct copyflags : object::flags_t
1323 SET_FLAG (op, FLAG_CURSED); 1305 {
1324 if (QUERY_FLAG (change, FLAG_DAMNED)) 1306 copyflags ()
1325 SET_FLAG (op, FLAG_DAMNED); 1307 {
1326 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)
1327 set_abs_magic (op, -op->magic); 1325 set_abs_magic (op, -op->magic);
1328 1326
1329 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1327 if (change->flag [FLAG_STAND_STILL])
1330 SET_FLAG (op, FLAG_LIFESAVE);
1331 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1332 SET_FLAG (op, FLAG_REFL_SPELL);
1333 if (QUERY_FLAG (change, FLAG_STEALTH))
1334 SET_FLAG (op, FLAG_STEALTH);
1335 if (QUERY_FLAG (change, FLAG_XRAYS))
1336 SET_FLAG (op, FLAG_XRAYS);
1337 if (QUERY_FLAG (change, FLAG_BLIND))
1338 SET_FLAG (op, FLAG_BLIND);
1339 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1340 SET_FLAG (op, FLAG_SEE_IN_DARK);
1341 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1342 SET_FLAG (op, FLAG_REFL_MISSILE);
1343 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1344 SET_FLAG (op, FLAG_MAKE_INVIS);
1345
1346 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1347 { 1328 {
1348 CLEAR_FLAG (op, FLAG_ANIMATE); 1329 op->clr_flag (FLAG_ANIMATE);
1330
1349 /* so artifacts will join */ 1331 /* so artifacts will join */
1350 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1332 if (!op->flag [FLAG_ALIVE])
1351 op->speed = 0.0; 1333 op->speed = 0.;
1352 1334
1353 op->set_speed (op->speed); 1335 op->set_speed (op->speed);
1354 } 1336 }
1355 1337
1356 if (change->nrof) 1338 if (change->nrof)
1357 op->nrof = rndm (change->nrof) + 1; 1339 op->nrof = rndm (change->nrof) + 1;
1358 1340
1359 op->stats.exp += change->stats.exp; /* Speed modifier */ 1341 op->stats.exp += change->stats.exp; /* Speed modifier */
1360 op->stats.wc += change->stats.wc; 1342 op->stats.wc += change->stats.wc;
1361 op->stats.ac += change->stats.ac; 1343 op->stats.ac += change->stats.ac;
1362 1344
1363 if (change->other_arch) 1345 if (change->other_arch)
1364 { 1346 {
1365 /* Basically, for horns & potions, the other_arch field is the spell 1347 /* Basically, for horns & potions, the other_arch field is the spell
1366 * 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
1369 if (op->type == HORN || op->type == POTION) 1351 if (op->type == HORN || op->type == POTION)
1370 { 1352 {
1371 /* Remove any spells this object currently has in it */ 1353 /* Remove any spells this object currently has in it */
1372 op->destroy_inv (false); 1354 op->destroy_inv (false);
1373 1355
1374 object *tmp = arch_to_object (change->other_arch); 1356 object *tmp = change->other_arch->instance ();
1375 insert_ob_in_ob (tmp, op); 1357 insert_ob_in_ob (tmp, op);
1376 } 1358 }
1359
1377 /* No harm setting this for potions/horns */ 1360 /* No harm setting this for potions/horns */
1378 op->other_arch = change->other_arch; 1361 op->other_arch = change->other_arch;
1379 } 1362 }
1380 1363
1381 if (change->stats.hp < 0) 1364 if (change->stats.hp < 0)
1397 op->stats.maxsp = -change->stats.maxsp; 1380 op->stats.maxsp = -change->stats.maxsp;
1398 else 1381 else
1399 op->stats.maxsp += change->stats.maxsp; 1382 op->stats.maxsp += change->stats.maxsp;
1400 1383
1401 if (change->stats.food < 0) 1384 if (change->stats.food < 0)
1402 op->stats.food = -(change->stats.food); 1385 op->stats.food = -change->stats.food;
1403 else 1386 else
1404 op->stats.food += change->stats.food; 1387 op->stats.food += change->stats.food;
1405 1388
1406 if (change->level < 0) 1389 if (change->level < 0)
1407 op->level = -(change->level); 1390 op->level = -change->level;
1408 else 1391 else
1409 op->level += change->level; 1392 op->level += change->level;
1410 1393
1411 if (change->gen_sp_armour < 0) 1394 if (change->gen_sp_armour < 0)
1412 op->gen_sp_armour = -(change->gen_sp_armour); 1395 op->gen_sp_armour = -change->gen_sp_armour;
1413 else 1396 else
1414 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;
1415 1398
1416 op->item_power = change->item_power; 1399 op->item_power = change->item_power;
1417 1400
1418 for (i = 0; i < NROFATTACKS; i++) 1401 for (int i = 0; i < NROFATTACKS; i++)
1419 if (change->resist[i])
1420 op->resist[i] += change->resist[i]; 1402 op->resist[i] += change->resist[i];
1421 1403
1422 if (change->stats.dam) 1404 if (change->stats.dam)
1423 { 1405 {
1424 if (change->stats.dam < 0) 1406 if (change->stats.dam < 0)
1425 op->stats.dam = (-change->stats.dam); 1407 op->stats.dam = -change->stats.dam;
1426 else if (op->stats.dam) 1408 else if (op->stats.dam)
1427 { 1409 {
1428 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1410 int tmp = op->stats.dam * change->stats.dam / 10;
1411
1429 if (tmp == op->stats.dam) 1412 if (tmp == op->stats.dam)
1430 { 1413 {
1431 if (change->stats.dam < 10) 1414 if (change->stats.dam < 10)
1432 op->stats.dam--; 1415 op->stats.dam--;
1433 else 1416 else
1439 } 1422 }
1440 1423
1441 if (change->weight) 1424 if (change->weight)
1442 { 1425 {
1443 if (change->weight < 0) 1426 if (change->weight < 0)
1444 op->weight = (-change->weight); 1427 op->weight = -change->weight;
1445 else 1428 else
1446 op->weight = (op->weight * (change->weight)) / 100; 1429 op->weight = op->weight * change->weight / 100;
1447 } 1430 }
1448 1431
1449 if (change->last_sp) 1432 if (change->last_sp)
1450 { 1433 {
1451 if (change->last_sp < 0) 1434 if (change->last_sp < 0)
1452 op->last_sp = (-change->last_sp); 1435 op->last_sp = -change->last_sp;
1453 else 1436 else
1454 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;
1455 } 1438 }
1456 1439
1457 if (change->gen_sp_armour) 1440 if (change->gen_sp_armour)
1458 { 1441 {
1459 if (change->gen_sp_armour < 0) 1442 if (change->gen_sp_armour < 0)
1460 op->gen_sp_armour = (-change->gen_sp_armour); 1443 op->gen_sp_armour = -change->gen_sp_armour;
1461 else 1444 else
1462 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;
1463 } 1446 }
1464 1447
1465 op->value *= change->value; 1448 op->value *= change->value;
1466 1449
1467 if (change->materials) 1450 if (change->materials)
1468 op->materials = change->materials; 1451 op->materials = change->materials;
1469 1452
1470 if (change->material != &material_null) 1453 if (change->material != MATERIAL_NULL)
1471 op->material = change->material; 1454 op->material = change->material;
1472 1455
1473 if (change->slaying) 1456 if (change->slaying)
1474 op->slaying = change->slaying; 1457 op->slaying = change->slaying;
1475 1458
1520 */ 1503 */
1521 1504
1522void 1505void
1523give_artifact_abilities (object *op, object *artifct) 1506give_artifact_abilities (object *op, object *artifct)
1524{ 1507{
1525 char new_name[MAX_BUF]; 1508 op->title = format ("of %s", &artifct->name);
1526 1509
1527 sprintf (new_name, "of %s", &artifct->name);
1528 op->title = new_name;
1529 add_abilities (op, artifct); /* Give out the bonuses */ 1510 add_abilities (op, artifct); /* Give out the bonuses */
1530 1511
1531#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... */
1532 { 1513 {
1533 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1514 char identified = op->flag [FLAG_IDENTIFIED];
1534 1515
1535 SET_FLAG (op, FLAG_IDENTIFIED); 1516 op->set_flag (FLAG_IDENTIFIED);
1536 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));
1537 if (!identified) 1518 if (!identified)
1538 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1519 op->clr_flag (FLAG_IDENTIFIED);
1539 } 1520 }
1540#endif 1521#endif
1541 return; 1522 return;
1542} 1523}
1543 1524
1553#define ARTIFACT_TRIES 2 1534#define ARTIFACT_TRIES 2
1554 1535
1555void 1536void
1556generate_artifact (object *op, int difficulty) 1537generate_artifact (object *op, int difficulty)
1557{ 1538{
1558 artifactlist *al;
1559 artifact *art; 1539 artifact *art;
1560 int i;
1561 1540
1562 al = find_artifactlist (op->type); 1541 artifactlist *al = find_artifactlist (op->type);
1563 1542
1564 if (al == NULL) 1543 if (al == NULL)
1565 { 1544 {
1566#if 0 /* This is too verbose, usually */ 1545#if 0 /* This is too verbose, usually */
1567 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);
1568#endif 1547#endif
1569 return; 1548 return;
1570 } 1549 }
1571 1550
1572 for (i = 0; i < ARTIFACT_TRIES; i++) 1551 for (int i = 0; i < ARTIFACT_TRIES; i++)
1573 { 1552 {
1574 int roll = rndm (al->total_chance); 1553 int roll = rndm (al->total_chance);
1575 1554
1576 for (art = al->items; art; art = art->next) 1555 for (art = al->items; art; art = art->next)
1577 { 1556 {
1617 */ 1596 */
1618 1597
1619void 1598void
1620fix_flesh_item (object *item, object *donor) 1599fix_flesh_item (object *item, object *donor)
1621{ 1600{
1622 char tmpbuf[MAX_BUF];
1623 int i;
1624
1625 if (item->type == FLESH && donor) 1601 if (item->type == FLESH && donor)
1626 { 1602 {
1627 /* change the name */ 1603 /* change the name */
1628 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1604 item->name = format ("%s's %s", &donor->name, &item->name);
1629 item->name = tmpbuf;
1630 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1605 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1631 item->name_pl = tmpbuf;
1632 1606
1633 /* weight is FLESH weight/100 * donor */ 1607 /* weight is FLESH weight/100 * donor */
1634 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);
1635 item->weight = 1;
1636 1609
1637 /* value is multiplied by level of donor */ 1610 /* value is multiplied by level of donor */
1638 item->value *= isqrt (donor->level * 2); 1611 item->value *= isqrt (donor->level * 2);
1639 1612
1640 /* food value */ 1613 /* food value */
1641 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1614 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1642 1615
1643 /* flesh items inherit some abilities of donor, but not 1616 /* flesh items inherit some abilities of donor, but not
1644 * full effect. 1617 * full effect.
1645 */ 1618 */
1646 for (i = 0; i < NROFATTACKS; i++) 1619 for (int i = 0; i < NROFATTACKS; i++)
1647 item->resist[i] = donor->resist[i] / 2; 1620 item->resist[i] = donor->resist[i] / 2;
1648 1621
1649 /* item inherits donor's level (important for quezals) */ 1622 /* item inherits donor's level (important for quezals) */
1650 item->level = donor->level; 1623 item->level = donor->level;
1651 1624
1652 /* if donor has some attacktypes, the flesh is poisonous */ 1625 /* if donor has some attacktypes, the flesh is poisonous */
1653 if (donor->attacktype & AT_POISON) 1626 if (donor->attacktype & AT_POISON)
1654 item->type = POISON; 1627 item->type = POISON;
1655 1628
1656 if (donor->attacktype & AT_ACID) 1629 if (donor->attacktype & AT_ACID)
1657 item->stats.hp = -1 * item->stats.food; 1630 item->stats.hp = -item->stats.food;
1658 1631
1659 SET_FLAG (item, FLAG_NO_STEAL); 1632 item->set_flag (FLAG_NO_STEAL);
1660 } 1633 }
1661} 1634}
1662 1635
1663static void 1636static void
1664free_treasurestruct (treasure *t) 1637free_treasurestruct (treasure *t)

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