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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.81 by root, Mon Sep 29 10:31:32 2008 UTC vs.
Revision 1.109 by root, Sun May 2 20:37:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
32 33
33//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
34 35
35#include <global.h> 36#include <global.h>
36#include <treasure.h> 37#include <treasure.h>
37#include <loader.h>
38 38
39extern char *spell_mapping[]; 39extern char *spell_mapping[];
40 40
41static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
42 42
50 slice_allocator< std::pair<const char *const, treasurelist *> > 50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t; 51> tl_map_t;
52 52
53static tl_map_t tl_map; 53static tl_map_t tl_map;
54 54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
68
55/* 69/*
56 * Searches for the given treasurelist 70 * Searches for the given treasurelist
57 */ 71 */
58treasurelist * 72treasurelist *
59treasurelist::find (const char *name) 73treasurelist::find (const char *name)
88 102
89 tl_map.insert (std::make_pair (tl->name, tl)); 103 tl_map.insert (std::make_pair (tl->name, tl));
90 } 104 }
91 105
92 return tl; 106 return tl;
93}
94
95//TODO: class method
96void
97clear (treasurelist *tl)
98{
99 if (tl->items)
100 {
101 free_treasurestruct (tl->items);
102 tl->items = 0;
103 }
104
105 tl->total_chance = 0;
106} 107}
107 108
108#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
109/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
110 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
248 * by another object. 249 * by another object.
249 */ 250 */
250 //TODO: flag such as objects... as such (no drop, anybody?) 251 //TODO: flag such as objects... as such (no drop, anybody?)
251 if (op->type == SPELL) 252 if (op->type == SPELL)
252 { 253 {
253 op->destroy (true); 254 op->destroy ();
254 return; 255 return;
255 } 256 }
256 257
257 op->expand_tail (); 258 op->expand_tail ();
258 259
260 if (!creator->is_on_map ()
259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
260 op->destroy (true); 262 op->destroy ();
261 else 263 else
262 { 264 {
263 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
264 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
265 } 267 }
266 } 268 }
267 else 269 else
268 { 270 {
269 op = creator->insert (op); 271 op = creator->insert (op);
270 272
271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
272 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
273 } 275 }
274} 276}
275 277
276/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
308 } 310 }
309 else 311 else
310 { 312 {
311 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
312 { 314 {
313 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
314 316
315 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
316 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
317 319
318 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
365 else if (t->nrof) 367 else if (t->nrof)
366 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
367 } 369 }
368 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
369 { 371 {
370 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
371 { 373 {
372 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
373 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
374 376
375 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
440 tmp->remove (); 442 tmp->remove ();
441 443
442 if (ob->inv) 444 if (ob->inv)
443 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
444 446
445 ob->destroy (true); 447 ob->destroy ();
446 448
447 return tmp; 449 return tmp;
448} 450}
449 451
450/* 452/*
494 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
495 * 497 *
496 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
497 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
498 */ 500 */
499int 501static int
500level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
501{ 503{
502 if (!op->inv) 504 if (!op->inv)
503 { 505 {
504 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
509 511
510 if (olevel <= 0) 512 if (olevel <= 0)
511 olevel = rndm (1, op->inv->level); 513 olevel = rndm (1, op->inv->level);
512 514
513 return min (olevel, MAXLEVEL); 515 return min (olevel, MAXLEVEL_TREASURE);
514} 516}
515 517
516/* 518/*
517 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
518 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
521 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
522 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
523 * weird integer between 1-31. 525 * weird integer between 1-31.
524 * 526 *
525 */ 527 */
526int 528static int
527magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
528{ 530{
529 int percent = 0, magic = 0;
530 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);
531 533
532 scaled_diff--;
533
534 if (scaled_diff < 0)
535 scaled_diff = 0;
536
537 if (scaled_diff >= DIFFLEVELS)
538 scaled_diff = DIFFLEVELS - 1;
539
540 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
541 536
542 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
543 { 538 {
544 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
545 540
546 if (percent < 0) 541 if (percent < 0)
547 break; 542 break;
548 } 543 }
549 544
550 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
551 { 546 {
552 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);
553 magic = 0; 548 magic = 0;
554 } 549 }
555 550
563 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
564 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
565 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
566 * to make it truly absolute. 561 * to make it truly absolute.
567 */ 562 */
568
569void 563void
570set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
571{ 565{
572 if (!magic) 566 if (!magic)
573 return; 567 return;
601 */ 595 */
602 596
603static void 597static void
604set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
605{ 599{
606 int i;
607
608 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
609 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
610 i = -i; 603 i = -i;
604
611 if (i > max_magic) 605 i = min (i, max_magic);
612 i = max_magic; 606
613 set_abs_magic (op, i); 607 set_abs_magic (op, i);
614 if (i < 0) 608 if (i < 0)
615 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
616} 610}
617 611
618/* 612/*
619 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
620 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
621 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
622 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
623 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
624 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
625 */ 619 */
626void 620static void
627set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
628{ 622{
629
630 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
631 624
632 if (op->type == AMULET) 625 if (op->type == AMULET)
633 {
634 if (!(rndm (21))) 626 if (!rndm (21))
635 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
636 else 630 else
637 {
638 if (rndm (2))
639 r = 10;
640 else
641 r = 11 + rndm (9); 631 r = 11 + rndm (9);
642 }
643 }
644 632
645 switch (r) 633 switch (r)
646 { 634 {
647 /* 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,
648 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
649 * of the item. 637 * of the item.
650 */ 638 */
651 case 0: 639 case 0:
652 case 1: 640 case 1:
653 case 2: 641 case 2:
654 case 3: 642 case 3:
655 case 4: 643 case 4:
695 * 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
696 * even values. 684 * even values.
697 */ 685 */
698 if (bonus < 0) 686 if (bonus < 0)
699 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
700 if (val > 35) 688
701 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
702 b = 0; 691 b = 0;
703 692
704 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
705 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
706 695
714 break; 703 break;
715 } 704 }
716 case 20: 705 case 20:
717 if (op->type == AMULET) 706 if (op->type == AMULET)
718 { 707 {
719 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
720 op->value *= 11; 709 op->value *= 11;
721 } 710 }
722 else 711 else
723 { 712 {
724 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
727 break; 716 break;
728 717
729 case 21: 718 case 21:
730 if (op->type == AMULET) 719 if (op->type == AMULET)
731 { 720 {
732 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
733 op->value *= 9; 722 op->value *= 9;
734 } 723 }
735 else 724 else
736 { 725 {
737 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
739 } 728 }
740 break; 729 break;
741 730
742 case 22: 731 case 22:
743 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
744 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
745 break; 734 break;
746 } 735 }
747 736
748 if (bonus > 0) 737 if (bonus > 0)
749 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
750 else 739 else
751 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
752} 741}
753 742
754/* 743/*
755 * 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.
756 * 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
757 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
758 * 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
759 * rings and amulets. 748 * rings and amulets.
760 * 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.
761 */ 750 */
762int 751static int
763get_magic (int diff) 752get_magic (int diff)
764{ 753{
765 int i; 754 diff = min (3, diff);
766 755
767 if (diff < 3)
768 diff = 3;
769
770 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
771 if (rndm (diff)) 757 if (rndm (diff))
772 return i; 758 return i;
773 759
774 return 4; 760 return 4;
775} 761}
776 762
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
777#define DICE2 (get_magic(2)==2?2:1) 780#define DICE2 (get_magic(2) == 2 ? 2 : 1)
778#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))
779 782
780/* 783/*
781 * 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
782 * 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
816 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 819 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
817 /* So the treasure doesn't get created again */ 820 /* So the treasure doesn't get created again */
818 op->randomitems = 0; 821 op->randomitems = 0;
819 } 822 }
820 823
821 if (difficulty < 1) 824 max_it (difficulty, 1);
822 difficulty = 1;
823 825
824 if (INVOKE_OBJECT (ADD_BONUS, op, 826 if (INVOKE_OBJECT (ADD_BONUS, op,
825 ARG_OBJECT (creator != op ? creator : 0), 827 ARG_OBJECT (creator != op ? creator : 0),
826 ARG_INT (difficulty), ARG_INT (max_magic), 828 ARG_INT (difficulty), ARG_INT (max_magic),
827 ARG_INT (flags))) 829 ARG_INT (flags)))
886 * again below */ 888 * again below */
887 } 889 }
888 } 890 }
889 891
890 /* materialtype modifications. Note we allow this on artifacts. */ 892 /* materialtype modifications. Note we allow this on artifacts. */
891 set_materialname (op, difficulty, NULL); 893 select_material (op, difficulty);
892 894
893 if (flags & GT_MINIMAL) 895 if (flags & GT_MINIMAL)
894 { 896 {
895 if (op->type == POTION) 897 if (op->type == POTION)
896 /* Handle healing and magic power potions */ 898 /* Handle healing and magic power potions */
907 case WEAPON: 909 case WEAPON:
908 case ARMOUR: 910 case ARMOUR:
909 case SHIELD: 911 case SHIELD:
910 case HELMET: 912 case HELMET:
911 case CLOAK: 913 case CLOAK:
912 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 914 if (op->flag [FLAG_CURSED] && !(rndm (4)))
913 set_ring_bonus (op, -DICE2); 915 set_ring_bonus (op, -DICE2);
914 break; 916 break;
915 917
916 case BRACERS: 918 case BRACERS:
917 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 919 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
918 { 920 {
919 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 921 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
920 if (!QUERY_FLAG (op, FLAG_CURSED)) 922 if (!op->flag [FLAG_CURSED])
921 op->value *= 3; 923 op->value *= 3;
922 } 924 }
923 break; 925 break;
924 926
925 case POTION: 927 case POTION:
927 int too_many_tries = 0, is_special = 0; 929 int too_many_tries = 0, is_special = 0;
928 930
929 /* Handle healing and magic power potions */ 931 /* Handle healing and magic power potions */
930 if (op->stats.sp && !op->randomitems) 932 if (op->stats.sp && !op->randomitems)
931 { 933 {
932 object *tmp;
933
934 tmp = get_archetype (spell_mapping[op->stats.sp]); 934 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
935 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0; 936 op->stats.sp = 0;
937 } 937 }
938 938
939 while (!(is_special = special_potion (op)) && !op->inv) 939 while (!(is_special = special_potion (op)) && !op->inv)
947 * since the value set on those is already correct. 947 * since the value set on those is already correct.
948 */ 948 */
949 if (op->inv && op->randomitems) 949 if (op->inv && op->randomitems)
950 { 950 {
951 /* value multiplier is same as for scrolls */ 951 /* value multiplier is same as for scrolls */
952 op->value = (op->value * op->inv->value); 952 op->value *= op->inv->value;
953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
954 } 954 }
955 else 955 else
956 { 956 {
957 op->name = "potion"; 957 op->name = shstr_potion;
958 op->name_pl = "potions"; 958 op->name_pl = shstr_potions;
959 } 959 }
960 960
961 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 961 if (!(flags & GT_ONLY_GOOD) && rndm (2))
962 SET_FLAG (op, FLAG_CURSED); 962 op->set_flag (FLAG_CURSED);
963
963 break; 964 break;
964 } 965 }
965 966
966 case AMULET: 967 case AMULET:
967 if (IS_ARCH (op->arch, amulet)) 968 if (IS_ARCH (op->arch, amulet))
970 case RING: 971 case RING:
971 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! */
972 break; 973 break;
973 974
974 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
975 SET_FLAG (op, FLAG_CURSED); 976 op->set_flag (FLAG_CURSED);
976 977
977 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 978 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
978 979
979 if (op->type != RING) /* Amulets have only one ability */ 980 if (op->type != RING) /* Amulets have only one ability */
980 break; 981 break;
981 982
982 if (!(rndm (4))) 983 if (!rndm (4))
983 { 984 {
984 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 985 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
985 986
986 if (d > 0) 987 if (d > 0)
987 op->value *= 3; 988 op->value *= 3;
988 989
989 set_ring_bonus (op, d); 990 set_ring_bonus (op, d);
990 991
991 if (!(rndm (4))) 992 if (!rndm (4))
992 { 993 {
993 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 994 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
994 995
995 if (d > 0) 996 if (d > 0)
996 op->value *= 5; 997 op->value *= 5;
998
997 set_ring_bonus (op, d); 999 set_ring_bonus (op, d);
998 } 1000 }
999 } 1001 }
1000 1002
1001 if (GET_ANIM_ID (op)) 1003 if (op->animation_id)
1002 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1004 op->set_anim_frame (rndm (op->anim_frames ()));
1003 1005
1004 break; 1006 break;
1005 1007
1006 case BOOK: 1008 case BOOK:
1007 /* Is it an empty book?, if yes lets make a special· 1009 /* Is it an empty book?, if yes lets make a special·
1009 * creator and/or map level we found it on. 1011 * creator and/or map level we found it on.
1010 */ 1012 */
1011 if (!op->msg && rndm (10)) 1013 if (!op->msg && rndm (10))
1012 { 1014 {
1013 /* set the book level properly */ 1015 /* set the book level properly */
1014 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1016 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1015 { 1017 {
1016 if (op->map && op->map->difficulty) 1018 if (op->map && op->map->difficulty)
1017 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1019 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1018 else 1020 else
1019 op->level = rndm (20) + 1; 1021 op->level = rndm (20) + 1;
1022 op->level = rndm (creator->level); 1024 op->level = rndm (creator->level);
1023 1025
1024 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);
1025 /* books w/ info are worth more! */ 1027 /* books w/ info are worth more! */
1026 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));
1027 /* creator related stuff */
1028
1029 /* for library, chained books. Note that some monsters have no_pick
1030 * set - we don't want to set no pick in that case.
1031 */
1032 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1033 SET_FLAG (op, FLAG_NO_PICK);
1034 if (creator->slaying && !op->slaying) /* for check_inv floors */
1035 op->slaying = creator->slaying;
1036 1029
1037 /* add exp so reading it gives xp (once) */ 1030 /* add exp so reading it gives xp (once) */
1038 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;
1039 } 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;
1040 break; 1043 break;
1041 1044
1042 case SPELLBOOK: 1045 case SPELLBOOK:
1043 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
1044 /* add exp so learning gives xp */ 1050 /* add exp so learning gives xp */
1045 op->level = op->inv->level; 1051 op->level = op->inv->level;
1046 op->stats.exp = op->value; 1052 op->stats.exp = op->value;
1047 break; 1053 break;
1048 1054
1076 * reasonable. Otherwise, a high level version of a low level 1082 * reasonable. Otherwise, a high level version of a low level
1077 * 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 =
1078 * 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.
1079 */ 1085 */
1080 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
1081 /* 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 */
1082 if (op->stats.maxhp) 1089 if (op->stats.maxhp)
1083 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);
1084 else 1091 else
1085 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);
1086 1093
1087 op->stats.hp = op->stats.maxhp; 1094 op->stats.hp = op->stats.maxhp;
1088 break; 1095 break;
1089 1096
1090 case SCROLL: 1097 case SCROLL:
1105 break; 1112 break;
1106 } /* switch type */ 1113 } /* switch type */
1107 1114
1108 if (flags & GT_STARTEQUIP) 1115 if (flags & GT_STARTEQUIP)
1109 { 1116 {
1110 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])
1111 SET_FLAG (op, FLAG_STARTEQUIP); 1118 op->set_flag (FLAG_STARTEQUIP);
1112 else if (op->type != MONEY) 1119 else if (op->type != MONEY)
1113 op->value = 0; 1120 op->value = 0;
1114 } 1121 }
1115 1122
1116 if (!(flags & GT_ENVIRONMENT)) 1123 if (!(flags & GT_ENVIRONMENT))
1127 1134
1128/* 1135/*
1129 * Allocate and return the pointer to an empty artifactlist structure. 1136 * Allocate and return the pointer to an empty artifactlist structure.
1130 */ 1137 */
1131static artifactlist * 1138static artifactlist *
1132get_empty_artifactlist (void) 1139get_empty_artifactlist ()
1133{ 1140{
1134 return salloc0<artifactlist> (); 1141 return salloc0<artifactlist> ();
1135} 1142}
1136 1143
1137/* 1144/*
1138 * Allocate and return the pointer to an empty artifact structure. 1145 * Allocate and return the pointer to an empty artifact structure.
1139 */ 1146 */
1140static artifact * 1147static artifact *
1141get_empty_artifact (void) 1148get_empty_artifact ()
1142{ 1149{
1143 return salloc0<artifact> (); 1150 return salloc0<artifact> ();
1144} 1151}
1145 1152
1146/* 1153/*
1159 1166
1160/* 1167/*
1161 * 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.
1162 */ 1169 */
1163void 1170void
1164init_artifacts (void) 1171init_artifacts ()
1165{ 1172{
1166 static int has_been_inited = 0; 1173 static int has_been_inited = 0;
1167 char filename[MAX_BUF];
1168 artifact *art = NULL; 1174 artifact *art = NULL;
1169 artifactlist *al; 1175 artifactlist *al;
1170 1176
1171 if (has_been_inited) 1177 if (has_been_inited)
1172 return; 1178 return;
1173 else 1179 else
1174 has_been_inited = 1; 1180 has_been_inited = 1;
1175 1181
1176 sprintf (filename, "%s/artifacts", settings.datadir); 1182 object_thawer f (settings.datadir, "artifacts");
1177 object_thawer f (filename);
1178 1183
1179 if (!f) 1184 if (!f)
1180 return; 1185 return;
1181 1186
1182 for (;;) 1187 for (;;)
1189 1194
1190 { 1195 {
1191 if (!strcmp (f.get_str (), "all")) 1196 if (!strcmp (f.get_str (), "all"))
1192 break; 1197 break;
1193 1198
1194 char *next, *cp = f.get_str (); 1199 const char *cp = f.get_str ();
1195 1200 char *next;
1196 do 1201 do
1197 { 1202 {
1198 if ((next = strchr (cp, ','))) 1203 if ((next = (char *)strchr (cp, ',')))
1199 *next++ = '\0'; 1204 *next++ = '\0';
1200 1205
1201 linked_char *tmp = new linked_char; 1206 linked_char *tmp = new linked_char;
1202 1207
1203 tmp->name = cp; 1208 tmp->name = cp;
1267 } 1272 }
1268#if 0 1273#if 0
1269 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);
1270#endif 1275#endif
1271 } 1276 }
1272
1273 LOG (llevDebug, "done.\n");
1274} 1277}
1275 1278
1276/* 1279/*
1277 * Used in artifact generation. The bonuses of the first object 1280 * Used in artifact generation. The bonuses of the first object
1278 * is modified by the bonuses of the second object. 1281 * is modified by the bonuses of the second object.
1279 */ 1282 */
1280void 1283void
1281add_abilities (object *op, object *change) 1284add_abilities (object *op, object *change)
1282{ 1285{
1283 int i, tmp;
1284
1285 if (change->face != blank_face) 1286 if (change->face != blank_face)
1286 {
1287#ifdef TREASURE_VERBOSE
1288 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1289#endif
1290 op->face = change->face; 1287 op->face = change->face;
1291 }
1292 1288
1293 for (i = 0; i < NUM_STATS; i++) 1289 for (int i = 0; i < NUM_STATS; i++)
1294 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1290 change_attr_value (&(op->stats), i, change->stats.stat (i));
1295 1291
1296 op->attacktype |= change->attacktype; 1292 op->attacktype |= change->attacktype;
1297 op->path_attuned |= change->path_attuned; 1293 op->path_attuned |= change->path_attuned;
1298 op->path_repelled |= change->path_repelled; 1294 op->path_repelled |= change->path_repelled;
1299 op->path_denied |= change->path_denied; 1295 op->path_denied |= change->path_denied;
1300 op->move_type |= change->move_type; 1296 op->move_type |= change->move_type;
1301 op->stats.luck += change->stats.luck; 1297 op->stats.luck += change->stats.luck;
1302 1298
1303 if (QUERY_FLAG (change, FLAG_CURSED)) 1299 static const struct copyflags : object::flags_t
1304 SET_FLAG (op, FLAG_CURSED); 1300 {
1305 if (QUERY_FLAG (change, FLAG_DAMNED)) 1301 copyflags ()
1306 SET_FLAG (op, FLAG_DAMNED); 1302 {
1307 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1303 set (FLAG_CURSED);
1304 set (FLAG_DAMNED);
1305 set (FLAG_LIFESAVE);
1306 set (FLAG_REFL_SPELL);
1307 set (FLAG_STEALTH);
1308 set (FLAG_XRAYS);
1309 set (FLAG_BLIND);
1310 set (FLAG_SEE_IN_DARK);
1311 set (FLAG_REFL_MISSILE);
1312 set (FLAG_MAKE_INVIS);
1313 }
1314 } copyflags;
1315
1316 // we might want to just copy, but or'ing is what the original code did
1317 op->flag |= change->flag & copyflags;
1318
1319 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1308 set_abs_magic (op, -op->magic); 1320 set_abs_magic (op, -op->magic);
1309 1321
1310 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1322 if (change->flag [FLAG_STAND_STILL])
1311 SET_FLAG (op, FLAG_LIFESAVE);
1312 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1313 SET_FLAG (op, FLAG_REFL_SPELL);
1314 if (QUERY_FLAG (change, FLAG_STEALTH))
1315 SET_FLAG (op, FLAG_STEALTH);
1316 if (QUERY_FLAG (change, FLAG_XRAYS))
1317 SET_FLAG (op, FLAG_XRAYS);
1318 if (QUERY_FLAG (change, FLAG_BLIND))
1319 SET_FLAG (op, FLAG_BLIND);
1320 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1321 SET_FLAG (op, FLAG_SEE_IN_DARK);
1322 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1323 SET_FLAG (op, FLAG_REFL_MISSILE);
1324 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1325 SET_FLAG (op, FLAG_MAKE_INVIS);
1326
1327 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1328 { 1323 {
1329 CLEAR_FLAG (op, FLAG_ANIMATE); 1324 op->clr_flag (FLAG_ANIMATE);
1325
1330 /* so artifacts will join */ 1326 /* so artifacts will join */
1331 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1327 if (!op->flag [FLAG_ALIVE])
1332 op->speed = 0.0; 1328 op->speed = 0.;
1333 1329
1334 op->set_speed (op->speed); 1330 op->set_speed (op->speed);
1335 } 1331 }
1336 1332
1337 if (change->nrof) 1333 if (change->nrof)
1338 op->nrof = rndm (change->nrof) + 1; 1334 op->nrof = rndm (change->nrof) + 1;
1339 1335
1340 op->stats.exp += change->stats.exp; /* Speed modifier */ 1336 op->stats.exp += change->stats.exp; /* Speed modifier */
1341 op->stats.wc += change->stats.wc; 1337 op->stats.wc += change->stats.wc;
1342 op->stats.ac += change->stats.ac; 1338 op->stats.ac += change->stats.ac;
1343 1339
1344 if (change->other_arch) 1340 if (change->other_arch)
1345 { 1341 {
1346 /* Basically, for horns & potions, the other_arch field is the spell 1342 /* Basically, for horns & potions, the other_arch field is the spell
1347 * to cast. So convert that to into a spell and put it into 1343 * to cast. So convert that to into a spell and put it into
1350 if (op->type == HORN || op->type == POTION) 1346 if (op->type == HORN || op->type == POTION)
1351 { 1347 {
1352 /* Remove any spells this object currently has in it */ 1348 /* Remove any spells this object currently has in it */
1353 op->destroy_inv (false); 1349 op->destroy_inv (false);
1354 1350
1355 object *tmp = arch_to_object (change->other_arch); 1351 object *tmp = change->other_arch->instance ();
1356 insert_ob_in_ob (tmp, op); 1352 insert_ob_in_ob (tmp, op);
1357 } 1353 }
1354
1358 /* No harm setting this for potions/horns */ 1355 /* No harm setting this for potions/horns */
1359 op->other_arch = change->other_arch; 1356 op->other_arch = change->other_arch;
1360 } 1357 }
1361 1358
1362 if (change->stats.hp < 0) 1359 if (change->stats.hp < 0)
1378 op->stats.maxsp = -change->stats.maxsp; 1375 op->stats.maxsp = -change->stats.maxsp;
1379 else 1376 else
1380 op->stats.maxsp += change->stats.maxsp; 1377 op->stats.maxsp += change->stats.maxsp;
1381 1378
1382 if (change->stats.food < 0) 1379 if (change->stats.food < 0)
1383 op->stats.food = -(change->stats.food); 1380 op->stats.food = -change->stats.food;
1384 else 1381 else
1385 op->stats.food += change->stats.food; 1382 op->stats.food += change->stats.food;
1386 1383
1387 if (change->level < 0) 1384 if (change->level < 0)
1388 op->level = -(change->level); 1385 op->level = -change->level;
1389 else 1386 else
1390 op->level += change->level; 1387 op->level += change->level;
1391 1388
1392 if (change->gen_sp_armour < 0) 1389 if (change->gen_sp_armour < 0)
1393 op->gen_sp_armour = -(change->gen_sp_armour); 1390 op->gen_sp_armour = -change->gen_sp_armour;
1394 else 1391 else
1395 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1392 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1396 1393
1397 op->item_power = change->item_power; 1394 op->item_power = change->item_power;
1398 1395
1399 for (i = 0; i < NROFATTACKS; i++) 1396 for (int i = 0; i < NROFATTACKS; i++)
1400 if (change->resist[i])
1401 op->resist[i] += change->resist[i]; 1397 op->resist[i] += change->resist[i];
1402 1398
1403 if (change->stats.dam) 1399 if (change->stats.dam)
1404 { 1400 {
1405 if (change->stats.dam < 0) 1401 if (change->stats.dam < 0)
1406 op->stats.dam = (-change->stats.dam); 1402 op->stats.dam = -change->stats.dam;
1407 else if (op->stats.dam) 1403 else if (op->stats.dam)
1408 { 1404 {
1409 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1405 int tmp = op->stats.dam * change->stats.dam / 10;
1406
1410 if (tmp == op->stats.dam) 1407 if (tmp == op->stats.dam)
1411 { 1408 {
1412 if (change->stats.dam < 10) 1409 if (change->stats.dam < 10)
1413 op->stats.dam--; 1410 op->stats.dam--;
1414 else 1411 else
1420 } 1417 }
1421 1418
1422 if (change->weight) 1419 if (change->weight)
1423 { 1420 {
1424 if (change->weight < 0) 1421 if (change->weight < 0)
1425 op->weight = (-change->weight); 1422 op->weight = -change->weight;
1426 else 1423 else
1427 op->weight = (op->weight * (change->weight)) / 100; 1424 op->weight = op->weight * change->weight / 100;
1428 } 1425 }
1429 1426
1430 if (change->last_sp) 1427 if (change->last_sp)
1431 { 1428 {
1432 if (change->last_sp < 0) 1429 if (change->last_sp < 0)
1433 op->last_sp = (-change->last_sp); 1430 op->last_sp = -change->last_sp;
1434 else 1431 else
1435 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1432 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1436 } 1433 }
1437 1434
1438 if (change->gen_sp_armour) 1435 if (change->gen_sp_armour)
1439 { 1436 {
1440 if (change->gen_sp_armour < 0) 1437 if (change->gen_sp_armour < 0)
1441 op->gen_sp_armour = (-change->gen_sp_armour); 1438 op->gen_sp_armour = -change->gen_sp_armour;
1442 else 1439 else
1443 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1440 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1444 } 1441 }
1445 1442
1446 op->value *= change->value; 1443 op->value *= change->value;
1447 1444
1448 if (change->materials) 1445 if (change->materials)
1449 op->materials = change->materials; 1446 op->materials = change->materials;
1450 1447
1451 if (change->materialname) 1448 if (change->material != MATERIAL_NULL)
1452 op->materialname = change->materialname; 1449 op->material = change->material;
1453 1450
1454 if (change->slaying) 1451 if (change->slaying)
1455 op->slaying = change->slaying; 1452 op->slaying = change->slaying;
1456 1453
1457 if (change->race) 1454 if (change->race)
1501 */ 1498 */
1502 1499
1503void 1500void
1504give_artifact_abilities (object *op, object *artifct) 1501give_artifact_abilities (object *op, object *artifct)
1505{ 1502{
1506 char new_name[MAX_BUF]; 1503 op->title = format ("of %s", &artifct->name);
1507 1504
1508 sprintf (new_name, "of %s", &artifct->name);
1509 op->title = new_name;
1510 add_abilities (op, artifct); /* Give out the bonuses */ 1505 add_abilities (op, artifct); /* Give out the bonuses */
1511 1506
1512#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1507#if 0 /* Bit verbose, but keep it here until next time I need it... */
1513 { 1508 {
1514 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1509 char identified = op->flag [FLAG_IDENTIFIED];
1515 1510
1516 SET_FLAG (op, FLAG_IDENTIFIED); 1511 op->set_flag (FLAG_IDENTIFIED);
1517 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1512 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1518 if (!identified) 1513 if (!identified)
1519 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1514 op->clr_flag (FLAG_IDENTIFIED);
1520 } 1515 }
1521#endif 1516#endif
1522 return; 1517 return;
1523} 1518}
1524 1519
1534#define ARTIFACT_TRIES 2 1529#define ARTIFACT_TRIES 2
1535 1530
1536void 1531void
1537generate_artifact (object *op, int difficulty) 1532generate_artifact (object *op, int difficulty)
1538{ 1533{
1539 artifactlist *al;
1540 artifact *art; 1534 artifact *art;
1541 int i;
1542 1535
1543 al = find_artifactlist (op->type); 1536 artifactlist *al = find_artifactlist (op->type);
1544 1537
1545 if (al == NULL) 1538 if (al == NULL)
1546 { 1539 {
1547#if 0 /* This is too verbose, usually */ 1540#if 0 /* This is too verbose, usually */
1548 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1541 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1549#endif 1542#endif
1550 return; 1543 return;
1551 } 1544 }
1552 1545
1553 for (i = 0; i < ARTIFACT_TRIES; i++) 1546 for (int i = 0; i < ARTIFACT_TRIES; i++)
1554 { 1547 {
1555 int roll = rndm (al->total_chance); 1548 int roll = rndm (al->total_chance);
1556 1549
1557 for (art = al->items; art; art = art->next) 1550 for (art = al->items; art; art = art->next)
1558 { 1551 {
1566#if 1 1559#if 1
1567 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1560 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1568#endif 1561#endif
1569 return; 1562 return;
1570 } 1563 }
1571 if (!strcmp (art->item->name, "NONE")) 1564
1565 if (art->item->name == shstr_NONE)
1572 return; 1566 return;
1567
1573 if (FABS (op->magic) < art->item->magic) 1568 if (fabs (op->magic) < art->item->magic)
1574 continue; /* Not magic enough to be this item */ 1569 continue; /* Not magic enough to be this item */
1575 1570
1576 /* Map difficulty not high enough */ 1571 /* Map difficulty not high enough */
1577 if (difficulty < art->difficulty) 1572 if (difficulty < art->difficulty)
1578 continue; 1573 continue;
1596 */ 1591 */
1597 1592
1598void 1593void
1599fix_flesh_item (object *item, object *donor) 1594fix_flesh_item (object *item, object *donor)
1600{ 1595{
1601 char tmpbuf[MAX_BUF];
1602 int i;
1603
1604 if (item->type == FLESH && donor) 1596 if (item->type == FLESH && donor)
1605 { 1597 {
1606 /* change the name */ 1598 /* change the name */
1607 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1599 item->name = format ("%s's %s", &donor->name, &item->name);
1608 item->name = tmpbuf;
1609 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1600 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1610 item->name_pl = tmpbuf;
1611 1601
1612 /* weight is FLESH weight/100 * donor */ 1602 /* weight is FLESH weight/100 * donor */
1613 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1603 item->weight = max (1, item->weight * donor->weight / 100);
1614 item->weight = 1;
1615 1604
1616 /* value is multiplied by level of donor */ 1605 /* value is multiplied by level of donor */
1617 item->value *= isqrt (donor->level * 2); 1606 item->value *= isqrt (donor->level * 2);
1618 1607
1619 /* food value */ 1608 /* food value */
1620 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1609 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1621 1610
1622 /* flesh items inherit some abilities of donor, but not 1611 /* flesh items inherit some abilities of donor, but not
1623 * full effect. 1612 * full effect.
1624 */ 1613 */
1625 for (i = 0; i < NROFATTACKS; i++) 1614 for (int i = 0; i < NROFATTACKS; i++)
1626 item->resist[i] = donor->resist[i] / 2; 1615 item->resist[i] = donor->resist[i] / 2;
1627 1616
1628 /* item inherits donor's level (important for quezals) */ 1617 /* item inherits donor's level (important for quezals) */
1629 item->level = donor->level; 1618 item->level = donor->level;
1630 1619
1631 /* if donor has some attacktypes, the flesh is poisonous */ 1620 /* if donor has some attacktypes, the flesh is poisonous */
1632 if (donor->attacktype & AT_POISON) 1621 if (donor->attacktype & AT_POISON)
1633 item->type = POISON; 1622 item->type = POISON;
1623
1634 if (donor->attacktype & AT_ACID) 1624 if (donor->attacktype & AT_ACID)
1635 item->stats.hp = -1 * item->stats.food; 1625 item->stats.hp = -item->stats.food;
1636 SET_FLAG (item, FLAG_NO_STEAL);
1637 }
1638}
1639 1626
1640/* special_potion() - so that old potion code is still done right. */ 1627 item->set_flag (FLAG_NO_STEAL);
1641int 1628 }
1642special_potion (object *op)
1643{
1644 if (op->attacktype)
1645 return 1;
1646
1647 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1648 return 1;
1649
1650 for (int i = 0; i < NROFATTACKS; i++)
1651 if (op->resist[i])
1652 return 1;
1653
1654 return 0;
1655} 1629}
1656 1630
1657void 1631static void
1658free_treasurestruct (treasure *t) 1632free_treasurestruct (treasure *t)
1659{ 1633{
1660 if (t->next) free_treasurestruct (t->next); 1634 if (t->next) free_treasurestruct (t->next);
1661 if (t->next_yes) free_treasurestruct (t->next_yes); 1635 if (t->next_yes) free_treasurestruct (t->next_yes);
1662 if (t->next_no) free_treasurestruct (t->next_no); 1636 if (t->next_no) free_treasurestruct (t->next_no);
1663 1637
1664 delete t; 1638 delete t;
1665} 1639}
1666 1640
1667void 1641static void
1668free_charlinks (linked_char *lc) 1642free_charlinks (linked_char *lc)
1669{ 1643{
1670 if (lc->next) 1644 if (lc->next)
1671 free_charlinks (lc->next); 1645 free_charlinks (lc->next);
1672 1646
1673 delete lc; 1647 delete lc;
1674} 1648}
1675 1649
1676void 1650static void
1677free_artifact (artifact *at) 1651free_artifact (artifact *at)
1678{ 1652{
1679 if (at->next) free_artifact (at->next); 1653 if (at->next) free_artifact (at->next);
1680 if (at->allowed) free_charlinks (at->allowed); 1654 if (at->allowed) free_charlinks (at->allowed);
1681 1655
1682 at->item->destroy (true); 1656 at->item->destroy ();
1683 1657
1684 sfree (at); 1658 sfree (at);
1685} 1659}
1686 1660
1687void
1688free_artifactlist (artifactlist *al)
1689{
1690 artifactlist *nextal;
1691
1692 for (al = first_artifactlist; al; al = nextal)
1693 {
1694 nextal = al->next;
1695
1696 if (al->items)
1697 free_artifact (al->items);
1698
1699 sfree (al);
1700 }
1701}
1702
1703void
1704free_all_treasures (void)
1705{
1706 treasurelist *tl, *next;
1707
1708 for (tl = first_treasurelist; tl; tl = next)
1709 {
1710 clear (tl);
1711
1712 next = tl->next;
1713 delete tl;
1714 }
1715
1716 free_artifactlist (first_artifactlist);
1717}

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