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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.56 by root, Sat Apr 21 22:12:59 2007 UTC vs.
Revision 1.110 by elmex, Wed May 5 09:42:52 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h>
40 38
41extern char *spell_mapping[]; 39extern char *spell_mapping[];
42 40
43static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
44 42
47typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
48 const char *, 46 const char *,
49 treasurelist *, 47 treasurelist *,
50 str_hash, 48 str_hash,
51 str_equal, 49 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 51> tl_map_t;
55 52
56static tl_map_t tl_map; 53static tl_map_t tl_map;
54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
57 68
58/* 69/*
59 * Searches for the given treasurelist 70 * Searches for the given treasurelist
60 */ 71 */
61treasurelist * 72treasurelist *
93 } 104 }
94 105
95 return tl; 106 return tl;
96} 107}
97 108
98//TODO: class method
99void
100clear (treasurelist *tl)
101{
102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
109}
110
111#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
114 */ 112 */
115static void 113static void
140 138
141 f.next (); 139 f.next ();
142 140
143 for (;;) 141 for (;;)
144 { 142 {
145 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
146 144
147 switch (f.kw) 145 switch (f.kw)
148 { 146 {
149 case KW_arch: 147 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
151 break; 156 break;
152 157
153 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 174 t->next = read_treasure (f);
170 return t; 175 return t;
171 176
172 default: 177 default:
173 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 179 goto error;
175 180
176 return t; 181 return t;
177 } 182 }
178 183
179 f.next (); 184 f.next ();
180 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
181} 192}
182 193
183/* 194/*
184 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
185 */ 196 */
197 208
198 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
199 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
201 */ 212 */
202 tl->total_chance = 0;
203
204 if (one) 213 if (one)
205 { 214 {
206 for (treasure *t = tl->items; t; t = t->next) 215 for (treasure *t = tl->items; t; t = t->next)
207 { 216 {
208 if (t->next_yes || t->next_no) 217 if (t->next_yes || t->next_no)
209 { 218 {
210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
211 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
212 } 221 }
213 222
214 tl->total_chance += t->chance; 223 tl->total_chance += t->chance;
215 } 224 }
246 return; 255 return;
247 } 256 }
248 257
249 op->expand_tail (); 258 op->expand_tail ();
250 259
260 if (!creator->is_on_map ()
251 if (ob_blocked (op, creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
252 op->destroy (); 262 op->destroy ();
253 else 263 else
254 { 264 {
255 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
256 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);
257 } 267 }
258 } 268 }
259 else 269 else
260 { 270 {
261 op = creator->insert (op); 271 op = creator->insert (op);
262 272
263 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
264 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
265
266 if (flags & GT_UPDATE_INV)
267 if (object *tmp = creator->in_player ())
268 esrv_send_item (tmp, op);
269 } 275 }
270} 276}
271 277
272/* 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
273 * in the generated object 279 * in the generated object
302 else 308 else
303 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
304 } 310 }
305 else 311 else
306 { 312 {
307 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
308 { 314 {
309 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
310 316
311 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
312 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
313 319
314 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
359 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
360 } 366 }
361 else if (t->nrof) 367 else if (t->nrof)
362 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
363 } 369 }
364 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
365 { 371 {
366 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
367 { 373 {
368 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
369 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
370 376
371 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
372 change_treasure (t, tmp); 378 change_treasure (t, tmp);
373 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
374 } 380 }
375 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
376} 388}
377 389
378/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
379 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
380 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
393 { 405 {
394 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
395 return; 407 return;
396 } 408 }
397 409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
398 if (tl->total_chance) 419 if (tl->total_chance)
399 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
400 else 421 else
401 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
402} 423}
422 443
423 if (ob->inv) 444 if (ob->inv)
424 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
425 446
426 ob->destroy (); 447 ob->destroy ();
448
427 return tmp; 449 return tmp;
428} 450}
429 451
430/* 452/*
431 * 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
474 * 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)
475 * 497 *
476 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
477 * 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.
478 */ 500 */
479int 501static int
480level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
481{ 503{
482 int olevel = 0;
483
484 if (!op->inv) 504 if (!op->inv)
485 { 505 {
486 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);
487 return 0; 507 return 0;
488 } 508 }
489 509
490 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
491 511
492 if (olevel <= 0) 512 if (olevel <= 0)
493 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
494 514
495 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
496 olevel = MAXLEVEL;
497
498 return olevel;
499} 516}
500 517
501/* 518/*
502 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
503 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
506 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
507 * 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
508 * weird integer between 1-31. 525 * weird integer between 1-31.
509 * 526 *
510 */ 527 */
511int 528static int
512magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
513{ 530{
514 int percent = 0, magic = 0;
515 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);
516 533
517 scaled_diff--;
518
519 if (scaled_diff < 0)
520 scaled_diff = 0;
521
522 if (scaled_diff >= DIFFLEVELS)
523 scaled_diff = DIFFLEVELS - 1;
524
525 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
526 536
527 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
528 { 538 {
529 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
530 540
531 if (percent < 0) 541 if (percent < 0)
532 break; 542 break;
533 } 543 }
534 544
535 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
536 { 546 {
537 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);
538 magic = 0; 548 magic = 0;
539 } 549 }
540 550
548 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
549 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
550 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
551 * to make it truly absolute. 561 * to make it truly absolute.
552 */ 562 */
553
554void 563void
555set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
556{ 565{
557 if (!magic) 566 if (!magic)
558 return; 567 return;
559 568
560 op->magic = magic; 569 op->magic = magic;
561 if (op->arch) 570 if (op->arch)
562 { 571 {
563 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
565 574
566 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 */
567 magic = (-magic); 576 magic = (-magic);
577
568 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
569 } 579 }
570 else 580 else
571 { 581 {
572 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
574 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 */
575 magic = (-magic); 586 magic = (-magic);
587
576 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
577 } 589 }
578} 590}
579 591
580/* 592/*
583 */ 595 */
584 596
585static void 597static void
586set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
587{ 599{
588 int i;
589
590 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
591 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
592 i = -i; 603 i = -i;
604
593 if (i > max_magic) 605 i = min (i, max_magic);
594 i = max_magic; 606
595 set_abs_magic (op, i); 607 set_abs_magic (op, i);
596 if (i < 0) 608 if (i < 0)
597 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
598} 610}
599 611
600/* 612/*
601 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
602 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
603 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
604 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
605 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
606 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
607 */ 619 */
608void 620static void
609set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
610{ 622{
611
612 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
613 624
614 if (op->type == AMULET) 625 if (op->type == AMULET)
615 {
616 if (!(rndm (21))) 626 if (!rndm (21))
617 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
618 else 630 else
619 {
620 if (rndm (2))
621 r = 10;
622 else
623 r = 11 + rndm (9); 631 r = 11 + rndm (9);
624 }
625 }
626 632
627 switch (r) 633 switch (r)
628 { 634 {
629 /* 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,
630 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
631 * of the item. 637 * of the item.
632 */ 638 */
633 case 0: 639 case 0:
634 case 1: 640 case 1:
635 case 2: 641 case 2:
636 case 3: 642 case 3:
637 case 4: 643 case 4:
638 case 5: 644 case 5:
639 case 6: 645 case 6:
640 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 646 op->stats.stat (r) += bonus;
641 break; 647 break;
642 648
643 case 7: 649 case 7:
644 op->stats.dam += bonus; 650 op->stats.dam += bonus;
645 break; 651 break;
677 * 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
678 * even values. 684 * even values.
679 */ 685 */
680 if (bonus < 0) 686 if (bonus < 0)
681 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
682 if (val > 35) 688
683 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
684 b = 0; 691 b = 0;
685 692
686 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
687 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
688 695
696 break; 703 break;
697 } 704 }
698 case 20: 705 case 20:
699 if (op->type == AMULET) 706 if (op->type == AMULET)
700 { 707 {
701 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
702 op->value *= 11; 709 op->value *= 11;
703 } 710 }
704 else 711 else
705 { 712 {
706 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
709 break; 716 break;
710 717
711 case 21: 718 case 21:
712 if (op->type == AMULET) 719 if (op->type == AMULET)
713 { 720 {
714 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
715 op->value *= 9; 722 op->value *= 9;
716 } 723 }
717 else 724 else
718 { 725 {
719 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
721 } 728 }
722 break; 729 break;
723 730
724 case 22: 731 case 22:
725 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
726 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
727 break; 734 break;
728 } 735 }
729 736
730 if (bonus > 0) 737 if (bonus > 0)
731 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
732 else 739 else
733 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
734} 741}
735 742
736/* 743/*
737 * 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.
738 * 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
739 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
740 * 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
741 * rings and amulets. 748 * rings and amulets.
742 * 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.
743 */ 750 */
744int 751static int
745get_magic (int diff) 752get_magic (int diff)
746{ 753{
747 int i; 754 diff = min (3, diff);
748 755
749 if (diff < 3)
750 diff = 3;
751
752 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
753 if (rndm (diff)) 757 if (rndm (diff))
754 return i; 758 return i;
755 759
756 return 4; 760 return 4;
757} 761}
758 762
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
780static double
781value_factor_from_spell_item (object *spell, object *item)
782{
783 double factor =
784 pow ((spell->value > 0 ? spell->value : 1)
785 * spell->level, 1.5);
786
787 if (item) // this if for: wands/staffs/rods:
788 {
789 /* Old crossfire comment ahead:
790 * Add 50 to both level an divisor to keep prices a little more
791 * reasonable. Otherwise, a high level version of a low level
792 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
793 * 10 time multiplier). This way, the value are a bit more reasonable.
794 */
795
796 factor *= item->level + 50;
797 factor /= item->inv->level + 50;
798 }
799
800 return factor;
801}
802
759#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
760#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 804#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
761 805
762/* 806/*
763 * fix_generated_item(): This is called after an item is generated, in 807 * fix_generated_item(): This is called after an item is generated, in
764 * order to set it up right. This produced magical bonuses, puts spells 808 * order to set it up right. This produced magical bonuses, puts spells
798 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 842 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
799 /* So the treasure doesn't get created again */ 843 /* So the treasure doesn't get created again */
800 op->randomitems = 0; 844 op->randomitems = 0;
801 } 845 }
802 846
803 if (difficulty < 1) 847 max_it (difficulty, 1);
804 difficulty = 1;
805 848
806 if (INVOKE_OBJECT (ADD_BONUS, op, 849 if (INVOKE_OBJECT (ADD_BONUS, op,
807 ARG_OBJECT (creator != op ? creator : 0), 850 ARG_OBJECT (creator != op ? creator : 0),
808 ARG_INT (difficulty), ARG_INT (max_magic), 851 ARG_INT (difficulty), ARG_INT (max_magic),
809 ARG_INT (flags))) 852 ARG_INT (flags)))
810 return; 853 return;
811 854
812 if (!(flags & GT_MINIMAL)) 855 if (!(flags & GT_MINIMAL))
813 { 856 {
814 if (op->arch == crown_arch) 857 if (IS_ARCH (op->arch, crown))
815 { 858 {
816 set_magic (difficulty, op, max_magic, flags); 859 set_magic (difficulty, op, max_magic, flags);
817 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
818 generate_artifact (op, difficulty); 861 generate_artifact (op, difficulty);
819 } 862 }
824 867
825 num_enchantments = calc_item_power (op, 1); 868 num_enchantments = calc_item_power (op, 1);
826 869
827 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 870 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
828 || op->type == HORN 871 || op->type == HORN
829 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 872 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
830 * used for shop_floors or treasures */
831 generate_artifact (op, difficulty); 873 generate_artifact (op, difficulty);
832 } 874 }
833 875
834 /* Object was made an artifact. Calculate its item_power rating. 876 /* Object was made an artifact. Calculate its item_power rating.
835 * the item_power in the object is what the artfiact adds. 877 * the item_power in the object is what the artfiact adds.
869 * again below */ 911 * again below */
870 } 912 }
871 } 913 }
872 914
873 /* materialtype modifications. Note we allow this on artifacts. */ 915 /* materialtype modifications. Note we allow this on artifacts. */
874 set_materialname (op, difficulty, NULL); 916 select_material (op, difficulty);
875 917
876 if (flags & GT_MINIMAL) 918 if (flags & GT_MINIMAL)
877 { 919 {
878 if (op->type == POTION) 920 if (op->type == POTION)
879 /* Handle healing and magic power potions */ 921 /* Handle healing and magic power potions */
880 if (op->stats.sp && !op->randomitems) 922 if (op->stats.sp && !op->randomitems)
881 { 923 {
882 object *tmp;
883
884 tmp = get_archetype (spell_mapping[op->stats.sp]); 924 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
885 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
886 op->stats.sp = 0; 926 op->stats.sp = 0;
887 } 927 }
888 } 928 }
889 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
892 case WEAPON: 932 case WEAPON:
893 case ARMOUR: 933 case ARMOUR:
894 case SHIELD: 934 case SHIELD:
895 case HELMET: 935 case HELMET:
896 case CLOAK: 936 case CLOAK:
897 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 937 if (op->flag [FLAG_CURSED] && !(rndm (4)))
898 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
899 break; 939 break;
900 940
901 case BRACERS: 941 case BRACERS:
902 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 942 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
903 { 943 {
904 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
905 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!op->flag [FLAG_CURSED])
906 op->value *= 3; 946 op->value *= 3;
907 } 947 }
908 break; 948 break;
909 949
910 case POTION: 950 case POTION:
912 int too_many_tries = 0, is_special = 0; 952 int too_many_tries = 0, is_special = 0;
913 953
914 /* Handle healing and magic power potions */ 954 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 955 if (op->stats.sp && !op->randomitems)
916 { 956 {
917 object *tmp;
918
919 tmp = get_archetype (spell_mapping[op->stats.sp]); 957 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
920 insert_ob_in_ob (tmp, op); 958 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 959 op->stats.sp = 0;
922 } 960 }
923 961
924 while (!(is_special = special_potion (op)) && !op->inv) 962 while (!(is_special = special_potion (op)) && !op->inv)
932 * since the value set on those is already correct. 970 * since the value set on those is already correct.
933 */ 971 */
934 if (op->inv && op->randomitems) 972 if (op->inv && op->randomitems)
935 { 973 {
936 /* value multiplier is same as for scrolls */ 974 /* value multiplier is same as for scrolls */
937 op->value = (op->value * op->inv->value); 975 op->value *= op->inv->value;
938 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 976 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
939 } 977 }
940 else 978 else
941 { 979 {
942 op->name = "potion"; 980 op->name = shstr_potion;
943 op->name_pl = "potions"; 981 op->name_pl = shstr_potions;
944 } 982 }
945 983
946 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 984 if (!(flags & GT_ONLY_GOOD) && rndm (2))
947 SET_FLAG (op, FLAG_CURSED); 985 op->set_flag (FLAG_CURSED);
986
948 break; 987 break;
949 } 988 }
950 989
951 case AMULET: 990 case AMULET:
952 if (op->arch == amulet_arch) 991 if (IS_ARCH (op->arch, amulet))
953 op->value *= 5; /* Since it's not just decoration */ 992 op->value *= 5; /* Since it's not just decoration */
954 993
955 case RING: 994 case RING:
956 if (op->arch == NULL)
957 {
958 op->destroy ();
959 op = 0;
960 break;
961 }
962
963 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 995 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
964 break; 996 break;
965 997
966 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 998 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
967 SET_FLAG (op, FLAG_CURSED); 999 op->set_flag (FLAG_CURSED);
968 1000
969 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1001 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
970 1002
971 if (op->type != RING) /* Amulets have only one ability */ 1003 if (op->type != RING) /* Amulets have only one ability */
972 break; 1004 break;
973 1005
974 if (!(rndm (4))) 1006 if (!rndm (4))
975 { 1007 {
976 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1008 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
977 1009
978 if (d > 0) 1010 if (d > 0)
979 op->value *= 3; 1011 op->value *= 3;
980 1012
981 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
982 1014
983 if (!(rndm (4))) 1015 if (!rndm (4))
984 { 1016 {
985 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1017 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
986 1018
987 if (d > 0) 1019 if (d > 0)
988 op->value *= 5; 1020 op->value *= 5;
1021
989 set_ring_bonus (op, d); 1022 set_ring_bonus (op, d);
990 } 1023 }
991 } 1024 }
992 1025
993 if (GET_ANIM_ID (op)) 1026 if (op->animation_id)
994 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1027 op->set_anim_frame (rndm (op->anim_frames ()));
995 1028
996 break; 1029 break;
997 1030
998 case BOOK: 1031 case BOOK:
999 /* Is it an empty book?, if yes lets make a special· 1032 /* Is it an empty book?, if yes lets make a special·
1001 * creator and/or map level we found it on. 1034 * creator and/or map level we found it on.
1002 */ 1035 */
1003 if (!op->msg && rndm (10)) 1036 if (!op->msg && rndm (10))
1004 { 1037 {
1005 /* set the book level properly */ 1038 /* set the book level properly */
1006 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1039 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1007 { 1040 {
1008 if (op->map && op->map->difficulty) 1041 if (op->map && op->map->difficulty)
1009 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1042 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1010 else 1043 else
1011 op->level = rndm (20) + 1; 1044 op->level = rndm (20) + 1;
1014 op->level = rndm (creator->level); 1047 op->level = rndm (creator->level);
1015 1048
1016 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1049 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1017 /* books w/ info are worth more! */ 1050 /* books w/ info are worth more! */
1018 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1051 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1019 /* creator related stuff */
1020
1021 /* for library, chained books. Note that some monsters have no_pick
1022 * set - we don't want to set no pick in that case.
1023 */
1024 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1025 SET_FLAG (op, FLAG_NO_PICK);
1026 if (creator->slaying && !op->slaying) /* for check_inv floors */
1027 op->slaying = creator->slaying;
1028 1052
1029 /* add exp so reading it gives xp (once) */ 1053 /* add exp so reading it gives xp (once) */
1030 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1054 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1031 } 1055 }
1056
1057 /* creator related stuff */
1058
1059 /* for library, chained books. Note that some monsters have no_pick
1060 * set - we don't want to set no pick in that case.
1061 */
1062 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1063 op->set_flag (FLAG_NO_PICK);
1064 if (creator->slaying && !op->slaying) /* for check_inv floors */
1065 op->slaying = creator->slaying;
1032 break; 1066 break;
1033 1067
1034 case SPELLBOOK: 1068 case SPELLBOOK:
1035 op->value = op->value * op->inv->value; 1069 op->value *= value_factor_from_spell_item (op->inv, 0);
1070
1036 /* add exp so learning gives xp */ 1071 /* add exp so learning gives xp */
1037 op->level = op->inv->level; 1072 op->level = op->inv->level;
1038 op->stats.exp = op->value; 1073 op->stats.exp = op->value;
1039 break; 1074 break;
1040 1075
1044 * and reset nrof. 1079 * and reset nrof.
1045 */ 1080 */
1046 op->stats.food = op->inv->nrof; 1081 op->stats.food = op->inv->nrof;
1047 op->nrof = 1; 1082 op->nrof = 1;
1048 /* If the spell changes by level, choose a random level 1083 /* If the spell changes by level, choose a random level
1049 * for it, and adjust price. If the spell doesn't 1084 * for it.
1050 * change by level, just set the wand to the level of
1051 * the spell, and value calculation is simpler.
1052 */ 1085 */
1053 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1086 if (op->inv->duration_modifier
1054 { 1087 || op->inv->dam_modifier
1088 || op->inv->range_modifier)
1055 op->level = level_for_item (op, difficulty); 1089 op->level = level_for_item (op, difficulty);
1056 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1057 }
1058 else 1090 else
1059 {
1060 op->level = op->inv->level; 1091 op->level = op->inv->level;
1061 op->value = op->value * op->inv->value; 1092
1062 } 1093 op->value *= value_factor_from_spell_item (op->inv, op);
1063 break; 1094 break;
1064 1095
1065 case ROD: 1096 case ROD:
1066 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1067 /* Add 50 to both level an divisor to keep prices a little more 1098 op->value *= value_factor_from_spell_item (op->inv, op);
1068 * reasonable. Otherwise, a high level version of a low level 1099
1069 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1070 * 10 time multiplier). This way, the value are a bit more reasonable.
1071 */
1072 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1073 /* maxhp is used to denote how many 'charges' the rod holds before */ 1100 /* maxhp is used to denote how many 'charges' the rod holds before */
1074 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1075 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1076 else 1103 else
1077 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1078 1105
1079 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1080 break; 1107 break;
1081 1108
1082 case SCROLL: 1109 case SCROLL:
1083 op->level = level_for_item (op, difficulty); 1110 op->level = level_for_item (op, difficulty);
1084 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1111 op->value *= value_factor_from_spell_item (op->inv, op);
1085 1112
1086 /* add exp so reading them properly gives xp */ 1113 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5; 1114 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof; 1115 op->nrof = op->inv->nrof;
1089 break; 1116 break;
1097 break; 1124 break;
1098 } /* switch type */ 1125 } /* switch type */
1099 1126
1100 if (flags & GT_STARTEQUIP) 1127 if (flags & GT_STARTEQUIP)
1101 { 1128 {
1102 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1129 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1103 SET_FLAG (op, FLAG_STARTEQUIP); 1130 op->set_flag (FLAG_STARTEQUIP);
1104 else if (op->type != MONEY) 1131 else if (op->type != MONEY)
1105 op->value = 0; 1132 op->value = 0;
1106 } 1133 }
1107 1134
1108 if (!(flags & GT_ENVIRONMENT)) 1135 if (!(flags & GT_ENVIRONMENT))
1119 1146
1120/* 1147/*
1121 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1122 */ 1149 */
1123static artifactlist * 1150static artifactlist *
1124get_empty_artifactlist (void) 1151get_empty_artifactlist ()
1125{ 1152{
1126 return salloc0 <artifactlist> (); 1153 return salloc0<artifactlist> ();
1127} 1154}
1128 1155
1129/* 1156/*
1130 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1131 */ 1158 */
1132static artifact * 1159static artifact *
1133get_empty_artifact (void) 1160get_empty_artifact ()
1134{ 1161{
1135 return salloc0 <artifact> (); 1162 return salloc0<artifact> ();
1136} 1163}
1137 1164
1138/* 1165/*
1139 * Searches the artifact lists and returns one that has the same type 1166 * Searches the artifact lists and returns one that has the same type
1140 * of objects on it. 1167 * of objects on it.
1148 1175
1149 return 0; 1176 return 0;
1150} 1177}
1151 1178
1152/* 1179/*
1153 * For debugging purposes. Dumps all tables. 1180 * Builds up the lists of artifacts from the file in the libdir.
1154 */ 1181 */
1155void 1182void
1156dump_artifacts (void)
1157{
1158 artifactlist *al;
1159 artifact *art;
1160 linked_char *next;
1161
1162 fprintf (logfile, "\n");
1163 for (al = first_artifactlist; al != NULL; al = al->next)
1164 {
1165 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1166 for (art = al->items; art != NULL; art = art->next)
1167 {
1168 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1169 if (art->allowed != NULL)
1170 {
1171 fprintf (logfile, "\tallowed combinations:");
1172 for (next = art->allowed; next != NULL; next = next->next)
1173 fprintf (logfile, "%s,", &next->name);
1174 fprintf (logfile, "\n");
1175 }
1176 }
1177 }
1178 fprintf (logfile, "\n");
1179}
1180
1181/*
1182 * For debugging purposes. Dumps all treasures recursively (see below).
1183 */
1184void
1185dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1186{
1187 treasurelist *tl;
1188 int i;
1189
1190 if (depth > 100)
1191 return;
1192
1193 while (t)
1194 {
1195 if (t->name)
1196 {
1197 for (i = 0; i < depth; i++)
1198 fprintf (logfile, " ");
1199
1200 fprintf (logfile, "{ (list: %s)\n", &t->name);
1201
1202 tl = treasurelist::find (t->name);
1203 if (tl)
1204 dump_monster_treasure_rec (name, tl->items, depth + 2);
1205
1206 for (i = 0; i < depth; i++)
1207 fprintf (logfile, " ");
1208
1209 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1210 }
1211 else
1212 {
1213 for (i = 0; i < depth; i++)
1214 fprintf (logfile, " ");
1215
1216 if (t->item && t->item->clone.type == FLESH)
1217 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1218 else
1219 fprintf (logfile, "%s\n", &t->item->clone.name);
1220 }
1221
1222 if (t->next_yes)
1223 {
1224 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " ");
1226
1227 fprintf (logfile, " (if yes)\n");
1228 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1229 }
1230
1231 if (t->next_no)
1232 {
1233 for (i = 0; i < depth; i++)
1234 fprintf (logfile, " ");
1235
1236 fprintf (logfile, " (if no)\n");
1237 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1238 }
1239
1240 t = t->next;
1241 }
1242}
1243
1244/*
1245 * For debugging purposes. Dumps all treasures for a given monster.
1246 * Created originally by Raphael Quinet for debugging the alchemy code.
1247 */
1248void
1249dump_monster_treasure (const char *name)
1250{
1251 archetype *at;
1252 int found;
1253
1254 found = 0;
1255 fprintf (logfile, "\n");
1256
1257 for (at = first_archetype; at != NULL; at = at->next)
1258 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1259 {
1260 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1261 if (at->clone.randomitems != NULL)
1262 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1263 else
1264 fprintf (logfile, "(nothing)\n");
1265
1266 fprintf (logfile, "\n");
1267 found++;
1268 }
1269
1270 if (found == 0)
1271 fprintf (logfile, "No objects have the name %s!\n\n", name);
1272}
1273
1274/*
1275 * Builds up the lists of artifacts from the file in the libdir.
1276 */
1277void
1278init_artifacts (void) 1183init_artifacts ()
1279{ 1184{
1280 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1281 char filename[MAX_BUF];
1282 artifact *art = NULL; 1186 artifact *art = NULL;
1283 artifactlist *al; 1187 artifactlist *al;
1284 1188
1285 if (has_been_inited) 1189 if (has_been_inited)
1286 return; 1190 return;
1287 else 1191 else
1288 has_been_inited = 1; 1192 has_been_inited = 1;
1289 1193
1290 sprintf (filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1291 object_thawer f (filename);
1292 1195
1293 if (!f) 1196 if (!f)
1294 return; 1197 return;
1295
1296 f.next ();
1297 1198
1298 for (;;) 1199 for (;;)
1299 { 1200 {
1300 switch (f.kw) 1201 switch (f.kw)
1301 { 1202 {
1305 1206
1306 { 1207 {
1307 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1308 break; 1209 break;
1309 1210
1310 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1311 1212 char *next;
1312 do 1213 do
1313 { 1214 {
1314 if ((next = strchr (cp, ','))) 1215 if ((next = (char *)strchr (cp, ',')))
1315 *next++ = '\0'; 1216 *next++ = '\0';
1316 1217
1317 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1318 1219
1319 tmp->name = cp; 1220 tmp->name = cp;
1383 } 1284 }
1384#if 0 1285#if 0
1385 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1286 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1386#endif 1287#endif
1387 } 1288 }
1388
1389 LOG (llevDebug, "done.\n");
1390} 1289}
1391 1290
1392/* 1291/*
1393 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1394 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1395 */ 1294 */
1396void 1295void
1397add_abilities (object *op, object *change) 1296add_abilities (object *op, object *change)
1398{ 1297{
1399 int i, tmp;
1400
1401 if (change->face != blank_face) 1298 if (change->face != blank_face)
1402 {
1403#ifdef TREASURE_VERBOSE
1404 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1405#endif
1406 op->face = change->face; 1299 op->face = change->face;
1407 }
1408 1300
1409 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1410 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1411 1303
1412 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1413 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1414 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1415 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1416 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1417 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1418 1310
1419 if (QUERY_FLAG (change, FLAG_CURSED)) 1311 static const struct copyflags : object::flags_t
1420 SET_FLAG (op, FLAG_CURSED); 1312 {
1421 if (QUERY_FLAG (change, FLAG_DAMNED)) 1313 copyflags ()
1422 SET_FLAG (op, FLAG_DAMNED); 1314 {
1423 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1315 set (FLAG_CURSED);
1316 set (FLAG_DAMNED);
1317 set (FLAG_LIFESAVE);
1318 set (FLAG_REFL_SPELL);
1319 set (FLAG_STEALTH);
1320 set (FLAG_XRAYS);
1321 set (FLAG_BLIND);
1322 set (FLAG_SEE_IN_DARK);
1323 set (FLAG_REFL_MISSILE);
1324 set (FLAG_MAKE_INVIS);
1325 }
1326 } copyflags;
1327
1328 // we might want to just copy, but or'ing is what the original code did
1329 op->flag |= change->flag & copyflags;
1330
1331 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1424 set_abs_magic (op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1425 1333
1426 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1334 if (change->flag [FLAG_STAND_STILL])
1427 SET_FLAG (op, FLAG_LIFESAVE);
1428 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1429 SET_FLAG (op, FLAG_REFL_SPELL);
1430 if (QUERY_FLAG (change, FLAG_STEALTH))
1431 SET_FLAG (op, FLAG_STEALTH);
1432 if (QUERY_FLAG (change, FLAG_XRAYS))
1433 SET_FLAG (op, FLAG_XRAYS);
1434 if (QUERY_FLAG (change, FLAG_BLIND))
1435 SET_FLAG (op, FLAG_BLIND);
1436 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1437 SET_FLAG (op, FLAG_SEE_IN_DARK);
1438 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1439 SET_FLAG (op, FLAG_REFL_MISSILE);
1440 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1441 SET_FLAG (op, FLAG_MAKE_INVIS);
1442
1443 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1444 { 1335 {
1445 CLEAR_FLAG (op, FLAG_ANIMATE); 1336 op->clr_flag (FLAG_ANIMATE);
1337
1446 /* so artifacts will join */ 1338 /* so artifacts will join */
1447 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!op->flag [FLAG_ALIVE])
1448 op->speed = 0.0; 1340 op->speed = 0.;
1449 1341
1450 op->set_speed (op->speed); 1342 op->set_speed (op->speed);
1451 } 1343 }
1452 1344
1453 if (change->nrof) 1345 if (change->nrof)
1454 op->nrof = rndm (change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1455 1347
1456 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1457 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1458 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1459 1351
1460 if (change->other_arch) 1352 if (change->other_arch)
1461 { 1353 {
1462 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1463 * to cast. So convert that to into a spell and put it into 1355 * to cast. So convert that to into a spell and put it into
1464 * this object. 1356 * this object.
1465 */ 1357 */
1466 if (op->type == HORN || op->type == POTION) 1358 if (op->type == HORN || op->type == POTION)
1467 { 1359 {
1468 object *tmp_obj;
1469
1470 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1471 while (op->inv)
1472 op->inv->destroy (); 1361 op->destroy_inv (false);
1473 1362
1474 tmp_obj = arch_to_object (change->other_arch); 1363 object *tmp = change->other_arch->instance ();
1475 insert_ob_in_ob (tmp_obj, op); 1364 insert_ob_in_ob (tmp, op);
1476 } 1365 }
1366
1477 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1478 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1479 } 1369 }
1480 1370
1481 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1497 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1498 else 1388 else
1499 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1500 1390
1501 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1502 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1503 else 1393 else
1504 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1505 1395
1506 if (change->level < 0) 1396 if (change->level < 0)
1507 op->level = -(change->level); 1397 op->level = -change->level;
1508 else 1398 else
1509 op->level += change->level; 1399 op->level += change->level;
1510 1400
1511 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1512 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1513 else 1403 else
1514 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1404 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1515 1405
1516 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1517 1407
1518 for (i = 0; i < NROFATTACKS; i++) 1408 for (int i = 0; i < NROFATTACKS; i++)
1519 if (change->resist[i])
1520 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1521 1410
1522 if (change->stats.dam) 1411 if (change->stats.dam)
1523 { 1412 {
1524 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1525 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1526 else if (op->stats.dam) 1415 else if (op->stats.dam)
1527 { 1416 {
1528 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1529 if (tmp == op->stats.dam) 1419 if (tmp == op->stats.dam)
1530 { 1420 {
1531 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1532 op->stats.dam--; 1422 op->stats.dam--;
1533 else 1423 else
1539 } 1429 }
1540 1430
1541 if (change->weight) 1431 if (change->weight)
1542 { 1432 {
1543 if (change->weight < 0) 1433 if (change->weight < 0)
1544 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1545 else 1435 else
1546 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1547 } 1437 }
1548 1438
1549 if (change->last_sp) 1439 if (change->last_sp)
1550 { 1440 {
1551 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1552 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1553 else 1443 else
1554 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1444 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1555 } 1445 }
1556 1446
1557 if (change->gen_sp_armour) 1447 if (change->gen_sp_armour)
1558 { 1448 {
1559 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1560 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1561 else 1451 else
1562 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1452 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1563 } 1453 }
1564 1454
1565 op->value *= change->value; 1455 op->value *= change->value;
1566 1456
1567 if (change->materials) 1457 if (change->materials)
1568 op->materials = change->materials; 1458 op->materials = change->materials;
1569 1459
1570 if (change->materialname) 1460 if (change->material != MATERIAL_NULL)
1571 op->materialname = change->materialname; 1461 op->material = change->material;
1572 1462
1573 if (change->slaying) 1463 if (change->slaying)
1574 op->slaying = change->slaying; 1464 op->slaying = change->slaying;
1575 1465
1576 if (change->race) 1466 if (change->race)
1599 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1600 else 1490 else
1601 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1602 1492
1603 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1604 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1494 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1605 return !neg; 1495 return !neg;
1606 1496
1607 /* Set success as true, since if the match was an inverse, it means 1497 /* Set success as true, since if the match was an inverse, it means
1608 * everything is allowed except what we match 1498 * everything is allowed except what we match
1609 */ 1499 */
1620 */ 1510 */
1621 1511
1622void 1512void
1623give_artifact_abilities (object *op, object *artifct) 1513give_artifact_abilities (object *op, object *artifct)
1624{ 1514{
1625 char new_name[MAX_BUF]; 1515 op->title = format ("of %s", &artifct->name);
1626 1516
1627 sprintf (new_name, "of %s", &artifct->name);
1628 op->title = new_name;
1629 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1630 1518
1631#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1519#if 0 /* Bit verbose, but keep it here until next time I need it... */
1632 { 1520 {
1633 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1634 1522
1635 SET_FLAG (op, FLAG_IDENTIFIED); 1523 op->set_flag (FLAG_IDENTIFIED);
1636 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1524 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1637 if (!identified) 1525 if (!identified)
1638 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1639 } 1527 }
1640#endif 1528#endif
1641 return; 1529 return;
1642} 1530}
1643 1531
1653#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1654 1542
1655void 1543void
1656generate_artifact (object *op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1657{ 1545{
1658 artifactlist *al;
1659 artifact *art; 1546 artifact *art;
1660 int i;
1661 1547
1662 al = find_artifactlist (op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1663 1549
1664 if (al == NULL) 1550 if (al == NULL)
1665 { 1551 {
1666#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1667 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1553 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1668#endif 1554#endif
1669 return; 1555 return;
1670 } 1556 }
1671 1557
1672 for (i = 0; i < ARTIFACT_TRIES; i++) 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1673 { 1559 {
1674 int roll = rndm (al->total_chance); 1560 int roll = rndm (al->total_chance);
1675 1561
1676 for (art = al->items; art; art = art->next) 1562 for (art = al->items; art; art = art->next)
1677 { 1563 {
1685#if 1 1571#if 1
1686 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1572 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1687#endif 1573#endif
1688 return; 1574 return;
1689 } 1575 }
1690 if (!strcmp (art->item->name, "NONE")) 1576
1577 if (art->item->name == shstr_NONE)
1691 return; 1578 return;
1579
1692 if (FABS (op->magic) < art->item->magic) 1580 if (fabs (op->magic) < art->item->magic)
1693 continue; /* Not magic enough to be this item */ 1581 continue; /* Not magic enough to be this item */
1694 1582
1695 /* Map difficulty not high enough */ 1583 /* Map difficulty not high enough */
1696 if (difficulty < art->difficulty) 1584 if (difficulty < art->difficulty)
1697 continue; 1585 continue;
1715 */ 1603 */
1716 1604
1717void 1605void
1718fix_flesh_item (object *item, object *donor) 1606fix_flesh_item (object *item, object *donor)
1719{ 1607{
1720 char tmpbuf[MAX_BUF];
1721 int i;
1722
1723 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1724 { 1609 {
1725 /* change the name */ 1610 /* change the name */
1726 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1611 item->name = format ("%s's %s", &donor->name, &item->name);
1727 item->name = tmpbuf;
1728 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1729 item->name_pl = tmpbuf;
1730 1613
1731 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1732 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1615 item->weight = max (1, item->weight * donor->weight / 100);
1733 item->weight = 1;
1734 1616
1735 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1736 item->value *= isqrt (donor->level * 2); 1618 item->value *= isqrt (donor->level * 2);
1737 1619
1738 /* food value */ 1620 /* food value */
1739 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1740 1622
1741 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1742 * full effect. 1624 * full effect.
1743 */ 1625 */
1744 for (i = 0; i < NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1745 item->resist[i] = donor->resist[i] / 2; 1627 item->resist[i] = donor->resist[i] / 2;
1746 1628
1747 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1748 item->level = donor->level; 1630 item->level = donor->level;
1749 1631
1750 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1751 if (donor->attacktype & AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1752 item->type = POISON; 1634 item->type = POISON;
1635
1753 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1754 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -item->stats.food;
1755 SET_FLAG (item, FLAG_NO_STEAL);
1756 }
1757}
1758 1638
1759/* special_potion() - so that old potion code is still done right. */ 1639 item->set_flag (FLAG_NO_STEAL);
1760int 1640 }
1761special_potion (object *op)
1762{
1763 if (op->attacktype)
1764 return 1;
1765
1766 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1767 return 1;
1768
1769 for (int i = 0; i < NROFATTACKS; i++)
1770 if (op->resist[i])
1771 return 1;
1772
1773 return 0;
1774} 1641}
1775 1642
1776void 1643static void
1777free_treasurestruct (treasure *t) 1644free_treasurestruct (treasure *t)
1778{ 1645{
1779 if (t->next) free_treasurestruct (t->next); 1646 if (t->next) free_treasurestruct (t->next);
1780 if (t->next_yes) free_treasurestruct (t->next_yes); 1647 if (t->next_yes) free_treasurestruct (t->next_yes);
1781 if (t->next_no) free_treasurestruct (t->next_no); 1648 if (t->next_no) free_treasurestruct (t->next_no);
1782 1649
1783 delete t; 1650 delete t;
1784} 1651}
1785 1652
1786void 1653static void
1787free_charlinks (linked_char *lc) 1654free_charlinks (linked_char *lc)
1788{ 1655{
1789 if (lc->next) 1656 if (lc->next)
1790 free_charlinks (lc->next); 1657 free_charlinks (lc->next);
1791 1658
1792 delete lc; 1659 delete lc;
1793} 1660}
1794 1661
1795void 1662static void
1796free_artifact (artifact *at) 1663free_artifact (artifact *at)
1797{ 1664{
1798 if (at->next) free_artifact (at->next); 1665 if (at->next) free_artifact (at->next);
1799 if (at->allowed) free_charlinks (at->allowed); 1666 if (at->allowed) free_charlinks (at->allowed);
1800 1667
1801 at->item->destroy (1); 1668 at->item->destroy ();
1802 1669
1803 sfree (at); 1670 sfree (at);
1804} 1671}
1805 1672
1806void
1807free_artifactlist (artifactlist *al)
1808{
1809 artifactlist *nextal;
1810
1811 for (al = first_artifactlist; al; al = nextal)
1812 {
1813 nextal = al->next;
1814
1815 if (al->items)
1816 free_artifact (al->items);
1817
1818 sfree (al);
1819 }
1820}
1821
1822void
1823free_all_treasures (void)
1824{
1825 treasurelist *tl, *next;
1826
1827 for (tl = first_treasurelist; tl; tl = next)
1828 {
1829 clear (tl);
1830
1831 next = tl->next;
1832 delete tl;
1833 }
1834
1835 free_artifactlist (first_artifactlist);
1836}

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