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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.71 by root, Tue Apr 15 03:16:02 2008 UTC vs.
Revision 1.117 by root, Wed Nov 16 23:41:59 2016 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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.
25 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
32 33
33//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
34 35
35#include <global.h> 36#include <global.h>
36#include <treasure.h> 37#include <treasure.h>
37#include <funcpoint.h>
38#include <loader.h>
39 38
40extern char *spell_mapping[]; 39extern char *spell_mapping[];
41 40
42static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
43 42
46typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
47 const char *, 46 const char *,
48 treasurelist *, 47 treasurelist *,
49 str_hash, 48 str_hash,
50 str_equal, 49 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 51> tl_map_t;
54 52
55static tl_map_t tl_map; 53static tl_map_t tl_map;
54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
56 68
57/* 69/*
58 * Searches for the given treasurelist 70 * Searches for the given treasurelist
59 */ 71 */
60treasurelist * 72treasurelist *
92 } 104 }
93 105
94 return tl; 106 return tl;
95} 107}
96 108
97//TODO: class method
98void
99clear (treasurelist *tl)
100{
101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
108}
109
110#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
113 */ 112 */
114static void 113static void
144 coroapi::cede_to_tick (); 143 coroapi::cede_to_tick ();
145 144
146 switch (f.kw) 145 switch (f.kw)
147 { 146 {
148 case KW_arch: 147 case KW_arch:
149 t->item = archetype::get (f.get_str ()); 148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
150 break; 156 break;
151 157
152 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
168 t->next = read_treasure (f); 174 t->next = read_treasure (f);
169 return t; 175 return t;
170 176
171 default: 177 default:
172 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
173 return 0; 179 goto error;
174 180
175 return t; 181 return t;
176 } 182 }
177 183
178 f.next (); 184 f.next ();
179 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
180} 192}
181 193
182/* 194/*
183 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
184 */ 196 */
243 return; 255 return;
244 } 256 }
245 257
246 op->expand_tail (); 258 op->expand_tail ();
247 259
260 if (!creator->is_on_map ()
248 if (op->blocked (creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
249 op->destroy (); 262 op->destroy ();
250 else 263 else
251 { 264 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 } 267 }
255 } 268 }
256 else 269 else
257 { 270 {
258 op = creator->insert (op); 271 op = creator->insert (op);
259 272
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
261 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
265 esrv_send_item (tmp, op);
266 } 275 }
267} 276}
268 277
269/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
270 * in the generated object 279 * in the generated object
301 } 310 }
302 else 311 else
303 { 312 {
304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
305 { 314 {
306 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
307 316
308 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
309 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
310 319
311 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 else if (t->nrof) 367 else if (t->nrof)
359 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
360 } 369 }
361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
362 { 371 {
363 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
364 { 373 {
365 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
366 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
367 376
368 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
434 443
435 if (ob->inv) 444 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
437 446
438 ob->destroy (); 447 ob->destroy ();
448
439 return tmp; 449 return tmp;
440} 450}
441 451
442/* 452/*
443 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
486 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
487 * 497 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
490 */ 500 */
491int 501static int
492level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
493{ 503{
494 if (!op->inv) 504 if (!op->inv)
495 { 505 {
496 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);
500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
501 511
502 if (olevel <= 0) 512 if (olevel <= 0)
503 olevel = rndm (1, op->inv->level); 513 olevel = rndm (1, op->inv->level);
504 514
505 return min (olevel, MAXLEVEL); 515 return min (olevel, MAXLEVEL_TREASURE);
506} 516}
507 517
508/* 518/*
509 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
510 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
513 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
514 * 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
515 * weird integer between 1-31. 525 * weird integer between 1-31.
516 * 526 *
517 */ 527 */
518int 528static int
519magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
520{ 530{
521 int percent = 0, magic = 0;
522 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);
523 533
524 scaled_diff--;
525
526 if (scaled_diff < 0)
527 scaled_diff = 0;
528
529 if (scaled_diff >= DIFFLEVELS)
530 scaled_diff = DIFFLEVELS - 1;
531
532 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
533 536
534 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
535 { 538 {
536 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
537 540
538 if (percent < 0) 541 if (percent < 0)
539 break; 542 break;
540 } 543 }
541 544
542 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
543 { 546 {
544 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);
545 magic = 0; 548 magic = 0;
546 } 549 }
547 550
555 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
556 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
557 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
558 * to make it truly absolute. 561 * to make it truly absolute.
559 */ 562 */
560
561void 563void
562set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
563{ 565{
564 if (!magic) 566 if (!magic)
565 return; 567 return;
570 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 574
573 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 */
574 magic = (-magic); 576 magic = (-magic);
577
575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 } 579 }
577 else 580 else
578 { 581 {
579 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
581 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 */
582 magic = (-magic); 586 magic = (-magic);
587
583 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
584 } 589 }
585} 590}
586 591
587/* 592/*
590 */ 595 */
591 596
592static void 597static void
593set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
594{ 599{
595 int i;
596
597 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
598 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
599 i = -i; 603 i = -i;
604
600 if (i > max_magic) 605 i = min (i, max_magic);
601 i = max_magic; 606
602 set_abs_magic (op, i); 607 set_abs_magic (op, i);
603 if (i < 0) 608 if (i < 0)
604 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
605} 610}
606 611
607/* 612/*
608 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
609 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
610 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
611 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
612 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
613 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
614 */ 619 */
615void 620static void
616set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
617{ 622{
618
619 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
620 624
621 if (op->type == AMULET) 625 if (op->type == AMULET)
622 {
623 if (!(rndm (21))) 626 if (!rndm (21))
624 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
625 else 630 else
626 {
627 if (rndm (2))
628 r = 10;
629 else
630 r = 11 + rndm (9); 631 r = 11 + rndm (9);
631 }
632 }
633 632
634 switch (r) 633 switch (r)
635 { 634 {
636 /* 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,
637 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
638 * of the item. 637 * of the item.
639 */ 638 */
640 case 0: 639 case 0:
641 case 1: 640 case 1:
642 case 2: 641 case 2:
643 case 3: 642 case 3:
644 case 4: 643 case 4:
684 * 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
685 * even values. 684 * even values.
686 */ 685 */
687 if (bonus < 0) 686 if (bonus < 0)
688 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
689 if (val > 35) 688
690 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
691 b = 0; 691 b = 0;
692 692
693 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
694 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
695 695
703 break; 703 break;
704 } 704 }
705 case 20: 705 case 20:
706 if (op->type == AMULET) 706 if (op->type == AMULET)
707 { 707 {
708 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
709 op->value *= 11; 709 op->value *= 11;
710 } 710 }
711 else 711 else
712 { 712 {
713 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
716 break; 716 break;
717 717
718 case 21: 718 case 21:
719 if (op->type == AMULET) 719 if (op->type == AMULET)
720 { 720 {
721 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
722 op->value *= 9; 722 op->value *= 9;
723 } 723 }
724 else 724 else
725 { 725 {
726 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
728 } 728 }
729 break; 729 break;
730 730
731 case 22: 731 case 22:
732 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
733 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
734 break; 734 break;
735 } 735 }
736 736
737 if (bonus > 0) 737 if (bonus > 0)
738 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
739 else 739 else
740 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
741} 741}
742 742
743/* 743/*
744 * 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.
745 * 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
746 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
747 * 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
748 * rings and amulets. 748 * rings and amulets.
749 * 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.
750 */ 750 */
751int 751static int
752get_magic (int diff) 752get_magic (int diff)
753{ 753{
754 int i; 754 diff = min (3, diff);
755 755
756 if (diff < 3)
757 diff = 3;
758
759 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
760 if (rndm (diff)) 757 if (rndm (diff))
761 return i; 758 return i;
762 759
763 return 4; 760 return 4;
764} 761}
765 762
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
766#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
767#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))
768 805
769/* 806/*
770 * 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
771 * 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
805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 842 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
806 /* So the treasure doesn't get created again */ 843 /* So the treasure doesn't get created again */
807 op->randomitems = 0; 844 op->randomitems = 0;
808 } 845 }
809 846
810 if (difficulty < 1) 847 max_it (difficulty, 1);
811 difficulty = 1;
812 848
813 if (INVOKE_OBJECT (ADD_BONUS, op, 849 if (INVOKE_OBJECT (ADD_BONUS, op,
814 ARG_OBJECT (creator != op ? creator : 0), 850 ARG_OBJECT (creator != op ? creator : 0),
815 ARG_INT (difficulty), ARG_INT (max_magic), 851 ARG_INT (difficulty), ARG_INT (max_magic),
816 ARG_INT (flags))) 852 ARG_INT (flags)))
817 return; 853 return;
818 854
819 if (!(flags & GT_MINIMAL)) 855 if (!(flags & GT_MINIMAL))
820 { 856 {
821 if (op->arch == crown_arch) 857 if (IS_ARCH (op->arch, crown))
822 { 858 {
823 set_magic (difficulty, op, max_magic, flags); 859 set_magic (difficulty, op, max_magic, flags);
824 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
825 generate_artifact (op, difficulty); 861 generate_artifact (op, difficulty);
826 } 862 }
831 867
832 num_enchantments = calc_item_power (op, 1); 868 num_enchantments = calc_item_power (op, 1);
833 869
834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 870 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN 871 || op->type == HORN
836 || 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 */
837 * used for shop_floors or treasures */
838 generate_artifact (op, difficulty); 873 generate_artifact (op, difficulty);
839 } 874 }
840 875
841 /* Object was made an artifact. Calculate its item_power rating. 876 /* Object was made an artifact. Calculate its item_power rating.
842 * the item_power in the object is what the artfiact adds. 877 * the item_power in the object is what the artfiact adds.
876 * again below */ 911 * again below */
877 } 912 }
878 } 913 }
879 914
880 /* materialtype modifications. Note we allow this on artifacts. */ 915 /* materialtype modifications. Note we allow this on artifacts. */
881 set_materialname (op, difficulty, NULL); 916 select_material (op, difficulty);
882 917
883 if (flags & GT_MINIMAL) 918 if (flags & GT_MINIMAL)
884 { 919 {
885 if (op->type == POTION) 920 if (op->type == POTION)
886 /* Handle healing and magic power potions */ 921 /* Handle healing and magic power potions */
887 if (op->stats.sp && !op->randomitems) 922 if (op->stats.sp && !op->randomitems)
888 { 923 {
889 object *tmp;
890
891 tmp = get_archetype (spell_mapping[op->stats.sp]); 924 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
892 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
893 op->stats.sp = 0; 926 op->stats.sp = 0;
894 } 927 }
895 } 928 }
896 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
899 case WEAPON: 932 case WEAPON:
900 case ARMOUR: 933 case ARMOUR:
901 case SHIELD: 934 case SHIELD:
902 case HELMET: 935 case HELMET:
903 case CLOAK: 936 case CLOAK:
904 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 937 if (op->flag [FLAG_CURSED] && !(rndm (4)))
905 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
906 break; 939 break;
907 940
908 case BRACERS: 941 case BRACERS:
909 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 942 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
910 { 943 {
911 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
912 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!op->flag [FLAG_CURSED])
913 op->value *= 3; 946 op->value *= 3;
914 } 947 }
915 break; 948 break;
916 949
917 case POTION: 950 case POTION:
918 { 951 {
919 int too_many_tries = 0, is_special = 0; 952 int too_many_tries = 0;
920 953
921 /* Handle healing and magic power potions */ 954 /* Handle healing and magic power potions */
922 if (op->stats.sp && !op->randomitems) 955 if (op->stats.sp && !op->randomitems)
923 { 956 {
924 object *tmp;
925
926 tmp = get_archetype (spell_mapping[op->stats.sp]); 957 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
927 insert_ob_in_ob (tmp, op); 958 insert_ob_in_ob (tmp, op);
928 op->stats.sp = 0; 959 op->stats.sp = 0;
929 } 960 }
930 961
931 while (!(is_special = special_potion (op)) && !op->inv) 962 while (!special_potion (op) && !op->inv)
932 { 963 {
933 generate_artifact (op, difficulty); 964 generate_artifact (op, difficulty);
934 if (too_many_tries++ > 10) 965 if (too_many_tries++ > 10)
935 break; 966 break;
936 } 967 }
939 * since the value set on those is already correct. 970 * since the value set on those is already correct.
940 */ 971 */
941 if (op->inv && op->randomitems) 972 if (op->inv && op->randomitems)
942 { 973 {
943 /* value multiplier is same as for scrolls */ 974 /* value multiplier is same as for scrolls */
944 op->value = (op->value * op->inv->value); 975 op->value *= op->inv->value;
945 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 976 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
946 } 977 }
947 else 978 else
948 { 979 {
949 op->name = "potion"; 980 op->name = shstr_potion;
950 op->name_pl = "potions"; 981 op->name_pl = shstr_potions;
951 } 982 }
952 983
953 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 984 if (!(flags & GT_ONLY_GOOD) && rndm (2))
954 SET_FLAG (op, FLAG_CURSED); 985 op->set_flag (FLAG_CURSED);
986
955 break; 987 break;
956 } 988 }
957 989
958 case AMULET: 990 case AMULET:
959 if (op->arch == amulet_arch) 991 if (IS_ARCH (op->arch, amulet))
960 op->value *= 5; /* Since it's not just decoration */ 992 op->value *= 5; /* Since it's not just decoration */
961 993
962 case RING: 994 case RING:
963 if (op->arch == NULL)
964 {
965 op->destroy ();
966 op = 0;
967 break;
968 }
969
970 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! */
971 break; 996 break;
972 997
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 998 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED); 999 op->set_flag (FLAG_CURSED);
975 1000
976 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1001 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
977 1002
978 if (op->type != RING) /* Amulets have only one ability */ 1003 if (op->type != RING) /* Amulets have only one ability */
979 break; 1004 break;
980 1005
981 if (!(rndm (4))) 1006 if (!rndm (4))
982 { 1007 {
983 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1008 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
984 1009
985 if (d > 0) 1010 if (d > 0)
986 op->value *= 3; 1011 op->value *= 3;
987 1012
988 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
989 1014
990 if (!(rndm (4))) 1015 if (!rndm (4))
991 { 1016 {
992 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1017 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
993 1018
994 if (d > 0) 1019 if (d > 0)
995 op->value *= 5; 1020 op->value *= 5;
1021
996 set_ring_bonus (op, d); 1022 set_ring_bonus (op, d);
997 } 1023 }
998 } 1024 }
999 1025
1000 if (GET_ANIM_ID (op)) 1026 if (op->animation_id)
1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1027 op->set_anim_frame (rndm (op->anim_frames ()));
1002 1028
1003 break; 1029 break;
1004 1030
1005 case BOOK: 1031 case BOOK:
1006 /* Is it an empty book?, if yes lets make a special· 1032 /* Is it an empty book?, if yes lets make a special·
1008 * creator and/or map level we found it on. 1034 * creator and/or map level we found it on.
1009 */ 1035 */
1010 if (!op->msg && rndm (10)) 1036 if (!op->msg && rndm (10))
1011 { 1037 {
1012 /* set the book level properly */ 1038 /* set the book level properly */
1013 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1039 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1014 { 1040 {
1015 if (op->map && op->map->difficulty) 1041 if (op->map && op->map->difficulty)
1016 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1042 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1017 else 1043 else
1018 op->level = rndm (20) + 1; 1044 op->level = rndm (20) + 1;
1021 op->level = rndm (creator->level); 1047 op->level = rndm (creator->level);
1022 1048
1023 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);
1024 /* books w/ info are worth more! */ 1050 /* books w/ info are worth more! */
1025 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));
1026 /* creator related stuff */
1027
1028 /* for library, chained books. Note that some monsters have no_pick
1029 * set - we don't want to set no pick in that case.
1030 */
1031 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1032 SET_FLAG (op, FLAG_NO_PICK);
1033 if (creator->slaying && !op->slaying) /* for check_inv floors */
1034 op->slaying = creator->slaying;
1035 1052
1036 /* add exp so reading it gives xp (once) */ 1053 /* add exp so reading it gives xp (once) */
1037 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;
1038 } 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;
1039 break; 1066 break;
1040 1067
1041 case SPELLBOOK: 1068 case SPELLBOOK:
1042 op->value = op->value * op->inv->value; 1069 op->value *= value_factor_from_spell_item (op->inv, 0);
1070
1043 /* add exp so learning gives xp */ 1071 /* add exp so learning gives xp */
1044 op->level = op->inv->level; 1072 op->level = op->inv->level;
1045 op->stats.exp = op->value; 1073 op->stats.exp = op->value;
1046 break; 1074 break;
1047 1075
1051 * and reset nrof. 1079 * and reset nrof.
1052 */ 1080 */
1053 op->stats.food = op->inv->nrof; 1081 op->stats.food = op->inv->nrof;
1054 op->nrof = 1; 1082 op->nrof = 1;
1055 /* If the spell changes by level, choose a random level 1083 /* If the spell changes by level, choose a random level
1056 * for it, and adjust price. If the spell doesn't 1084 * for it.
1057 * change by level, just set the wand to the level of
1058 * the spell, and value calculation is simpler.
1059 */ 1085 */
1060 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1086 if (op->inv->duration_modifier
1061 { 1087 || op->inv->dam_modifier
1088 || op->inv->range_modifier)
1062 op->level = level_for_item (op, difficulty); 1089 op->level = level_for_item (op, difficulty);
1063 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1064 }
1065 else 1090 else
1066 {
1067 op->level = op->inv->level; 1091 op->level = op->inv->level;
1068 op->value = op->value * op->inv->value; 1092
1069 } 1093 op->value *= value_factor_from_spell_item (op->inv, op);
1070 break; 1094 break;
1071 1095
1072 case ROD: 1096 case ROD:
1073 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1074 /* Add 50 to both level an divisor to keep prices a little more 1098 op->value *= value_factor_from_spell_item (op->inv, op);
1075 * reasonable. Otherwise, a high level version of a low level 1099
1076 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1077 * 10 time multiplier). This way, the value are a bit more reasonable.
1078 */
1079 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1080 /* 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 */
1081 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1082 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);
1083 else 1103 else
1084 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);
1085 1105
1086 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1087 break; 1107 break;
1088 1108
1089 case SCROLL: 1109 case SCROLL:
1090 op->level = level_for_item (op, difficulty); 1110 op->level = level_for_item (op, difficulty);
1091 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);
1092 1112
1093 /* add exp so reading them properly gives xp */ 1113 /* add exp so reading them properly gives xp */
1094 op->stats.exp = op->value / 5; 1114 op->stats.exp = op->value / 5;
1095 op->nrof = op->inv->nrof; 1115 op->nrof = op->inv->nrof;
1096 break; 1116 break;
1104 break; 1124 break;
1105 } /* switch type */ 1125 } /* switch type */
1106 1126
1107 if (flags & GT_STARTEQUIP) 1127 if (flags & GT_STARTEQUIP)
1108 { 1128 {
1109 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])
1110 SET_FLAG (op, FLAG_STARTEQUIP); 1130 op->set_flag (FLAG_STARTEQUIP);
1111 else if (op->type != MONEY) 1131 else if (op->type != MONEY)
1112 op->value = 0; 1132 op->value = 0;
1113 } 1133 }
1114 1134
1115 if (!(flags & GT_ENVIRONMENT)) 1135 if (!(flags & GT_ENVIRONMENT))
1126 1146
1127/* 1147/*
1128 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1129 */ 1149 */
1130static artifactlist * 1150static artifactlist *
1131get_empty_artifactlist (void) 1151get_empty_artifactlist ()
1132{ 1152{
1133 return salloc0<artifactlist> (); 1153 return salloc0<artifactlist> ();
1134} 1154}
1135 1155
1136/* 1156/*
1137 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1138 */ 1158 */
1139static artifact * 1159static artifact *
1140get_empty_artifact (void) 1160get_empty_artifact ()
1141{ 1161{
1142 return salloc0<artifact> (); 1162 return salloc0<artifact> ();
1143} 1163}
1144 1164
1145/* 1165/*
1158 1178
1159/* 1179/*
1160 * Builds up the lists of artifacts from the file in the libdir. 1180 * Builds up the lists of artifacts from the file in the libdir.
1161 */ 1181 */
1162void 1182void
1163init_artifacts (void) 1183init_artifacts ()
1164{ 1184{
1165 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1166 char filename[MAX_BUF];
1167 artifact *art = NULL; 1186 artifact *art = NULL;
1168 artifactlist *al; 1187 artifactlist *al;
1169 1188
1170 if (has_been_inited) 1189 if (has_been_inited)
1171 return; 1190 return;
1172 else 1191 else
1173 has_been_inited = 1; 1192 has_been_inited = 1;
1174 1193
1175 sprintf (filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1176 object_thawer f (filename);
1177 1195
1178 if (!f) 1196 if (!f)
1179 return; 1197 return;
1180 1198
1181 for (;;) 1199 for (;;)
1188 1206
1189 { 1207 {
1190 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1191 break; 1209 break;
1192 1210
1193 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1194 1212 char *next;
1195 do 1213 do
1196 { 1214 {
1197 if ((next = strchr (cp, ','))) 1215 if ((next = (char *)strchr (cp, ',')))
1198 *next++ = '\0'; 1216 *next++ = '\0';
1199 1217
1200 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1201 1219
1202 tmp->name = cp; 1220 tmp->name = cp;
1266 } 1284 }
1267#if 0 1285#if 0
1268 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);
1269#endif 1287#endif
1270 } 1288 }
1271
1272 LOG (llevDebug, "done.\n");
1273} 1289}
1274 1290
1275/* 1291/*
1276 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1277 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1278 */ 1294 */
1279void 1295void
1280add_abilities (object *op, object *change) 1296add_abilities (object *op, object *change)
1281{ 1297{
1282 int i, tmp;
1283
1284 if (change->face != blank_face) 1298 if (change->face != blank_face)
1285 {
1286#ifdef TREASURE_VERBOSE
1287 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1288#endif
1289 op->face = change->face; 1299 op->face = change->face;
1290 }
1291 1300
1292 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1293 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1294 1303
1295 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1296 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1297 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1298 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1299 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1300 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1301 1310
1302 if (QUERY_FLAG (change, FLAG_CURSED)) 1311 static const struct copyflags : object::flags_t
1303 SET_FLAG (op, FLAG_CURSED); 1312 {
1304 if (QUERY_FLAG (change, FLAG_DAMNED)) 1313 copyflags ()
1305 SET_FLAG (op, FLAG_DAMNED); 1314 {
1306 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)
1307 set_abs_magic (op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1308 1333
1309 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1334 if (change->flag [FLAG_STAND_STILL])
1310 SET_FLAG (op, FLAG_LIFESAVE);
1311 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1312 SET_FLAG (op, FLAG_REFL_SPELL);
1313 if (QUERY_FLAG (change, FLAG_STEALTH))
1314 SET_FLAG (op, FLAG_STEALTH);
1315 if (QUERY_FLAG (change, FLAG_XRAYS))
1316 SET_FLAG (op, FLAG_XRAYS);
1317 if (QUERY_FLAG (change, FLAG_BLIND))
1318 SET_FLAG (op, FLAG_BLIND);
1319 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1320 SET_FLAG (op, FLAG_SEE_IN_DARK);
1321 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1322 SET_FLAG (op, FLAG_REFL_MISSILE);
1323 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1324 SET_FLAG (op, FLAG_MAKE_INVIS);
1325
1326 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1327 { 1335 {
1328 CLEAR_FLAG (op, FLAG_ANIMATE); 1336 op->clr_flag (FLAG_ANIMATE);
1337
1329 /* so artifacts will join */ 1338 /* so artifacts will join */
1330 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!op->flag [FLAG_ALIVE])
1331 op->speed = 0.0; 1340 op->speed = 0.;
1332 1341
1333 op->set_speed (op->speed); 1342 op->set_speed (op->speed);
1334 } 1343 }
1335 1344
1336 if (change->nrof) 1345 if (change->nrof)
1337 op->nrof = rndm (change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1338 1347
1339 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1340 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1341 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1342 1351
1343 if (change->other_arch) 1352 if (change->other_arch)
1344 { 1353 {
1345 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1346 * 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
1347 * this object. 1356 * this object.
1348 */ 1357 */
1349 if (op->type == HORN || op->type == POTION) 1358 if (op->type == HORN || op->type == POTION)
1350 { 1359 {
1351 object *tmp_obj;
1352
1353 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1354 while (op->inv)
1355 op->inv->destroy (); 1361 op->destroy_inv (false);
1356 1362
1357 tmp_obj = arch_to_object (change->other_arch); 1363 object *tmp = change->other_arch->instance ();
1358 insert_ob_in_ob (tmp_obj, op); 1364 insert_ob_in_ob (tmp, op);
1359 } 1365 }
1366
1360 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1361 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1362 } 1369 }
1363 1370
1364 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1380 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1381 else 1388 else
1382 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1383 1390
1384 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1385 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1386 else 1393 else
1387 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1388 1395
1389 if (change->level < 0) 1396 if (change->level < 0)
1390 op->level = -(change->level); 1397 op->level = -change->level;
1391 else 1398 else
1392 op->level += change->level; 1399 op->level += change->level;
1393 1400
1394 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1395 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1396 else 1403 else
1397 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;
1398 1405
1399 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1400 1407
1401 for (i = 0; i < NROFATTACKS; i++) 1408 for (int i = 0; i < NROFATTACKS; i++)
1402 if (change->resist[i])
1403 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1404 1410
1405 if (change->stats.dam) 1411 if (change->stats.dam)
1406 { 1412 {
1407 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1408 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1409 else if (op->stats.dam) 1415 else if (op->stats.dam)
1410 { 1416 {
1411 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1412 if (tmp == op->stats.dam) 1419 if (tmp == op->stats.dam)
1413 { 1420 {
1414 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1415 op->stats.dam--; 1422 op->stats.dam--;
1416 else 1423 else
1422 } 1429 }
1423 1430
1424 if (change->weight) 1431 if (change->weight)
1425 { 1432 {
1426 if (change->weight < 0) 1433 if (change->weight < 0)
1427 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1428 else 1435 else
1429 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1430 } 1437 }
1431 1438
1432 if (change->last_sp) 1439 if (change->last_sp)
1433 { 1440 {
1434 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1435 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1436 else 1443 else
1437 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;
1438 } 1445 }
1439 1446
1440 if (change->gen_sp_armour) 1447 if (change->gen_sp_armour)
1441 { 1448 {
1442 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1443 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1444 else 1451 else
1445 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;
1446 } 1453 }
1447 1454
1448 op->value *= change->value; 1455 op->value *= change->value;
1449 1456
1450 if (change->materials) 1457 if (change->materials)
1451 op->materials = change->materials; 1458 op->materials = change->materials;
1452 1459
1453 if (change->materialname) 1460 if (change->material != MATERIAL_NULL)
1454 op->materialname = change->materialname; 1461 op->material = change->material;
1455 1462
1456 if (change->slaying) 1463 if (change->slaying)
1457 op->slaying = change->slaying; 1464 op->slaying = change->slaying;
1458 1465
1459 if (change->race) 1466 if (change->race)
1482 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1483 else 1490 else
1484 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1485 1492
1486 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1487 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1494 if (!strcmp (name, op->arch->archname))
1488 return !neg; 1495 return !neg;
1489 1496
1490 /* 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
1491 * everything is allowed except what we match 1498 * everything is allowed except what we match
1492 */ 1499 */
1503 */ 1510 */
1504 1511
1505void 1512void
1506give_artifact_abilities (object *op, object *artifct) 1513give_artifact_abilities (object *op, object *artifct)
1507{ 1514{
1508 char new_name[MAX_BUF]; 1515 op->title = format ("of %s", &artifct->name);
1509 1516
1510 sprintf (new_name, "of %s", &artifct->name);
1511 op->title = new_name;
1512 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1513 1518
1514#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... */
1515 { 1520 {
1516 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1517 1522
1518 SET_FLAG (op, FLAG_IDENTIFIED); 1523 op->set_flag (FLAG_IDENTIFIED);
1519 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));
1520 if (!identified) 1525 if (!identified)
1521 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1522 } 1527 }
1523#endif 1528#endif
1524 return; 1529 return;
1525} 1530}
1526 1531
1536#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1537 1542
1538void 1543void
1539generate_artifact (object *op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1540{ 1545{
1541 artifactlist *al;
1542 artifact *art; 1546 artifact *art;
1543 int i;
1544 1547
1545 al = find_artifactlist (op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1546 1549
1547 if (al == NULL) 1550 if (al == NULL)
1548 { 1551 {
1549#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1550 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);
1551#endif 1554#endif
1552 return; 1555 return;
1553 } 1556 }
1554 1557
1555 for (i = 0; i < ARTIFACT_TRIES; i++) 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1556 { 1559 {
1557 int roll = rndm (al->total_chance); 1560 int roll = rndm (al->total_chance);
1558 1561
1559 for (art = al->items; art; art = art->next) 1562 for (art = al->items; art; art = art->next)
1560 { 1563 {
1568#if 1 1571#if 1
1569 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);
1570#endif 1573#endif
1571 return; 1574 return;
1572 } 1575 }
1573 if (!strcmp (art->item->name, "NONE")) 1576
1577 if (art->item->name == shstr_NONE)
1574 return; 1578 return;
1579
1575 if (FABS (op->magic) < art->item->magic) 1580 if (fabs (op->magic) < art->item->magic)
1576 continue; /* Not magic enough to be this item */ 1581 continue; /* Not magic enough to be this item */
1577 1582
1578 /* Map difficulty not high enough */ 1583 /* Map difficulty not high enough */
1579 if (difficulty < art->difficulty) 1584 if (difficulty < art->difficulty)
1580 continue; 1585 continue;
1598 */ 1603 */
1599 1604
1600void 1605void
1601fix_flesh_item (object *item, object *donor) 1606fix_flesh_item (object *item, object *donor)
1602{ 1607{
1603 char tmpbuf[MAX_BUF];
1604 int i;
1605
1606 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1607 { 1609 {
1608 /* change the name */ 1610 /* change the name */
1609 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1611 item->name = format ("%s's %s", &donor->name, &item->name);
1610 item->name = tmpbuf;
1611 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1612 item->name_pl = tmpbuf;
1613 1613
1614 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1615 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);
1616 item->weight = 1;
1617 1616
1618 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1619 item->value *= isqrt (donor->level * 2); 1618 item->value *= isqrt (donor->level * 2);
1620 1619
1621 /* food value */ 1620 /* food value */
1622 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1623 1622
1624 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1625 * full effect. 1624 * full effect.
1626 */ 1625 */
1627 for (i = 0; i < NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1628 item->resist[i] = donor->resist[i] / 2; 1627 item->resist[i] = donor->resist[i] / 2;
1629 1628
1630 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1631 item->level = donor->level; 1630 item->level = donor->level;
1632 1631
1633 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1634 if (donor->attacktype & AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1635 item->type = POISON; 1634 item->type = POISON;
1635
1636 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1637 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -item->stats.food;
1638 SET_FLAG (item, FLAG_NO_STEAL);
1639 }
1640}
1641 1638
1642/* special_potion() - so that old potion code is still done right. */ 1639 item->set_flag (FLAG_NO_STEAL);
1643int 1640 }
1644special_potion (object *op)
1645{
1646 if (op->attacktype)
1647 return 1;
1648
1649 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1650 return 1;
1651
1652 for (int i = 0; i < NROFATTACKS; i++)
1653 if (op->resist[i])
1654 return 1;
1655
1656 return 0;
1657} 1641}
1658 1642
1659void 1643static void
1660free_treasurestruct (treasure *t) 1644free_treasurestruct (treasure *t)
1661{ 1645{
1662 if (t->next) free_treasurestruct (t->next); 1646 if (t->next) free_treasurestruct (t->next);
1663 if (t->next_yes) free_treasurestruct (t->next_yes); 1647 if (t->next_yes) free_treasurestruct (t->next_yes);
1664 if (t->next_no) free_treasurestruct (t->next_no); 1648 if (t->next_no) free_treasurestruct (t->next_no);
1665 1649
1666 delete t; 1650 delete t;
1667} 1651}
1668 1652
1669void 1653static void
1670free_charlinks (linked_char *lc) 1654free_charlinks (linked_char *lc)
1671{ 1655{
1672 if (lc->next) 1656 if (lc->next)
1673 free_charlinks (lc->next); 1657 free_charlinks (lc->next);
1674 1658
1675 delete lc; 1659 delete lc;
1676} 1660}
1677 1661
1678void 1662static void
1679free_artifact (artifact *at) 1663free_artifact (artifact *at)
1680{ 1664{
1681 if (at->next) free_artifact (at->next); 1665 if (at->next) free_artifact (at->next);
1682 if (at->allowed) free_charlinks (at->allowed); 1666 if (at->allowed) free_charlinks (at->allowed);
1683 1667
1684 at->item->destroy (1); 1668 at->item->destroy ();
1685 1669
1686 sfree (at); 1670 sfree (at);
1687} 1671}
1688 1672
1689void
1690free_artifactlist (artifactlist *al)
1691{
1692 artifactlist *nextal;
1693
1694 for (al = first_artifactlist; al; al = nextal)
1695 {
1696 nextal = al->next;
1697
1698 if (al->items)
1699 free_artifact (al->items);
1700
1701 sfree (al);
1702 }
1703}
1704
1705void
1706free_all_treasures (void)
1707{
1708 treasurelist *tl, *next;
1709
1710 for (tl = first_treasurelist; tl; tl = next)
1711 {
1712 clear (tl);
1713
1714 next = tl->next;
1715 delete tl;
1716 }
1717
1718 free_artifactlist (first_artifactlist);
1719}

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