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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.67 by root, Tue Oct 16 00:30:24 2007 UTC vs.
Revision 1.120 by root, Sat Nov 17 23:33:17 2018 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
25 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
26 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
32 33
33//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
34 35
35#include <global.h> 36#include <global.h>
36#include <treasure.h> 37#include <treasure.h>
37#include <funcpoint.h> 38
38#include <loader.h> 39#include <flat_hash_map.hpp>
39 40
40extern char *spell_mapping[]; 41extern char *spell_mapping[];
41 42
42static treasurelist *first_treasurelist; 43static treasurelist *first_treasurelist;
43 44
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
45 46
46typedef std::tr1::unordered_map< 47typedef ska::flat_hash_map<
47 const char *, 48 const char *,
48 treasurelist *, 49 treasurelist *,
49 str_hash, 50 str_hash,
50 str_equal, 51 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 52 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 53> tl_map_t;
54 54
55static tl_map_t tl_map; 55static tl_map_t tl_map;
56
57//TODO: class method
58static void free_treasurestruct (treasure *t); // bleh desu
59static void
60clear (treasurelist *tl)
61{
62 if (tl->items)
63 {
64 free_treasurestruct (tl->items);
65 tl->items = 0;
66 }
67
68 tl->total_chance = 0;
69}
56 70
57/* 71/*
58 * Searches for the given treasurelist 72 * Searches for the given treasurelist
59 */ 73 */
60treasurelist * 74treasurelist *
92 } 106 }
93 107
94 return tl; 108 return tl;
95} 109}
96 110
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 111#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
113 */ 114 */
114static void 115static void
139 140
140 f.next (); 141 f.next ();
141 142
142 for (;;) 143 for (;;)
143 { 144 {
144 coroapi::cede_to_tick_every (10); 145 coroapi::cede_to_tick ();
145 146
146 switch (f.kw) 147 switch (f.kw)
147 { 148 {
148 case KW_arch: 149 case KW_arch:
149 t->item = archetype::get (f.get_str ()); 150 t->item = archetype::find (f.get_str ());
151
152 if (!t->item)
153 {
154 f.parse_warn ("treasure references unknown archetype");
155 t->item = archetype::empty;
156 }
157
150 break; 158 break;
151 159
152 case KW_list: f.get (t->name); break; 160 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break; 161 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break; 162 case KW_change_title: f.get (t->change_arch.title); break;
168 t->next = read_treasure (f); 176 t->next = read_treasure (f);
169 return t; 177 return t;
170 178
171 default: 179 default:
172 if (!f.parse_error ("treasurelist", t->name)) 180 if (!f.parse_error ("treasurelist", t->name))
173 return 0; 181 goto error;
174 182
175 return t; 183 return t;
176 } 184 }
177 185
178 f.next (); 186 f.next ();
179 } 187 }
188
189 // not reached
190
191error:
192 delete t;
193 return 0;
180} 194}
181 195
182/* 196/*
183 * Each treasure is parsed with the help of load_treasure(). 197 * Each treasure is parsed with the help of load_treasure().
184 */ 198 */
243 return; 257 return;
244 } 258 }
245 259
246 op->expand_tail (); 260 op->expand_tail ();
247 261
262 if (!creator->is_on_map ()
248 if (op->blocked (creator->map, creator->x, creator->y)) 263 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
249 op->destroy (); 264 op->destroy ();
250 else 265 else
251 { 266 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 267 op->flag [FLAG_OBJ_ORIGINAL] = true;
253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 268 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 } 269 }
255 } 270 }
256 else 271 else
257 { 272 {
258 op = creator->insert (op); 273 op = creator->insert (op);
259 274
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 275 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
261 monster_check_apply (creator, op); 276 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 } 277 }
267} 278}
268 279
269/* if there are change_xxx commands in the treasure, we include the changes 280/* if there are change_xxx commands in the treasure, we include the changes
270 * in the generated object 281 * in the generated object
301 } 312 }
302 else 313 else
303 { 314 {
304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 315 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
305 { 316 {
306 object *tmp = arch_to_object (t->item); 317 object *tmp = t->item->instance ();
307 318
308 if (t->nrof && tmp->nrof <= 1) 319 if (t->nrof && tmp->nrof <= 1)
309 tmp->nrof = rndm (t->nrof) + 1; 320 tmp->nrof = rndm (t->nrof) + 1;
310 321
311 fix_generated_item (tmp, op, difficulty, t->magic, flag); 322 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 else if (t->nrof) 369 else if (t->nrof)
359 create_one_treasure (tl, op, flag, difficulty, tries); 370 create_one_treasure (tl, op, flag, difficulty, tries);
360 } 371 }
361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 372 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
362 { 373 {
363 if (object *tmp = arch_to_object (t->item)) 374 if (object *tmp = t->item->instance ())
364 { 375 {
365 if (t->nrof && tmp->nrof <= 1) 376 if (t->nrof && tmp->nrof <= 1)
366 tmp->nrof = rndm (t->nrof) + 1; 377 tmp->nrof = rndm (t->nrof) + 1;
367 378
368 fix_generated_item (tmp, op, difficulty, t->magic, flag); 379 fix_generated_item (tmp, op, difficulty, t->magic, flag);
434 445
435 if (ob->inv) 446 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n"); 447 LOG (llevError, "In generate treasure, created multiple objects.\n");
437 448
438 ob->destroy (); 449 ob->destroy ();
450
439 return tmp; 451 return tmp;
440} 452}
441 453
442/* 454/*
443 * This is a new way of calculating the chance for an item to have 455 * This is a new way of calculating the chance for an item to have
480 { 0, 0, 0, 3, 97}, // 29 492 { 0, 0, 0, 3, 97}, // 29
481 { 0, 0, 0, 0, 100}, // 30 493 { 0, 0, 0, 0, 100}, // 30
482 { 0, 0, 0, 0, 100}, // 31 494 { 0, 0, 0, 0, 100}, // 31
483}; 495};
484 496
485/* calculate the appropriate level for wands staves and scrolls. 497/* calculate the appropriate level for wands staves and scrolls.
486 * This code presumes that op has had its spell object created (in op->inv) 498 * This code presumes that op has had its spell object created (in op->inv)
487 * 499 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006: 500 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
490 */ 502 */
491int 503static int
492level_for_item (const object *op, int difficulty) 504level_for_item (const object *op, int difficulty)
493{ 505{
494 if (!op->inv) 506 if (!op->inv)
495 { 507 {
496 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 508 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.)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
501 513
502 if (olevel <= 0) 514 if (olevel <= 0)
503 olevel = rndm (1, op->inv->level); 515 olevel = rndm (1, op->inv->level);
504 516
505 return min (olevel, MAXLEVEL); 517 return min (olevel, MAXLEVEL_TREASURE);
506} 518}
507 519
508/* 520/*
509 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
510 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
513 * elmex Thu Aug 10 18:45:44 CEST 2006: 525 * elmex Thu Aug 10 18:45:44 CEST 2006:
514 * Scaling difficulty by max_level, as difficulty is a level and not some 526 * Scaling difficulty by max_level, as difficulty is a level and not some
515 * weird integer between 1-31. 527 * weird integer between 1-31.
516 * 528 *
517 */ 529 */
518int 530static int
519magic_from_difficulty (int difficulty) 531magic_from_difficulty (int difficulty)
520{ 532{
521 int percent = 0, magic = 0;
522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 533 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
534 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
523 535
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); 536 int percent = rndm (100);
537 int magic;
533 538
534 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 539 for (magic = 0; magic <= MAXMAGIC; magic++)
535 { 540 {
536 percent -= difftomagic_list[scaled_diff][magic]; 541 percent -= difftomagic_list[scaled_diff][magic];
537 542
538 if (percent < 0) 543 if (percent < 0)
539 break; 544 break;
540 } 545 }
541 546
542 if (magic == (MAXMAGIC + 1)) 547 if (magic > MAXMAGIC)
543 { 548 {
544 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 549 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
545 magic = 0; 550 magic = 0;
546 } 551 }
547 552
555 * Sets magical bonus in an object, and recalculates the effect on 560 * Sets magical bonus in an object, and recalculates the effect on
556 * the armour variable, and the effect on speed of armour. 561 * the armour variable, and the effect on speed of armour.
557 * This function doesn't work properly, should add use of archetypes 562 * This function doesn't work properly, should add use of archetypes
558 * to make it truly absolute. 563 * to make it truly absolute.
559 */ 564 */
560
561void 565void
562set_abs_magic (object *op, int magic) 566set_abs_magic (object *op, int magic)
563{ 567{
564 if (!magic) 568 if (!magic)
565 return; 569 return;
570 if (op->type == ARMOUR) 574 if (op->type == ARMOUR)
571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 575 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 576
573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 577 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
574 magic = (-magic); 578 magic = (-magic);
579
575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 } 581 }
577 else 582 else
578 { 583 {
579 if (op->type == ARMOUR) 584 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
586
581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
582 magic = (-magic); 588 magic = (-magic);
589
583 op->weight = (op->weight * (100 - magic * 10)) / 100; 590 op->weight = (op->weight * (100 - magic * 10)) / 100;
584 } 591 }
585} 592}
586 593
587/* 594/*
590 */ 597 */
591 598
592static void 599static void
593set_magic (int difficulty, object *op, int max_magic, int flags) 600set_magic (int difficulty, object *op, int max_magic, int flags)
594{ 601{
595 int i;
596
597 i = magic_from_difficulty (difficulty); 602 int i = magic_from_difficulty (difficulty);
603
598 if ((flags & GT_ONLY_GOOD) && i < 0) 604 if ((flags & GT_ONLY_GOOD) && i < 0)
599 i = -i; 605 i = -i;
606
600 if (i > max_magic) 607 i = min (i, max_magic);
601 i = max_magic; 608
602 set_abs_magic (op, i); 609 set_abs_magic (op, i);
603 if (i < 0) 610 if (i < 0)
604 SET_FLAG (op, FLAG_CURSED); 611 op->set_flag (FLAG_CURSED);
605} 612}
606 613
607/* 614/*
608 * Randomly adds one magical ability to the given object. 615 * Randomly adds one magical ability to the given object.
609 * Modified for Partial Resistance in many ways: 616 * Modified for Partial Resistance in many ways:
610 * 1) Since rings can have multiple bonuses, if the same bonus 617 * 1) Since rings can have multiple bonuses, if the same bonus
611 * is rolled again, increase it - the bonuses now stack with 618 * is rolled again, increase it - the bonuses now stack with
612 * other bonuses previously rolled and ones the item might natively have. 619 * other bonuses previously rolled and ones the item might natively have.
613 * 2) Add code to deal with new PR method. 620 * 2) Add code to deal with new PR method.
614 */ 621 */
615void 622static void
616set_ring_bonus (object *op, int bonus) 623set_ring_bonus (object *op, int bonus)
617{ 624{
618
619 int r = rndm (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
620 626
621 if (op->type == AMULET) 627 if (op->type == AMULET)
622 {
623 if (!(rndm (21))) 628 if (!rndm (21))
624 r = 20 + rndm (2); 629 r = 20 + rndm (2);
630 else if (rndm (2))
631 r = 10;
625 else 632 else
626 {
627 if (rndm (2))
628 r = 10;
629 else
630 r = 11 + rndm (9); 633 r = 11 + rndm (9);
631 }
632 }
633 634
634 switch (r) 635 switch (r)
635 { 636 {
636 /* Redone by MSW 2000-11-26 to have much less code. Also, 637 /* Redone by MSW 2000-11-26 to have much less code. Also,
637 * bonuses and penalties will stack and add to existing values. 638 * bonuses and penalties will stack and add to existing values.
638 * of the item. 639 * of the item.
639 */ 640 */
640 case 0: 641 case 0:
641 case 1: 642 case 1:
642 case 2: 643 case 2:
643 case 3: 644 case 3:
644 case 4: 645 case 4:
684 * little random element in since that they don't always end up with 685 * little random element in since that they don't always end up with
685 * even values. 686 * even values.
686 */ 687 */
687 if (bonus < 0) 688 if (bonus < 0)
688 val = 2 * -val - rndm (b); 689 val = 2 * -val - rndm (b);
689 if (val > 35) 690
690 val = 35; /* Upper limit */ 691 val = min (35, val); /* Upper limit */
692
691 b = 0; 693 b = 0;
692 694
693 while (op->resist[resist_table[resist]] != 0 && b < 4) 695 while (op->resist[resist_table[resist]] != 0 && b < 4)
694 resist = rndm (num_resist_table); 696 resist = rndm (num_resist_table);
695 697
703 break; 705 break;
704 } 706 }
705 case 20: 707 case 20:
706 if (op->type == AMULET) 708 if (op->type == AMULET)
707 { 709 {
708 SET_FLAG (op, FLAG_REFL_SPELL); 710 op->set_flag (FLAG_REFL_SPELL);
709 op->value *= 11; 711 op->value *= 11;
710 } 712 }
711 else 713 else
712 { 714 {
713 op->stats.hp = 1; /* regenerate hit points */ 715 op->stats.hp = 1; /* regenerate hit points */
716 break; 718 break;
717 719
718 case 21: 720 case 21:
719 if (op->type == AMULET) 721 if (op->type == AMULET)
720 { 722 {
721 SET_FLAG (op, FLAG_REFL_MISSILE); 723 op->set_flag (FLAG_REFL_MISSILE);
722 op->value *= 9; 724 op->value *= 9;
723 } 725 }
724 else 726 else
725 { 727 {
726 op->stats.sp = 1; /* regenerate spell points */ 728 op->stats.sp = 1; /* regenerate spell points */
728 } 730 }
729 break; 731 break;
730 732
731 case 22: 733 case 22:
732 op->stats.exp += bonus; /* Speed! */ 734 op->stats.exp += bonus; /* Speed! */
733 op->value = (op->value * 2) / 3; 735 op->value = op->value * 2 / 3;
734 break; 736 break;
735 } 737 }
736 738
737 if (bonus > 0) 739 if (bonus > 0)
738 op->value *= 2 * bonus; 740 op->value = 2 * op->value * bonus;
739 else 741 else
740 op->value = -(op->value * 2 * bonus) / 3; 742 op->value = -2 * op->value * bonus / 3;
741} 743}
742 744
743/* 745/*
744 * get_magic(diff) will return a random number between 0 and 4. 746 * 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 747 * diff can be any value above 2. The higher the diff-variable, the
746 * higher is the chance of returning a low number. 748 * higher is the chance of returning a low number.
747 * It is only used in fix_generated_treasure() to set bonuses on 749 * It is only used in fix_generated_treasure() to set bonuses on
748 * rings and amulets. 750 * rings and amulets.
749 * Another scheme is used to calculate the magic of weapons and armours. 751 * Another scheme is used to calculate the magic of weapons and armours.
750 */ 752 */
751int 753static int
752get_magic (int diff) 754get_magic (int diff)
753{ 755{
754 int i; 756 diff = min (3, diff);
755 757
756 if (diff < 3)
757 diff = 3;
758
759 for (i = 0; i < 4; i++) 758 for (int i = 0; i < 4; i++)
760 if (rndm (diff)) 759 if (rndm (diff))
761 return i; 760 return i;
762 761
763 return 4; 762 return 4;
764} 763}
765 764
765/* special_potion() - so that old potion code is still done right. */
766static int
767special_potion (object *op)
768{
769 if (op->attacktype)
770 return 1;
771
772 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
773 return 1;
774
775 for (int i = 0; i < NROFATTACKS; i++)
776 if (op->resist[i])
777 return 1;
778
779 return 0;
780}
781
782static double
783value_factor_from_spell_item (object *spell, object *item)
784{
785 double factor =
786 pow ((spell->value > 0 ? spell->value : 1)
787 * spell->level, 1.5);
788
789 if (item) // this if for: wands/staffs/rods:
790 {
791 /* Old crossfire comment ahead:
792 * Add 50 to both level an divisor to keep prices a little more
793 * reasonable. Otherwise, a high level version of a low level
794 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
795 * 10 time multiplier). This way, the value are a bit more reasonable.
796 */
797
798 factor *= item->level + 50;
799 factor /= item->inv->level + 50;
800 }
801
802 return factor;
803}
804
766#define DICE2 (get_magic(2)==2?2:1) 805#define DICE2 (get_magic(2) == 2 ? 2 : 1)
767#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 806#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
768 807
769/* 808/*
770 * fix_generated_item(): This is called after an item is generated, in 809 * 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 810 * order to set it up right. This produced magical bonuses, puts spells
772 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 811 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
773 */ 812 */
774 813
775/* 4/28/96 added creator object from which op may now inherit properties based on 814/* 4/28/96 added creator object from which op may now inherit properties based on
776 * op->type. Right now, which stuff the creator passes on is object type 815 * op->type. Right now, which stuff the creator passes on is object type
777 * dependant. I know this is a spagetti manuever, but is there a cleaner 816 * dependant. I know this is a spagetti manuever, but is there a cleaner
778 * way to do this? b.t. */ 817 * way to do this? b.t. */
779 818
780/* 819/*
781 * ! (flags & GT_ENVIRONMENT): 820 * ! (flags & GT_ENVIRONMENT):
782 * Automatically calls fix_flesh_item(). 821 * Automatically calls fix_flesh_item().
805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 844 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
806 /* So the treasure doesn't get created again */ 845 /* So the treasure doesn't get created again */
807 op->randomitems = 0; 846 op->randomitems = 0;
808 } 847 }
809 848
810 if (difficulty < 1) 849 max_it (difficulty, 1);
811 difficulty = 1;
812 850
813 if (INVOKE_OBJECT (ADD_BONUS, op, 851 if (INVOKE_OBJECT (ADD_BONUS, op,
814 ARG_OBJECT (creator != op ? creator : 0), 852 ARG_OBJECT (creator != op ? creator : 0),
815 ARG_INT (difficulty), ARG_INT (max_magic), 853 ARG_INT (difficulty), ARG_INT (max_magic),
816 ARG_INT (flags))) 854 ARG_INT (flags)))
817 return; 855 return;
818 856
819 if (!(flags & GT_MINIMAL)) 857 if (!(flags & GT_MINIMAL))
820 { 858 {
821 if (op->arch == crown_arch) 859 if (IS_ARCH (op->arch, crown))
822 { 860 {
823 set_magic (difficulty, op, max_magic, flags); 861 set_magic (difficulty, op, max_magic, flags);
824 num_enchantments = calc_item_power (op, 1); 862 num_enchantments = calc_item_power (op, 1);
825 generate_artifact (op, difficulty); 863 generate_artifact (op, difficulty);
826 } 864 }
831 869
832 num_enchantments = calc_item_power (op, 1); 870 num_enchantments = calc_item_power (op, 1);
833 871
834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 872 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN 873 || op->type == HORN
836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 874 || 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); 875 generate_artifact (op, difficulty);
839 } 876 }
840 877
841 /* Object was made an artifact. Calculate its item_power rating. 878 /* Object was made an artifact. Calculate its item_power rating.
842 * the item_power in the object is what the artfiact adds. 879 * the item_power in the object is what the artfiact adds.
876 * again below */ 913 * again below */
877 } 914 }
878 } 915 }
879 916
880 /* materialtype modifications. Note we allow this on artifacts. */ 917 /* materialtype modifications. Note we allow this on artifacts. */
881 set_materialname (op, difficulty, NULL); 918 select_material (op, difficulty);
882 919
883 if (flags & GT_MINIMAL) 920 if (flags & GT_MINIMAL)
884 { 921 {
885 if (op->type == POTION) 922 if (op->type == POTION)
886 /* Handle healing and magic power potions */ 923 /* Handle healing and magic power potions */
887 if (op->stats.sp && !op->randomitems) 924 if (op->stats.sp && !op->randomitems)
888 { 925 {
889 object *tmp;
890
891 tmp = get_archetype (spell_mapping[op->stats.sp]); 926 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
892 insert_ob_in_ob (tmp, op); 927 insert_ob_in_ob (tmp, op);
893 op->stats.sp = 0; 928 op->stats.sp = 0;
894 } 929 }
895 } 930 }
896 else if (!op->title) /* Only modify object if not special */ 931 else if (!op->title) /* Only modify object if not special */
899 case WEAPON: 934 case WEAPON:
900 case ARMOUR: 935 case ARMOUR:
901 case SHIELD: 936 case SHIELD:
902 case HELMET: 937 case HELMET:
903 case CLOAK: 938 case CLOAK:
904 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 939 if (op->flag [FLAG_CURSED] && !(rndm (4)))
905 set_ring_bonus (op, -DICE2); 940 set_ring_bonus (op, -DICE2);
906 break; 941 break;
907 942
908 case BRACERS: 943 case BRACERS:
909 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 944 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
910 { 945 {
911 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 946 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
912 if (!QUERY_FLAG (op, FLAG_CURSED)) 947 if (!op->flag [FLAG_CURSED])
913 op->value *= 3; 948 op->value *= 3;
914 } 949 }
915 break; 950 break;
916 951
917 case POTION: 952 case POTION:
918 { 953 {
919 int too_many_tries = 0, is_special = 0; 954 int too_many_tries = 0;
920 955
921 /* Handle healing and magic power potions */ 956 /* Handle healing and magic power potions */
922 if (op->stats.sp && !op->randomitems) 957 if (op->stats.sp && !op->randomitems)
923 { 958 {
924 object *tmp;
925
926 tmp = get_archetype (spell_mapping[op->stats.sp]); 959 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
927 insert_ob_in_ob (tmp, op); 960 insert_ob_in_ob (tmp, op);
928 op->stats.sp = 0; 961 op->stats.sp = 0;
929 } 962 }
930 963
931 while (!(is_special = special_potion (op)) && !op->inv) 964 while (!special_potion (op) && !op->inv)
932 { 965 {
933 generate_artifact (op, difficulty); 966 generate_artifact (op, difficulty);
934 if (too_many_tries++ > 10) 967 if (too_many_tries++ > 10)
935 break; 968 break;
936 } 969 }
939 * since the value set on those is already correct. 972 * since the value set on those is already correct.
940 */ 973 */
941 if (op->inv && op->randomitems) 974 if (op->inv && op->randomitems)
942 { 975 {
943 /* value multiplier is same as for scrolls */ 976 /* value multiplier is same as for scrolls */
944 op->value = (op->value * op->inv->value); 977 op->value *= op->inv->value;
945 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 978 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
946 } 979 }
947 else 980 else
948 { 981 {
949 op->name = "potion"; 982 op->name = shstr_potion;
950 op->name_pl = "potions"; 983 op->name_pl = shstr_potions;
951 } 984 }
952 985
953 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 986 if (!(flags & GT_ONLY_GOOD) && rndm (2))
954 SET_FLAG (op, FLAG_CURSED); 987 op->set_flag (FLAG_CURSED);
988
955 break; 989 break;
956 } 990 }
957 991
958 case AMULET: 992 case AMULET:
959 if (op->arch == amulet_arch) 993 if (IS_ARCH (op->arch, amulet))
960 op->value *= 5; /* Since it's not just decoration */ 994 op->value *= 5; /* Since it's not just decoration */
961 995
962 case RING: 996 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! */ 997 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
971 break; 998 break;
972 999
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1000 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED); 1001 op->set_flag (FLAG_CURSED);
975 1002
976 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1003 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
977 1004
978 if (op->type != RING) /* Amulets have only one ability */ 1005 if (op->type != RING) /* Amulets have only one ability */
979 break; 1006 break;
980 1007
981 if (!(rndm (4))) 1008 if (!rndm (4))
982 { 1009 {
983 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1010 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
984 1011
985 if (d > 0) 1012 if (d > 0)
986 op->value *= 3; 1013 op->value *= 3;
987 1014
988 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
989 1016
990 if (!(rndm (4))) 1017 if (!rndm (4))
991 { 1018 {
992 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1019 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
993 1020
994 if (d > 0) 1021 if (d > 0)
995 op->value *= 5; 1022 op->value *= 5;
1023
996 set_ring_bonus (op, d); 1024 set_ring_bonus (op, d);
997 } 1025 }
998 } 1026 }
999 1027
1000 if (GET_ANIM_ID (op)) 1028 if (op->animation_id)
1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1029 op->set_anim_frame (rndm (op->anim_frames ()));
1002 1030
1003 break; 1031 break;
1004 1032
1005 case BOOK: 1033 case BOOK:
1006 /* Is it an empty book?, if yes lets make a special· 1034 /* Is it an empty book?, if yes lets make a special·
1008 * creator and/or map level we found it on. 1036 * creator and/or map level we found it on.
1009 */ 1037 */
1010 if (!op->msg && rndm (10)) 1038 if (!op->msg && rndm (10))
1011 { 1039 {
1012 /* set the book level properly */ 1040 /* set the book level properly */
1013 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1041 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1014 { 1042 {
1015 if (op->map && op->map->difficulty) 1043 if (op->map && op->map->difficulty)
1016 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1044 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1017 else 1045 else
1018 op->level = rndm (20) + 1; 1046 op->level = rndm (20) + 1;
1021 op->level = rndm (creator->level); 1049 op->level = rndm (creator->level);
1022 1050
1023 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1024 /* books w/ info are worth more! */ 1052 /* books w/ info are worth more! */
1025 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1053 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 1054
1036 /* add exp so reading it gives xp (once) */ 1055 /* add exp so reading it gives xp (once) */
1037 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1056 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1038 } 1057 }
1058
1059 /* creator related stuff */
1060
1061 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case.
1063 */
1064 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1065 op->set_flag (FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying;
1039 break; 1068 break;
1040 1069
1041 case SPELLBOOK: 1070 case SPELLBOOK:
1042 op->value = op->value * op->inv->value; 1071 op->value *= value_factor_from_spell_item (op->inv, 0);
1072
1043 /* add exp so learning gives xp */ 1073 /* add exp so learning gives xp */
1044 op->level = op->inv->level; 1074 op->level = op->inv->level;
1045 op->stats.exp = op->value; 1075 op->stats.exp = op->value;
1046 break; 1076 break;
1047 1077
1051 * and reset nrof. 1081 * and reset nrof.
1052 */ 1082 */
1053 op->stats.food = op->inv->nrof; 1083 op->stats.food = op->inv->nrof;
1054 op->nrof = 1; 1084 op->nrof = 1;
1055 /* If the spell changes by level, choose a random level 1085 /* If the spell changes by level, choose a random level
1056 * for it, and adjust price. If the spell doesn't 1086 * for it.
1057 * change by level, just set the wand to the level of
1058 * the spell, and value calculation is simpler.
1059 */ 1087 */
1060 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1088 if (op->inv->duration_modifier
1061 { 1089 || op->inv->dam_modifier
1090 || op->inv->range_modifier)
1062 op->level = level_for_item (op, difficulty); 1091 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 1092 else
1066 {
1067 op->level = op->inv->level; 1093 op->level = op->inv->level;
1068 op->value = op->value * op->inv->value; 1094
1069 } 1095 op->value *= value_factor_from_spell_item (op->inv, op);
1070 break; 1096 break;
1071 1097
1072 case ROD: 1098 case ROD:
1073 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1074 /* Add 50 to both level an divisor to keep prices a little more 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1075 * reasonable. Otherwise, a high level version of a low level 1101
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 */ 1102 /* maxhp is used to denote how many 'charges' the rod holds before */
1081 if (op->stats.maxhp) 1103 if (op->stats.maxhp)
1082 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1083 else 1105 else
1084 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1106 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1085 1107
1086 op->stats.hp = op->stats.maxhp; 1108 op->stats.hp = op->stats.maxhp;
1087 break; 1109 break;
1088 1110
1089 case SCROLL: 1111 case SCROLL:
1090 op->level = level_for_item (op, difficulty); 1112 op->level = level_for_item (op, difficulty);
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1113 op->value *= value_factor_from_spell_item (op->inv, op);
1092 1114
1093 /* add exp so reading them properly gives xp */ 1115 /* add exp so reading them properly gives xp */
1094 op->stats.exp = op->value / 5; 1116 op->stats.exp = op->value / 5;
1095 op->nrof = op->inv->nrof; 1117 op->nrof = op->inv->nrof;
1096 break; 1118 break;
1104 break; 1126 break;
1105 } /* switch type */ 1127 } /* switch type */
1106 1128
1107 if (flags & GT_STARTEQUIP) 1129 if (flags & GT_STARTEQUIP)
1108 { 1130 {
1109 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1131 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1110 SET_FLAG (op, FLAG_STARTEQUIP); 1132 op->set_flag (FLAG_STARTEQUIP);
1111 else if (op->type != MONEY) 1133 else if (op->type != MONEY)
1112 op->value = 0; 1134 op->value = 0;
1113 } 1135 }
1114 1136
1115 if (!(flags & GT_ENVIRONMENT)) 1137 if (!(flags & GT_ENVIRONMENT))
1126 1148
1127/* 1149/*
1128 * Allocate and return the pointer to an empty artifactlist structure. 1150 * Allocate and return the pointer to an empty artifactlist structure.
1129 */ 1151 */
1130static artifactlist * 1152static artifactlist *
1131get_empty_artifactlist (void) 1153get_empty_artifactlist ()
1132{ 1154{
1133 return salloc0 <artifactlist> (); 1155 return salloc0<artifactlist> ();
1134} 1156}
1135 1157
1136/* 1158/*
1137 * Allocate and return the pointer to an empty artifact structure. 1159 * Allocate and return the pointer to an empty artifact structure.
1138 */ 1160 */
1139static artifact * 1161static artifact *
1140get_empty_artifact (void) 1162get_empty_artifact ()
1141{ 1163{
1142 return salloc0 <artifact> (); 1164 return salloc0<artifact> ();
1143} 1165}
1144 1166
1145/* 1167/*
1146 * Searches the artifact lists and returns one that has the same type 1168 * Searches the artifact lists and returns one that has the same type
1147 * of objects on it. 1169 * of objects on it.
1155 1177
1156 return 0; 1178 return 0;
1157} 1179}
1158 1180
1159/* 1181/*
1160 * For debugging purposes. Dumps all tables. 1182 * Builds up the lists of artifacts from the file in the libdir.
1161 */ 1183 */
1162void 1184void
1163dump_artifacts (void)
1164{
1165 artifactlist *al;
1166 artifact *art;
1167 linked_char *next;
1168
1169 fprintf (logfile, "\n");
1170 for (al = first_artifactlist; al != NULL; al = al->next)
1171 {
1172 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1173 for (art = al->items; art != NULL; art = art->next)
1174 {
1175 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1176 if (art->allowed != NULL)
1177 {
1178 fprintf (logfile, "\tallowed combinations:");
1179 for (next = art->allowed; next != NULL; next = next->next)
1180 fprintf (logfile, "%s,", &next->name);
1181 fprintf (logfile, "\n");
1182 }
1183 }
1184 }
1185 fprintf (logfile, "\n");
1186}
1187
1188/*
1189 * For debugging purposes. Dumps all treasures recursively (see below).
1190 */
1191void
1192dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1193{
1194 treasurelist *tl;
1195 int i;
1196
1197 if (depth > 100)
1198 return;
1199
1200 while (t)
1201 {
1202 if (t->name)
1203 {
1204 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " ");
1206
1207 fprintf (logfile, "{ (list: %s)\n", &t->name);
1208
1209 tl = treasurelist::find (t->name);
1210 if (tl)
1211 dump_monster_treasure_rec (name, tl->items, depth + 2);
1212
1213 for (i = 0; i < depth; i++)
1214 fprintf (logfile, " ");
1215
1216 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1217 }
1218 else
1219 {
1220 for (i = 0; i < depth; i++)
1221 fprintf (logfile, " ");
1222
1223 if (t->item && t->item->type == FLESH)
1224 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1225 else
1226 fprintf (logfile, "%s\n", &t->item->object::name);
1227 }
1228
1229 if (t->next_yes)
1230 {
1231 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " ");
1233
1234 fprintf (logfile, " (if yes)\n");
1235 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1236 }
1237
1238 if (t->next_no)
1239 {
1240 for (i = 0; i < depth; i++)
1241 fprintf (logfile, " ");
1242
1243 fprintf (logfile, " (if no)\n");
1244 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1245 }
1246
1247 t = t->next;
1248 }
1249}
1250
1251/*
1252 * For debugging purposes. Dumps all treasures for a given monster.
1253 * Created originally by Raphael Quinet for debugging the alchemy code.
1254 */
1255void
1256dump_monster_treasure (const char *name)
1257{
1258 archetype *at;
1259 int found;
1260
1261 found = 0;
1262 fprintf (logfile, "\n");
1263
1264 for_all_archetypes (at)
1265 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1266 {
1267 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1268 if (at->randomitems != NULL)
1269 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1270 else
1271 fprintf (logfile, "(nothing)\n");
1272
1273 fprintf (logfile, "\n");
1274 found++;
1275 }
1276
1277 if (found == 0)
1278 fprintf (logfile, "No objects have the name %s!\n\n", name);
1279}
1280
1281/*
1282 * Builds up the lists of artifacts from the file in the libdir.
1283 */
1284void
1285init_artifacts (void) 1185init_artifacts ()
1286{ 1186{
1287 static int has_been_inited = 0; 1187 static int has_been_inited = 0;
1288 char filename[MAX_BUF];
1289 artifact *art = NULL; 1188 artifact *art = NULL;
1290 artifactlist *al; 1189 artifactlist *al;
1291 1190
1292 if (has_been_inited) 1191 if (has_been_inited)
1293 return; 1192 return;
1294 else 1193 else
1295 has_been_inited = 1; 1194 has_been_inited = 1;
1296 1195
1297 sprintf (filename, "%s/artifacts", settings.datadir); 1196 object_thawer f (settings.datadir, "artifacts");
1298 object_thawer f (filename);
1299 1197
1300 if (!f) 1198 if (!f)
1301 return; 1199 return;
1302 1200
1303 for (;;) 1201 for (;;)
1310 1208
1311 { 1209 {
1312 if (!strcmp (f.get_str (), "all")) 1210 if (!strcmp (f.get_str (), "all"))
1313 break; 1211 break;
1314 1212
1315 char *next, *cp = f.get_str (); 1213 const char *cp = f.get_str ();
1316 1214 char *next;
1317 do 1215 do
1318 { 1216 {
1319 if ((next = strchr (cp, ','))) 1217 if ((next = (char *)strchr (cp, ',')))
1320 *next++ = '\0'; 1218 *next++ = '\0';
1321 1219
1322 linked_char *tmp = new linked_char; 1220 linked_char *tmp = new linked_char;
1323 1221
1324 tmp->name = cp; 1222 tmp->name = cp;
1388 } 1286 }
1389#if 0 1287#if 0
1390 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1288 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1391#endif 1289#endif
1392 } 1290 }
1393
1394 LOG (llevDebug, "done.\n");
1395} 1291}
1396 1292
1397/* 1293/*
1398 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1399 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1400 */ 1296 */
1401void 1297void
1402add_abilities (object *op, object *change) 1298add_abilities (object *op, object *change)
1403{ 1299{
1404 int i, tmp;
1405
1406 if (change->face != blank_face) 1300 if (change->face != blank_face)
1407 {
1408#ifdef TREASURE_VERBOSE
1409 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1410#endif
1411 op->face = change->face; 1301 op->face = change->face;
1412 }
1413 1302
1414 for (i = 0; i < NUM_STATS; i++) 1303 for (int i = 0; i < NUM_STATS; i++)
1415 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1304 change_attr_value (&(op->stats), i, change->stats.stat (i));
1416 1305
1417 op->attacktype |= change->attacktype; 1306 op->attacktype |= change->attacktype;
1418 op->path_attuned |= change->path_attuned; 1307 op->path_attuned |= change->path_attuned;
1419 op->path_repelled |= change->path_repelled; 1308 op->path_repelled |= change->path_repelled;
1420 op->path_denied |= change->path_denied; 1309 op->path_denied |= change->path_denied;
1421 op->move_type |= change->move_type; 1310 op->move_type |= change->move_type;
1422 op->stats.luck += change->stats.luck; 1311 op->stats.luck += change->stats.luck;
1423 1312
1424 if (QUERY_FLAG (change, FLAG_CURSED)) 1313 static const struct copyflags : object::flags_t
1425 SET_FLAG (op, FLAG_CURSED); 1314 {
1426 if (QUERY_FLAG (change, FLAG_DAMNED)) 1315 copyflags ()
1427 SET_FLAG (op, FLAG_DAMNED); 1316 {
1428 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1317 set (FLAG_CURSED);
1318 set (FLAG_DAMNED);
1319 set (FLAG_LIFESAVE);
1320 set (FLAG_REFL_SPELL);
1321 set (FLAG_STEALTH);
1322 set (FLAG_XRAYS);
1323 set (FLAG_BLIND);
1324 set (FLAG_SEE_IN_DARK);
1325 set (FLAG_REFL_MISSILE);
1326 set (FLAG_MAKE_INVIS);
1327 }
1328 } copyflags;
1329
1330 // we might want to just copy, but or'ing is what the original code did
1331 op->flag |= change->flag & copyflags;
1332
1333 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1429 set_abs_magic (op, -op->magic); 1334 set_abs_magic (op, -op->magic);
1430 1335
1431 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1336 if (change->flag [FLAG_STAND_STILL])
1432 SET_FLAG (op, FLAG_LIFESAVE);
1433 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1434 SET_FLAG (op, FLAG_REFL_SPELL);
1435 if (QUERY_FLAG (change, FLAG_STEALTH))
1436 SET_FLAG (op, FLAG_STEALTH);
1437 if (QUERY_FLAG (change, FLAG_XRAYS))
1438 SET_FLAG (op, FLAG_XRAYS);
1439 if (QUERY_FLAG (change, FLAG_BLIND))
1440 SET_FLAG (op, FLAG_BLIND);
1441 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1442 SET_FLAG (op, FLAG_SEE_IN_DARK);
1443 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1444 SET_FLAG (op, FLAG_REFL_MISSILE);
1445 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1446 SET_FLAG (op, FLAG_MAKE_INVIS);
1447
1448 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1449 { 1337 {
1450 CLEAR_FLAG (op, FLAG_ANIMATE); 1338 op->clr_flag (FLAG_ANIMATE);
1339
1451 /* so artifacts will join */ 1340 /* so artifacts will join */
1452 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1341 if (!op->flag [FLAG_ALIVE])
1453 op->speed = 0.0; 1342 op->speed = 0.;
1454 1343
1455 op->set_speed (op->speed); 1344 op->set_speed (op->speed);
1456 } 1345 }
1457 1346
1458 if (change->nrof) 1347 if (change->nrof)
1459 op->nrof = rndm (change->nrof) + 1; 1348 op->nrof = rndm (change->nrof) + 1;
1460 1349
1461 op->stats.exp += change->stats.exp; /* Speed modifier */ 1350 op->stats.exp += change->stats.exp; /* Speed modifier */
1462 op->stats.wc += change->stats.wc; 1351 op->stats.wc += change->stats.wc;
1463 op->stats.ac += change->stats.ac; 1352 op->stats.ac += change->stats.ac;
1464 1353
1465 if (change->other_arch) 1354 if (change->other_arch)
1466 { 1355 {
1467 /* Basically, for horns & potions, the other_arch field is the spell 1356 /* Basically, for horns & potions, the other_arch field is the spell
1468 * to cast. So convert that to into a spell and put it into 1357 * to cast. So convert that to into a spell and put it into
1469 * this object. 1358 * this object.
1470 */ 1359 */
1471 if (op->type == HORN || op->type == POTION) 1360 if (op->type == HORN || op->type == POTION)
1472 { 1361 {
1473 object *tmp_obj;
1474
1475 /* Remove any spells this object currently has in it */ 1362 /* Remove any spells this object currently has in it */
1476 while (op->inv)
1477 op->inv->destroy (); 1363 op->destroy_inv (false);
1478 1364
1479 tmp_obj = arch_to_object (change->other_arch); 1365 object *tmp = change->other_arch->instance ();
1480 insert_ob_in_ob (tmp_obj, op); 1366 insert_ob_in_ob (tmp, op);
1481 } 1367 }
1368
1482 /* No harm setting this for potions/horns */ 1369 /* No harm setting this for potions/horns */
1483 op->other_arch = change->other_arch; 1370 op->other_arch = change->other_arch;
1484 } 1371 }
1485 1372
1486 if (change->stats.hp < 0) 1373 if (change->stats.hp < 0)
1502 op->stats.maxsp = -change->stats.maxsp; 1389 op->stats.maxsp = -change->stats.maxsp;
1503 else 1390 else
1504 op->stats.maxsp += change->stats.maxsp; 1391 op->stats.maxsp += change->stats.maxsp;
1505 1392
1506 if (change->stats.food < 0) 1393 if (change->stats.food < 0)
1507 op->stats.food = -(change->stats.food); 1394 op->stats.food = -change->stats.food;
1508 else 1395 else
1509 op->stats.food += change->stats.food; 1396 op->stats.food += change->stats.food;
1510 1397
1511 if (change->level < 0) 1398 if (change->level < 0)
1512 op->level = -(change->level); 1399 op->level = -change->level;
1513 else 1400 else
1514 op->level += change->level; 1401 op->level += change->level;
1515 1402
1516 if (change->gen_sp_armour < 0) 1403 if (change->gen_sp_armour < 0)
1517 op->gen_sp_armour = -(change->gen_sp_armour); 1404 op->gen_sp_armour = -change->gen_sp_armour;
1518 else 1405 else
1519 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1406 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1520 1407
1521 op->item_power = change->item_power; 1408 op->item_power = change->item_power;
1522 1409
1523 for (i = 0; i < NROFATTACKS; i++) 1410 for (int i = 0; i < NROFATTACKS; i++)
1524 if (change->resist[i])
1525 op->resist[i] += change->resist[i]; 1411 op->resist[i] += change->resist[i];
1526 1412
1527 if (change->stats.dam) 1413 if (change->stats.dam)
1528 { 1414 {
1529 if (change->stats.dam < 0) 1415 if (change->stats.dam < 0)
1530 op->stats.dam = (-change->stats.dam); 1416 op->stats.dam = -change->stats.dam;
1531 else if (op->stats.dam) 1417 else if (op->stats.dam)
1532 { 1418 {
1533 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1419 int tmp = op->stats.dam * change->stats.dam / 10;
1420
1534 if (tmp == op->stats.dam) 1421 if (tmp == op->stats.dam)
1535 { 1422 {
1536 if (change->stats.dam < 10) 1423 if (change->stats.dam < 10)
1537 op->stats.dam--; 1424 op->stats.dam--;
1538 else 1425 else
1544 } 1431 }
1545 1432
1546 if (change->weight) 1433 if (change->weight)
1547 { 1434 {
1548 if (change->weight < 0) 1435 if (change->weight < 0)
1549 op->weight = (-change->weight); 1436 op->weight = -change->weight;
1550 else 1437 else
1551 op->weight = (op->weight * (change->weight)) / 100; 1438 op->weight = op->weight * change->weight / 100;
1552 } 1439 }
1553 1440
1554 if (change->last_sp) 1441 if (change->last_sp)
1555 { 1442 {
1556 if (change->last_sp < 0) 1443 if (change->last_sp < 0)
1557 op->last_sp = (-change->last_sp); 1444 op->last_sp = -change->last_sp;
1558 else 1445 else
1559 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1446 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1560 } 1447 }
1561 1448
1562 if (change->gen_sp_armour) 1449 if (change->gen_sp_armour)
1563 { 1450 {
1564 if (change->gen_sp_armour < 0) 1451 if (change->gen_sp_armour < 0)
1565 op->gen_sp_armour = (-change->gen_sp_armour); 1452 op->gen_sp_armour = -change->gen_sp_armour;
1566 else 1453 else
1567 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1454 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1568 } 1455 }
1569 1456
1570 op->value *= change->value; 1457 op->value *= change->value;
1571 1458
1572 if (change->materials) 1459 if (change->materials)
1573 op->materials = change->materials; 1460 op->materials = change->materials;
1574 1461
1575 if (change->materialname) 1462 if (change->material != MATERIAL_NULL)
1576 op->materialname = change->materialname; 1463 op->material = change->material;
1577 1464
1578 if (change->slaying) 1465 if (change->slaying)
1579 op->slaying = change->slaying; 1466 op->slaying = change->slaying;
1580 1467
1581 if (change->race) 1468 if (change->race)
1604 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1605 else 1492 else
1606 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1607 1494
1608 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1609 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1496 if (!strcmp (name, op->arch->archname))
1610 return !neg; 1497 return !neg;
1611 1498
1612 /* Set success as true, since if the match was an inverse, it means 1499 /* Set success as true, since if the match was an inverse, it means
1613 * everything is allowed except what we match 1500 * everything is allowed except what we match
1614 */ 1501 */
1625 */ 1512 */
1626 1513
1627void 1514void
1628give_artifact_abilities (object *op, object *artifct) 1515give_artifact_abilities (object *op, object *artifct)
1629{ 1516{
1630 char new_name[MAX_BUF]; 1517 op->title = format ("of %s", &artifct->name);
1631 1518
1632 sprintf (new_name, "of %s", &artifct->name);
1633 op->title = new_name;
1634 add_abilities (op, artifct); /* Give out the bonuses */ 1519 add_abilities (op, artifct); /* Give out the bonuses */
1635 1520
1636#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1521#if 0 /* Bit verbose, but keep it here until next time I need it... */
1637 { 1522 {
1638 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1523 char identified = op->flag [FLAG_IDENTIFIED];
1639 1524
1640 SET_FLAG (op, FLAG_IDENTIFIED); 1525 op->set_flag (FLAG_IDENTIFIED);
1641 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1526 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1642 if (!identified) 1527 if (!identified)
1643 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1528 op->clr_flag (FLAG_IDENTIFIED);
1644 } 1529 }
1645#endif 1530#endif
1646 return; 1531 return;
1647} 1532}
1648 1533
1658#define ARTIFACT_TRIES 2 1543#define ARTIFACT_TRIES 2
1659 1544
1660void 1545void
1661generate_artifact (object *op, int difficulty) 1546generate_artifact (object *op, int difficulty)
1662{ 1547{
1663 artifactlist *al;
1664 artifact *art; 1548 artifact *art;
1665 int i;
1666 1549
1667 al = find_artifactlist (op->type); 1550 artifactlist *al = find_artifactlist (op->type);
1668 1551
1669 if (al == NULL) 1552 if (al == NULL)
1670 { 1553 {
1671#if 0 /* This is too verbose, usually */ 1554#if 0 /* This is too verbose, usually */
1672 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1555 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1673#endif 1556#endif
1674 return; 1557 return;
1675 } 1558 }
1676 1559
1677 for (i = 0; i < ARTIFACT_TRIES; i++) 1560 for (int i = 0; i < ARTIFACT_TRIES; i++)
1678 { 1561 {
1679 int roll = rndm (al->total_chance); 1562 int roll = rndm (al->total_chance);
1680 1563
1681 for (art = al->items; art; art = art->next) 1564 for (art = al->items; art; art = art->next)
1682 { 1565 {
1690#if 1 1573#if 1
1691 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1574 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1692#endif 1575#endif
1693 return; 1576 return;
1694 } 1577 }
1695 if (!strcmp (art->item->name, "NONE")) 1578
1579 if (art->item->name == shstr_NONE)
1696 return; 1580 return;
1581
1697 if (FABS (op->magic) < art->item->magic) 1582 if (fabs (op->magic) < art->item->magic)
1698 continue; /* Not magic enough to be this item */ 1583 continue; /* Not magic enough to be this item */
1699 1584
1700 /* Map difficulty not high enough */ 1585 /* Map difficulty not high enough */
1701 if (difficulty < art->difficulty) 1586 if (difficulty < art->difficulty)
1702 continue; 1587 continue;
1720 */ 1605 */
1721 1606
1722void 1607void
1723fix_flesh_item (object *item, object *donor) 1608fix_flesh_item (object *item, object *donor)
1724{ 1609{
1725 char tmpbuf[MAX_BUF];
1726 int i;
1727
1728 if (item->type == FLESH && donor) 1610 if (item->type == FLESH && donor)
1729 { 1611 {
1730 /* change the name */ 1612 /* change the name */
1731 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1613 item->name = format ("%s's %s", &donor->name, &item->name);
1732 item->name = tmpbuf;
1733 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1614 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1734 item->name_pl = tmpbuf;
1735 1615
1736 /* weight is FLESH weight/100 * donor */ 1616 /* weight is FLESH weight/100 * donor */
1737 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1617 item->weight = max (1, item->weight * donor->weight / 100);
1738 item->weight = 1;
1739 1618
1740 /* value is multiplied by level of donor */ 1619 /* value is multiplied by level of donor */
1741 item->value *= isqrt (donor->level * 2); 1620 item->value *= isqrt (donor->level * 2);
1742 1621
1743 /* food value */ 1622 /* food value */
1744 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1623 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1745 1624
1746 /* flesh items inherit some abilities of donor, but not 1625 /* flesh items inherit some abilities of donor, but not
1747 * full effect. 1626 * full effect.
1748 */ 1627 */
1749 for (i = 0; i < NROFATTACKS; i++) 1628 for (int i = 0; i < NROFATTACKS; i++)
1750 item->resist[i] = donor->resist[i] / 2; 1629 item->resist[i] = donor->resist[i] / 2;
1751 1630
1752 /* item inherits donor's level (important for quezals) */ 1631 /* item inherits donor's level (important for quezals) */
1753 item->level = donor->level; 1632 item->level = donor->level;
1754 1633
1755 /* if donor has some attacktypes, the flesh is poisonous */ 1634 /* if donor has some attacktypes, the flesh is poisonous */
1756 if (donor->attacktype & AT_POISON) 1635 if (donor->attacktype & AT_POISON)
1757 item->type = POISON; 1636 item->type = POISON;
1637
1758 if (donor->attacktype & AT_ACID) 1638 if (donor->attacktype & AT_ACID)
1759 item->stats.hp = -1 * item->stats.food; 1639 item->stats.hp = -item->stats.food;
1760 SET_FLAG (item, FLAG_NO_STEAL);
1761 }
1762}
1763 1640
1764/* special_potion() - so that old potion code is still done right. */ 1641 item->set_flag (FLAG_NO_STEAL);
1765int 1642 }
1766special_potion (object *op)
1767{
1768 if (op->attacktype)
1769 return 1;
1770
1771 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1772 return 1;
1773
1774 for (int i = 0; i < NROFATTACKS; i++)
1775 if (op->resist[i])
1776 return 1;
1777
1778 return 0;
1779} 1643}
1780 1644
1781void 1645static void
1782free_treasurestruct (treasure *t) 1646free_treasurestruct (treasure *t)
1783{ 1647{
1784 if (t->next) free_treasurestruct (t->next); 1648 if (t->next) free_treasurestruct (t->next);
1785 if (t->next_yes) free_treasurestruct (t->next_yes); 1649 if (t->next_yes) free_treasurestruct (t->next_yes);
1786 if (t->next_no) free_treasurestruct (t->next_no); 1650 if (t->next_no) free_treasurestruct (t->next_no);
1787 1651
1788 delete t; 1652 delete t;
1789} 1653}
1790 1654
1791void 1655static void
1792free_charlinks (linked_char *lc) 1656free_charlinks (linked_char *lc)
1793{ 1657{
1794 if (lc->next) 1658 if (lc->next)
1795 free_charlinks (lc->next); 1659 free_charlinks (lc->next);
1796 1660
1797 delete lc; 1661 delete lc;
1798} 1662}
1799 1663
1800void 1664static void
1801free_artifact (artifact *at) 1665free_artifact (artifact *at)
1802{ 1666{
1803 if (at->next) free_artifact (at->next); 1667 if (at->next) free_artifact (at->next);
1804 if (at->allowed) free_charlinks (at->allowed); 1668 if (at->allowed) free_charlinks (at->allowed);
1805 1669
1806 at->item->destroy (1); 1670 at->item->destroy ();
1807 1671
1808 sfree (at); 1672 sfree (at);
1809} 1673}
1810 1674
1811void
1812free_artifactlist (artifactlist *al)
1813{
1814 artifactlist *nextal;
1815
1816 for (al = first_artifactlist; al; al = nextal)
1817 {
1818 nextal = al->next;
1819
1820 if (al->items)
1821 free_artifact (al->items);
1822
1823 sfree (al);
1824 }
1825}
1826
1827void
1828free_all_treasures (void)
1829{
1830 treasurelist *tl, *next;
1831
1832 for (tl = first_treasurelist; tl; tl = next)
1833 {
1834 clear (tl);
1835
1836 next = tl->next;
1837 delete tl;
1838 }
1839
1840 free_artifactlist (first_artifactlist);
1841}

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