ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.78 by root, Sun Jul 20 16:56:34 2008 UTC vs.
Revision 1.120 by root, Sat Nov 17 23:33:17 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 <loader.h> 38
39#include <flat_hash_map.hpp>
38 40
39extern char *spell_mapping[]; 41extern char *spell_mapping[];
40 42
41static treasurelist *first_treasurelist; 43static treasurelist *first_treasurelist;
42 44
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
44 46
45typedef std::tr1::unordered_map< 47typedef ska::flat_hash_map<
46 const char *, 48 const char *,
47 treasurelist *, 49 treasurelist *,
48 str_hash, 50 str_hash,
49 str_equal, 51 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >, 52 slice_allocator< std::pair<const char *const, treasurelist *> >
51 true
52> tl_map_t; 53> tl_map_t;
53 54
54static 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}
55 70
56/* 71/*
57 * Searches for the given treasurelist 72 * Searches for the given treasurelist
58 */ 73 */
59treasurelist * 74treasurelist *
89 104
90 tl_map.insert (std::make_pair (tl->name, tl)); 105 tl_map.insert (std::make_pair (tl->name, tl));
91 } 106 }
92 107
93 return tl; 108 return tl;
94}
95
96//TODO: class method
97void
98clear (treasurelist *tl)
99{
100 if (tl->items)
101 {
102 free_treasurestruct (tl->items);
103 tl->items = 0;
104 }
105
106 tl->total_chance = 0;
107} 109}
108 110
109#ifdef TREASURE_DEBUG 111#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
255 return; 257 return;
256 } 258 }
257 259
258 op->expand_tail (); 260 op->expand_tail ();
259 261
262 if (!creator->is_on_map ()
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 263 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
261 op->destroy (); 264 op->destroy ();
262 else 265 else
263 { 266 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 267 op->flag [FLAG_OBJ_ORIGINAL] = true;
265 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);
266 } 269 }
267 } 270 }
268 else 271 else
269 { 272 {
270 op = creator->insert (op); 273 op = creator->insert (op);
271 274
272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 275 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
273 monster_check_apply (creator, op); 276 monster_check_apply (creator, op);
274 } 277 }
275} 278}
276 279
277/* 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
309 } 312 }
310 else 313 else
311 { 314 {
312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 315 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
313 { 316 {
314 object *tmp = arch_to_object (t->item); 317 object *tmp = t->item->instance ();
315 318
316 if (t->nrof && tmp->nrof <= 1) 319 if (t->nrof && tmp->nrof <= 1)
317 tmp->nrof = rndm (t->nrof) + 1; 320 tmp->nrof = rndm (t->nrof) + 1;
318 321
319 fix_generated_item (tmp, op, difficulty, t->magic, flag); 322 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 else if (t->nrof) 369 else if (t->nrof)
367 create_one_treasure (tl, op, flag, difficulty, tries); 370 create_one_treasure (tl, op, flag, difficulty, tries);
368 } 371 }
369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 372 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
370 { 373 {
371 if (object *tmp = arch_to_object (t->item)) 374 if (object *tmp = t->item->instance ())
372 { 375 {
373 if (t->nrof && tmp->nrof <= 1) 376 if (t->nrof && tmp->nrof <= 1)
374 tmp->nrof = rndm (t->nrof) + 1; 377 tmp->nrof = rndm (t->nrof) + 1;
375 378
376 fix_generated_item (tmp, op, difficulty, t->magic, flag); 379 fix_generated_item (tmp, op, difficulty, t->magic, flag);
442 445
443 if (ob->inv) 446 if (ob->inv)
444 LOG (llevError, "In generate treasure, created multiple objects.\n"); 447 LOG (llevError, "In generate treasure, created multiple objects.\n");
445 448
446 ob->destroy (); 449 ob->destroy ();
450
447 return tmp; 451 return tmp;
448} 452}
449 453
450/* 454/*
451 * 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
488 { 0, 0, 0, 3, 97}, // 29 492 { 0, 0, 0, 3, 97}, // 29
489 { 0, 0, 0, 0, 100}, // 30 493 { 0, 0, 0, 0, 100}, // 30
490 { 0, 0, 0, 0, 100}, // 31 494 { 0, 0, 0, 0, 100}, // 31
491}; 495};
492 496
493/* calculate the appropriate level for wands staves and scrolls. 497/* calculate the appropriate level for wands staves and scrolls.
494 * 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)
495 * 499 *
496 * elmex Wed Aug 9 17:44:59 CEST 2006: 500 * elmex Wed Aug 9 17:44:59 CEST 2006:
497 * 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.
498 */ 502 */
499int 503static int
500level_for_item (const object *op, int difficulty) 504level_for_item (const object *op, int difficulty)
501{ 505{
502 if (!op->inv) 506 if (!op->inv)
503 { 507 {
504 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);
508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
509 513
510 if (olevel <= 0) 514 if (olevel <= 0)
511 olevel = rndm (1, op->inv->level); 515 olevel = rndm (1, op->inv->level);
512 516
513 return min (olevel, MAXLEVEL); 517 return min (olevel, MAXLEVEL_TREASURE);
514} 518}
515 519
516/* 520/*
517 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
518 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
521 * elmex Thu Aug 10 18:45:44 CEST 2006: 525 * elmex Thu Aug 10 18:45:44 CEST 2006:
522 * 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
523 * weird integer between 1-31. 527 * weird integer between 1-31.
524 * 528 *
525 */ 529 */
526int 530static int
527magic_from_difficulty (int difficulty) 531magic_from_difficulty (int difficulty)
528{ 532{
529 int percent = 0, magic = 0;
530 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);
531 535
532 scaled_diff--;
533
534 if (scaled_diff < 0)
535 scaled_diff = 0;
536
537 if (scaled_diff >= DIFFLEVELS)
538 scaled_diff = DIFFLEVELS - 1;
539
540 percent = rndm (100); 536 int percent = rndm (100);
537 int magic;
541 538
542 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 539 for (magic = 0; magic <= MAXMAGIC; magic++)
543 { 540 {
544 percent -= difftomagic_list[scaled_diff][magic]; 541 percent -= difftomagic_list[scaled_diff][magic];
545 542
546 if (percent < 0) 543 if (percent < 0)
547 break; 544 break;
548 } 545 }
549 546
550 if (magic == (MAXMAGIC + 1)) 547 if (magic > MAXMAGIC)
551 { 548 {
552 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);
553 magic = 0; 550 magic = 0;
554 } 551 }
555 552
563 * Sets magical bonus in an object, and recalculates the effect on 560 * Sets magical bonus in an object, and recalculates the effect on
564 * the armour variable, and the effect on speed of armour. 561 * the armour variable, and the effect on speed of armour.
565 * This function doesn't work properly, should add use of archetypes 562 * This function doesn't work properly, should add use of archetypes
566 * to make it truly absolute. 563 * to make it truly absolute.
567 */ 564 */
568
569void 565void
570set_abs_magic (object *op, int magic) 566set_abs_magic (object *op, int magic)
571{ 567{
572 if (!magic) 568 if (!magic)
573 return; 569 return;
601 */ 597 */
602 598
603static void 599static void
604set_magic (int difficulty, object *op, int max_magic, int flags) 600set_magic (int difficulty, object *op, int max_magic, int flags)
605{ 601{
606 int i;
607
608 i = magic_from_difficulty (difficulty); 602 int i = magic_from_difficulty (difficulty);
603
609 if ((flags & GT_ONLY_GOOD) && i < 0) 604 if ((flags & GT_ONLY_GOOD) && i < 0)
610 i = -i; 605 i = -i;
606
611 if (i > max_magic) 607 i = min (i, max_magic);
612 i = max_magic; 608
613 set_abs_magic (op, i); 609 set_abs_magic (op, i);
614 if (i < 0) 610 if (i < 0)
615 SET_FLAG (op, FLAG_CURSED); 611 op->set_flag (FLAG_CURSED);
616} 612}
617 613
618/* 614/*
619 * Randomly adds one magical ability to the given object. 615 * Randomly adds one magical ability to the given object.
620 * Modified for Partial Resistance in many ways: 616 * Modified for Partial Resistance in many ways:
621 * 1) Since rings can have multiple bonuses, if the same bonus 617 * 1) Since rings can have multiple bonuses, if the same bonus
622 * is rolled again, increase it - the bonuses now stack with 618 * is rolled again, increase it - the bonuses now stack with
623 * other bonuses previously rolled and ones the item might natively have. 619 * other bonuses previously rolled and ones the item might natively have.
624 * 2) Add code to deal with new PR method. 620 * 2) Add code to deal with new PR method.
625 */ 621 */
626void 622static void
627set_ring_bonus (object *op, int bonus) 623set_ring_bonus (object *op, int bonus)
628{ 624{
629
630 int r = rndm (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
631 626
632 if (op->type == AMULET) 627 if (op->type == AMULET)
633 {
634 if (!(rndm (21))) 628 if (!rndm (21))
635 r = 20 + rndm (2); 629 r = 20 + rndm (2);
630 else if (rndm (2))
631 r = 10;
636 else 632 else
637 {
638 if (rndm (2))
639 r = 10;
640 else
641 r = 11 + rndm (9); 633 r = 11 + rndm (9);
642 }
643 }
644 634
645 switch (r) 635 switch (r)
646 { 636 {
647 /* 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,
648 * bonuses and penalties will stack and add to existing values. 638 * bonuses and penalties will stack and add to existing values.
649 * of the item. 639 * of the item.
650 */ 640 */
651 case 0: 641 case 0:
652 case 1: 642 case 1:
653 case 2: 643 case 2:
654 case 3: 644 case 3:
655 case 4: 645 case 4:
695 * 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
696 * even values. 686 * even values.
697 */ 687 */
698 if (bonus < 0) 688 if (bonus < 0)
699 val = 2 * -val - rndm (b); 689 val = 2 * -val - rndm (b);
700 if (val > 35) 690
701 val = 35; /* Upper limit */ 691 val = min (35, val); /* Upper limit */
692
702 b = 0; 693 b = 0;
703 694
704 while (op->resist[resist_table[resist]] != 0 && b < 4) 695 while (op->resist[resist_table[resist]] != 0 && b < 4)
705 resist = rndm (num_resist_table); 696 resist = rndm (num_resist_table);
706 697
714 break; 705 break;
715 } 706 }
716 case 20: 707 case 20:
717 if (op->type == AMULET) 708 if (op->type == AMULET)
718 { 709 {
719 SET_FLAG (op, FLAG_REFL_SPELL); 710 op->set_flag (FLAG_REFL_SPELL);
720 op->value *= 11; 711 op->value *= 11;
721 } 712 }
722 else 713 else
723 { 714 {
724 op->stats.hp = 1; /* regenerate hit points */ 715 op->stats.hp = 1; /* regenerate hit points */
727 break; 718 break;
728 719
729 case 21: 720 case 21:
730 if (op->type == AMULET) 721 if (op->type == AMULET)
731 { 722 {
732 SET_FLAG (op, FLAG_REFL_MISSILE); 723 op->set_flag (FLAG_REFL_MISSILE);
733 op->value *= 9; 724 op->value *= 9;
734 } 725 }
735 else 726 else
736 { 727 {
737 op->stats.sp = 1; /* regenerate spell points */ 728 op->stats.sp = 1; /* regenerate spell points */
739 } 730 }
740 break; 731 break;
741 732
742 case 22: 733 case 22:
743 op->stats.exp += bonus; /* Speed! */ 734 op->stats.exp += bonus; /* Speed! */
744 op->value = (op->value * 2) / 3; 735 op->value = op->value * 2 / 3;
745 break; 736 break;
746 } 737 }
747 738
748 if (bonus > 0) 739 if (bonus > 0)
749 op->value *= 2 * bonus; 740 op->value = 2 * op->value * bonus;
750 else 741 else
751 op->value = -(op->value * 2 * bonus) / 3; 742 op->value = -2 * op->value * bonus / 3;
752} 743}
753 744
754/* 745/*
755 * 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.
756 * 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
757 * higher is the chance of returning a low number. 748 * higher is the chance of returning a low number.
758 * 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
759 * rings and amulets. 750 * rings and amulets.
760 * 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.
761 */ 752 */
762int 753static int
763get_magic (int diff) 754get_magic (int diff)
764{ 755{
765 int i; 756 diff = min (3, diff);
766 757
767 if (diff < 3)
768 diff = 3;
769
770 for (i = 0; i < 4; i++) 758 for (int i = 0; i < 4; i++)
771 if (rndm (diff)) 759 if (rndm (diff))
772 return i; 760 return i;
773 761
774 return 4; 762 return 4;
775} 763}
776 764
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
777#define DICE2 (get_magic(2)==2?2:1) 805#define DICE2 (get_magic(2) == 2 ? 2 : 1)
778#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))
779 807
780/* 808/*
781 * 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
782 * 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
783 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 811 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
784 */ 812 */
785 813
786/* 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
787 * 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
788 * 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
789 * way to do this? b.t. */ 817 * way to do this? b.t. */
790 818
791/* 819/*
792 * ! (flags & GT_ENVIRONMENT): 820 * ! (flags & GT_ENVIRONMENT):
793 * Automatically calls fix_flesh_item(). 821 * Automatically calls fix_flesh_item().
816 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 844 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
817 /* So the treasure doesn't get created again */ 845 /* So the treasure doesn't get created again */
818 op->randomitems = 0; 846 op->randomitems = 0;
819 } 847 }
820 848
821 if (difficulty < 1) 849 max_it (difficulty, 1);
822 difficulty = 1;
823 850
824 if (INVOKE_OBJECT (ADD_BONUS, op, 851 if (INVOKE_OBJECT (ADD_BONUS, op,
825 ARG_OBJECT (creator != op ? creator : 0), 852 ARG_OBJECT (creator != op ? creator : 0),
826 ARG_INT (difficulty), ARG_INT (max_magic), 853 ARG_INT (difficulty), ARG_INT (max_magic),
827 ARG_INT (flags))) 854 ARG_INT (flags)))
886 * again below */ 913 * again below */
887 } 914 }
888 } 915 }
889 916
890 /* materialtype modifications. Note we allow this on artifacts. */ 917 /* materialtype modifications. Note we allow this on artifacts. */
891 set_materialname (op, difficulty, NULL); 918 select_material (op, difficulty);
892 919
893 if (flags & GT_MINIMAL) 920 if (flags & GT_MINIMAL)
894 { 921 {
895 if (op->type == POTION) 922 if (op->type == POTION)
896 /* Handle healing and magic power potions */ 923 /* Handle healing and magic power potions */
897 if (op->stats.sp && !op->randomitems) 924 if (op->stats.sp && !op->randomitems)
898 { 925 {
899 object *tmp = get_archetype (spell_mapping [op->stats.sp]); 926 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
900 insert_ob_in_ob (tmp, op); 927 insert_ob_in_ob (tmp, op);
901 op->stats.sp = 0; 928 op->stats.sp = 0;
902 } 929 }
903 } 930 }
904 else if (!op->title) /* Only modify object if not special */ 931 else if (!op->title) /* Only modify object if not special */
907 case WEAPON: 934 case WEAPON:
908 case ARMOUR: 935 case ARMOUR:
909 case SHIELD: 936 case SHIELD:
910 case HELMET: 937 case HELMET:
911 case CLOAK: 938 case CLOAK:
912 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 939 if (op->flag [FLAG_CURSED] && !(rndm (4)))
913 set_ring_bonus (op, -DICE2); 940 set_ring_bonus (op, -DICE2);
914 break; 941 break;
915 942
916 case BRACERS: 943 case BRACERS:
917 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 944 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
918 { 945 {
919 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 946 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
920 if (!QUERY_FLAG (op, FLAG_CURSED)) 947 if (!op->flag [FLAG_CURSED])
921 op->value *= 3; 948 op->value *= 3;
922 } 949 }
923 break; 950 break;
924 951
925 case POTION: 952 case POTION:
926 { 953 {
927 int too_many_tries = 0, is_special = 0; 954 int too_many_tries = 0;
928 955
929 /* Handle healing and magic power potions */ 956 /* Handle healing and magic power potions */
930 if (op->stats.sp && !op->randomitems) 957 if (op->stats.sp && !op->randomitems)
931 { 958 {
932 object *tmp;
933
934 tmp = get_archetype (spell_mapping[op->stats.sp]); 959 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
935 insert_ob_in_ob (tmp, op); 960 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0; 961 op->stats.sp = 0;
937 } 962 }
938 963
939 while (!(is_special = special_potion (op)) && !op->inv) 964 while (!special_potion (op) && !op->inv)
940 { 965 {
941 generate_artifact (op, difficulty); 966 generate_artifact (op, difficulty);
942 if (too_many_tries++ > 10) 967 if (too_many_tries++ > 10)
943 break; 968 break;
944 } 969 }
947 * since the value set on those is already correct. 972 * since the value set on those is already correct.
948 */ 973 */
949 if (op->inv && op->randomitems) 974 if (op->inv && op->randomitems)
950 { 975 {
951 /* value multiplier is same as for scrolls */ 976 /* value multiplier is same as for scrolls */
952 op->value = (op->value * op->inv->value); 977 op->value *= op->inv->value;
953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 978 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
954 } 979 }
955 else 980 else
956 { 981 {
957 op->name = "potion"; 982 op->name = shstr_potion;
958 op->name_pl = "potions"; 983 op->name_pl = shstr_potions;
959 } 984 }
960 985
961 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 986 if (!(flags & GT_ONLY_GOOD) && rndm (2))
962 SET_FLAG (op, FLAG_CURSED); 987 op->set_flag (FLAG_CURSED);
988
963 break; 989 break;
964 } 990 }
965 991
966 case AMULET: 992 case AMULET:
967 if (IS_ARCH (op->arch, amulet)) 993 if (IS_ARCH (op->arch, amulet))
968 op->value *= 5; /* Since it's not just decoration */ 994 op->value *= 5; /* Since it's not just decoration */
969 995
970 case RING: 996 case RING:
971 if (!op->arch) // wtf? schmorp
972 {
973 op->destroy ();
974 op = 0;
975 break;
976 }
977
978 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 997 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
979 break; 998 break;
980 999
981 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1000 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
982 SET_FLAG (op, FLAG_CURSED); 1001 op->set_flag (FLAG_CURSED);
983 1002
984 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1003 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
985 1004
986 if (op->type != RING) /* Amulets have only one ability */ 1005 if (op->type != RING) /* Amulets have only one ability */
987 break; 1006 break;
988 1007
989 if (!(rndm (4))) 1008 if (!rndm (4))
990 { 1009 {
991 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1010 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
992 1011
993 if (d > 0) 1012 if (d > 0)
994 op->value *= 3; 1013 op->value *= 3;
995 1014
996 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
997 1016
998 if (!(rndm (4))) 1017 if (!rndm (4))
999 { 1018 {
1000 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1019 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1001 1020
1002 if (d > 0) 1021 if (d > 0)
1003 op->value *= 5; 1022 op->value *= 5;
1023
1004 set_ring_bonus (op, d); 1024 set_ring_bonus (op, d);
1005 } 1025 }
1006 } 1026 }
1007 1027
1008 if (GET_ANIM_ID (op)) 1028 if (op->animation_id)
1009 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1029 op->set_anim_frame (rndm (op->anim_frames ()));
1010 1030
1011 break; 1031 break;
1012 1032
1013 case BOOK: 1033 case BOOK:
1014 /* Is it an empty book?, if yes lets make a special· 1034 /* Is it an empty book?, if yes lets make a special·
1016 * creator and/or map level we found it on. 1036 * creator and/or map level we found it on.
1017 */ 1037 */
1018 if (!op->msg && rndm (10)) 1038 if (!op->msg && rndm (10))
1019 { 1039 {
1020 /* set the book level properly */ 1040 /* set the book level properly */
1021 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1041 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1022 { 1042 {
1023 if (op->map && op->map->difficulty) 1043 if (op->map && op->map->difficulty)
1024 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1044 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1025 else 1045 else
1026 op->level = rndm (20) + 1; 1046 op->level = rndm (20) + 1;
1029 op->level = rndm (creator->level); 1049 op->level = rndm (creator->level);
1030 1050
1031 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);
1032 /* books w/ info are worth more! */ 1052 /* books w/ info are worth more! */
1033 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));
1034 /* creator related stuff */
1035
1036 /* for library, chained books. Note that some monsters have no_pick
1037 * set - we don't want to set no pick in that case.
1038 */
1039 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1040 SET_FLAG (op, FLAG_NO_PICK);
1041 if (creator->slaying && !op->slaying) /* for check_inv floors */
1042 op->slaying = creator->slaying;
1043 1054
1044 /* add exp so reading it gives xp (once) */ 1055 /* add exp so reading it gives xp (once) */
1045 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;
1046 } 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;
1047 break; 1068 break;
1048 1069
1049 case SPELLBOOK: 1070 case SPELLBOOK:
1050 op->value = op->value * op->inv->value; 1071 op->value *= value_factor_from_spell_item (op->inv, 0);
1072
1051 /* add exp so learning gives xp */ 1073 /* add exp so learning gives xp */
1052 op->level = op->inv->level; 1074 op->level = op->inv->level;
1053 op->stats.exp = op->value; 1075 op->stats.exp = op->value;
1054 break; 1076 break;
1055 1077
1059 * and reset nrof. 1081 * and reset nrof.
1060 */ 1082 */
1061 op->stats.food = op->inv->nrof; 1083 op->stats.food = op->inv->nrof;
1062 op->nrof = 1; 1084 op->nrof = 1;
1063 /* If the spell changes by level, choose a random level 1085 /* If the spell changes by level, choose a random level
1064 * for it, and adjust price. If the spell doesn't 1086 * for it.
1065 * change by level, just set the wand to the level of
1066 * the spell, and value calculation is simpler.
1067 */ 1087 */
1068 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1088 if (op->inv->duration_modifier
1069 { 1089 || op->inv->dam_modifier
1090 || op->inv->range_modifier)
1070 op->level = level_for_item (op, difficulty); 1091 op->level = level_for_item (op, difficulty);
1071 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1072 }
1073 else 1092 else
1074 {
1075 op->level = op->inv->level; 1093 op->level = op->inv->level;
1076 op->value = op->value * op->inv->value; 1094
1077 } 1095 op->value *= value_factor_from_spell_item (op->inv, op);
1078 break; 1096 break;
1079 1097
1080 case ROD: 1098 case ROD:
1081 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1082 /* Add 50 to both level an divisor to keep prices a little more 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1083 * reasonable. Otherwise, a high level version of a low level 1101
1084 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1085 * 10 time multiplier). This way, the value are a bit more reasonable.
1086 */
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088 /* 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 */
1089 if (op->stats.maxhp) 1103 if (op->stats.maxhp)
1090 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);
1091 else 1105 else
1092 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);
1093 1107
1094 op->stats.hp = op->stats.maxhp; 1108 op->stats.hp = op->stats.maxhp;
1095 break; 1109 break;
1096 1110
1097 case SCROLL: 1111 case SCROLL:
1098 op->level = level_for_item (op, difficulty); 1112 op->level = level_for_item (op, difficulty);
1099 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);
1100 1114
1101 /* add exp so reading them properly gives xp */ 1115 /* add exp so reading them properly gives xp */
1102 op->stats.exp = op->value / 5; 1116 op->stats.exp = op->value / 5;
1103 op->nrof = op->inv->nrof; 1117 op->nrof = op->inv->nrof;
1104 break; 1118 break;
1112 break; 1126 break;
1113 } /* switch type */ 1127 } /* switch type */
1114 1128
1115 if (flags & GT_STARTEQUIP) 1129 if (flags & GT_STARTEQUIP)
1116 { 1130 {
1117 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])
1118 SET_FLAG (op, FLAG_STARTEQUIP); 1132 op->set_flag (FLAG_STARTEQUIP);
1119 else if (op->type != MONEY) 1133 else if (op->type != MONEY)
1120 op->value = 0; 1134 op->value = 0;
1121 } 1135 }
1122 1136
1123 if (!(flags & GT_ENVIRONMENT)) 1137 if (!(flags & GT_ENVIRONMENT))
1134 1148
1135/* 1149/*
1136 * Allocate and return the pointer to an empty artifactlist structure. 1150 * Allocate and return the pointer to an empty artifactlist structure.
1137 */ 1151 */
1138static artifactlist * 1152static artifactlist *
1139get_empty_artifactlist (void) 1153get_empty_artifactlist ()
1140{ 1154{
1141 return salloc0<artifactlist> (); 1155 return salloc0<artifactlist> ();
1142} 1156}
1143 1157
1144/* 1158/*
1145 * Allocate and return the pointer to an empty artifact structure. 1159 * Allocate and return the pointer to an empty artifact structure.
1146 */ 1160 */
1147static artifact * 1161static artifact *
1148get_empty_artifact (void) 1162get_empty_artifact ()
1149{ 1163{
1150 return salloc0<artifact> (); 1164 return salloc0<artifact> ();
1151} 1165}
1152 1166
1153/* 1167/*
1166 1180
1167/* 1181/*
1168 * Builds up the lists of artifacts from the file in the libdir. 1182 * Builds up the lists of artifacts from the file in the libdir.
1169 */ 1183 */
1170void 1184void
1171init_artifacts (void) 1185init_artifacts ()
1172{ 1186{
1173 static int has_been_inited = 0; 1187 static int has_been_inited = 0;
1174 char filename[MAX_BUF];
1175 artifact *art = NULL; 1188 artifact *art = NULL;
1176 artifactlist *al; 1189 artifactlist *al;
1177 1190
1178 if (has_been_inited) 1191 if (has_been_inited)
1179 return; 1192 return;
1180 else 1193 else
1181 has_been_inited = 1; 1194 has_been_inited = 1;
1182 1195
1183 sprintf (filename, "%s/artifacts", settings.datadir); 1196 object_thawer f (settings.datadir, "artifacts");
1184 object_thawer f (filename);
1185 1197
1186 if (!f) 1198 if (!f)
1187 return; 1199 return;
1188 1200
1189 for (;;) 1201 for (;;)
1196 1208
1197 { 1209 {
1198 if (!strcmp (f.get_str (), "all")) 1210 if (!strcmp (f.get_str (), "all"))
1199 break; 1211 break;
1200 1212
1201 char *next, *cp = f.get_str (); 1213 const char *cp = f.get_str ();
1202 1214 char *next;
1203 do 1215 do
1204 { 1216 {
1205 if ((next = strchr (cp, ','))) 1217 if ((next = (char *)strchr (cp, ',')))
1206 *next++ = '\0'; 1218 *next++ = '\0';
1207 1219
1208 linked_char *tmp = new linked_char; 1220 linked_char *tmp = new linked_char;
1209 1221
1210 tmp->name = cp; 1222 tmp->name = cp;
1274 } 1286 }
1275#if 0 1287#if 0
1276 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);
1277#endif 1289#endif
1278 } 1290 }
1279
1280 LOG (llevDebug, "done.\n");
1281} 1291}
1282 1292
1283/* 1293/*
1284 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1285 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1286 */ 1296 */
1287void 1297void
1288add_abilities (object *op, object *change) 1298add_abilities (object *op, object *change)
1289{ 1299{
1290 int i, tmp;
1291
1292 if (change->face != blank_face) 1300 if (change->face != blank_face)
1293 {
1294#ifdef TREASURE_VERBOSE
1295 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1296#endif
1297 op->face = change->face; 1301 op->face = change->face;
1298 }
1299 1302
1300 for (i = 0; i < NUM_STATS; i++) 1303 for (int i = 0; i < NUM_STATS; i++)
1301 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1304 change_attr_value (&(op->stats), i, change->stats.stat (i));
1302 1305
1303 op->attacktype |= change->attacktype; 1306 op->attacktype |= change->attacktype;
1304 op->path_attuned |= change->path_attuned; 1307 op->path_attuned |= change->path_attuned;
1305 op->path_repelled |= change->path_repelled; 1308 op->path_repelled |= change->path_repelled;
1306 op->path_denied |= change->path_denied; 1309 op->path_denied |= change->path_denied;
1307 op->move_type |= change->move_type; 1310 op->move_type |= change->move_type;
1308 op->stats.luck += change->stats.luck; 1311 op->stats.luck += change->stats.luck;
1309 1312
1310 if (QUERY_FLAG (change, FLAG_CURSED)) 1313 static const struct copyflags : object::flags_t
1311 SET_FLAG (op, FLAG_CURSED); 1314 {
1312 if (QUERY_FLAG (change, FLAG_DAMNED)) 1315 copyflags ()
1313 SET_FLAG (op, FLAG_DAMNED); 1316 {
1314 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)
1315 set_abs_magic (op, -op->magic); 1334 set_abs_magic (op, -op->magic);
1316 1335
1317 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1336 if (change->flag [FLAG_STAND_STILL])
1318 SET_FLAG (op, FLAG_LIFESAVE);
1319 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1320 SET_FLAG (op, FLAG_REFL_SPELL);
1321 if (QUERY_FLAG (change, FLAG_STEALTH))
1322 SET_FLAG (op, FLAG_STEALTH);
1323 if (QUERY_FLAG (change, FLAG_XRAYS))
1324 SET_FLAG (op, FLAG_XRAYS);
1325 if (QUERY_FLAG (change, FLAG_BLIND))
1326 SET_FLAG (op, FLAG_BLIND);
1327 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1328 SET_FLAG (op, FLAG_SEE_IN_DARK);
1329 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1330 SET_FLAG (op, FLAG_REFL_MISSILE);
1331 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1332 SET_FLAG (op, FLAG_MAKE_INVIS);
1333
1334 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1335 { 1337 {
1336 CLEAR_FLAG (op, FLAG_ANIMATE); 1338 op->clr_flag (FLAG_ANIMATE);
1339
1337 /* so artifacts will join */ 1340 /* so artifacts will join */
1338 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1341 if (!op->flag [FLAG_ALIVE])
1339 op->speed = 0.0; 1342 op->speed = 0.;
1340 1343
1341 op->set_speed (op->speed); 1344 op->set_speed (op->speed);
1342 } 1345 }
1343 1346
1344 if (change->nrof) 1347 if (change->nrof)
1345 op->nrof = rndm (change->nrof) + 1; 1348 op->nrof = rndm (change->nrof) + 1;
1346 1349
1347 op->stats.exp += change->stats.exp; /* Speed modifier */ 1350 op->stats.exp += change->stats.exp; /* Speed modifier */
1348 op->stats.wc += change->stats.wc; 1351 op->stats.wc += change->stats.wc;
1349 op->stats.ac += change->stats.ac; 1352 op->stats.ac += change->stats.ac;
1350 1353
1351 if (change->other_arch) 1354 if (change->other_arch)
1352 { 1355 {
1353 /* Basically, for horns & potions, the other_arch field is the spell 1356 /* Basically, for horns & potions, the other_arch field is the spell
1354 * 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
1355 * this object. 1358 * this object.
1356 */ 1359 */
1357 if (op->type == HORN || op->type == POTION) 1360 if (op->type == HORN || op->type == POTION)
1358 { 1361 {
1359 object *tmp_obj;
1360
1361 /* Remove any spells this object currently has in it */ 1362 /* Remove any spells this object currently has in it */
1362 while (op->inv)
1363 op->inv->destroy (); 1363 op->destroy_inv (false);
1364 1364
1365 tmp_obj = arch_to_object (change->other_arch); 1365 object *tmp = change->other_arch->instance ();
1366 insert_ob_in_ob (tmp_obj, op); 1366 insert_ob_in_ob (tmp, op);
1367 } 1367 }
1368
1368 /* No harm setting this for potions/horns */ 1369 /* No harm setting this for potions/horns */
1369 op->other_arch = change->other_arch; 1370 op->other_arch = change->other_arch;
1370 } 1371 }
1371 1372
1372 if (change->stats.hp < 0) 1373 if (change->stats.hp < 0)
1388 op->stats.maxsp = -change->stats.maxsp; 1389 op->stats.maxsp = -change->stats.maxsp;
1389 else 1390 else
1390 op->stats.maxsp += change->stats.maxsp; 1391 op->stats.maxsp += change->stats.maxsp;
1391 1392
1392 if (change->stats.food < 0) 1393 if (change->stats.food < 0)
1393 op->stats.food = -(change->stats.food); 1394 op->stats.food = -change->stats.food;
1394 else 1395 else
1395 op->stats.food += change->stats.food; 1396 op->stats.food += change->stats.food;
1396 1397
1397 if (change->level < 0) 1398 if (change->level < 0)
1398 op->level = -(change->level); 1399 op->level = -change->level;
1399 else 1400 else
1400 op->level += change->level; 1401 op->level += change->level;
1401 1402
1402 if (change->gen_sp_armour < 0) 1403 if (change->gen_sp_armour < 0)
1403 op->gen_sp_armour = -(change->gen_sp_armour); 1404 op->gen_sp_armour = -change->gen_sp_armour;
1404 else 1405 else
1405 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;
1406 1407
1407 op->item_power = change->item_power; 1408 op->item_power = change->item_power;
1408 1409
1409 for (i = 0; i < NROFATTACKS; i++) 1410 for (int i = 0; i < NROFATTACKS; i++)
1410 if (change->resist[i])
1411 op->resist[i] += change->resist[i]; 1411 op->resist[i] += change->resist[i];
1412 1412
1413 if (change->stats.dam) 1413 if (change->stats.dam)
1414 { 1414 {
1415 if (change->stats.dam < 0) 1415 if (change->stats.dam < 0)
1416 op->stats.dam = (-change->stats.dam); 1416 op->stats.dam = -change->stats.dam;
1417 else if (op->stats.dam) 1417 else if (op->stats.dam)
1418 { 1418 {
1419 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1419 int tmp = op->stats.dam * change->stats.dam / 10;
1420
1420 if (tmp == op->stats.dam) 1421 if (tmp == op->stats.dam)
1421 { 1422 {
1422 if (change->stats.dam < 10) 1423 if (change->stats.dam < 10)
1423 op->stats.dam--; 1424 op->stats.dam--;
1424 else 1425 else
1430 } 1431 }
1431 1432
1432 if (change->weight) 1433 if (change->weight)
1433 { 1434 {
1434 if (change->weight < 0) 1435 if (change->weight < 0)
1435 op->weight = (-change->weight); 1436 op->weight = -change->weight;
1436 else 1437 else
1437 op->weight = (op->weight * (change->weight)) / 100; 1438 op->weight = op->weight * change->weight / 100;
1438 } 1439 }
1439 1440
1440 if (change->last_sp) 1441 if (change->last_sp)
1441 { 1442 {
1442 if (change->last_sp < 0) 1443 if (change->last_sp < 0)
1443 op->last_sp = (-change->last_sp); 1444 op->last_sp = -change->last_sp;
1444 else 1445 else
1445 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;
1446 } 1447 }
1447 1448
1448 if (change->gen_sp_armour) 1449 if (change->gen_sp_armour)
1449 { 1450 {
1450 if (change->gen_sp_armour < 0) 1451 if (change->gen_sp_armour < 0)
1451 op->gen_sp_armour = (-change->gen_sp_armour); 1452 op->gen_sp_armour = -change->gen_sp_armour;
1452 else 1453 else
1453 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;
1454 } 1455 }
1455 1456
1456 op->value *= change->value; 1457 op->value *= change->value;
1457 1458
1458 if (change->materials) 1459 if (change->materials)
1459 op->materials = change->materials; 1460 op->materials = change->materials;
1460 1461
1461 if (change->materialname) 1462 if (change->material != MATERIAL_NULL)
1462 op->materialname = change->materialname; 1463 op->material = change->material;
1463 1464
1464 if (change->slaying) 1465 if (change->slaying)
1465 op->slaying = change->slaying; 1466 op->slaying = change->slaying;
1466 1467
1467 if (change->race) 1468 if (change->race)
1490 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1491 else 1492 else
1492 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1493 1494
1494 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1495 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1496 if (!strcmp (name, op->arch->archname))
1496 return !neg; 1497 return !neg;
1497 1498
1498 /* 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
1499 * everything is allowed except what we match 1500 * everything is allowed except what we match
1500 */ 1501 */
1511 */ 1512 */
1512 1513
1513void 1514void
1514give_artifact_abilities (object *op, object *artifct) 1515give_artifact_abilities (object *op, object *artifct)
1515{ 1516{
1516 char new_name[MAX_BUF]; 1517 op->title = format ("of %s", &artifct->name);
1517 1518
1518 sprintf (new_name, "of %s", &artifct->name);
1519 op->title = new_name;
1520 add_abilities (op, artifct); /* Give out the bonuses */ 1519 add_abilities (op, artifct); /* Give out the bonuses */
1521 1520
1522#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... */
1523 { 1522 {
1524 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1523 char identified = op->flag [FLAG_IDENTIFIED];
1525 1524
1526 SET_FLAG (op, FLAG_IDENTIFIED); 1525 op->set_flag (FLAG_IDENTIFIED);
1527 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));
1528 if (!identified) 1527 if (!identified)
1529 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1528 op->clr_flag (FLAG_IDENTIFIED);
1530 } 1529 }
1531#endif 1530#endif
1532 return; 1531 return;
1533} 1532}
1534 1533
1544#define ARTIFACT_TRIES 2 1543#define ARTIFACT_TRIES 2
1545 1544
1546void 1545void
1547generate_artifact (object *op, int difficulty) 1546generate_artifact (object *op, int difficulty)
1548{ 1547{
1549 artifactlist *al;
1550 artifact *art; 1548 artifact *art;
1551 int i;
1552 1549
1553 al = find_artifactlist (op->type); 1550 artifactlist *al = find_artifactlist (op->type);
1554 1551
1555 if (al == NULL) 1552 if (al == NULL)
1556 { 1553 {
1557#if 0 /* This is too verbose, usually */ 1554#if 0 /* This is too verbose, usually */
1558 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);
1559#endif 1556#endif
1560 return; 1557 return;
1561 } 1558 }
1562 1559
1563 for (i = 0; i < ARTIFACT_TRIES; i++) 1560 for (int i = 0; i < ARTIFACT_TRIES; i++)
1564 { 1561 {
1565 int roll = rndm (al->total_chance); 1562 int roll = rndm (al->total_chance);
1566 1563
1567 for (art = al->items; art; art = art->next) 1564 for (art = al->items; art; art = art->next)
1568 { 1565 {
1576#if 1 1573#if 1
1577 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);
1578#endif 1575#endif
1579 return; 1576 return;
1580 } 1577 }
1581 if (!strcmp (art->item->name, "NONE")) 1578
1579 if (art->item->name == shstr_NONE)
1582 return; 1580 return;
1581
1583 if (FABS (op->magic) < art->item->magic) 1582 if (fabs (op->magic) < art->item->magic)
1584 continue; /* Not magic enough to be this item */ 1583 continue; /* Not magic enough to be this item */
1585 1584
1586 /* Map difficulty not high enough */ 1585 /* Map difficulty not high enough */
1587 if (difficulty < art->difficulty) 1586 if (difficulty < art->difficulty)
1588 continue; 1587 continue;
1606 */ 1605 */
1607 1606
1608void 1607void
1609fix_flesh_item (object *item, object *donor) 1608fix_flesh_item (object *item, object *donor)
1610{ 1609{
1611 char tmpbuf[MAX_BUF];
1612 int i;
1613
1614 if (item->type == FLESH && donor) 1610 if (item->type == FLESH && donor)
1615 { 1611 {
1616 /* change the name */ 1612 /* change the name */
1617 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1613 item->name = format ("%s's %s", &donor->name, &item->name);
1618 item->name = tmpbuf;
1619 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1614 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1620 item->name_pl = tmpbuf;
1621 1615
1622 /* weight is FLESH weight/100 * donor */ 1616 /* weight is FLESH weight/100 * donor */
1623 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);
1624 item->weight = 1;
1625 1618
1626 /* value is multiplied by level of donor */ 1619 /* value is multiplied by level of donor */
1627 item->value *= isqrt (donor->level * 2); 1620 item->value *= isqrt (donor->level * 2);
1628 1621
1629 /* food value */ 1622 /* food value */
1630 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1623 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1631 1624
1632 /* flesh items inherit some abilities of donor, but not 1625 /* flesh items inherit some abilities of donor, but not
1633 * full effect. 1626 * full effect.
1634 */ 1627 */
1635 for (i = 0; i < NROFATTACKS; i++) 1628 for (int i = 0; i < NROFATTACKS; i++)
1636 item->resist[i] = donor->resist[i] / 2; 1629 item->resist[i] = donor->resist[i] / 2;
1637 1630
1638 /* item inherits donor's level (important for quezals) */ 1631 /* item inherits donor's level (important for quezals) */
1639 item->level = donor->level; 1632 item->level = donor->level;
1640 1633
1641 /* if donor has some attacktypes, the flesh is poisonous */ 1634 /* if donor has some attacktypes, the flesh is poisonous */
1642 if (donor->attacktype & AT_POISON) 1635 if (donor->attacktype & AT_POISON)
1643 item->type = POISON; 1636 item->type = POISON;
1637
1644 if (donor->attacktype & AT_ACID) 1638 if (donor->attacktype & AT_ACID)
1645 item->stats.hp = -1 * item->stats.food; 1639 item->stats.hp = -item->stats.food;
1646 SET_FLAG (item, FLAG_NO_STEAL);
1647 }
1648}
1649 1640
1650/* special_potion() - so that old potion code is still done right. */ 1641 item->set_flag (FLAG_NO_STEAL);
1651int 1642 }
1652special_potion (object *op)
1653{
1654 if (op->attacktype)
1655 return 1;
1656
1657 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1658 return 1;
1659
1660 for (int i = 0; i < NROFATTACKS; i++)
1661 if (op->resist[i])
1662 return 1;
1663
1664 return 0;
1665} 1643}
1666 1644
1667void 1645static void
1668free_treasurestruct (treasure *t) 1646free_treasurestruct (treasure *t)
1669{ 1647{
1670 if (t->next) free_treasurestruct (t->next); 1648 if (t->next) free_treasurestruct (t->next);
1671 if (t->next_yes) free_treasurestruct (t->next_yes); 1649 if (t->next_yes) free_treasurestruct (t->next_yes);
1672 if (t->next_no) free_treasurestruct (t->next_no); 1650 if (t->next_no) free_treasurestruct (t->next_no);
1673 1651
1674 delete t; 1652 delete t;
1675} 1653}
1676 1654
1677void 1655static void
1678free_charlinks (linked_char *lc) 1656free_charlinks (linked_char *lc)
1679{ 1657{
1680 if (lc->next) 1658 if (lc->next)
1681 free_charlinks (lc->next); 1659 free_charlinks (lc->next);
1682 1660
1683 delete lc; 1661 delete lc;
1684} 1662}
1685 1663
1686void 1664static void
1687free_artifact (artifact *at) 1665free_artifact (artifact *at)
1688{ 1666{
1689 if (at->next) free_artifact (at->next); 1667 if (at->next) free_artifact (at->next);
1690 if (at->allowed) free_charlinks (at->allowed); 1668 if (at->allowed) free_charlinks (at->allowed);
1691 1669
1692 at->item->destroy (1); 1670 at->item->destroy ();
1693 1671
1694 sfree (at); 1672 sfree (at);
1695} 1673}
1696 1674
1697void
1698free_artifactlist (artifactlist *al)
1699{
1700 artifactlist *nextal;
1701
1702 for (al = first_artifactlist; al; al = nextal)
1703 {
1704 nextal = al->next;
1705
1706 if (al->items)
1707 free_artifact (al->items);
1708
1709 sfree (al);
1710 }
1711}
1712
1713void
1714free_all_treasures (void)
1715{
1716 treasurelist *tl, *next;
1717
1718 for (tl = first_treasurelist; tl; tl = next)
1719 {
1720 clear (tl);
1721
1722 next = tl->next;
1723 delete tl;
1724 }
1725
1726 free_artifactlist (first_artifactlist);
1727}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines