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 1.94 by root, Tue Nov 10 16:29:20 2009 UTC vs.
Revision 1.124 by root, Sat Dec 1 20:22:12 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 27 * It is useful for finding bugs in the treasures file. Since it only
33 34
34//#define TREASURE_VERBOSE 35//#define TREASURE_VERBOSE
35 36
36#include <global.h> 37#include <global.h>
37#include <treasure.h> 38#include <treasure.h>
38#include <loader.h> 39
40#include <flat_hash_map.hpp>
41
42// used only by treasure.C, does not handle null arch ptrs
43#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
39 44
40extern char *spell_mapping[]; 45extern char *spell_mapping[];
41 46
42static treasurelist *first_treasurelist; 47static treasurelist *first_treasurelist;
43 48
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
45 50
46typedef std::tr1::unordered_map< 51typedef ska::flat_hash_map
52 <
47 const char *, 53 const char *,
48 treasurelist *, 54 treasurelist *,
49 str_hash, 55 str_hash,
50 str_equal, 56 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> > 57 slice_allocator< std::pair<const char *const, treasurelist *> >
52> tl_map_t; 58 > tl_map_t;
53 59
54static tl_map_t tl_map; 60static tl_map_t tl_map;
55 61
56//TODO: class method 62//TODO: class method
57static void free_treasurestruct (treasure *t); // bleh desu 63static void free_treasurestruct (treasure *t); // bleh desu
74treasurelist::find (const char *name) 80treasurelist::find (const char *name)
75{ 81{
76 if (!name) 82 if (!name)
77 return 0; 83 return 0;
78 84
79 auto (i, tl_map.find (name)); 85 auto i = tl_map.find (name);
80 86
81 if (i == tl_map.end ()) 87 if (i == tl_map.end ())
82 return 0; 88 return 0;
83 89
84 return i->second; 90 return i->second;
256 return; 262 return;
257 } 263 }
258 264
259 op->expand_tail (); 265 op->expand_tail ();
260 266
267 if (!creator->is_on_map ()
261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 268 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy (); 269 op->destroy ();
263 else 270 else
264 { 271 {
265 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 272 op->flag [FLAG_OBJ_ORIGINAL] = true;
266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 273 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 } 274 }
268 } 275 }
269 else 276 else
270 { 277 {
271 op = creator->insert (op); 278 op = creator->insert (op);
272 279
273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 280 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
274 monster_check_apply (creator, op); 281 monster_check_apply (creator, op);
275 } 282 }
276} 283}
277 284
278/* if there are change_xxx commands in the treasure, we include the changes 285/* if there are change_xxx commands in the treasure, we include the changes
310 } 317 }
311 else 318 else
312 { 319 {
313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 320 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
314 { 321 {
315 object *tmp = arch_to_object (t->item); 322 object *tmp = t->item->instance ();
316 323
317 if (t->nrof && tmp->nrof <= 1) 324 if (t->nrof && tmp->nrof <= 1)
318 tmp->nrof = rndm (t->nrof) + 1; 325 tmp->nrof = rndm (t->nrof) + 1;
319 326
320 fix_generated_item (tmp, op, difficulty, t->magic, flag); 327 fix_generated_item (tmp, op, difficulty, t->magic, flag);
367 else if (t->nrof) 374 else if (t->nrof)
368 create_one_treasure (tl, op, flag, difficulty, tries); 375 create_one_treasure (tl, op, flag, difficulty, tries);
369 } 376 }
370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 377 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
371 { 378 {
372 if (object *tmp = arch_to_object (t->item)) 379 if (object *tmp = t->item->instance ())
373 { 380 {
374 if (t->nrof && tmp->nrof <= 1) 381 if (t->nrof && tmp->nrof <= 1)
375 tmp->nrof = rndm (t->nrof) + 1; 382 tmp->nrof = rndm (t->nrof) + 1;
376 383
377 fix_generated_item (tmp, op, difficulty, t->magic, flag); 384 fix_generated_item (tmp, op, difficulty, t->magic, flag);
490 { 0, 0, 0, 3, 97}, // 29 497 { 0, 0, 0, 3, 97}, // 29
491 { 0, 0, 0, 0, 100}, // 30 498 { 0, 0, 0, 0, 100}, // 30
492 { 0, 0, 0, 0, 100}, // 31 499 { 0, 0, 0, 0, 100}, // 31
493}; 500};
494 501
495/* calculate the appropriate level for wands staves and scrolls. 502/* calculate the appropriate level for wands staves and scrolls.
496 * This code presumes that op has had its spell object created (in op->inv) 503 * This code presumes that op has had its spell object created (in op->inv)
497 * 504 *
498 * elmex Wed Aug 9 17:44:59 CEST 2006: 505 * elmex Wed Aug 9 17:44:59 CEST 2006:
499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 506 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
500 */ 507 */
510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 517 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
511 518
512 if (olevel <= 0) 519 if (olevel <= 0)
513 olevel = rndm (1, op->inv->level); 520 olevel = rndm (1, op->inv->level);
514 521
515 return min (olevel, MAXLEVEL); 522 return min (olevel, MAXLEVEL_TREASURE);
516} 523}
517 524
518/* 525/*
519 * Based upon the specified difficulty and upon the difftomagic_list array, 526 * Based upon the specified difficulty and upon the difftomagic_list array,
520 * a random magical bonus is returned. This is used when determine 527 * a random magical bonus is returned. This is used when determine
526 * 533 *
527 */ 534 */
528static int 535static int
529magic_from_difficulty (int difficulty) 536magic_from_difficulty (int difficulty)
530{ 537{
531 int percent = 0, magic = 0;
532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 538 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
539 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
533 540
534 scaled_diff--;
535
536 if (scaled_diff < 0)
537 scaled_diff = 0;
538
539 if (scaled_diff >= DIFFLEVELS)
540 scaled_diff = DIFFLEVELS - 1;
541
542 percent = rndm (100); 541 int percent = rndm (100);
542 int magic;
543 543
544 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 544 for (magic = 0; magic <= MAXMAGIC; magic++)
545 { 545 {
546 percent -= difftomagic_list[scaled_diff][magic]; 546 percent -= difftomagic_list[scaled_diff][magic];
547 547
548 if (percent < 0) 548 if (percent < 0)
549 break; 549 break;
550 } 550 }
551 551
552 if (magic == (MAXMAGIC + 1)) 552 if (magic > MAXMAGIC)
553 { 553 {
554 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 554 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
555 magic = 0; 555 magic = 0;
556 } 556 }
557 557
565 * Sets magical bonus in an object, and recalculates the effect on 565 * Sets magical bonus in an object, and recalculates the effect on
566 * the armour variable, and the effect on speed of armour. 566 * the armour variable, and the effect on speed of armour.
567 * This function doesn't work properly, should add use of archetypes 567 * This function doesn't work properly, should add use of archetypes
568 * to make it truly absolute. 568 * to make it truly absolute.
569 */ 569 */
570
571void 570void
572set_abs_magic (object *op, int magic) 571set_abs_magic (object *op, int magic)
573{ 572{
574 if (!magic) 573 if (!magic)
575 return; 574 return;
603 */ 602 */
604 603
605static void 604static void
606set_magic (int difficulty, object *op, int max_magic, int flags) 605set_magic (int difficulty, object *op, int max_magic, int flags)
607{ 606{
608 int i;
609
610 i = magic_from_difficulty (difficulty); 607 int i = magic_from_difficulty (difficulty);
608
611 if ((flags & GT_ONLY_GOOD) && i < 0) 609 if ((flags & GT_ONLY_GOOD) && i < 0)
612 i = -i; 610 i = -i;
611
613 if (i > max_magic) 612 i = min (i, max_magic);
614 i = max_magic; 613
615 set_abs_magic (op, i); 614 set_abs_magic (op, i);
616 if (i < 0) 615 if (i < 0)
617 SET_FLAG (op, FLAG_CURSED); 616 op->set_flag (FLAG_CURSED);
618} 617}
619 618
620/* 619/*
621 * Randomly adds one magical ability to the given object. 620 * Randomly adds one magical ability to the given object.
622 * Modified for Partial Resistance in many ways: 621 * Modified for Partial Resistance in many ways:
629set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
630{ 629{
631 int r = rndm (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
632 631
633 if (op->type == AMULET) 632 if (op->type == AMULET)
634 {
635 if (!(rndm (21))) 633 if (!rndm (21))
636 r = 20 + rndm (2); 634 r = 20 + rndm (2);
635 else if (rndm (2))
636 r = 10;
637 else 637 else
638 {
639 if (rndm (2))
640 r = 10;
641 else
642 r = 11 + rndm (9); 638 r = 11 + rndm (9);
643 }
644 }
645 639
646 switch (r) 640 switch (r)
647 { 641 {
648 /* Redone by MSW 2000-11-26 to have much less code. Also, 642 /* Redone by MSW 2000-11-26 to have much less code. Also,
649 * bonuses and penalties will stack and add to existing values. 643 * bonuses and penalties will stack and add to existing values.
650 * of the item. 644 * of the item.
651 */ 645 */
652 case 0: 646 case 0:
653 case 1: 647 case 1:
654 case 2: 648 case 2:
655 case 3: 649 case 3:
656 case 4: 650 case 4:
696 * little random element in since that they don't always end up with 690 * little random element in since that they don't always end up with
697 * even values. 691 * even values.
698 */ 692 */
699 if (bonus < 0) 693 if (bonus < 0)
700 val = 2 * -val - rndm (b); 694 val = 2 * -val - rndm (b);
701 if (val > 35) 695
702 val = 35; /* Upper limit */ 696 val = min (35, val); /* Upper limit */
697
703 b = 0; 698 b = 0;
704 699
705 while (op->resist[resist_table[resist]] != 0 && b < 4) 700 while (op->resist[resist_table[resist]] != 0 && b < 4)
706 resist = rndm (num_resist_table); 701 resist = rndm (num_resist_table);
707 702
715 break; 710 break;
716 } 711 }
717 case 20: 712 case 20:
718 if (op->type == AMULET) 713 if (op->type == AMULET)
719 { 714 {
720 SET_FLAG (op, FLAG_REFL_SPELL); 715 op->set_flag (FLAG_REFL_SPELL);
721 op->value *= 11; 716 op->value *= 11;
722 } 717 }
723 else 718 else
724 { 719 {
725 op->stats.hp = 1; /* regenerate hit points */ 720 op->stats.hp = 1; /* regenerate hit points */
728 break; 723 break;
729 724
730 case 21: 725 case 21:
731 if (op->type == AMULET) 726 if (op->type == AMULET)
732 { 727 {
733 SET_FLAG (op, FLAG_REFL_MISSILE); 728 op->set_flag (FLAG_REFL_MISSILE);
734 op->value *= 9; 729 op->value *= 9;
735 } 730 }
736 else 731 else
737 { 732 {
738 op->stats.sp = 1; /* regenerate spell points */ 733 op->stats.sp = 1; /* regenerate spell points */
740 } 735 }
741 break; 736 break;
742 737
743 case 22: 738 case 22:
744 op->stats.exp += bonus; /* Speed! */ 739 op->stats.exp += bonus; /* Speed! */
745 op->value = (op->value * 2) / 3; 740 op->value = op->value * 2 / 3;
746 break; 741 break;
747 } 742 }
748 743
749 if (bonus > 0) 744 if (bonus > 0)
750 op->value *= 2 * bonus; 745 op->value = 2 * op->value * bonus;
751 else 746 else
752 op->value = -(op->value * 2 * bonus) / 3; 747 op->value = -2 * op->value * bonus / 3;
753} 748}
754 749
755/* 750/*
756 * get_magic(diff) will return a random number between 0 and 4. 751 * get_magic(diff) will return a random number between 0 and 4.
757 * diff can be any value above 2. The higher the diff-variable, the 752 * diff can be any value above 2. The higher the diff-variable, the
761 * Another scheme is used to calculate the magic of weapons and armours. 756 * Another scheme is used to calculate the magic of weapons and armours.
762 */ 757 */
763static int 758static int
764get_magic (int diff) 759get_magic (int diff)
765{ 760{
766 int i; 761 diff = min (3, diff);
767 762
768 if (diff < 3)
769 diff = 3;
770
771 for (i = 0; i < 4; i++) 763 for (int i = 0; i < 4; i++)
772 if (rndm (diff)) 764 if (rndm (diff))
773 return i; 765 return i;
774 766
775 return 4; 767 return 4;
776} 768}
790 return 1; 782 return 1;
791 783
792 return 0; 784 return 0;
793} 785}
794 786
787static double
788value_factor_from_spell_item (object *spell, object *item)
789{
790 double factor =
791 pow ((spell->value > 0 ? spell->value : 1)
792 * spell->level, 1.5);
793
794 if (item) // this if for: wands/staffs/rods:
795 {
796 /* Old crossfire comment ahead:
797 * Add 50 to both level an divisor to keep prices a little more
798 * reasonable. Otherwise, a high level version of a low level
799 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
800 * 10 time multiplier). This way, the value are a bit more reasonable.
801 */
802
803 factor *= item->level + 50;
804 factor /= item->inv->level + 50;
805 }
806
807 return factor;
808}
809
795#define DICE2 (get_magic(2)==2?2:1) 810#define DICE2 (get_magic(2) == 2 ? 2 : 1)
796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 811#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
797 812
798/* 813/*
799 * fix_generated_item(): This is called after an item is generated, in 814 * fix_generated_item(): This is called after an item is generated, in
800 * order to set it up right. This produced magical bonuses, puts spells 815 * order to set it up right. This produced magical bonuses, puts spells
801 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 816 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
802 */ 817 */
803 818
804/* 4/28/96 added creator object from which op may now inherit properties based on 819/* 4/28/96 added creator object from which op may now inherit properties based on
805 * op->type. Right now, which stuff the creator passes on is object type 820 * op->type. Right now, which stuff the creator passes on is object type
806 * dependant. I know this is a spagetti manuever, but is there a cleaner 821 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */ 822 * way to do this? b.t. */
808 823
809/* 824/*
810 * ! (flags & GT_ENVIRONMENT): 825 * ! (flags & GT_ENVIRONMENT):
811 * Automatically calls fix_flesh_item(). 826 * Automatically calls fix_flesh_item().
834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 849 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
835 /* So the treasure doesn't get created again */ 850 /* So the treasure doesn't get created again */
836 op->randomitems = 0; 851 op->randomitems = 0;
837 } 852 }
838 853
839 if (difficulty < 1) 854 max_it (difficulty, 1);
840 difficulty = 1;
841 855
842 if (INVOKE_OBJECT (ADD_BONUS, op, 856 if (INVOKE_OBJECT (ADD_BONUS, op,
843 ARG_OBJECT (creator != op ? creator : 0), 857 ARG_OBJECT (creator != op ? creator : 0),
844 ARG_INT (difficulty), ARG_INT (max_magic), 858 ARG_INT (difficulty), ARG_INT (max_magic),
845 ARG_INT (flags))) 859 ARG_INT (flags)))
912 { 926 {
913 if (op->type == POTION) 927 if (op->type == POTION)
914 /* Handle healing and magic power potions */ 928 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 929 if (op->stats.sp && !op->randomitems)
916 { 930 {
917 object *tmp = get_archetype (spell_mapping [op->stats.sp]); 931 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
918 insert_ob_in_ob (tmp, op); 932 insert_ob_in_ob (tmp, op);
919 op->stats.sp = 0; 933 op->stats.sp = 0;
920 } 934 }
921 } 935 }
922 else if (!op->title) /* Only modify object if not special */ 936 else if (!op->title) /* Only modify object if not special */
925 case WEAPON: 939 case WEAPON:
926 case ARMOUR: 940 case ARMOUR:
927 case SHIELD: 941 case SHIELD:
928 case HELMET: 942 case HELMET:
929 case CLOAK: 943 case CLOAK:
930 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 944 if (op->flag [FLAG_CURSED] && !(rndm (4)))
931 set_ring_bonus (op, -DICE2); 945 set_ring_bonus (op, -DICE2);
932 break; 946 break;
933 947
934 case BRACERS: 948 case BRACERS:
935 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 949 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
936 { 950 {
937 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 951 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
938 if (!QUERY_FLAG (op, FLAG_CURSED)) 952 if (!op->flag [FLAG_CURSED])
939 op->value *= 3; 953 op->value *= 3;
940 } 954 }
941 break; 955 break;
942 956
943 case POTION: 957 case POTION:
944 { 958 {
945 int too_many_tries = 0, is_special = 0; 959 int too_many_tries = 0;
946 960
947 /* Handle healing and magic power potions */ 961 /* Handle healing and magic power potions */
948 if (op->stats.sp && !op->randomitems) 962 if (op->stats.sp && !op->randomitems)
949 { 963 {
950 object *tmp;
951
952 tmp = get_archetype (spell_mapping[op->stats.sp]); 964 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
953 insert_ob_in_ob (tmp, op); 965 insert_ob_in_ob (tmp, op);
954 op->stats.sp = 0; 966 op->stats.sp = 0;
955 } 967 }
956 968
957 while (!(is_special = special_potion (op)) && !op->inv) 969 while (!special_potion (op) && !op->inv)
958 { 970 {
959 generate_artifact (op, difficulty); 971 generate_artifact (op, difficulty);
960 if (too_many_tries++ > 10) 972 if (too_many_tries++ > 10)
961 break; 973 break;
962 } 974 }
965 * since the value set on those is already correct. 977 * since the value set on those is already correct.
966 */ 978 */
967 if (op->inv && op->randomitems) 979 if (op->inv && op->randomitems)
968 { 980 {
969 /* value multiplier is same as for scrolls */ 981 /* value multiplier is same as for scrolls */
970 op->value = (op->value * op->inv->value); 982 op->value *= op->inv->value;
971 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 983 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
972 } 984 }
973 else 985 else
974 { 986 {
975 op->name = "potion"; 987 op->name = shstr_potion;
976 op->name_pl = "potions"; 988 op->name_pl = shstr_potions;
977 } 989 }
978 990
979 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 991 if (!(flags & GT_ONLY_GOOD) && rndm (2))
980 SET_FLAG (op, FLAG_CURSED); 992 op->set_flag (FLAG_CURSED);
993
981 break; 994 break;
982 } 995 }
983 996
984 case AMULET: 997 case AMULET:
985 if (IS_ARCH (op->arch, amulet)) 998 if (IS_ARCH (op->arch, amulet))
988 case RING: 1001 case RING:
989 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 1002 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
990 break; 1003 break;
991 1004
992 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1005 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
993 SET_FLAG (op, FLAG_CURSED); 1006 op->set_flag (FLAG_CURSED);
994 1007
995 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1008 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
996 1009
997 if (op->type != RING) /* Amulets have only one ability */ 1010 if (op->type != RING) /* Amulets have only one ability */
998 break; 1011 break;
999 1012
1000 if (!(rndm (4))) 1013 if (!rndm (4))
1001 { 1014 {
1002 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1015 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1003 1016
1004 if (d > 0) 1017 if (d > 0)
1005 op->value *= 3; 1018 op->value *= 3;
1006 1019
1007 set_ring_bonus (op, d); 1020 set_ring_bonus (op, d);
1008 1021
1009 if (!(rndm (4))) 1022 if (!rndm (4))
1010 { 1023 {
1011 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1024 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1012 1025
1013 if (d > 0) 1026 if (d > 0)
1014 op->value *= 5; 1027 op->value *= 5;
1028
1015 set_ring_bonus (op, d); 1029 set_ring_bonus (op, d);
1016 } 1030 }
1017 } 1031 }
1018 1032
1019 if (op->animation_id) 1033 if (op->animation_id)
1027 * creator and/or map level we found it on. 1041 * creator and/or map level we found it on.
1028 */ 1042 */
1029 if (!op->msg && rndm (10)) 1043 if (!op->msg && rndm (10))
1030 { 1044 {
1031 /* set the book level properly */ 1045 /* set the book level properly */
1032 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1046 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1033 { 1047 {
1034 if (op->map && op->map->difficulty) 1048 if (op->map && op->map->difficulty)
1035 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1049 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1036 else 1050 else
1037 op->level = rndm (20) + 1; 1051 op->level = rndm (20) + 1;
1050 /* creator related stuff */ 1064 /* creator related stuff */
1051 1065
1052 /* for library, chained books. Note that some monsters have no_pick 1066 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case. 1067 * set - we don't want to set no pick in that case.
1054 */ 1068 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1069 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1056 SET_FLAG (op, FLAG_NO_PICK); 1070 op->set_flag (FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1071 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1072 op->slaying = creator->slaying;
1059 break; 1073 break;
1060 1074
1061 case SPELLBOOK: 1075 case SPELLBOOK:
1062 op->value = op->value * op->inv->value; 1076 op->value *= value_factor_from_spell_item (op->inv, 0);
1077
1063 /* add exp so learning gives xp */ 1078 /* add exp so learning gives xp */
1064 op->level = op->inv->level; 1079 op->level = op->inv->level;
1065 op->stats.exp = op->value; 1080 op->stats.exp = op->value;
1066 break; 1081 break;
1067 1082
1071 * and reset nrof. 1086 * and reset nrof.
1072 */ 1087 */
1073 op->stats.food = op->inv->nrof; 1088 op->stats.food = op->inv->nrof;
1074 op->nrof = 1; 1089 op->nrof = 1;
1075 /* If the spell changes by level, choose a random level 1090 /* If the spell changes by level, choose a random level
1076 * for it, and adjust price. If the spell doesn't 1091 * for it.
1077 * change by level, just set the wand to the level of
1078 * the spell, and value calculation is simpler.
1079 */ 1092 */
1080 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1093 if (op->inv->duration_modifier
1081 { 1094 || op->inv->dam_modifier
1095 || op->inv->range_modifier)
1082 op->level = level_for_item (op, difficulty); 1096 op->level = level_for_item (op, difficulty);
1083 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1084 }
1085 else 1097 else
1086 {
1087 op->level = op->inv->level; 1098 op->level = op->inv->level;
1088 op->value = op->value * op->inv->value; 1099
1089 } 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1090 break; 1101 break;
1091 1102
1092 case ROD: 1103 case ROD:
1093 op->level = level_for_item (op, difficulty); 1104 op->level = level_for_item (op, difficulty);
1094 /* Add 50 to both level an divisor to keep prices a little more 1105 op->value *= value_factor_from_spell_item (op->inv, op);
1095 * reasonable. Otherwise, a high level version of a low level 1106
1096 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1097 * 10 time multiplier). This way, the value are a bit more reasonable.
1098 */
1099 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1100 /* maxhp is used to denote how many 'charges' the rod holds before */ 1107 /* maxhp is used to denote how many 'charges' the rod holds before */
1101 if (op->stats.maxhp) 1108 if (op->stats.maxhp)
1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); 1109 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1103 else 1110 else
1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); 1111 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1106 op->stats.hp = op->stats.maxhp; 1113 op->stats.hp = op->stats.maxhp;
1107 break; 1114 break;
1108 1115
1109 case SCROLL: 1116 case SCROLL:
1110 op->level = level_for_item (op, difficulty); 1117 op->level = level_for_item (op, difficulty);
1111 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1118 op->value *= value_factor_from_spell_item (op->inv, op);
1112 1119
1113 /* add exp so reading them properly gives xp */ 1120 /* add exp so reading them properly gives xp */
1114 op->stats.exp = op->value / 5; 1121 op->stats.exp = op->value / 5;
1115 op->nrof = op->inv->nrof; 1122 op->nrof = op->inv->nrof;
1116 break; 1123 break;
1124 break; 1131 break;
1125 } /* switch type */ 1132 } /* switch type */
1126 1133
1127 if (flags & GT_STARTEQUIP) 1134 if (flags & GT_STARTEQUIP)
1128 { 1135 {
1129 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1136 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1130 SET_FLAG (op, FLAG_STARTEQUIP); 1137 op->set_flag (FLAG_STARTEQUIP);
1131 else if (op->type != MONEY) 1138 else if (op->type != MONEY)
1132 op->value = 0; 1139 op->value = 0;
1133 } 1140 }
1134 1141
1135 if (!(flags & GT_ENVIRONMENT)) 1142 if (!(flags & GT_ENVIRONMENT))
1146 1153
1147/* 1154/*
1148 * Allocate and return the pointer to an empty artifactlist structure. 1155 * Allocate and return the pointer to an empty artifactlist structure.
1149 */ 1156 */
1150static artifactlist * 1157static artifactlist *
1151get_empty_artifactlist (void) 1158get_empty_artifactlist ()
1152{ 1159{
1153 return salloc0<artifactlist> (); 1160 return salloc0<artifactlist> ();
1154} 1161}
1155 1162
1156/* 1163/*
1157 * Allocate and return the pointer to an empty artifact structure. 1164 * Allocate and return the pointer to an empty artifact structure.
1158 */ 1165 */
1159static artifact * 1166static artifact *
1160get_empty_artifact (void) 1167get_empty_artifact ()
1161{ 1168{
1162 return salloc0<artifact> (); 1169 return salloc0<artifact> ();
1163} 1170}
1164 1171
1165/* 1172/*
1178 1185
1179/* 1186/*
1180 * Builds up the lists of artifacts from the file in the libdir. 1187 * Builds up the lists of artifacts from the file in the libdir.
1181 */ 1188 */
1182void 1189void
1183init_artifacts (void) 1190init_artifacts ()
1184{ 1191{
1185 static int has_been_inited = 0; 1192 static int has_been_inited = 0;
1186 char filename[MAX_BUF];
1187 artifact *art = NULL; 1193 artifact *art = NULL;
1188 artifactlist *al; 1194 artifactlist *al;
1189 1195
1190 if (has_been_inited) 1196 if (has_been_inited)
1191 return; 1197 return;
1192 else 1198 else
1193 has_been_inited = 1; 1199 has_been_inited = 1;
1194 1200
1195 sprintf (filename, "%s/artifacts", settings.datadir); 1201 object_thawer f (settings.datadir, "artifacts");
1196 object_thawer f (filename);
1197 1202
1198 if (!f) 1203 if (!f)
1199 return; 1204 return;
1200 1205
1201 for (;;) 1206 for (;;)
1208 1213
1209 { 1214 {
1210 if (!strcmp (f.get_str (), "all")) 1215 if (!strcmp (f.get_str (), "all"))
1211 break; 1216 break;
1212 1217
1213 char *next, *cp = f.get_str (); 1218 const char *cp = f.get_str ();
1214 1219 char *next;
1215 do 1220 do
1216 { 1221 {
1217 if ((next = strchr (cp, ','))) 1222 if ((next = (char *)strchr (cp, ',')))
1218 *next++ = '\0'; 1223 *next++ = '\0';
1219 1224
1220 linked_char *tmp = new linked_char; 1225 linked_char *tmp = new linked_char;
1221 1226
1222 tmp->name = cp; 1227 tmp->name = cp;
1286 } 1291 }
1287#if 0 1292#if 0
1288 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1293 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1289#endif 1294#endif
1290 } 1295 }
1291
1292 LOG (llevDebug, "done.\n");
1293} 1296}
1294 1297
1295/* 1298/*
1296 * Used in artifact generation. The bonuses of the first object 1299 * Used in artifact generation. The bonuses of the first object
1297 * is modified by the bonuses of the second object. 1300 * is modified by the bonuses of the second object.
1298 */ 1301 */
1299void 1302void
1300add_abilities (object *op, object *change) 1303add_abilities (object *op, object *change)
1301{ 1304{
1302 int i, tmp;
1303
1304 if (change->face != blank_face) 1305 if (change->face != blank_face)
1305 {
1306#ifdef TREASURE_VERBOSE
1307 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1308#endif
1309 op->face = change->face; 1306 op->face = change->face;
1310 }
1311 1307
1312 for (i = 0; i < NUM_STATS; i++) 1308 for (int i = 0; i < NUM_STATS; i++)
1313 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1309 change_attr_value (&(op->stats), i, change->stats.stat (i));
1314 1310
1315 op->attacktype |= change->attacktype; 1311 op->attacktype |= change->attacktype;
1316 op->path_attuned |= change->path_attuned; 1312 op->path_attuned |= change->path_attuned;
1317 op->path_repelled |= change->path_repelled; 1313 op->path_repelled |= change->path_repelled;
1318 op->path_denied |= change->path_denied; 1314 op->path_denied |= change->path_denied;
1319 op->move_type |= change->move_type; 1315 op->move_type |= change->move_type;
1320 op->stats.luck += change->stats.luck; 1316 op->stats.luck += change->stats.luck;
1321 1317
1322 if (QUERY_FLAG (change, FLAG_CURSED)) 1318 static const struct copyflags : object::flags_t
1323 SET_FLAG (op, FLAG_CURSED); 1319 {
1324 if (QUERY_FLAG (change, FLAG_DAMNED)) 1320 copyflags ()
1325 SET_FLAG (op, FLAG_DAMNED); 1321 {
1326 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1322 set (FLAG_CURSED);
1323 set (FLAG_DAMNED);
1324 set (FLAG_LIFESAVE);
1325 set (FLAG_REFL_SPELL);
1326 set (FLAG_STEALTH);
1327 set (FLAG_XRAYS);
1328 set (FLAG_BLIND);
1329 set (FLAG_SEE_IN_DARK);
1330 set (FLAG_REFL_MISSILE);
1331 set (FLAG_MAKE_INVIS);
1332 }
1333 } copyflags;
1334
1335 // we might want to just copy, but or'ing is what the original code did
1336 op->flag |= change->flag & copyflags;
1337
1338 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1327 set_abs_magic (op, -op->magic); 1339 set_abs_magic (op, -op->magic);
1328 1340
1329 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1341 if (change->flag [FLAG_STAND_STILL])
1330 SET_FLAG (op, FLAG_LIFESAVE);
1331 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1332 SET_FLAG (op, FLAG_REFL_SPELL);
1333 if (QUERY_FLAG (change, FLAG_STEALTH))
1334 SET_FLAG (op, FLAG_STEALTH);
1335 if (QUERY_FLAG (change, FLAG_XRAYS))
1336 SET_FLAG (op, FLAG_XRAYS);
1337 if (QUERY_FLAG (change, FLAG_BLIND))
1338 SET_FLAG (op, FLAG_BLIND);
1339 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1340 SET_FLAG (op, FLAG_SEE_IN_DARK);
1341 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1342 SET_FLAG (op, FLAG_REFL_MISSILE);
1343 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1344 SET_FLAG (op, FLAG_MAKE_INVIS);
1345
1346 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1347 { 1342 {
1348 CLEAR_FLAG (op, FLAG_ANIMATE); 1343 op->clr_flag (FLAG_ANIMATE);
1344
1349 /* so artifacts will join */ 1345 /* so artifacts will join */
1350 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1346 if (!op->flag [FLAG_ALIVE])
1351 op->speed = 0.0; 1347 op->speed = 0.;
1352 1348
1353 op->set_speed (op->speed); 1349 op->set_speed (op->speed);
1354 } 1350 }
1355 1351
1356 if (change->nrof) 1352 if (change->nrof)
1357 op->nrof = rndm (change->nrof) + 1; 1353 op->nrof = rndm (change->nrof) + 1;
1358 1354
1359 op->stats.exp += change->stats.exp; /* Speed modifier */ 1355 op->stats.exp += change->stats.exp; /* Speed modifier */
1360 op->stats.wc += change->stats.wc; 1356 op->stats.wc += change->stats.wc;
1361 op->stats.ac += change->stats.ac; 1357 op->stats.ac += change->stats.ac;
1362 1358
1363 if (change->other_arch) 1359 if (change->other_arch)
1364 { 1360 {
1365 /* Basically, for horns & potions, the other_arch field is the spell 1361 /* Basically, for horns & potions, the other_arch field is the spell
1366 * to cast. So convert that to into a spell and put it into 1362 * to cast. So convert that to into a spell and put it into
1369 if (op->type == HORN || op->type == POTION) 1365 if (op->type == HORN || op->type == POTION)
1370 { 1366 {
1371 /* Remove any spells this object currently has in it */ 1367 /* Remove any spells this object currently has in it */
1372 op->destroy_inv (false); 1368 op->destroy_inv (false);
1373 1369
1374 object *tmp = arch_to_object (change->other_arch); 1370 object *tmp = change->other_arch->instance ();
1375 insert_ob_in_ob (tmp, op); 1371 insert_ob_in_ob (tmp, op);
1376 } 1372 }
1373
1377 /* No harm setting this for potions/horns */ 1374 /* No harm setting this for potions/horns */
1378 op->other_arch = change->other_arch; 1375 op->other_arch = change->other_arch;
1379 } 1376 }
1380 1377
1381 if (change->stats.hp < 0) 1378 if (change->stats.hp < 0)
1397 op->stats.maxsp = -change->stats.maxsp; 1394 op->stats.maxsp = -change->stats.maxsp;
1398 else 1395 else
1399 op->stats.maxsp += change->stats.maxsp; 1396 op->stats.maxsp += change->stats.maxsp;
1400 1397
1401 if (change->stats.food < 0) 1398 if (change->stats.food < 0)
1402 op->stats.food = -(change->stats.food); 1399 op->stats.food = -change->stats.food;
1403 else 1400 else
1404 op->stats.food += change->stats.food; 1401 op->stats.food += change->stats.food;
1405 1402
1406 if (change->level < 0) 1403 if (change->level < 0)
1407 op->level = -(change->level); 1404 op->level = -change->level;
1408 else 1405 else
1409 op->level += change->level; 1406 op->level += change->level;
1410 1407
1411 if (change->gen_sp_armour < 0) 1408 if (change->gen_sp_armour < 0)
1412 op->gen_sp_armour = -(change->gen_sp_armour); 1409 op->gen_sp_armour = -change->gen_sp_armour;
1413 else 1410 else
1414 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1411 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1415 1412
1416 op->item_power = change->item_power; 1413 op->item_power = change->item_power;
1417 1414
1418 for (i = 0; i < NROFATTACKS; i++) 1415 for (int i = 0; i < NROFATTACKS; i++)
1419 if (change->resist[i])
1420 op->resist[i] += change->resist[i]; 1416 op->resist[i] += change->resist[i];
1421 1417
1422 if (change->stats.dam) 1418 if (change->stats.dam)
1423 { 1419 {
1424 if (change->stats.dam < 0) 1420 if (change->stats.dam < 0)
1425 op->stats.dam = (-change->stats.dam); 1421 op->stats.dam = -change->stats.dam;
1426 else if (op->stats.dam) 1422 else if (op->stats.dam)
1427 { 1423 {
1428 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1424 int tmp = op->stats.dam * change->stats.dam / 10;
1425
1429 if (tmp == op->stats.dam) 1426 if (tmp == op->stats.dam)
1430 { 1427 {
1431 if (change->stats.dam < 10) 1428 if (change->stats.dam < 10)
1432 op->stats.dam--; 1429 op->stats.dam--;
1433 else 1430 else
1439 } 1436 }
1440 1437
1441 if (change->weight) 1438 if (change->weight)
1442 { 1439 {
1443 if (change->weight < 0) 1440 if (change->weight < 0)
1444 op->weight = (-change->weight); 1441 op->weight = -change->weight;
1445 else 1442 else
1446 op->weight = (op->weight * (change->weight)) / 100; 1443 op->weight = op->weight * change->weight / 100;
1447 } 1444 }
1448 1445
1449 if (change->last_sp) 1446 if (change->last_sp)
1450 { 1447 {
1451 if (change->last_sp < 0) 1448 if (change->last_sp < 0)
1452 op->last_sp = (-change->last_sp); 1449 op->last_sp = -change->last_sp;
1453 else 1450 else
1454 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1451 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1455 } 1452 }
1456 1453
1457 if (change->gen_sp_armour) 1454 if (change->gen_sp_armour)
1458 { 1455 {
1459 if (change->gen_sp_armour < 0) 1456 if (change->gen_sp_armour < 0)
1460 op->gen_sp_armour = (-change->gen_sp_armour); 1457 op->gen_sp_armour = -change->gen_sp_armour;
1461 else 1458 else
1462 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1459 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1463 } 1460 }
1464 1461
1465 op->value *= change->value; 1462 op->value *= change->value;
1466 1463
1467 if (change->materials) 1464 if (change->materials)
1499 name = tmp->name + 1, neg = 1; 1496 name = tmp->name + 1, neg = 1;
1500 else 1497 else
1501 name = tmp->name, neg = 0; 1498 name = tmp->name, neg = 0;
1502 1499
1503 /* If we match name, then return the opposite of 'neg' */ 1500 /* If we match name, then return the opposite of 'neg' */
1504 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1501 if (!strcmp (name, op->arch->archname))
1505 return !neg; 1502 return !neg;
1506 1503
1507 /* Set success as true, since if the match was an inverse, it means 1504 /* Set success as true, since if the match was an inverse, it means
1508 * everything is allowed except what we match 1505 * everything is allowed except what we match
1509 */ 1506 */
1520 */ 1517 */
1521 1518
1522void 1519void
1523give_artifact_abilities (object *op, object *artifct) 1520give_artifact_abilities (object *op, object *artifct)
1524{ 1521{
1525 char new_name[MAX_BUF]; 1522 op->title = format ("of %s", &artifct->name);
1526 1523
1527 sprintf (new_name, "of %s", &artifct->name);
1528 op->title = new_name;
1529 add_abilities (op, artifct); /* Give out the bonuses */ 1524 add_abilities (op, artifct); /* Give out the bonuses */
1530 1525
1531#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1526#if 0 /* Bit verbose, but keep it here until next time I need it... */
1532 { 1527 {
1533 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1528 char identified = op->flag [FLAG_IDENTIFIED];
1534 1529
1535 SET_FLAG (op, FLAG_IDENTIFIED); 1530 op->set_flag (FLAG_IDENTIFIED);
1536 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1531 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1537 if (!identified) 1532 if (!identified)
1538 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1533 op->clr_flag (FLAG_IDENTIFIED);
1539 } 1534 }
1540#endif 1535#endif
1541 return; 1536 return;
1542} 1537}
1543 1538
1553#define ARTIFACT_TRIES 2 1548#define ARTIFACT_TRIES 2
1554 1549
1555void 1550void
1556generate_artifact (object *op, int difficulty) 1551generate_artifact (object *op, int difficulty)
1557{ 1552{
1558 artifactlist *al;
1559 artifact *art; 1553 artifact *art;
1560 int i;
1561 1554
1562 al = find_artifactlist (op->type); 1555 artifactlist *al = find_artifactlist (op->type);
1563 1556
1564 if (al == NULL) 1557 if (al == NULL)
1565 { 1558 {
1566#if 0 /* This is too verbose, usually */ 1559#if 0 /* This is too verbose, usually */
1567 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1560 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1568#endif 1561#endif
1569 return; 1562 return;
1570 } 1563 }
1571 1564
1572 for (i = 0; i < ARTIFACT_TRIES; i++) 1565 for (int i = 0; i < ARTIFACT_TRIES; i++)
1573 { 1566 {
1574 int roll = rndm (al->total_chance); 1567 int roll = rndm (al->total_chance);
1575 1568
1576 for (art = al->items; art; art = art->next) 1569 for (art = al->items; art; art = art->next)
1577 { 1570 {
1617 */ 1610 */
1618 1611
1619void 1612void
1620fix_flesh_item (object *item, object *donor) 1613fix_flesh_item (object *item, object *donor)
1621{ 1614{
1622 char tmpbuf[MAX_BUF];
1623 int i;
1624
1625 if (item->type == FLESH && donor) 1615 if (item->type == FLESH && donor)
1626 { 1616 {
1627 /* change the name */ 1617 /* change the name */
1628 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1618 item->name = format ("%s's %s", &donor->name, &item->name);
1629 item->name = tmpbuf;
1630 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1619 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1631 item->name_pl = tmpbuf;
1632 1620
1633 /* weight is FLESH weight/100 * donor */ 1621 /* weight is FLESH weight/100 * donor */
1634 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1622 item->weight = max (1, item->weight * donor->weight / 100);
1635 item->weight = 1;
1636 1623
1637 /* value is multiplied by level of donor */ 1624 /* value is multiplied by level of donor */
1638 item->value *= isqrt (donor->level * 2); 1625 item->value *= isqrt (donor->level * 2);
1639 1626
1640 /* food value */ 1627 /* food value */
1641 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1628 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1642 1629
1643 /* flesh items inherit some abilities of donor, but not 1630 /* flesh items inherit some abilities of donor, but not
1644 * full effect. 1631 * full effect.
1645 */ 1632 */
1646 for (i = 0; i < NROFATTACKS; i++) 1633 for (int i = 0; i < NROFATTACKS; i++)
1647 item->resist[i] = donor->resist[i] / 2; 1634 item->resist[i] = donor->resist[i] / 2;
1648 1635
1649 /* item inherits donor's level (important for quezals) */ 1636 /* item inherits donor's level (important for quezals) */
1650 item->level = donor->level; 1637 item->level = donor->level;
1651 1638
1652 /* if donor has some attacktypes, the flesh is poisonous */ 1639 /* if donor has some attacktypes, the flesh is poisonous */
1653 if (donor->attacktype & AT_POISON) 1640 if (donor->attacktype & AT_POISON)
1654 item->type = POISON; 1641 item->type = POISON;
1655 1642
1656 if (donor->attacktype & AT_ACID) 1643 if (donor->attacktype & AT_ACID)
1657 item->stats.hp = -1 * item->stats.food; 1644 item->stats.hp = -item->stats.food;
1658 1645
1659 SET_FLAG (item, FLAG_NO_STEAL); 1646 item->set_flag (FLAG_NO_STEAL);
1660 } 1647 }
1661} 1648}
1662 1649
1663static void 1650static void
1664free_treasurestruct (treasure *t) 1651free_treasurestruct (treasure *t)

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines