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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.73 by root, Sun Apr 20 05:24:55 2008 UTC vs.
Revision 1.125 by root, Sat Oct 8 21:54:05 2022 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 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your 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 GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * 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>
22 */ 24 */
23 25
24/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
25 * 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
32 34
33//#define TREASURE_VERBOSE 35//#define TREASURE_VERBOSE
34 36
35#include <global.h> 37#include <global.h>
36#include <treasure.h> 38#include <treasure.h>
37#include <funcpoint.h> 39
38#include <loader.h> 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 true
53> tl_map_t; 58 > tl_map_t;
54 59
55static tl_map_t tl_map; 60static tl_map_t tl_map;
61
62//TODO: class method
63static void free_treasurestruct (treasure *t); // bleh desu
64static void
65clear (treasurelist *tl)
66{
67 if (tl->items)
68 {
69 free_treasurestruct (tl->items);
70 tl->items = 0;
71 }
72
73 tl->total_chance = 0;
74}
56 75
57/* 76/*
58 * Searches for the given treasurelist 77 * Searches for the given treasurelist
59 */ 78 */
60treasurelist * 79treasurelist *
61treasurelist::find (const char *name) 80treasurelist::find (const char *name)
62{ 81{
63 if (!name) 82 if (!name)
64 return 0; 83 return 0;
65 84
66 auto (i, tl_map.find (name)); 85 auto i = tl_map.find (name);
67 86
68 if (i == tl_map.end ()) 87 if (i == tl_map.end ())
69 return 0; 88 return 0;
70 89
71 return i->second; 90 return i->second;
90 109
91 tl_map.insert (std::make_pair (tl->name, tl)); 110 tl_map.insert (std::make_pair (tl->name, tl));
92 } 111 }
93 112
94 return tl; 113 return tl;
95}
96
97//TODO: class method
98void
99clear (treasurelist *tl)
100{
101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
108} 114}
109 115
110#ifdef TREASURE_DEBUG 116#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 117/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 118 * so that the treasure name can be printed out
215 { 221 {
216 for (treasure *t = tl->items; t; t = t->next) 222 for (treasure *t = tl->items; t; t = t->next)
217 { 223 {
218 if (t->next_yes || t->next_no) 224 if (t->next_yes || t->next_no)
219 { 225 {
220 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); 226 LOG (llevError, "Treasure %s is one item, but on treasure %s%s\n",
227 &tl->name,
228 t->item ? "item " : "",
229 t->item ? &t->item->archname : &t->name);
221 LOG (llevError, " the next_yes or next_no field is set\n"); 230 LOG (llevError, " the next_yes or next_no field is set\n");
222 } 231 }
223 232
224 tl->total_chance += t->chance; 233 tl->total_chance += t->chance;
225 } 234 }
256 return; 265 return;
257 } 266 }
258 267
259 op->expand_tail (); 268 op->expand_tail ();
260 269
270 if (!creator->is_on_map ()
261 if (op->blocked (creator->map, creator->x, creator->y)) 271 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy (); 272 op->destroy ();
263 else 273 else
264 { 274 {
265 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 275 op->flag [FLAG_OBJ_ORIGINAL] = true;
266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 276 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 } 277 }
268 } 278 }
269 else 279 else
270 { 280 {
271 op = creator->insert (op); 281 op = creator->insert (op);
272 282
273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 283 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
274 monster_check_apply (creator, op); 284 monster_check_apply (creator, op);
275
276 if (flags & GT_UPDATE_INV)
277 if (object *tmp = creator->in_player ())
278 esrv_send_item (tmp, op);
279 } 285 }
280} 286}
281 287
282/* if there are change_xxx commands in the treasure, we include the changes 288/* if there are change_xxx commands in the treasure, we include the changes
283 * in the generated object 289 * in the generated object
314 } 320 }
315 else 321 else
316 { 322 {
317 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 323 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
318 { 324 {
319 object *tmp = arch_to_object (t->item); 325 object *tmp = t->item->instance ();
320 326
321 if (t->nrof && tmp->nrof <= 1) 327 if (t->nrof && tmp->nrof <= 1)
322 tmp->nrof = rndm (t->nrof) + 1; 328 tmp->nrof = rndm (t->nrof) + 1;
323 329
324 fix_generated_item (tmp, op, difficulty, t->magic, flag); 330 fix_generated_item (tmp, op, difficulty, t->magic, flag);
371 else if (t->nrof) 377 else if (t->nrof)
372 create_one_treasure (tl, op, flag, difficulty, tries); 378 create_one_treasure (tl, op, flag, difficulty, tries);
373 } 379 }
374 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 380 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
375 { 381 {
376 if (object *tmp = arch_to_object (t->item)) 382 if (object *tmp = t->item->instance ())
377 { 383 {
378 if (t->nrof && tmp->nrof <= 1) 384 if (t->nrof && tmp->nrof <= 1)
379 tmp->nrof = rndm (t->nrof) + 1; 385 tmp->nrof = rndm (t->nrof) + 1;
380 386
381 fix_generated_item (tmp, op, difficulty, t->magic, flag); 387 fix_generated_item (tmp, op, difficulty, t->magic, flag);
447 453
448 if (ob->inv) 454 if (ob->inv)
449 LOG (llevError, "In generate treasure, created multiple objects.\n"); 455 LOG (llevError, "In generate treasure, created multiple objects.\n");
450 456
451 ob->destroy (); 457 ob->destroy ();
458
452 return tmp; 459 return tmp;
453} 460}
454 461
455/* 462/*
456 * This is a new way of calculating the chance for an item to have 463 * This is a new way of calculating the chance for an item to have
493 { 0, 0, 0, 3, 97}, // 29 500 { 0, 0, 0, 3, 97}, // 29
494 { 0, 0, 0, 0, 100}, // 30 501 { 0, 0, 0, 0, 100}, // 30
495 { 0, 0, 0, 0, 100}, // 31 502 { 0, 0, 0, 0, 100}, // 31
496}; 503};
497 504
498/* calculate the appropriate level for wands staves and scrolls. 505/* calculate the appropriate level for wands staves and scrolls.
499 * This code presumes that op has had its spell object created (in op->inv) 506 * This code presumes that op has had its spell object created (in op->inv)
500 * 507 *
501 * elmex Wed Aug 9 17:44:59 CEST 2006: 508 * elmex Wed Aug 9 17:44:59 CEST 2006:
502 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 509 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
503 */ 510 */
504int 511static int
505level_for_item (const object *op, int difficulty) 512level_for_item (const object *op, int difficulty)
506{ 513{
507 if (!op->inv) 514 if (!op->inv)
508 { 515 {
509 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 516 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 520 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
514 521
515 if (olevel <= 0) 522 if (olevel <= 0)
516 olevel = rndm (1, op->inv->level); 523 olevel = rndm (1, op->inv->level);
517 524
518 return min (olevel, MAXLEVEL); 525 return min (olevel, MAXLEVEL_TREASURE);
519} 526}
520 527
521/* 528/*
522 * Based upon the specified difficulty and upon the difftomagic_list array, 529 * Based upon the specified difficulty and upon the difftomagic_list array,
523 * a random magical bonus is returned. This is used when determine 530 * a random magical bonus is returned. This is used when determine
526 * elmex Thu Aug 10 18:45:44 CEST 2006: 533 * elmex Thu Aug 10 18:45:44 CEST 2006:
527 * Scaling difficulty by max_level, as difficulty is a level and not some 534 * Scaling difficulty by max_level, as difficulty is a level and not some
528 * weird integer between 1-31. 535 * weird integer between 1-31.
529 * 536 *
530 */ 537 */
531int 538static int
532magic_from_difficulty (int difficulty) 539magic_from_difficulty (int difficulty)
533{ 540{
534 int percent = 0, magic = 0;
535 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 541 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
542 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
536 543
537 scaled_diff--;
538
539 if (scaled_diff < 0)
540 scaled_diff = 0;
541
542 if (scaled_diff >= DIFFLEVELS)
543 scaled_diff = DIFFLEVELS - 1;
544
545 percent = rndm (100); 544 int percent = rndm (100);
545 int magic;
546 546
547 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 547 for (magic = 0; magic <= MAXMAGIC; magic++)
548 { 548 {
549 percent -= difftomagic_list[scaled_diff][magic]; 549 percent -= difftomagic_list[scaled_diff][magic];
550 550
551 if (percent < 0) 551 if (percent < 0)
552 break; 552 break;
553 } 553 }
554 554
555 if (magic == (MAXMAGIC + 1)) 555 if (magic > MAXMAGIC)
556 { 556 {
557 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 557 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
558 magic = 0; 558 magic = 0;
559 } 559 }
560 560
568 * Sets magical bonus in an object, and recalculates the effect on 568 * Sets magical bonus in an object, and recalculates the effect on
569 * the armour variable, and the effect on speed of armour. 569 * the armour variable, and the effect on speed of armour.
570 * This function doesn't work properly, should add use of archetypes 570 * This function doesn't work properly, should add use of archetypes
571 * to make it truly absolute. 571 * to make it truly absolute.
572 */ 572 */
573
574void 573void
575set_abs_magic (object *op, int magic) 574set_abs_magic (object *op, int magic)
576{ 575{
577 if (!magic) 576 if (!magic)
578 return; 577 return;
583 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
584 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
585 584
586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
587 magic = (-magic); 586 magic = (-magic);
587
588 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
589 } 589 }
590 else 590 else
591 { 591 {
592 if (op->type == ARMOUR) 592 if (op->type == ARMOUR)
593 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 593 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
594
594 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 595 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
595 magic = (-magic); 596 magic = (-magic);
597
596 op->weight = (op->weight * (100 - magic * 10)) / 100; 598 op->weight = (op->weight * (100 - magic * 10)) / 100;
597 } 599 }
598} 600}
599 601
600/* 602/*
603 */ 605 */
604 606
605static void 607static void
606set_magic (int difficulty, object *op, int max_magic, int flags) 608set_magic (int difficulty, object *op, int max_magic, int flags)
607{ 609{
608 int i;
609
610 i = magic_from_difficulty (difficulty); 610 int i = magic_from_difficulty (difficulty);
611
611 if ((flags & GT_ONLY_GOOD) && i < 0) 612 if ((flags & GT_ONLY_GOOD) && i < 0)
612 i = -i; 613 i = -i;
614
613 if (i > max_magic) 615 i = min (i, max_magic);
614 i = max_magic; 616
615 set_abs_magic (op, i); 617 set_abs_magic (op, i);
616 if (i < 0) 618 if (i < 0)
617 SET_FLAG (op, FLAG_CURSED); 619 op->set_flag (FLAG_CURSED);
618} 620}
619 621
620/* 622/*
621 * Randomly adds one magical ability to the given object. 623 * Randomly adds one magical ability to the given object.
622 * Modified for Partial Resistance in many ways: 624 * Modified for Partial Resistance in many ways:
623 * 1) Since rings can have multiple bonuses, if the same bonus 625 * 1) Since rings can have multiple bonuses, if the same bonus
624 * is rolled again, increase it - the bonuses now stack with 626 * is rolled again, increase it - the bonuses now stack with
625 * other bonuses previously rolled and ones the item might natively have. 627 * other bonuses previously rolled and ones the item might natively have.
626 * 2) Add code to deal with new PR method. 628 * 2) Add code to deal with new PR method.
627 */ 629 */
628void 630static void
629set_ring_bonus (object *op, int bonus) 631set_ring_bonus (object *op, int bonus)
630{ 632{
631
632 int r = rndm (bonus > 0 ? 25 : 11); 633 int r = rndm (bonus > 0 ? 25 : 11);
633 634
634 if (op->type == AMULET) 635 if (op->type == AMULET)
635 {
636 if (!(rndm (21))) 636 if (!rndm (21))
637 r = 20 + rndm (2); 637 r = 20 + rndm (2);
638 else if (rndm (2))
639 r = 10;
638 else 640 else
639 {
640 if (rndm (2))
641 r = 10;
642 else
643 r = 11 + rndm (9); 641 r = 11 + rndm (9);
644 }
645 }
646 642
647 switch (r) 643 switch (r)
648 { 644 {
649 /* Redone by MSW 2000-11-26 to have much less code. Also, 645 /* Redone by MSW 2000-11-26 to have much less code. Also,
650 * bonuses and penalties will stack and add to existing values. 646 * bonuses and penalties will stack and add to existing values.
651 * of the item. 647 * of the item.
652 */ 648 */
653 case 0: 649 case 0:
654 case 1: 650 case 1:
655 case 2: 651 case 2:
656 case 3: 652 case 3:
657 case 4: 653 case 4:
697 * little random element in since that they don't always end up with 693 * little random element in since that they don't always end up with
698 * even values. 694 * even values.
699 */ 695 */
700 if (bonus < 0) 696 if (bonus < 0)
701 val = 2 * -val - rndm (b); 697 val = 2 * -val - rndm (b);
702 if (val > 35) 698
703 val = 35; /* Upper limit */ 699 val = min (35, val); /* Upper limit */
700
704 b = 0; 701 b = 0;
705 702
706 while (op->resist[resist_table[resist]] != 0 && b < 4) 703 while (op->resist[resist_table[resist]] != 0 && b < 4)
707 resist = rndm (num_resist_table); 704 resist = rndm (num_resist_table);
708 705
716 break; 713 break;
717 } 714 }
718 case 20: 715 case 20:
719 if (op->type == AMULET) 716 if (op->type == AMULET)
720 { 717 {
721 SET_FLAG (op, FLAG_REFL_SPELL); 718 op->set_flag (FLAG_REFL_SPELL);
722 op->value *= 11; 719 op->value *= 11;
723 } 720 }
724 else 721 else
725 { 722 {
726 op->stats.hp = 1; /* regenerate hit points */ 723 op->stats.hp = 1; /* regenerate hit points */
729 break; 726 break;
730 727
731 case 21: 728 case 21:
732 if (op->type == AMULET) 729 if (op->type == AMULET)
733 { 730 {
734 SET_FLAG (op, FLAG_REFL_MISSILE); 731 op->set_flag (FLAG_REFL_MISSILE);
735 op->value *= 9; 732 op->value *= 9;
736 } 733 }
737 else 734 else
738 { 735 {
739 op->stats.sp = 1; /* regenerate spell points */ 736 op->stats.sp = 1; /* regenerate spell points */
741 } 738 }
742 break; 739 break;
743 740
744 case 22: 741 case 22:
745 op->stats.exp += bonus; /* Speed! */ 742 op->stats.exp += bonus; /* Speed! */
746 op->value = (op->value * 2) / 3; 743 op->value = op->value * 2 / 3;
747 break; 744 break;
748 } 745 }
749 746
750 if (bonus > 0) 747 if (bonus > 0)
751 op->value *= 2 * bonus; 748 op->value = 2 * op->value * bonus;
752 else 749 else
753 op->value = -(op->value * 2 * bonus) / 3; 750 op->value = -2 * op->value * bonus / 3;
754} 751}
755 752
756/* 753/*
757 * get_magic(diff) will return a random number between 0 and 4. 754 * get_magic(diff) will return a random number between 0 and 4.
758 * diff can be any value above 2. The higher the diff-variable, the 755 * diff can be any value above 2. The higher the diff-variable, the
759 * higher is the chance of returning a low number. 756 * higher is the chance of returning a low number.
760 * It is only used in fix_generated_treasure() to set bonuses on 757 * It is only used in fix_generated_treasure() to set bonuses on
761 * rings and amulets. 758 * rings and amulets.
762 * Another scheme is used to calculate the magic of weapons and armours. 759 * Another scheme is used to calculate the magic of weapons and armours.
763 */ 760 */
764int 761static int
765get_magic (int diff) 762get_magic (int diff)
766{ 763{
767 int i; 764 diff = min (3, diff);
768 765
769 if (diff < 3)
770 diff = 3;
771
772 for (i = 0; i < 4; i++) 766 for (int i = 0; i < 4; i++)
773 if (rndm (diff)) 767 if (rndm (diff))
774 return i; 768 return i;
775 769
776 return 4; 770 return 4;
777} 771}
778 772
773/* special_potion() - so that old potion code is still done right. */
774static int
775special_potion (object *op)
776{
777 if (op->attacktype)
778 return 1;
779
780 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
781 return 1;
782
783 for (int i = 0; i < NROFATTACKS; i++)
784 if (op->resist[i])
785 return 1;
786
787 return 0;
788}
789
790static double
791value_factor_from_spell_item (object *spell, object *item)
792{
793 double factor =
794 pow ((spell->value > 0 ? spell->value : 1)
795 * spell->level, 1.5);
796
797 if (item) // this if for: wands/staffs/rods:
798 {
799 /* Old crossfire comment ahead:
800 * Add 50 to both level an divisor to keep prices a little more
801 * reasonable. Otherwise, a high level version of a low level
802 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
803 * 10 time multiplier). This way, the value are a bit more reasonable.
804 */
805
806 factor *= item->level + 50;
807 factor /= item->inv->level + 50;
808 }
809
810 return factor;
811}
812
779#define DICE2 (get_magic(2)==2?2:1) 813#define DICE2 (get_magic(2) == 2 ? 2 : 1)
780#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 814#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
781 815
782/* 816/*
783 * fix_generated_item(): This is called after an item is generated, in 817 * fix_generated_item(): This is called after an item is generated, in
784 * order to set it up right. This produced magical bonuses, puts spells 818 * order to set it up right. This produced magical bonuses, puts spells
785 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
786 */ 820 */
787 821
788/* 4/28/96 added creator object from which op may now inherit properties based on 822/* 4/28/96 added creator object from which op may now inherit properties based on
789 * op->type. Right now, which stuff the creator passes on is object type 823 * op->type. Right now, which stuff the creator passes on is object type
790 * dependant. I know this is a spagetti manuever, but is there a cleaner 824 * dependant. I know this is a spagetti manuever, but is there a cleaner
791 * way to do this? b.t. */ 825 * way to do this? b.t. */
792 826
793/* 827/*
794 * ! (flags & GT_ENVIRONMENT): 828 * ! (flags & GT_ENVIRONMENT):
795 * Automatically calls fix_flesh_item(). 829 * Automatically calls fix_flesh_item().
818 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 852 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
819 /* So the treasure doesn't get created again */ 853 /* So the treasure doesn't get created again */
820 op->randomitems = 0; 854 op->randomitems = 0;
821 } 855 }
822 856
823 if (difficulty < 1) 857 max_it (difficulty, 1);
824 difficulty = 1;
825 858
826 if (INVOKE_OBJECT (ADD_BONUS, op, 859 if (INVOKE_OBJECT (ADD_BONUS, op,
827 ARG_OBJECT (creator != op ? creator : 0), 860 ARG_OBJECT (creator != op ? creator : 0),
828 ARG_INT (difficulty), ARG_INT (max_magic), 861 ARG_INT (difficulty), ARG_INT (max_magic),
829 ARG_INT (flags))) 862 ARG_INT (flags)))
888 * again below */ 921 * again below */
889 } 922 }
890 } 923 }
891 924
892 /* materialtype modifications. Note we allow this on artifacts. */ 925 /* materialtype modifications. Note we allow this on artifacts. */
893 set_materialname (op, difficulty, NULL); 926 select_material (op, difficulty);
894 927
895 if (flags & GT_MINIMAL) 928 if (flags & GT_MINIMAL)
896 { 929 {
897 if (op->type == POTION) 930 if (op->type == POTION)
898 /* Handle healing and magic power potions */ 931 /* Handle healing and magic power potions */
899 if (op->stats.sp && !op->randomitems) 932 if (op->stats.sp && !op->randomitems)
900 { 933 {
901 object *tmp = get_archetype (spell_mapping [op->stats.sp]); 934 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
902 insert_ob_in_ob (tmp, op); 935 insert_ob_in_ob (tmp, op);
903 op->stats.sp = 0; 936 op->stats.sp = 0;
904 } 937 }
905 } 938 }
906 else if (!op->title) /* Only modify object if not special */ 939 else if (!op->title) /* Only modify object if not special */
909 case WEAPON: 942 case WEAPON:
910 case ARMOUR: 943 case ARMOUR:
911 case SHIELD: 944 case SHIELD:
912 case HELMET: 945 case HELMET:
913 case CLOAK: 946 case CLOAK:
914 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 947 if (op->flag [FLAG_CURSED] && !(rndm (4)))
915 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
916 break; 949 break;
917 950
918 case BRACERS: 951 case BRACERS:
919 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 952 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
920 { 953 {
921 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 954 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
922 if (!QUERY_FLAG (op, FLAG_CURSED)) 955 if (!op->flag [FLAG_CURSED])
923 op->value *= 3; 956 op->value *= 3;
924 } 957 }
925 break; 958 break;
926 959
927 case POTION: 960 case POTION:
928 { 961 {
929 int too_many_tries = 0, is_special = 0; 962 int too_many_tries = 0;
930 963
931 /* Handle healing and magic power potions */ 964 /* Handle healing and magic power potions */
932 if (op->stats.sp && !op->randomitems) 965 if (op->stats.sp && !op->randomitems)
933 { 966 {
934 object *tmp;
935
936 tmp = get_archetype (spell_mapping[op->stats.sp]); 967 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
937 insert_ob_in_ob (tmp, op); 968 insert_ob_in_ob (tmp, op);
938 op->stats.sp = 0; 969 op->stats.sp = 0;
939 } 970 }
940 971
941 while (!(is_special = special_potion (op)) && !op->inv) 972 while (!special_potion (op) && !op->inv)
942 { 973 {
943 generate_artifact (op, difficulty); 974 generate_artifact (op, difficulty);
944 if (too_many_tries++ > 10) 975 if (too_many_tries++ > 10)
945 break; 976 break;
946 } 977 }
949 * since the value set on those is already correct. 980 * since the value set on those is already correct.
950 */ 981 */
951 if (op->inv && op->randomitems) 982 if (op->inv && op->randomitems)
952 { 983 {
953 /* value multiplier is same as for scrolls */ 984 /* value multiplier is same as for scrolls */
954 op->value = (op->value * op->inv->value); 985 op->value *= op->inv->value;
955 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 986 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
956 } 987 }
957 else 988 else
958 { 989 {
959 op->name = "potion"; 990 op->name = shstr_potion;
960 op->name_pl = "potions"; 991 op->name_pl = shstr_potions;
961 } 992 }
962 993
963 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 994 if (!(flags & GT_ONLY_GOOD) && rndm (2))
964 SET_FLAG (op, FLAG_CURSED); 995 op->set_flag (FLAG_CURSED);
996
965 break; 997 break;
966 } 998 }
967 999
968 case AMULET: 1000 case AMULET:
969 if (IS_ARCH (op->arch, amulet)) 1001 if (IS_ARCH (op->arch, amulet))
970 op->value *= 5; /* Since it's not just decoration */ 1002 op->value *= 5; /* Since it's not just decoration */
971 1003
972 case RING: 1004 case RING:
973 if (!op->arch) // wtf? schmorp
974 {
975 op->destroy ();
976 op = 0;
977 break;
978 }
979
980 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 1005 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
981 break; 1006 break;
982 1007
983 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1008 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
984 SET_FLAG (op, FLAG_CURSED); 1009 op->set_flag (FLAG_CURSED);
985 1010
986 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1011 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
987 1012
988 if (op->type != RING) /* Amulets have only one ability */ 1013 if (op->type != RING) /* Amulets have only one ability */
989 break; 1014 break;
990 1015
991 if (!(rndm (4))) 1016 if (!rndm (4))
992 { 1017 {
993 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1018 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
994 1019
995 if (d > 0) 1020 if (d > 0)
996 op->value *= 3; 1021 op->value *= 3;
997 1022
998 set_ring_bonus (op, d); 1023 set_ring_bonus (op, d);
999 1024
1000 if (!(rndm (4))) 1025 if (!rndm (4))
1001 { 1026 {
1002 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1027 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1003 1028
1004 if (d > 0) 1029 if (d > 0)
1005 op->value *= 5; 1030 op->value *= 5;
1031
1006 set_ring_bonus (op, d); 1032 set_ring_bonus (op, d);
1007 } 1033 }
1008 } 1034 }
1009 1035
1010 if (GET_ANIM_ID (op)) 1036 if (op->animation_id)
1011 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1037 op->set_anim_frame (rndm (op->anim_frames ()));
1012 1038
1013 break; 1039 break;
1014 1040
1015 case BOOK: 1041 case BOOK:
1016 /* Is it an empty book?, if yes lets make a special· 1042 /* Is it an empty book?, if yes lets make a special·
1018 * creator and/or map level we found it on. 1044 * creator and/or map level we found it on.
1019 */ 1045 */
1020 if (!op->msg && rndm (10)) 1046 if (!op->msg && rndm (10))
1021 { 1047 {
1022 /* set the book level properly */ 1048 /* set the book level properly */
1023 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1049 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1024 { 1050 {
1025 if (op->map && op->map->difficulty) 1051 if (op->map && op->map->difficulty)
1026 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1052 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1027 else 1053 else
1028 op->level = rndm (20) + 1; 1054 op->level = rndm (20) + 1;
1031 op->level = rndm (creator->level); 1057 op->level = rndm (creator->level);
1032 1058
1033 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1059 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1034 /* books w/ info are worth more! */ 1060 /* books w/ info are worth more! */
1035 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1061 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1036 /* creator related stuff */
1037
1038 /* for library, chained books. Note that some monsters have no_pick
1039 * set - we don't want to set no pick in that case.
1040 */
1041 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1042 SET_FLAG (op, FLAG_NO_PICK);
1043 if (creator->slaying && !op->slaying) /* for check_inv floors */
1044 op->slaying = creator->slaying;
1045 1062
1046 /* add exp so reading it gives xp (once) */ 1063 /* add exp so reading it gives xp (once) */
1047 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1064 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1048 } 1065 }
1066
1067 /* creator related stuff */
1068
1069 /* for library, chained books. Note that some monsters have no_pick
1070 * set - we don't want to set no pick in that case.
1071 */
1072 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1073 op->set_flag (FLAG_NO_PICK);
1074 if (creator->slaying && !op->slaying) /* for check_inv floors */
1075 op->slaying = creator->slaying;
1049 break; 1076 break;
1050 1077
1051 case SPELLBOOK: 1078 case SPELLBOOK:
1052 op->value = op->value * op->inv->value; 1079 op->value *= value_factor_from_spell_item (op->inv, 0);
1080
1053 /* add exp so learning gives xp */ 1081 /* add exp so learning gives xp */
1054 op->level = op->inv->level; 1082 op->level = op->inv->level;
1055 op->stats.exp = op->value; 1083 op->stats.exp = op->value;
1056 break; 1084 break;
1057 1085
1061 * and reset nrof. 1089 * and reset nrof.
1062 */ 1090 */
1063 op->stats.food = op->inv->nrof; 1091 op->stats.food = op->inv->nrof;
1064 op->nrof = 1; 1092 op->nrof = 1;
1065 /* If the spell changes by level, choose a random level 1093 /* If the spell changes by level, choose a random level
1066 * for it, and adjust price. If the spell doesn't 1094 * for it.
1067 * change by level, just set the wand to the level of
1068 * the spell, and value calculation is simpler.
1069 */ 1095 */
1070 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1096 if (op->inv->duration_modifier
1071 { 1097 || op->inv->dam_modifier
1098 || op->inv->range_modifier)
1072 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1073 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1074 }
1075 else 1100 else
1076 {
1077 op->level = op->inv->level; 1101 op->level = op->inv->level;
1078 op->value = op->value * op->inv->value; 1102
1079 } 1103 op->value *= value_factor_from_spell_item (op->inv, op);
1080 break; 1104 break;
1081 1105
1082 case ROD: 1106 case ROD:
1083 op->level = level_for_item (op, difficulty); 1107 op->level = level_for_item (op, difficulty);
1084 /* Add 50 to both level an divisor to keep prices a little more 1108 op->value *= value_factor_from_spell_item (op->inv, op);
1085 * reasonable. Otherwise, a high level version of a low level 1109
1086 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1087 * 10 time multiplier). This way, the value are a bit more reasonable.
1088 */
1089 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1090 /* maxhp is used to denote how many 'charges' the rod holds before */ 1110 /* maxhp is used to denote how many 'charges' the rod holds before */
1091 if (op->stats.maxhp) 1111 if (op->stats.maxhp)
1092 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1112 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1093 else 1113 else
1094 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1114 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1095 1115
1096 op->stats.hp = op->stats.maxhp; 1116 op->stats.hp = op->stats.maxhp;
1097 break; 1117 break;
1098 1118
1099 case SCROLL: 1119 case SCROLL:
1100 op->level = level_for_item (op, difficulty); 1120 op->level = level_for_item (op, difficulty);
1101 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1121 op->value *= value_factor_from_spell_item (op->inv, op);
1102 1122
1103 /* add exp so reading them properly gives xp */ 1123 /* add exp so reading them properly gives xp */
1104 op->stats.exp = op->value / 5; 1124 op->stats.exp = op->value / 5;
1105 op->nrof = op->inv->nrof; 1125 op->nrof = op->inv->nrof;
1106 break; 1126 break;
1114 break; 1134 break;
1115 } /* switch type */ 1135 } /* switch type */
1116 1136
1117 if (flags & GT_STARTEQUIP) 1137 if (flags & GT_STARTEQUIP)
1118 { 1138 {
1119 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1139 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1120 SET_FLAG (op, FLAG_STARTEQUIP); 1140 op->set_flag (FLAG_STARTEQUIP);
1121 else if (op->type != MONEY) 1141 else if (op->type != MONEY)
1122 op->value = 0; 1142 op->value = 0;
1123 } 1143 }
1124 1144
1125 if (!(flags & GT_ENVIRONMENT)) 1145 if (!(flags & GT_ENVIRONMENT))
1136 1156
1137/* 1157/*
1138 * Allocate and return the pointer to an empty artifactlist structure. 1158 * Allocate and return the pointer to an empty artifactlist structure.
1139 */ 1159 */
1140static artifactlist * 1160static artifactlist *
1141get_empty_artifactlist (void) 1161get_empty_artifactlist ()
1142{ 1162{
1143 return salloc0<artifactlist> (); 1163 return salloc0<artifactlist> ();
1144} 1164}
1145 1165
1146/* 1166/*
1147 * Allocate and return the pointer to an empty artifact structure. 1167 * Allocate and return the pointer to an empty artifact structure.
1148 */ 1168 */
1149static artifact * 1169static artifact *
1150get_empty_artifact (void) 1170get_empty_artifact ()
1151{ 1171{
1152 return salloc0<artifact> (); 1172 return salloc0<artifact> ();
1153} 1173}
1154 1174
1155/* 1175/*
1168 1188
1169/* 1189/*
1170 * Builds up the lists of artifacts from the file in the libdir. 1190 * Builds up the lists of artifacts from the file in the libdir.
1171 */ 1191 */
1172void 1192void
1173init_artifacts (void) 1193init_artifacts ()
1174{ 1194{
1175 static int has_been_inited = 0; 1195 static int has_been_inited = 0;
1176 char filename[MAX_BUF];
1177 artifact *art = NULL; 1196 artifact *art = NULL;
1178 artifactlist *al; 1197 artifactlist *al;
1179 1198
1180 if (has_been_inited) 1199 if (has_been_inited)
1181 return; 1200 return;
1182 else 1201 else
1183 has_been_inited = 1; 1202 has_been_inited = 1;
1184 1203
1185 sprintf (filename, "%s/artifacts", settings.datadir); 1204 object_thawer f (settings.datadir, "artifacts");
1186 object_thawer f (filename);
1187 1205
1188 if (!f) 1206 if (!f)
1189 return; 1207 return;
1190 1208
1191 for (;;) 1209 for (;;)
1198 1216
1199 { 1217 {
1200 if (!strcmp (f.get_str (), "all")) 1218 if (!strcmp (f.get_str (), "all"))
1201 break; 1219 break;
1202 1220
1203 char *next, *cp = f.get_str (); 1221 const char *cp = f.get_str ();
1204 1222 char *next;
1205 do 1223 do
1206 { 1224 {
1207 if ((next = strchr (cp, ','))) 1225 if ((next = (char *)strchr (cp, ',')))
1208 *next++ = '\0'; 1226 *next++ = '\0';
1209 1227
1210 linked_char *tmp = new linked_char; 1228 linked_char *tmp = new linked_char;
1211 1229
1212 tmp->name = cp; 1230 tmp->name = cp;
1276 } 1294 }
1277#if 0 1295#if 0
1278 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1296 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1279#endif 1297#endif
1280 } 1298 }
1281
1282 LOG (llevDebug, "done.\n");
1283} 1299}
1284 1300
1285/* 1301/*
1286 * Used in artifact generation. The bonuses of the first object 1302 * Used in artifact generation. The bonuses of the first object
1287 * is modified by the bonuses of the second object. 1303 * is modified by the bonuses of the second object.
1288 */ 1304 */
1289void 1305void
1290add_abilities (object *op, object *change) 1306add_abilities (object *op, object *change)
1291{ 1307{
1292 int i, tmp;
1293
1294 if (change->face != blank_face) 1308 if (change->face != blank_face)
1295 {
1296#ifdef TREASURE_VERBOSE
1297 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1298#endif
1299 op->face = change->face; 1309 op->face = change->face;
1300 }
1301 1310
1302 for (i = 0; i < NUM_STATS; i++) 1311 for (int i = 0; i < NUM_STATS; i++)
1303 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1312 change_attr_value (&(op->stats), i, change->stats.stat (i));
1304 1313
1305 op->attacktype |= change->attacktype; 1314 op->attacktype |= change->attacktype;
1306 op->path_attuned |= change->path_attuned; 1315 op->path_attuned |= change->path_attuned;
1307 op->path_repelled |= change->path_repelled; 1316 op->path_repelled |= change->path_repelled;
1308 op->path_denied |= change->path_denied; 1317 op->path_denied |= change->path_denied;
1309 op->move_type |= change->move_type; 1318 op->move_type |= change->move_type;
1310 op->stats.luck += change->stats.luck; 1319 op->stats.luck += change->stats.luck;
1311 1320
1312 if (QUERY_FLAG (change, FLAG_CURSED)) 1321 static const struct copyflags : object::flags_t
1313 SET_FLAG (op, FLAG_CURSED); 1322 {
1314 if (QUERY_FLAG (change, FLAG_DAMNED)) 1323 copyflags ()
1315 SET_FLAG (op, FLAG_DAMNED); 1324 {
1316 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1325 set (FLAG_CURSED);
1326 set (FLAG_DAMNED);
1327 set (FLAG_LIFESAVE);
1328 set (FLAG_REFL_SPELL);
1329 set (FLAG_STEALTH);
1330 set (FLAG_XRAYS);
1331 set (FLAG_BLIND);
1332 set (FLAG_SEE_IN_DARK);
1333 set (FLAG_REFL_MISSILE);
1334 set (FLAG_MAKE_INVIS);
1335 }
1336 } copyflags;
1337
1338 // we might want to just copy, but or'ing is what the original code did
1339 op->flag |= change->flag & copyflags;
1340
1341 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1317 set_abs_magic (op, -op->magic); 1342 set_abs_magic (op, -op->magic);
1318 1343
1319 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1344 if (change->flag [FLAG_STAND_STILL])
1320 SET_FLAG (op, FLAG_LIFESAVE);
1321 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1322 SET_FLAG (op, FLAG_REFL_SPELL);
1323 if (QUERY_FLAG (change, FLAG_STEALTH))
1324 SET_FLAG (op, FLAG_STEALTH);
1325 if (QUERY_FLAG (change, FLAG_XRAYS))
1326 SET_FLAG (op, FLAG_XRAYS);
1327 if (QUERY_FLAG (change, FLAG_BLIND))
1328 SET_FLAG (op, FLAG_BLIND);
1329 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1330 SET_FLAG (op, FLAG_SEE_IN_DARK);
1331 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1332 SET_FLAG (op, FLAG_REFL_MISSILE);
1333 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1334 SET_FLAG (op, FLAG_MAKE_INVIS);
1335
1336 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1337 { 1345 {
1338 CLEAR_FLAG (op, FLAG_ANIMATE); 1346 op->clr_flag (FLAG_ANIMATE);
1347
1339 /* so artifacts will join */ 1348 /* so artifacts will join */
1340 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1349 if (!op->flag [FLAG_ALIVE])
1341 op->speed = 0.0; 1350 op->speed = 0.;
1342 1351
1343 op->set_speed (op->speed); 1352 op->set_speed (op->speed);
1344 } 1353 }
1345 1354
1346 if (change->nrof) 1355 if (change->nrof)
1347 op->nrof = rndm (change->nrof) + 1; 1356 op->nrof = rndm (change->nrof) + 1;
1348 1357
1349 op->stats.exp += change->stats.exp; /* Speed modifier */ 1358 op->stats.exp += change->stats.exp; /* Speed modifier */
1350 op->stats.wc += change->stats.wc; 1359 op->stats.wc += change->stats.wc;
1351 op->stats.ac += change->stats.ac; 1360 op->stats.ac += change->stats.ac;
1352 1361
1353 if (change->other_arch) 1362 if (change->other_arch)
1354 { 1363 {
1355 /* Basically, for horns & potions, the other_arch field is the spell 1364 /* Basically, for horns & potions, the other_arch field is the spell
1356 * to cast. So convert that to into a spell and put it into 1365 * to cast. So convert that to into a spell and put it into
1357 * this object. 1366 * this object.
1358 */ 1367 */
1359 if (op->type == HORN || op->type == POTION) 1368 if (op->type == HORN || op->type == POTION)
1360 { 1369 {
1361 object *tmp_obj;
1362
1363 /* Remove any spells this object currently has in it */ 1370 /* Remove any spells this object currently has in it */
1364 while (op->inv)
1365 op->inv->destroy (); 1371 op->destroy_inv (false);
1366 1372
1367 tmp_obj = arch_to_object (change->other_arch); 1373 object *tmp = change->other_arch->instance ();
1368 insert_ob_in_ob (tmp_obj, op); 1374 insert_ob_in_ob (tmp, op);
1369 } 1375 }
1376
1370 /* No harm setting this for potions/horns */ 1377 /* No harm setting this for potions/horns */
1371 op->other_arch = change->other_arch; 1378 op->other_arch = change->other_arch;
1372 } 1379 }
1373 1380
1374 if (change->stats.hp < 0) 1381 if (change->stats.hp < 0)
1390 op->stats.maxsp = -change->stats.maxsp; 1397 op->stats.maxsp = -change->stats.maxsp;
1391 else 1398 else
1392 op->stats.maxsp += change->stats.maxsp; 1399 op->stats.maxsp += change->stats.maxsp;
1393 1400
1394 if (change->stats.food < 0) 1401 if (change->stats.food < 0)
1395 op->stats.food = -(change->stats.food); 1402 op->stats.food = -change->stats.food;
1396 else 1403 else
1397 op->stats.food += change->stats.food; 1404 op->stats.food += change->stats.food;
1398 1405
1399 if (change->level < 0) 1406 if (change->level < 0)
1400 op->level = -(change->level); 1407 op->level = -change->level;
1401 else 1408 else
1402 op->level += change->level; 1409 op->level += change->level;
1403 1410
1404 if (change->gen_sp_armour < 0) 1411 if (change->gen_sp_armour < 0)
1405 op->gen_sp_armour = -(change->gen_sp_armour); 1412 op->gen_sp_armour = -change->gen_sp_armour;
1406 else 1413 else
1407 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1414 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1408 1415
1409 op->item_power = change->item_power; 1416 op->item_power = change->item_power;
1410 1417
1411 for (i = 0; i < NROFATTACKS; i++) 1418 for (int i = 0; i < NROFATTACKS; i++)
1412 if (change->resist[i])
1413 op->resist[i] += change->resist[i]; 1419 op->resist[i] += change->resist[i];
1414 1420
1415 if (change->stats.dam) 1421 if (change->stats.dam)
1416 { 1422 {
1417 if (change->stats.dam < 0) 1423 if (change->stats.dam < 0)
1418 op->stats.dam = (-change->stats.dam); 1424 op->stats.dam = -change->stats.dam;
1419 else if (op->stats.dam) 1425 else if (op->stats.dam)
1420 { 1426 {
1421 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1427 int tmp = op->stats.dam * change->stats.dam / 10;
1428
1422 if (tmp == op->stats.dam) 1429 if (tmp == op->stats.dam)
1423 { 1430 {
1424 if (change->stats.dam < 10) 1431 if (change->stats.dam < 10)
1425 op->stats.dam--; 1432 op->stats.dam--;
1426 else 1433 else
1432 } 1439 }
1433 1440
1434 if (change->weight) 1441 if (change->weight)
1435 { 1442 {
1436 if (change->weight < 0) 1443 if (change->weight < 0)
1437 op->weight = (-change->weight); 1444 op->weight = -change->weight;
1438 else 1445 else
1439 op->weight = (op->weight * (change->weight)) / 100; 1446 op->weight = op->weight * change->weight / 100;
1440 } 1447 }
1441 1448
1442 if (change->last_sp) 1449 if (change->last_sp)
1443 { 1450 {
1444 if (change->last_sp < 0) 1451 if (change->last_sp < 0)
1445 op->last_sp = (-change->last_sp); 1452 op->last_sp = -change->last_sp;
1446 else 1453 else
1447 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1454 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1448 } 1455 }
1449 1456
1450 if (change->gen_sp_armour) 1457 if (change->gen_sp_armour)
1451 { 1458 {
1452 if (change->gen_sp_armour < 0) 1459 if (change->gen_sp_armour < 0)
1453 op->gen_sp_armour = (-change->gen_sp_armour); 1460 op->gen_sp_armour = -change->gen_sp_armour;
1454 else 1461 else
1455 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1462 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1456 } 1463 }
1457 1464
1458 op->value *= change->value; 1465 op->value *= change->value;
1459 1466
1460 if (change->materials) 1467 if (change->materials)
1461 op->materials = change->materials; 1468 op->materials = change->materials;
1462 1469
1463 if (change->materialname) 1470 if (change->material != MATERIAL_NULL)
1464 op->materialname = change->materialname; 1471 op->material = change->material;
1465 1472
1466 if (change->slaying) 1473 if (change->slaying)
1467 op->slaying = change->slaying; 1474 op->slaying = change->slaying;
1468 1475
1469 if (change->race) 1476 if (change->race)
1492 name = tmp->name + 1, neg = 1; 1499 name = tmp->name + 1, neg = 1;
1493 else 1500 else
1494 name = tmp->name, neg = 0; 1501 name = tmp->name, neg = 0;
1495 1502
1496 /* If we match name, then return the opposite of 'neg' */ 1503 /* If we match name, then return the opposite of 'neg' */
1497 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1504 if (!strcmp (name, op->arch->archname))
1498 return !neg; 1505 return !neg;
1499 1506
1500 /* Set success as true, since if the match was an inverse, it means 1507 /* Set success as true, since if the match was an inverse, it means
1501 * everything is allowed except what we match 1508 * everything is allowed except what we match
1502 */ 1509 */
1513 */ 1520 */
1514 1521
1515void 1522void
1516give_artifact_abilities (object *op, object *artifct) 1523give_artifact_abilities (object *op, object *artifct)
1517{ 1524{
1518 char new_name[MAX_BUF]; 1525 op->title = format ("of %s", &artifct->name);
1519 1526
1520 sprintf (new_name, "of %s", &artifct->name);
1521 op->title = new_name;
1522 add_abilities (op, artifct); /* Give out the bonuses */ 1527 add_abilities (op, artifct); /* Give out the bonuses */
1523 1528
1524#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1529#if 0 /* Bit verbose, but keep it here until next time I need it... */
1525 { 1530 {
1526 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1531 char identified = op->flag [FLAG_IDENTIFIED];
1527 1532
1528 SET_FLAG (op, FLAG_IDENTIFIED); 1533 op->set_flag (FLAG_IDENTIFIED);
1529 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1534 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1530 if (!identified) 1535 if (!identified)
1531 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1536 op->clr_flag (FLAG_IDENTIFIED);
1532 } 1537 }
1533#endif 1538#endif
1534 return; 1539 return;
1535} 1540}
1536 1541
1546#define ARTIFACT_TRIES 2 1551#define ARTIFACT_TRIES 2
1547 1552
1548void 1553void
1549generate_artifact (object *op, int difficulty) 1554generate_artifact (object *op, int difficulty)
1550{ 1555{
1551 artifactlist *al;
1552 artifact *art; 1556 artifact *art;
1553 int i;
1554 1557
1555 al = find_artifactlist (op->type); 1558 artifactlist *al = find_artifactlist (op->type);
1556 1559
1557 if (al == NULL) 1560 if (al == NULL)
1558 { 1561 {
1559#if 0 /* This is too verbose, usually */ 1562#if 0 /* This is too verbose, usually */
1560 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1563 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1561#endif 1564#endif
1562 return; 1565 return;
1563 } 1566 }
1564 1567
1565 for (i = 0; i < ARTIFACT_TRIES; i++) 1568 for (int i = 0; i < ARTIFACT_TRIES; i++)
1566 { 1569 {
1567 int roll = rndm (al->total_chance); 1570 int roll = rndm (al->total_chance);
1568 1571
1569 for (art = al->items; art; art = art->next) 1572 for (art = al->items; art; art = art->next)
1570 { 1573 {
1578#if 1 1581#if 1
1579 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1582 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1580#endif 1583#endif
1581 return; 1584 return;
1582 } 1585 }
1583 if (!strcmp (art->item->name, "NONE")) 1586
1587 if (art->item->name == shstr_NONE)
1584 return; 1588 return;
1589
1585 if (FABS (op->magic) < art->item->magic) 1590 if (fabs (op->magic) < art->item->magic)
1586 continue; /* Not magic enough to be this item */ 1591 continue; /* Not magic enough to be this item */
1587 1592
1588 /* Map difficulty not high enough */ 1593 /* Map difficulty not high enough */
1589 if (difficulty < art->difficulty) 1594 if (difficulty < art->difficulty)
1590 continue; 1595 continue;
1608 */ 1613 */
1609 1614
1610void 1615void
1611fix_flesh_item (object *item, object *donor) 1616fix_flesh_item (object *item, object *donor)
1612{ 1617{
1613 char tmpbuf[MAX_BUF];
1614 int i;
1615
1616 if (item->type == FLESH && donor) 1618 if (item->type == FLESH && donor)
1617 { 1619 {
1618 /* change the name */ 1620 /* change the name */
1619 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1621 item->name = format ("%s's %s", &donor->name, &item->name);
1620 item->name = tmpbuf;
1621 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1622 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1622 item->name_pl = tmpbuf;
1623 1623
1624 /* weight is FLESH weight/100 * donor */ 1624 /* weight is FLESH weight/100 * donor */
1625 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1625 item->weight = max (1, item->weight * donor->weight / 100);
1626 item->weight = 1;
1627 1626
1628 /* value is multiplied by level of donor */ 1627 /* value is multiplied by level of donor */
1629 item->value *= isqrt (donor->level * 2); 1628 item->value *= isqrt (donor->level * 2);
1630 1629
1631 /* food value */ 1630 /* food value */
1632 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1631 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1633 1632
1634 /* flesh items inherit some abilities of donor, but not 1633 /* flesh items inherit some abilities of donor, but not
1635 * full effect. 1634 * full effect.
1636 */ 1635 */
1637 for (i = 0; i < NROFATTACKS; i++) 1636 for (int i = 0; i < NROFATTACKS; i++)
1638 item->resist[i] = donor->resist[i] / 2; 1637 item->resist[i] = donor->resist[i] / 2;
1639 1638
1640 /* item inherits donor's level (important for quezals) */ 1639 /* item inherits donor's level (important for quezals) */
1641 item->level = donor->level; 1640 item->level = donor->level;
1642 1641
1643 /* if donor has some attacktypes, the flesh is poisonous */ 1642 /* if donor has some attacktypes, the flesh is poisonous */
1644 if (donor->attacktype & AT_POISON) 1643 if (donor->attacktype & AT_POISON)
1645 item->type = POISON; 1644 item->type = POISON;
1645
1646 if (donor->attacktype & AT_ACID) 1646 if (donor->attacktype & AT_ACID)
1647 item->stats.hp = -1 * item->stats.food; 1647 item->stats.hp = -item->stats.food;
1648 SET_FLAG (item, FLAG_NO_STEAL);
1649 }
1650}
1651 1648
1652/* special_potion() - so that old potion code is still done right. */ 1649 item->set_flag (FLAG_NO_STEAL);
1653int 1650 }
1654special_potion (object *op)
1655{
1656 if (op->attacktype)
1657 return 1;
1658
1659 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1660 return 1;
1661
1662 for (int i = 0; i < NROFATTACKS; i++)
1663 if (op->resist[i])
1664 return 1;
1665
1666 return 0;
1667} 1651}
1668 1652
1669void 1653static void
1670free_treasurestruct (treasure *t) 1654free_treasurestruct (treasure *t)
1671{ 1655{
1672 if (t->next) free_treasurestruct (t->next); 1656 if (t->next) free_treasurestruct (t->next);
1673 if (t->next_yes) free_treasurestruct (t->next_yes); 1657 if (t->next_yes) free_treasurestruct (t->next_yes);
1674 if (t->next_no) free_treasurestruct (t->next_no); 1658 if (t->next_no) free_treasurestruct (t->next_no);
1675 1659
1676 delete t; 1660 delete t;
1677} 1661}
1678 1662
1679void 1663static void
1680free_charlinks (linked_char *lc) 1664free_charlinks (linked_char *lc)
1681{ 1665{
1682 if (lc->next) 1666 if (lc->next)
1683 free_charlinks (lc->next); 1667 free_charlinks (lc->next);
1684 1668
1685 delete lc; 1669 delete lc;
1686} 1670}
1687 1671
1688void 1672static void
1689free_artifact (artifact *at) 1673free_artifact (artifact *at)
1690{ 1674{
1691 if (at->next) free_artifact (at->next); 1675 if (at->next) free_artifact (at->next);
1692 if (at->allowed) free_charlinks (at->allowed); 1676 if (at->allowed) free_charlinks (at->allowed);
1693 1677
1694 at->item->destroy (1); 1678 at->item->destroy ();
1695 1679
1696 sfree (at); 1680 sfree (at);
1697} 1681}
1698 1682
1699void
1700free_artifactlist (artifactlist *al)
1701{
1702 artifactlist *nextal;
1703
1704 for (al = first_artifactlist; al; al = nextal)
1705 {
1706 nextal = al->next;
1707
1708 if (al->items)
1709 free_artifact (al->items);
1710
1711 sfree (al);
1712 }
1713}
1714
1715void
1716free_all_treasures (void)
1717{
1718 treasurelist *tl, *next;
1719
1720 for (tl = first_treasurelist; tl; tl = next)
1721 {
1722 clear (tl);
1723
1724 next = tl->next;
1725 delete tl;
1726 }
1727
1728 free_artifactlist (first_artifactlist);
1729}

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