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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.60 by root, Sat May 12 18:14:47 2007 UTC vs.
Revision 1.122 by root, Sun Nov 18 15:19:48 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / 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 (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program 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 2 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 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 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
27 * slows the startup some (and not actual game play), it is by default 28 * slows the startup some (and not actual game play), it is by default
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 <funcpoint.h> 39
39#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)
40 44
41extern char *spell_mapping[]; 45extern char *spell_mapping[];
42 46
43static treasurelist *first_treasurelist; 47static treasurelist *first_treasurelist;
44 48
45static void change_treasure (treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
46 50
47typedef std::tr1::unordered_map< 51typedef ska::flat_hash_map<
48 const char *, 52 const char *,
49 treasurelist *, 53 treasurelist *,
50 str_hash, 54 str_hash,
51 str_equal, 55 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 56 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 57> tl_map_t;
55 58
56static tl_map_t tl_map; 59static tl_map_t tl_map;
60
61//TODO: class method
62static void free_treasurestruct (treasure *t); // bleh desu
63static void
64clear (treasurelist *tl)
65{
66 if (tl->items)
67 {
68 free_treasurestruct (tl->items);
69 tl->items = 0;
70 }
71
72 tl->total_chance = 0;
73}
57 74
58/* 75/*
59 * Searches for the given treasurelist 76 * Searches for the given treasurelist
60 */ 77 */
61treasurelist * 78treasurelist *
93 } 110 }
94 111
95 return tl; 112 return tl;
96} 113}
97 114
98//TODO: class method
99void
100clear (treasurelist *tl)
101{
102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
109}
110
111#ifdef TREASURE_DEBUG 115#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 116/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 117 * so that the treasure name can be printed out
114 */ 118 */
115static void 119static void
140 144
141 f.next (); 145 f.next ();
142 146
143 for (;;) 147 for (;;)
144 { 148 {
145 coroapi::cede_to_tick_every (10); 149 coroapi::cede_to_tick ();
146 150
147 switch (f.kw) 151 switch (f.kw)
148 { 152 {
149 case KW_arch: 153 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 154 t->item = archetype::find (f.get_str ());
155
156 if (!t->item)
157 {
158 f.parse_warn ("treasure references unknown archetype");
159 t->item = archetype::empty;
160 }
161
151 break; 162 break;
152 163
153 case KW_list: f.get (t->name); break; 164 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 165 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 166 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 180 t->next = read_treasure (f);
170 return t; 181 return t;
171 182
172 default: 183 default:
173 if (!f.parse_error ("treasurelist", t->name)) 184 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 185 goto error;
175 186
176 return t; 187 return t;
177 } 188 }
178 189
179 f.next (); 190 f.next ();
180 } 191 }
192
193 // not reached
194
195error:
196 delete t;
197 return 0;
181} 198}
182 199
183/* 200/*
184 * Each treasure is parsed with the help of load_treasure(). 201 * Each treasure is parsed with the help of load_treasure().
185 */ 202 */
203 { 220 {
204 for (treasure *t = tl->items; t; t = t->next) 221 for (treasure *t = tl->items; t; t = t->next)
205 { 222 {
206 if (t->next_yes || t->next_no) 223 if (t->next_yes || t->next_no)
207 { 224 {
208 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
209 LOG (llevError, " the next_yes or next_no field is set\n"); 226 LOG (llevError, " the next_yes or next_no field is set\n");
210 } 227 }
211 228
212 tl->total_chance += t->chance; 229 tl->total_chance += t->chance;
213 } 230 }
244 return; 261 return;
245 } 262 }
246 263
247 op->expand_tail (); 264 op->expand_tail ();
248 265
266 if (!creator->is_on_map ()
249 if (ob_blocked (op, creator->map, creator->x, creator->y)) 267 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
250 op->destroy (); 268 op->destroy ();
251 else 269 else
252 { 270 {
253 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 271 op->flag [FLAG_OBJ_ORIGINAL] = true;
254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 272 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
255 } 273 }
256 } 274 }
257 else 275 else
258 { 276 {
259 op = creator->insert (op); 277 op = creator->insert (op);
260 278
261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 279 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
262 monster_check_apply (creator, op); 280 monster_check_apply (creator, op);
263
264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
266 esrv_send_item (tmp, op);
267 } 281 }
268} 282}
269 283
270/* if there are change_xxx commands in the treasure, we include the changes 284/* if there are change_xxx commands in the treasure, we include the changes
271 * in the generated object 285 * in the generated object
300 else 314 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 315 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
302 } 316 }
303 else 317 else
304 { 318 {
305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 319 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
306 { 320 {
307 object *tmp = arch_to_object (t->item); 321 object *tmp = t->item->instance ();
308 322
309 if (t->nrof && tmp->nrof <= 1) 323 if (t->nrof && tmp->nrof <= 1)
310 tmp->nrof = rndm (t->nrof) + 1; 324 tmp->nrof = rndm (t->nrof) + 1;
311 325
312 fix_generated_item (tmp, op, difficulty, t->magic, flag); 326 fix_generated_item (tmp, op, difficulty, t->magic, flag);
357 create_treasure (tl, op, flag, difficulty, tries); 371 create_treasure (tl, op, flag, difficulty, tries);
358 } 372 }
359 else if (t->nrof) 373 else if (t->nrof)
360 create_one_treasure (tl, op, flag, difficulty, tries); 374 create_one_treasure (tl, op, flag, difficulty, tries);
361 } 375 }
362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 376 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
363 { 377 {
364 if (object *tmp = arch_to_object (t->item)) 378 if (object *tmp = t->item->instance ())
365 { 379 {
366 if (t->nrof && tmp->nrof <= 1) 380 if (t->nrof && tmp->nrof <= 1)
367 tmp->nrof = rndm (t->nrof) + 1; 381 tmp->nrof = rndm (t->nrof) + 1;
368 382
369 fix_generated_item (tmp, op, difficulty, t->magic, flag); 383 fix_generated_item (tmp, op, difficulty, t->magic, flag);
435 449
436 if (ob->inv) 450 if (ob->inv)
437 LOG (llevError, "In generate treasure, created multiple objects.\n"); 451 LOG (llevError, "In generate treasure, created multiple objects.\n");
438 452
439 ob->destroy (); 453 ob->destroy ();
454
440 return tmp; 455 return tmp;
441} 456}
442 457
443/* 458/*
444 * This is a new way of calculating the chance for an item to have 459 * This is a new way of calculating the chance for an item to have
481 { 0, 0, 0, 3, 97}, // 29 496 { 0, 0, 0, 3, 97}, // 29
482 { 0, 0, 0, 0, 100}, // 30 497 { 0, 0, 0, 0, 100}, // 30
483 { 0, 0, 0, 0, 100}, // 31 498 { 0, 0, 0, 0, 100}, // 31
484}; 499};
485 500
486/* calculate the appropriate level for wands staves and scrolls. 501/* calculate the appropriate level for wands staves and scrolls.
487 * This code presumes that op has had its spell object created (in op->inv) 502 * This code presumes that op has had its spell object created (in op->inv)
488 * 503 *
489 * elmex Wed Aug 9 17:44:59 CEST 2006: 504 * elmex Wed Aug 9 17:44:59 CEST 2006:
490 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 505 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
491 */ 506 */
492int 507static int
493level_for_item (const object *op, int difficulty) 508level_for_item (const object *op, int difficulty)
494{ 509{
495 int olevel = 0;
496
497 if (!op->inv) 510 if (!op->inv)
498 { 511 {
499 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 512 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
500 return 0; 513 return 0;
501 } 514 }
502 515
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 516 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
504 517
505 if (olevel <= 0) 518 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1)); 519 olevel = rndm (1, op->inv->level);
507 520
508 if (olevel > MAXLEVEL) 521 return min (olevel, MAXLEVEL_TREASURE);
509 olevel = MAXLEVEL;
510
511 return olevel;
512} 522}
513 523
514/* 524/*
515 * Based upon the specified difficulty and upon the difftomagic_list array, 525 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine 526 * a random magical bonus is returned. This is used when determine
519 * elmex Thu Aug 10 18:45:44 CEST 2006: 529 * elmex Thu Aug 10 18:45:44 CEST 2006:
520 * Scaling difficulty by max_level, as difficulty is a level and not some 530 * Scaling difficulty by max_level, as difficulty is a level and not some
521 * weird integer between 1-31. 531 * weird integer between 1-31.
522 * 532 *
523 */ 533 */
524int 534static int
525magic_from_difficulty (int difficulty) 535magic_from_difficulty (int difficulty)
526{ 536{
527 int percent = 0, magic = 0;
528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 537 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
538 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
529 539
530 scaled_diff--;
531
532 if (scaled_diff < 0)
533 scaled_diff = 0;
534
535 if (scaled_diff >= DIFFLEVELS)
536 scaled_diff = DIFFLEVELS - 1;
537
538 percent = rndm (100); 540 int percent = rndm (100);
541 int magic;
539 542
540 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 543 for (magic = 0; magic <= MAXMAGIC; magic++)
541 { 544 {
542 percent -= difftomagic_list[scaled_diff][magic]; 545 percent -= difftomagic_list[scaled_diff][magic];
543 546
544 if (percent < 0) 547 if (percent < 0)
545 break; 548 break;
546 } 549 }
547 550
548 if (magic == (MAXMAGIC + 1)) 551 if (magic > MAXMAGIC)
549 { 552 {
550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 553 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
551 magic = 0; 554 magic = 0;
552 } 555 }
553 556
561 * Sets magical bonus in an object, and recalculates the effect on 564 * Sets magical bonus in an object, and recalculates the effect on
562 * the armour variable, and the effect on speed of armour. 565 * the armour variable, and the effect on speed of armour.
563 * This function doesn't work properly, should add use of archetypes 566 * This function doesn't work properly, should add use of archetypes
564 * to make it truly absolute. 567 * to make it truly absolute.
565 */ 568 */
566
567void 569void
568set_abs_magic (object *op, int magic) 570set_abs_magic (object *op, int magic)
569{ 571{
570 if (!magic) 572 if (!magic)
571 return; 573 return;
572 574
573 op->magic = magic; 575 op->magic = magic;
574 if (op->arch) 576 if (op->arch)
575 { 577 {
576 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
578 580
579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic); 582 magic = (-magic);
583
581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
582 } 585 }
583 else 586 else
584 { 587 {
585 if (op->type == ARMOUR) 588 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 591 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
588 magic = (-magic); 592 magic = (-magic);
593
589 op->weight = (op->weight * (100 - magic * 10)) / 100; 594 op->weight = (op->weight * (100 - magic * 10)) / 100;
590 } 595 }
591} 596}
592 597
593/* 598/*
596 */ 601 */
597 602
598static void 603static void
599set_magic (int difficulty, object *op, int max_magic, int flags) 604set_magic (int difficulty, object *op, int max_magic, int flags)
600{ 605{
601 int i;
602
603 i = magic_from_difficulty (difficulty); 606 int i = magic_from_difficulty (difficulty);
607
604 if ((flags & GT_ONLY_GOOD) && i < 0) 608 if ((flags & GT_ONLY_GOOD) && i < 0)
605 i = -i; 609 i = -i;
610
606 if (i > max_magic) 611 i = min (i, max_magic);
607 i = max_magic; 612
608 set_abs_magic (op, i); 613 set_abs_magic (op, i);
609 if (i < 0) 614 if (i < 0)
610 SET_FLAG (op, FLAG_CURSED); 615 op->set_flag (FLAG_CURSED);
611} 616}
612 617
613/* 618/*
614 * Randomly adds one magical ability to the given object. 619 * Randomly adds one magical ability to the given object.
615 * Modified for Partial Resistance in many ways: 620 * Modified for Partial Resistance in many ways:
616 * 1) Since rings can have multiple bonuses, if the same bonus 621 * 1) Since rings can have multiple bonuses, if the same bonus
617 * is rolled again, increase it - the bonuses now stack with 622 * is rolled again, increase it - the bonuses now stack with
618 * other bonuses previously rolled and ones the item might natively have. 623 * other bonuses previously rolled and ones the item might natively have.
619 * 2) Add code to deal with new PR method. 624 * 2) Add code to deal with new PR method.
620 */ 625 */
621void 626static void
622set_ring_bonus (object *op, int bonus) 627set_ring_bonus (object *op, int bonus)
623{ 628{
624
625 int r = rndm (bonus > 0 ? 25 : 11); 629 int r = rndm (bonus > 0 ? 25 : 11);
626 630
627 if (op->type == AMULET) 631 if (op->type == AMULET)
628 {
629 if (!(rndm (21))) 632 if (!rndm (21))
630 r = 20 + rndm (2); 633 r = 20 + rndm (2);
634 else if (rndm (2))
635 r = 10;
631 else 636 else
632 {
633 if (rndm (2))
634 r = 10;
635 else
636 r = 11 + rndm (9); 637 r = 11 + rndm (9);
637 }
638 }
639 638
640 switch (r) 639 switch (r)
641 { 640 {
642 /* Redone by MSW 2000-11-26 to have much less code. Also, 641 /* Redone by MSW 2000-11-26 to have much less code. Also,
643 * bonuses and penalties will stack and add to existing values. 642 * bonuses and penalties will stack and add to existing values.
644 * of the item. 643 * of the item.
645 */ 644 */
646 case 0: 645 case 0:
647 case 1: 646 case 1:
648 case 2: 647 case 2:
649 case 3: 648 case 3:
650 case 4: 649 case 4:
690 * little random element in since that they don't always end up with 689 * little random element in since that they don't always end up with
691 * even values. 690 * even values.
692 */ 691 */
693 if (bonus < 0) 692 if (bonus < 0)
694 val = 2 * -val - rndm (b); 693 val = 2 * -val - rndm (b);
695 if (val > 35) 694
696 val = 35; /* Upper limit */ 695 val = min (35, val); /* Upper limit */
696
697 b = 0; 697 b = 0;
698 698
699 while (op->resist[resist_table[resist]] != 0 && b < 4) 699 while (op->resist[resist_table[resist]] != 0 && b < 4)
700 resist = rndm (num_resist_table); 700 resist = rndm (num_resist_table);
701 701
709 break; 709 break;
710 } 710 }
711 case 20: 711 case 20:
712 if (op->type == AMULET) 712 if (op->type == AMULET)
713 { 713 {
714 SET_FLAG (op, FLAG_REFL_SPELL); 714 op->set_flag (FLAG_REFL_SPELL);
715 op->value *= 11; 715 op->value *= 11;
716 } 716 }
717 else 717 else
718 { 718 {
719 op->stats.hp = 1; /* regenerate hit points */ 719 op->stats.hp = 1; /* regenerate hit points */
722 break; 722 break;
723 723
724 case 21: 724 case 21:
725 if (op->type == AMULET) 725 if (op->type == AMULET)
726 { 726 {
727 SET_FLAG (op, FLAG_REFL_MISSILE); 727 op->set_flag (FLAG_REFL_MISSILE);
728 op->value *= 9; 728 op->value *= 9;
729 } 729 }
730 else 730 else
731 { 731 {
732 op->stats.sp = 1; /* regenerate spell points */ 732 op->stats.sp = 1; /* regenerate spell points */
734 } 734 }
735 break; 735 break;
736 736
737 case 22: 737 case 22:
738 op->stats.exp += bonus; /* Speed! */ 738 op->stats.exp += bonus; /* Speed! */
739 op->value = (op->value * 2) / 3; 739 op->value = op->value * 2 / 3;
740 break; 740 break;
741 } 741 }
742 742
743 if (bonus > 0) 743 if (bonus > 0)
744 op->value *= 2 * bonus; 744 op->value = 2 * op->value * bonus;
745 else 745 else
746 op->value = -(op->value * 2 * bonus) / 3; 746 op->value = -2 * op->value * bonus / 3;
747} 747}
748 748
749/* 749/*
750 * get_magic(diff) will return a random number between 0 and 4. 750 * get_magic(diff) will return a random number between 0 and 4.
751 * diff can be any value above 2. The higher the diff-variable, the 751 * diff can be any value above 2. The higher the diff-variable, the
752 * higher is the chance of returning a low number. 752 * higher is the chance of returning a low number.
753 * It is only used in fix_generated_treasure() to set bonuses on 753 * It is only used in fix_generated_treasure() to set bonuses on
754 * rings and amulets. 754 * rings and amulets.
755 * Another scheme is used to calculate the magic of weapons and armours. 755 * Another scheme is used to calculate the magic of weapons and armours.
756 */ 756 */
757int 757static int
758get_magic (int diff) 758get_magic (int diff)
759{ 759{
760 int i; 760 diff = min (3, diff);
761 761
762 if (diff < 3)
763 diff = 3;
764
765 for (i = 0; i < 4; i++) 762 for (int i = 0; i < 4; i++)
766 if (rndm (diff)) 763 if (rndm (diff))
767 return i; 764 return i;
768 765
769 return 4; 766 return 4;
770} 767}
771 768
769/* special_potion() - so that old potion code is still done right. */
770static int
771special_potion (object *op)
772{
773 if (op->attacktype)
774 return 1;
775
776 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
777 return 1;
778
779 for (int i = 0; i < NROFATTACKS; i++)
780 if (op->resist[i])
781 return 1;
782
783 return 0;
784}
785
786static double
787value_factor_from_spell_item (object *spell, object *item)
788{
789 double factor =
790 pow ((spell->value > 0 ? spell->value : 1)
791 * spell->level, 1.5);
792
793 if (item) // this if for: wands/staffs/rods:
794 {
795 /* Old crossfire comment ahead:
796 * Add 50 to both level an divisor to keep prices a little more
797 * reasonable. Otherwise, a high level version of a low level
798 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
799 * 10 time multiplier). This way, the value are a bit more reasonable.
800 */
801
802 factor *= item->level + 50;
803 factor /= item->inv->level + 50;
804 }
805
806 return factor;
807}
808
772#define DICE2 (get_magic(2)==2?2:1) 809#define DICE2 (get_magic(2) == 2 ? 2 : 1)
773#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 810#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
774 811
775/* 812/*
776 * fix_generated_item(): This is called after an item is generated, in 813 * fix_generated_item(): This is called after an item is generated, in
777 * order to set it up right. This produced magical bonuses, puts spells 814 * order to set it up right. This produced magical bonuses, puts spells
778 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
779 */ 816 */
780 817
781/* 4/28/96 added creator object from which op may now inherit properties based on 818/* 4/28/96 added creator object from which op may now inherit properties based on
782 * op->type. Right now, which stuff the creator passes on is object type 819 * op->type. Right now, which stuff the creator passes on is object type
783 * dependant. I know this is a spagetti manuever, but is there a cleaner 820 * dependant. I know this is a spagetti manuever, but is there a cleaner
784 * way to do this? b.t. */ 821 * way to do this? b.t. */
785 822
786/* 823/*
787 * ! (flags & GT_ENVIRONMENT): 824 * ! (flags & GT_ENVIRONMENT):
788 * Automatically calls fix_flesh_item(). 825 * Automatically calls fix_flesh_item().
811 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 848 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
812 /* So the treasure doesn't get created again */ 849 /* So the treasure doesn't get created again */
813 op->randomitems = 0; 850 op->randomitems = 0;
814 } 851 }
815 852
816 if (difficulty < 1) 853 max_it (difficulty, 1);
817 difficulty = 1;
818 854
819 if (INVOKE_OBJECT (ADD_BONUS, op, 855 if (INVOKE_OBJECT (ADD_BONUS, op,
820 ARG_OBJECT (creator != op ? creator : 0), 856 ARG_OBJECT (creator != op ? creator : 0),
821 ARG_INT (difficulty), ARG_INT (max_magic), 857 ARG_INT (difficulty), ARG_INT (max_magic),
822 ARG_INT (flags))) 858 ARG_INT (flags)))
823 return; 859 return;
824 860
825 if (!(flags & GT_MINIMAL)) 861 if (!(flags & GT_MINIMAL))
826 { 862 {
827 if (op->arch == crown_arch) 863 if (IS_ARCH (op->arch, crown))
828 { 864 {
829 set_magic (difficulty, op, max_magic, flags); 865 set_magic (difficulty, op, max_magic, flags);
830 num_enchantments = calc_item_power (op, 1); 866 num_enchantments = calc_item_power (op, 1);
831 generate_artifact (op, difficulty); 867 generate_artifact (op, difficulty);
832 } 868 }
837 873
838 num_enchantments = calc_item_power (op, 1); 874 num_enchantments = calc_item_power (op, 1);
839 875
840 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 876 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
841 || op->type == HORN 877 || op->type == HORN
842 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 878 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
843 * used for shop_floors or treasures */
844 generate_artifact (op, difficulty); 879 generate_artifact (op, difficulty);
845 } 880 }
846 881
847 /* Object was made an artifact. Calculate its item_power rating. 882 /* Object was made an artifact. Calculate its item_power rating.
848 * the item_power in the object is what the artfiact adds. 883 * the item_power in the object is what the artfiact adds.
882 * again below */ 917 * again below */
883 } 918 }
884 } 919 }
885 920
886 /* materialtype modifications. Note we allow this on artifacts. */ 921 /* materialtype modifications. Note we allow this on artifacts. */
887 set_materialname (op, difficulty, NULL); 922 select_material (op, difficulty);
888 923
889 if (flags & GT_MINIMAL) 924 if (flags & GT_MINIMAL)
890 { 925 {
891 if (op->type == POTION) 926 if (op->type == POTION)
892 /* Handle healing and magic power potions */ 927 /* Handle healing and magic power potions */
893 if (op->stats.sp && !op->randomitems) 928 if (op->stats.sp && !op->randomitems)
894 { 929 {
895 object *tmp;
896
897 tmp = get_archetype (spell_mapping[op->stats.sp]); 930 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
898 insert_ob_in_ob (tmp, op); 931 insert_ob_in_ob (tmp, op);
899 op->stats.sp = 0; 932 op->stats.sp = 0;
900 } 933 }
901 } 934 }
902 else if (!op->title) /* Only modify object if not special */ 935 else if (!op->title) /* Only modify object if not special */
905 case WEAPON: 938 case WEAPON:
906 case ARMOUR: 939 case ARMOUR:
907 case SHIELD: 940 case SHIELD:
908 case HELMET: 941 case HELMET:
909 case CLOAK: 942 case CLOAK:
910 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 943 if (op->flag [FLAG_CURSED] && !(rndm (4)))
911 set_ring_bonus (op, -DICE2); 944 set_ring_bonus (op, -DICE2);
912 break; 945 break;
913 946
914 case BRACERS: 947 case BRACERS:
915 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 948 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
916 { 949 {
917 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 950 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
918 if (!QUERY_FLAG (op, FLAG_CURSED)) 951 if (!op->flag [FLAG_CURSED])
919 op->value *= 3; 952 op->value *= 3;
920 } 953 }
921 break; 954 break;
922 955
923 case POTION: 956 case POTION:
924 { 957 {
925 int too_many_tries = 0, is_special = 0; 958 int too_many_tries = 0;
926 959
927 /* Handle healing and magic power potions */ 960 /* Handle healing and magic power potions */
928 if (op->stats.sp && !op->randomitems) 961 if (op->stats.sp && !op->randomitems)
929 { 962 {
930 object *tmp;
931
932 tmp = get_archetype (spell_mapping[op->stats.sp]); 963 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
933 insert_ob_in_ob (tmp, op); 964 insert_ob_in_ob (tmp, op);
934 op->stats.sp = 0; 965 op->stats.sp = 0;
935 } 966 }
936 967
937 while (!(is_special = special_potion (op)) && !op->inv) 968 while (!special_potion (op) && !op->inv)
938 { 969 {
939 generate_artifact (op, difficulty); 970 generate_artifact (op, difficulty);
940 if (too_many_tries++ > 10) 971 if (too_many_tries++ > 10)
941 break; 972 break;
942 } 973 }
945 * since the value set on those is already correct. 976 * since the value set on those is already correct.
946 */ 977 */
947 if (op->inv && op->randomitems) 978 if (op->inv && op->randomitems)
948 { 979 {
949 /* value multiplier is same as for scrolls */ 980 /* value multiplier is same as for scrolls */
950 op->value = (op->value * op->inv->value); 981 op->value *= op->inv->value;
951 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 982 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
952 } 983 }
953 else 984 else
954 { 985 {
955 op->name = "potion"; 986 op->name = shstr_potion;
956 op->name_pl = "potions"; 987 op->name_pl = shstr_potions;
957 } 988 }
958 989
959 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 990 if (!(flags & GT_ONLY_GOOD) && rndm (2))
960 SET_FLAG (op, FLAG_CURSED); 991 op->set_flag (FLAG_CURSED);
992
961 break; 993 break;
962 } 994 }
963 995
964 case AMULET: 996 case AMULET:
965 if (op->arch == amulet_arch) 997 if (IS_ARCH (op->arch, amulet))
966 op->value *= 5; /* Since it's not just decoration */ 998 op->value *= 5; /* Since it's not just decoration */
967 999
968 case RING: 1000 case RING:
969 if (op->arch == NULL)
970 {
971 op->destroy ();
972 op = 0;
973 break;
974 }
975
976 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1001 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
977 break; 1002 break;
978 1003
979 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1004 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
980 SET_FLAG (op, FLAG_CURSED); 1005 op->set_flag (FLAG_CURSED);
981 1006
982 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1007 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
983 1008
984 if (op->type != RING) /* Amulets have only one ability */ 1009 if (op->type != RING) /* Amulets have only one ability */
985 break; 1010 break;
986 1011
987 if (!(rndm (4))) 1012 if (!rndm (4))
988 { 1013 {
989 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1014 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
990 1015
991 if (d > 0) 1016 if (d > 0)
992 op->value *= 3; 1017 op->value *= 3;
993 1018
994 set_ring_bonus (op, d); 1019 set_ring_bonus (op, d);
995 1020
996 if (!(rndm (4))) 1021 if (!rndm (4))
997 { 1022 {
998 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1023 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
999 1024
1000 if (d > 0) 1025 if (d > 0)
1001 op->value *= 5; 1026 op->value *= 5;
1027
1002 set_ring_bonus (op, d); 1028 set_ring_bonus (op, d);
1003 } 1029 }
1004 } 1030 }
1005 1031
1006 if (GET_ANIM_ID (op)) 1032 if (op->animation_id)
1007 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1033 op->set_anim_frame (rndm (op->anim_frames ()));
1008 1034
1009 break; 1035 break;
1010 1036
1011 case BOOK: 1037 case BOOK:
1012 /* Is it an empty book?, if yes lets make a special· 1038 /* Is it an empty book?, if yes lets make a special·
1014 * creator and/or map level we found it on. 1040 * creator and/or map level we found it on.
1015 */ 1041 */
1016 if (!op->msg && rndm (10)) 1042 if (!op->msg && rndm (10))
1017 { 1043 {
1018 /* set the book level properly */ 1044 /* set the book level properly */
1019 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1045 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1020 { 1046 {
1021 if (op->map && op->map->difficulty) 1047 if (op->map && op->map->difficulty)
1022 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1048 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1023 else 1049 else
1024 op->level = rndm (20) + 1; 1050 op->level = rndm (20) + 1;
1027 op->level = rndm (creator->level); 1053 op->level = rndm (creator->level);
1028 1054
1029 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1055 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1030 /* books w/ info are worth more! */ 1056 /* books w/ info are worth more! */
1031 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1057 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1032 /* creator related stuff */
1033
1034 /* for library, chained books. Note that some monsters have no_pick
1035 * set - we don't want to set no pick in that case.
1036 */
1037 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1038 SET_FLAG (op, FLAG_NO_PICK);
1039 if (creator->slaying && !op->slaying) /* for check_inv floors */
1040 op->slaying = creator->slaying;
1041 1058
1042 /* add exp so reading it gives xp (once) */ 1059 /* add exp so reading it gives xp (once) */
1043 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1060 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1044 } 1061 }
1062
1063 /* creator related stuff */
1064
1065 /* for library, chained books. Note that some monsters have no_pick
1066 * set - we don't want to set no pick in that case.
1067 */
1068 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1069 op->set_flag (FLAG_NO_PICK);
1070 if (creator->slaying && !op->slaying) /* for check_inv floors */
1071 op->slaying = creator->slaying;
1045 break; 1072 break;
1046 1073
1047 case SPELLBOOK: 1074 case SPELLBOOK:
1048 op->value = op->value * op->inv->value; 1075 op->value *= value_factor_from_spell_item (op->inv, 0);
1076
1049 /* add exp so learning gives xp */ 1077 /* add exp so learning gives xp */
1050 op->level = op->inv->level; 1078 op->level = op->inv->level;
1051 op->stats.exp = op->value; 1079 op->stats.exp = op->value;
1052 break; 1080 break;
1053 1081
1057 * and reset nrof. 1085 * and reset nrof.
1058 */ 1086 */
1059 op->stats.food = op->inv->nrof; 1087 op->stats.food = op->inv->nrof;
1060 op->nrof = 1; 1088 op->nrof = 1;
1061 /* If the spell changes by level, choose a random level 1089 /* If the spell changes by level, choose a random level
1062 * for it, and adjust price. If the spell doesn't 1090 * for it.
1063 * change by level, just set the wand to the level of
1064 * the spell, and value calculation is simpler.
1065 */ 1091 */
1066 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1092 if (op->inv->duration_modifier
1067 { 1093 || op->inv->dam_modifier
1094 || op->inv->range_modifier)
1068 op->level = level_for_item (op, difficulty); 1095 op->level = level_for_item (op, difficulty);
1069 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1070 }
1071 else 1096 else
1072 {
1073 op->level = op->inv->level; 1097 op->level = op->inv->level;
1074 op->value = op->value * op->inv->value; 1098
1075 } 1099 op->value *= value_factor_from_spell_item (op->inv, op);
1076 break; 1100 break;
1077 1101
1078 case ROD: 1102 case ROD:
1079 op->level = level_for_item (op, difficulty); 1103 op->level = level_for_item (op, difficulty);
1080 /* Add 50 to both level an divisor to keep prices a little more 1104 op->value *= value_factor_from_spell_item (op->inv, op);
1081 * reasonable. Otherwise, a high level version of a low level 1105
1082 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1083 * 10 time multiplier). This way, the value are a bit more reasonable.
1084 */
1085 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1086 /* maxhp is used to denote how many 'charges' the rod holds before */ 1106 /* maxhp is used to denote how many 'charges' the rod holds before */
1087 if (op->stats.maxhp) 1107 if (op->stats.maxhp)
1088 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1108 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1089 else 1109 else
1090 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1110 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1091 1111
1092 op->stats.hp = op->stats.maxhp; 1112 op->stats.hp = op->stats.maxhp;
1093 break; 1113 break;
1094 1114
1095 case SCROLL: 1115 case SCROLL:
1096 op->level = level_for_item (op, difficulty); 1116 op->level = level_for_item (op, difficulty);
1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1117 op->value *= value_factor_from_spell_item (op->inv, op);
1098 1118
1099 /* add exp so reading them properly gives xp */ 1119 /* add exp so reading them properly gives xp */
1100 op->stats.exp = op->value / 5; 1120 op->stats.exp = op->value / 5;
1101 op->nrof = op->inv->nrof; 1121 op->nrof = op->inv->nrof;
1102 break; 1122 break;
1110 break; 1130 break;
1111 } /* switch type */ 1131 } /* switch type */
1112 1132
1113 if (flags & GT_STARTEQUIP) 1133 if (flags & GT_STARTEQUIP)
1114 { 1134 {
1115 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1135 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1116 SET_FLAG (op, FLAG_STARTEQUIP); 1136 op->set_flag (FLAG_STARTEQUIP);
1117 else if (op->type != MONEY) 1137 else if (op->type != MONEY)
1118 op->value = 0; 1138 op->value = 0;
1119 } 1139 }
1120 1140
1121 if (!(flags & GT_ENVIRONMENT)) 1141 if (!(flags & GT_ENVIRONMENT))
1132 1152
1133/* 1153/*
1134 * Allocate and return the pointer to an empty artifactlist structure. 1154 * Allocate and return the pointer to an empty artifactlist structure.
1135 */ 1155 */
1136static artifactlist * 1156static artifactlist *
1137get_empty_artifactlist (void) 1157get_empty_artifactlist ()
1138{ 1158{
1139 return salloc0 <artifactlist> (); 1159 return salloc0<artifactlist> ();
1140} 1160}
1141 1161
1142/* 1162/*
1143 * Allocate and return the pointer to an empty artifact structure. 1163 * Allocate and return the pointer to an empty artifact structure.
1144 */ 1164 */
1145static artifact * 1165static artifact *
1146get_empty_artifact (void) 1166get_empty_artifact ()
1147{ 1167{
1148 return salloc0 <artifact> (); 1168 return salloc0<artifact> ();
1149} 1169}
1150 1170
1151/* 1171/*
1152 * Searches the artifact lists and returns one that has the same type 1172 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1173 * of objects on it.
1161 1181
1162 return 0; 1182 return 0;
1163} 1183}
1164 1184
1165/* 1185/*
1166 * For debugging purposes. Dumps all tables. 1186 * Builds up the lists of artifacts from the file in the libdir.
1167 */ 1187 */
1168void 1188void
1169dump_artifacts (void)
1170{
1171 artifactlist *al;
1172 artifact *art;
1173 linked_char *next;
1174
1175 fprintf (logfile, "\n");
1176 for (al = first_artifactlist; al != NULL; al = al->next)
1177 {
1178 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1179 for (art = al->items; art != NULL; art = art->next)
1180 {
1181 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1182 if (art->allowed != NULL)
1183 {
1184 fprintf (logfile, "\tallowed combinations:");
1185 for (next = art->allowed; next != NULL; next = next->next)
1186 fprintf (logfile, "%s,", &next->name);
1187 fprintf (logfile, "\n");
1188 }
1189 }
1190 }
1191 fprintf (logfile, "\n");
1192}
1193
1194/*
1195 * For debugging purposes. Dumps all treasures recursively (see below).
1196 */
1197void
1198dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1199{
1200 treasurelist *tl;
1201 int i;
1202
1203 if (depth > 100)
1204 return;
1205
1206 while (t)
1207 {
1208 if (t->name)
1209 {
1210 for (i = 0; i < depth; i++)
1211 fprintf (logfile, " ");
1212
1213 fprintf (logfile, "{ (list: %s)\n", &t->name);
1214
1215 tl = treasurelist::find (t->name);
1216 if (tl)
1217 dump_monster_treasure_rec (name, tl->items, depth + 2);
1218
1219 for (i = 0; i < depth; i++)
1220 fprintf (logfile, " ");
1221
1222 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1223 }
1224 else
1225 {
1226 for (i = 0; i < depth; i++)
1227 fprintf (logfile, " ");
1228
1229 if (t->item && t->item->clone.type == FLESH)
1230 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1231 else
1232 fprintf (logfile, "%s\n", &t->item->clone.name);
1233 }
1234
1235 if (t->next_yes)
1236 {
1237 for (i = 0; i < depth; i++)
1238 fprintf (logfile, " ");
1239
1240 fprintf (logfile, " (if yes)\n");
1241 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1242 }
1243
1244 if (t->next_no)
1245 {
1246 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " ");
1248
1249 fprintf (logfile, " (if no)\n");
1250 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1251 }
1252
1253 t = t->next;
1254 }
1255}
1256
1257/*
1258 * For debugging purposes. Dumps all treasures for a given monster.
1259 * Created originally by Raphael Quinet for debugging the alchemy code.
1260 */
1261void
1262dump_monster_treasure (const char *name)
1263{
1264 archetype *at;
1265 int found;
1266
1267 found = 0;
1268 fprintf (logfile, "\n");
1269
1270 for (at = first_archetype; at != NULL; at = at->next)
1271 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1272 {
1273 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1274 if (at->clone.randomitems != NULL)
1275 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1276 else
1277 fprintf (logfile, "(nothing)\n");
1278
1279 fprintf (logfile, "\n");
1280 found++;
1281 }
1282
1283 if (found == 0)
1284 fprintf (logfile, "No objects have the name %s!\n\n", name);
1285}
1286
1287/*
1288 * Builds up the lists of artifacts from the file in the libdir.
1289 */
1290void
1291init_artifacts (void) 1189init_artifacts ()
1292{ 1190{
1293 static int has_been_inited = 0; 1191 static int has_been_inited = 0;
1294 char filename[MAX_BUF];
1295 artifact *art = NULL; 1192 artifact *art = NULL;
1296 artifactlist *al; 1193 artifactlist *al;
1297 1194
1298 if (has_been_inited) 1195 if (has_been_inited)
1299 return; 1196 return;
1300 else 1197 else
1301 has_been_inited = 1; 1198 has_been_inited = 1;
1302 1199
1303 sprintf (filename, "%s/artifacts", settings.datadir); 1200 object_thawer f (settings.datadir, "artifacts");
1304 object_thawer f (filename);
1305 1201
1306 if (!f) 1202 if (!f)
1307 return; 1203 return;
1308
1309 f.next ();
1310 1204
1311 for (;;) 1205 for (;;)
1312 { 1206 {
1313 switch (f.kw) 1207 switch (f.kw)
1314 { 1208 {
1318 1212
1319 { 1213 {
1320 if (!strcmp (f.get_str (), "all")) 1214 if (!strcmp (f.get_str (), "all"))
1321 break; 1215 break;
1322 1216
1323 char *next, *cp = f.get_str (); 1217 const char *cp = f.get_str ();
1324 1218 char *next;
1325 do 1219 do
1326 { 1220 {
1327 if ((next = strchr (cp, ','))) 1221 if ((next = (char *)strchr (cp, ',')))
1328 *next++ = '\0'; 1222 *next++ = '\0';
1329 1223
1330 linked_char *tmp = new linked_char; 1224 linked_char *tmp = new linked_char;
1331 1225
1332 tmp->name = cp; 1226 tmp->name = cp;
1396 } 1290 }
1397#if 0 1291#if 0
1398 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1292 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1399#endif 1293#endif
1400 } 1294 }
1401
1402 LOG (llevDebug, "done.\n");
1403} 1295}
1404 1296
1405/* 1297/*
1406 * Used in artifact generation. The bonuses of the first object 1298 * Used in artifact generation. The bonuses of the first object
1407 * is modified by the bonuses of the second object. 1299 * is modified by the bonuses of the second object.
1408 */ 1300 */
1409void 1301void
1410add_abilities (object *op, object *change) 1302add_abilities (object *op, object *change)
1411{ 1303{
1412 int i, tmp;
1413
1414 if (change->face != blank_face) 1304 if (change->face != blank_face)
1415 {
1416#ifdef TREASURE_VERBOSE
1417 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1418#endif
1419 op->face = change->face; 1305 op->face = change->face;
1420 }
1421 1306
1422 for (i = 0; i < NUM_STATS; i++) 1307 for (int i = 0; i < NUM_STATS; i++)
1423 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1308 change_attr_value (&(op->stats), i, change->stats.stat (i));
1424 1309
1425 op->attacktype |= change->attacktype; 1310 op->attacktype |= change->attacktype;
1426 op->path_attuned |= change->path_attuned; 1311 op->path_attuned |= change->path_attuned;
1427 op->path_repelled |= change->path_repelled; 1312 op->path_repelled |= change->path_repelled;
1428 op->path_denied |= change->path_denied; 1313 op->path_denied |= change->path_denied;
1429 op->move_type |= change->move_type; 1314 op->move_type |= change->move_type;
1430 op->stats.luck += change->stats.luck; 1315 op->stats.luck += change->stats.luck;
1431 1316
1432 if (QUERY_FLAG (change, FLAG_CURSED)) 1317 static const struct copyflags : object::flags_t
1433 SET_FLAG (op, FLAG_CURSED); 1318 {
1434 if (QUERY_FLAG (change, FLAG_DAMNED)) 1319 copyflags ()
1435 SET_FLAG (op, FLAG_DAMNED); 1320 {
1436 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1321 set (FLAG_CURSED);
1322 set (FLAG_DAMNED);
1323 set (FLAG_LIFESAVE);
1324 set (FLAG_REFL_SPELL);
1325 set (FLAG_STEALTH);
1326 set (FLAG_XRAYS);
1327 set (FLAG_BLIND);
1328 set (FLAG_SEE_IN_DARK);
1329 set (FLAG_REFL_MISSILE);
1330 set (FLAG_MAKE_INVIS);
1331 }
1332 } copyflags;
1333
1334 // we might want to just copy, but or'ing is what the original code did
1335 op->flag |= change->flag & copyflags;
1336
1337 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1437 set_abs_magic (op, -op->magic); 1338 set_abs_magic (op, -op->magic);
1438 1339
1439 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1340 if (change->flag [FLAG_STAND_STILL])
1440 SET_FLAG (op, FLAG_LIFESAVE);
1441 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1442 SET_FLAG (op, FLAG_REFL_SPELL);
1443 if (QUERY_FLAG (change, FLAG_STEALTH))
1444 SET_FLAG (op, FLAG_STEALTH);
1445 if (QUERY_FLAG (change, FLAG_XRAYS))
1446 SET_FLAG (op, FLAG_XRAYS);
1447 if (QUERY_FLAG (change, FLAG_BLIND))
1448 SET_FLAG (op, FLAG_BLIND);
1449 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1450 SET_FLAG (op, FLAG_SEE_IN_DARK);
1451 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1452 SET_FLAG (op, FLAG_REFL_MISSILE);
1453 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1454 SET_FLAG (op, FLAG_MAKE_INVIS);
1455
1456 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1457 { 1341 {
1458 CLEAR_FLAG (op, FLAG_ANIMATE); 1342 op->clr_flag (FLAG_ANIMATE);
1343
1459 /* so artifacts will join */ 1344 /* so artifacts will join */
1460 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1345 if (!op->flag [FLAG_ALIVE])
1461 op->speed = 0.0; 1346 op->speed = 0.;
1462 1347
1463 op->set_speed (op->speed); 1348 op->set_speed (op->speed);
1464 } 1349 }
1465 1350
1466 if (change->nrof) 1351 if (change->nrof)
1467 op->nrof = rndm (change->nrof) + 1; 1352 op->nrof = rndm (change->nrof) + 1;
1468 1353
1469 op->stats.exp += change->stats.exp; /* Speed modifier */ 1354 op->stats.exp += change->stats.exp; /* Speed modifier */
1470 op->stats.wc += change->stats.wc; 1355 op->stats.wc += change->stats.wc;
1471 op->stats.ac += change->stats.ac; 1356 op->stats.ac += change->stats.ac;
1472 1357
1473 if (change->other_arch) 1358 if (change->other_arch)
1474 { 1359 {
1475 /* Basically, for horns & potions, the other_arch field is the spell 1360 /* Basically, for horns & potions, the other_arch field is the spell
1476 * to cast. So convert that to into a spell and put it into 1361 * to cast. So convert that to into a spell and put it into
1477 * this object. 1362 * this object.
1478 */ 1363 */
1479 if (op->type == HORN || op->type == POTION) 1364 if (op->type == HORN || op->type == POTION)
1480 { 1365 {
1481 object *tmp_obj;
1482
1483 /* Remove any spells this object currently has in it */ 1366 /* Remove any spells this object currently has in it */
1484 while (op->inv)
1485 op->inv->destroy (); 1367 op->destroy_inv (false);
1486 1368
1487 tmp_obj = arch_to_object (change->other_arch); 1369 object *tmp = change->other_arch->instance ();
1488 insert_ob_in_ob (tmp_obj, op); 1370 insert_ob_in_ob (tmp, op);
1489 } 1371 }
1372
1490 /* No harm setting this for potions/horns */ 1373 /* No harm setting this for potions/horns */
1491 op->other_arch = change->other_arch; 1374 op->other_arch = change->other_arch;
1492 } 1375 }
1493 1376
1494 if (change->stats.hp < 0) 1377 if (change->stats.hp < 0)
1510 op->stats.maxsp = -change->stats.maxsp; 1393 op->stats.maxsp = -change->stats.maxsp;
1511 else 1394 else
1512 op->stats.maxsp += change->stats.maxsp; 1395 op->stats.maxsp += change->stats.maxsp;
1513 1396
1514 if (change->stats.food < 0) 1397 if (change->stats.food < 0)
1515 op->stats.food = -(change->stats.food); 1398 op->stats.food = -change->stats.food;
1516 else 1399 else
1517 op->stats.food += change->stats.food; 1400 op->stats.food += change->stats.food;
1518 1401
1519 if (change->level < 0) 1402 if (change->level < 0)
1520 op->level = -(change->level); 1403 op->level = -change->level;
1521 else 1404 else
1522 op->level += change->level; 1405 op->level += change->level;
1523 1406
1524 if (change->gen_sp_armour < 0) 1407 if (change->gen_sp_armour < 0)
1525 op->gen_sp_armour = -(change->gen_sp_armour); 1408 op->gen_sp_armour = -change->gen_sp_armour;
1526 else 1409 else
1527 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1410 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1528 1411
1529 op->item_power = change->item_power; 1412 op->item_power = change->item_power;
1530 1413
1531 for (i = 0; i < NROFATTACKS; i++) 1414 for (int i = 0; i < NROFATTACKS; i++)
1532 if (change->resist[i])
1533 op->resist[i] += change->resist[i]; 1415 op->resist[i] += change->resist[i];
1534 1416
1535 if (change->stats.dam) 1417 if (change->stats.dam)
1536 { 1418 {
1537 if (change->stats.dam < 0) 1419 if (change->stats.dam < 0)
1538 op->stats.dam = (-change->stats.dam); 1420 op->stats.dam = -change->stats.dam;
1539 else if (op->stats.dam) 1421 else if (op->stats.dam)
1540 { 1422 {
1541 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1423 int tmp = op->stats.dam * change->stats.dam / 10;
1424
1542 if (tmp == op->stats.dam) 1425 if (tmp == op->stats.dam)
1543 { 1426 {
1544 if (change->stats.dam < 10) 1427 if (change->stats.dam < 10)
1545 op->stats.dam--; 1428 op->stats.dam--;
1546 else 1429 else
1552 } 1435 }
1553 1436
1554 if (change->weight) 1437 if (change->weight)
1555 { 1438 {
1556 if (change->weight < 0) 1439 if (change->weight < 0)
1557 op->weight = (-change->weight); 1440 op->weight = -change->weight;
1558 else 1441 else
1559 op->weight = (op->weight * (change->weight)) / 100; 1442 op->weight = op->weight * change->weight / 100;
1560 } 1443 }
1561 1444
1562 if (change->last_sp) 1445 if (change->last_sp)
1563 { 1446 {
1564 if (change->last_sp < 0) 1447 if (change->last_sp < 0)
1565 op->last_sp = (-change->last_sp); 1448 op->last_sp = -change->last_sp;
1566 else 1449 else
1567 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1450 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1568 } 1451 }
1569 1452
1570 if (change->gen_sp_armour) 1453 if (change->gen_sp_armour)
1571 { 1454 {
1572 if (change->gen_sp_armour < 0) 1455 if (change->gen_sp_armour < 0)
1573 op->gen_sp_armour = (-change->gen_sp_armour); 1456 op->gen_sp_armour = -change->gen_sp_armour;
1574 else 1457 else
1575 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1458 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1576 } 1459 }
1577 1460
1578 op->value *= change->value; 1461 op->value *= change->value;
1579 1462
1580 if (change->materials) 1463 if (change->materials)
1581 op->materials = change->materials; 1464 op->materials = change->materials;
1582 1465
1583 if (change->materialname) 1466 if (change->material != MATERIAL_NULL)
1584 op->materialname = change->materialname; 1467 op->material = change->material;
1585 1468
1586 if (change->slaying) 1469 if (change->slaying)
1587 op->slaying = change->slaying; 1470 op->slaying = change->slaying;
1588 1471
1589 if (change->race) 1472 if (change->race)
1612 name = tmp->name + 1, neg = 1; 1495 name = tmp->name + 1, neg = 1;
1613 else 1496 else
1614 name = tmp->name, neg = 0; 1497 name = tmp->name, neg = 0;
1615 1498
1616 /* If we match name, then return the opposite of 'neg' */ 1499 /* If we match name, then return the opposite of 'neg' */
1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1500 if (!strcmp (name, op->arch->archname))
1618 return !neg; 1501 return !neg;
1619 1502
1620 /* Set success as true, since if the match was an inverse, it means 1503 /* Set success as true, since if the match was an inverse, it means
1621 * everything is allowed except what we match 1504 * everything is allowed except what we match
1622 */ 1505 */
1633 */ 1516 */
1634 1517
1635void 1518void
1636give_artifact_abilities (object *op, object *artifct) 1519give_artifact_abilities (object *op, object *artifct)
1637{ 1520{
1638 char new_name[MAX_BUF]; 1521 op->title = format ("of %s", &artifct->name);
1639 1522
1640 sprintf (new_name, "of %s", &artifct->name);
1641 op->title = new_name;
1642 add_abilities (op, artifct); /* Give out the bonuses */ 1523 add_abilities (op, artifct); /* Give out the bonuses */
1643 1524
1644#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1525#if 0 /* Bit verbose, but keep it here until next time I need it... */
1645 { 1526 {
1646 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1527 char identified = op->flag [FLAG_IDENTIFIED];
1647 1528
1648 SET_FLAG (op, FLAG_IDENTIFIED); 1529 op->set_flag (FLAG_IDENTIFIED);
1649 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1530 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1650 if (!identified) 1531 if (!identified)
1651 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1532 op->clr_flag (FLAG_IDENTIFIED);
1652 } 1533 }
1653#endif 1534#endif
1654 return; 1535 return;
1655} 1536}
1656 1537
1666#define ARTIFACT_TRIES 2 1547#define ARTIFACT_TRIES 2
1667 1548
1668void 1549void
1669generate_artifact (object *op, int difficulty) 1550generate_artifact (object *op, int difficulty)
1670{ 1551{
1671 artifactlist *al;
1672 artifact *art; 1552 artifact *art;
1673 int i;
1674 1553
1675 al = find_artifactlist (op->type); 1554 artifactlist *al = find_artifactlist (op->type);
1676 1555
1677 if (al == NULL) 1556 if (al == NULL)
1678 { 1557 {
1679#if 0 /* This is too verbose, usually */ 1558#if 0 /* This is too verbose, usually */
1680 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1559 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1681#endif 1560#endif
1682 return; 1561 return;
1683 } 1562 }
1684 1563
1685 for (i = 0; i < ARTIFACT_TRIES; i++) 1564 for (int i = 0; i < ARTIFACT_TRIES; i++)
1686 { 1565 {
1687 int roll = rndm (al->total_chance); 1566 int roll = rndm (al->total_chance);
1688 1567
1689 for (art = al->items; art; art = art->next) 1568 for (art = al->items; art; art = art->next)
1690 { 1569 {
1698#if 1 1577#if 1
1699 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1578 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1700#endif 1579#endif
1701 return; 1580 return;
1702 } 1581 }
1703 if (!strcmp (art->item->name, "NONE")) 1582
1583 if (art->item->name == shstr_NONE)
1704 return; 1584 return;
1585
1705 if (FABS (op->magic) < art->item->magic) 1586 if (fabs (op->magic) < art->item->magic)
1706 continue; /* Not magic enough to be this item */ 1587 continue; /* Not magic enough to be this item */
1707 1588
1708 /* Map difficulty not high enough */ 1589 /* Map difficulty not high enough */
1709 if (difficulty < art->difficulty) 1590 if (difficulty < art->difficulty)
1710 continue; 1591 continue;
1728 */ 1609 */
1729 1610
1730void 1611void
1731fix_flesh_item (object *item, object *donor) 1612fix_flesh_item (object *item, object *donor)
1732{ 1613{
1733 char tmpbuf[MAX_BUF];
1734 int i;
1735
1736 if (item->type == FLESH && donor) 1614 if (item->type == FLESH && donor)
1737 { 1615 {
1738 /* change the name */ 1616 /* change the name */
1739 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1617 item->name = format ("%s's %s", &donor->name, &item->name);
1740 item->name = tmpbuf;
1741 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1618 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1742 item->name_pl = tmpbuf;
1743 1619
1744 /* weight is FLESH weight/100 * donor */ 1620 /* weight is FLESH weight/100 * donor */
1745 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1621 item->weight = max (1, item->weight * donor->weight / 100);
1746 item->weight = 1;
1747 1622
1748 /* value is multiplied by level of donor */ 1623 /* value is multiplied by level of donor */
1749 item->value *= isqrt (donor->level * 2); 1624 item->value *= isqrt (donor->level * 2);
1750 1625
1751 /* food value */ 1626 /* food value */
1752 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1627 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1753 1628
1754 /* flesh items inherit some abilities of donor, but not 1629 /* flesh items inherit some abilities of donor, but not
1755 * full effect. 1630 * full effect.
1756 */ 1631 */
1757 for (i = 0; i < NROFATTACKS; i++) 1632 for (int i = 0; i < NROFATTACKS; i++)
1758 item->resist[i] = donor->resist[i] / 2; 1633 item->resist[i] = donor->resist[i] / 2;
1759 1634
1760 /* item inherits donor's level (important for quezals) */ 1635 /* item inherits donor's level (important for quezals) */
1761 item->level = donor->level; 1636 item->level = donor->level;
1762 1637
1763 /* if donor has some attacktypes, the flesh is poisonous */ 1638 /* if donor has some attacktypes, the flesh is poisonous */
1764 if (donor->attacktype & AT_POISON) 1639 if (donor->attacktype & AT_POISON)
1765 item->type = POISON; 1640 item->type = POISON;
1641
1766 if (donor->attacktype & AT_ACID) 1642 if (donor->attacktype & AT_ACID)
1767 item->stats.hp = -1 * item->stats.food; 1643 item->stats.hp = -item->stats.food;
1768 SET_FLAG (item, FLAG_NO_STEAL);
1769 }
1770}
1771 1644
1772/* special_potion() - so that old potion code is still done right. */ 1645 item->set_flag (FLAG_NO_STEAL);
1773int 1646 }
1774special_potion (object *op)
1775{
1776 if (op->attacktype)
1777 return 1;
1778
1779 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1780 return 1;
1781
1782 for (int i = 0; i < NROFATTACKS; i++)
1783 if (op->resist[i])
1784 return 1;
1785
1786 return 0;
1787} 1647}
1788 1648
1789void 1649static void
1790free_treasurestruct (treasure *t) 1650free_treasurestruct (treasure *t)
1791{ 1651{
1792 if (t->next) free_treasurestruct (t->next); 1652 if (t->next) free_treasurestruct (t->next);
1793 if (t->next_yes) free_treasurestruct (t->next_yes); 1653 if (t->next_yes) free_treasurestruct (t->next_yes);
1794 if (t->next_no) free_treasurestruct (t->next_no); 1654 if (t->next_no) free_treasurestruct (t->next_no);
1795 1655
1796 delete t; 1656 delete t;
1797} 1657}
1798 1658
1799void 1659static void
1800free_charlinks (linked_char *lc) 1660free_charlinks (linked_char *lc)
1801{ 1661{
1802 if (lc->next) 1662 if (lc->next)
1803 free_charlinks (lc->next); 1663 free_charlinks (lc->next);
1804 1664
1805 delete lc; 1665 delete lc;
1806} 1666}
1807 1667
1808void 1668static void
1809free_artifact (artifact *at) 1669free_artifact (artifact *at)
1810{ 1670{
1811 if (at->next) free_artifact (at->next); 1671 if (at->next) free_artifact (at->next);
1812 if (at->allowed) free_charlinks (at->allowed); 1672 if (at->allowed) free_charlinks (at->allowed);
1813 1673
1814 at->item->destroy (1); 1674 at->item->destroy ();
1815 1675
1816 sfree (at); 1676 sfree (at);
1817} 1677}
1818 1678
1819void
1820free_artifactlist (artifactlist *al)
1821{
1822 artifactlist *nextal;
1823
1824 for (al = first_artifactlist; al; al = nextal)
1825 {
1826 nextal = al->next;
1827
1828 if (al->items)
1829 free_artifact (al->items);
1830
1831 sfree (al);
1832 }
1833}
1834
1835void
1836free_all_treasures (void)
1837{
1838 treasurelist *tl, *next;
1839
1840 for (tl = first_treasurelist; tl; tl = next)
1841 {
1842 clear (tl);
1843
1844 next = tl->next;
1845 delete tl;
1846 }
1847
1848 free_artifactlist (first_artifactlist);
1849}

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