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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.61 by root, Mon May 28 21:21:40 2007 UTC vs.
Revision 1.120 by root, Sat Nov 17 23:33:17 2018 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <funcpoint.h> 38
39#include <loader.h> 39#include <flat_hash_map.hpp>
40 40
41extern char *spell_mapping[]; 41extern char *spell_mapping[];
42 42
43static treasurelist *first_treasurelist; 43static treasurelist *first_treasurelist;
44 44
45static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
46 46
47typedef std::tr1::unordered_map< 47typedef ska::flat_hash_map<
48 const char *, 48 const char *,
49 treasurelist *, 49 treasurelist *,
50 str_hash, 50 str_hash,
51 str_equal, 51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 52 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 53> tl_map_t;
55 54
56static tl_map_t tl_map; 55static tl_map_t tl_map;
56
57//TODO: class method
58static void free_treasurestruct (treasure *t); // bleh desu
59static void
60clear (treasurelist *tl)
61{
62 if (tl->items)
63 {
64 free_treasurestruct (tl->items);
65 tl->items = 0;
66 }
67
68 tl->total_chance = 0;
69}
57 70
58/* 71/*
59 * Searches for the given treasurelist 72 * Searches for the given treasurelist
60 */ 73 */
61treasurelist * 74treasurelist *
93 } 106 }
94 107
95 return tl; 108 return tl;
96} 109}
97 110
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 111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
114 */ 114 */
115static void 115static void
140 140
141 f.next (); 141 f.next ();
142 142
143 for (;;) 143 for (;;)
144 { 144 {
145 coroapi::cede_to_tick_every (10); 145 coroapi::cede_to_tick ();
146 146
147 switch (f.kw) 147 switch (f.kw)
148 { 148 {
149 case KW_arch: 149 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 150 t->item = archetype::find (f.get_str ());
151
152 if (!t->item)
153 {
154 f.parse_warn ("treasure references unknown archetype");
155 t->item = archetype::empty;
156 }
157
151 break; 158 break;
152 159
153 case KW_list: f.get (t->name); break; 160 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 161 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 162 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 176 t->next = read_treasure (f);
170 return t; 177 return t;
171 178
172 default: 179 default:
173 if (!f.parse_error ("treasurelist", t->name)) 180 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 181 goto error;
175 182
176 return t; 183 return t;
177 } 184 }
178 185
179 f.next (); 186 f.next ();
180 } 187 }
188
189 // not reached
190
191error:
192 delete t;
193 return 0;
181} 194}
182 195
183/* 196/*
184 * Each treasure is parsed with the help of load_treasure(). 197 * Each treasure is parsed with the help of load_treasure().
185 */ 198 */
203 { 216 {
204 for (treasure *t = tl->items; t; t = t->next) 217 for (treasure *t = tl->items; t; t = t->next)
205 { 218 {
206 if (t->next_yes || t->next_no) 219 if (t->next_yes || t->next_no)
207 { 220 {
208 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 221 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"); 222 LOG (llevError, " the next_yes or next_no field is set\n");
210 } 223 }
211 224
212 tl->total_chance += t->chance; 225 tl->total_chance += t->chance;
213 } 226 }
244 return; 257 return;
245 } 258 }
246 259
247 op->expand_tail (); 260 op->expand_tail ();
248 261
262 if (!creator->is_on_map ()
249 if (ob_blocked (op, creator->map, creator->x, creator->y)) 263 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
250 op->destroy (); 264 op->destroy ();
251 else 265 else
252 { 266 {
253 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 267 op->flag [FLAG_OBJ_ORIGINAL] = true;
254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 268 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
255 } 269 }
256 } 270 }
257 else 271 else
258 { 272 {
259 op = creator->insert (op); 273 op = creator->insert (op);
260 274
261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 275 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
262 monster_check_apply (creator, op); 276 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 } 277 }
268} 278}
269 279
270/* if there are change_xxx commands in the treasure, we include the changes 280/* if there are change_xxx commands in the treasure, we include the changes
271 * in the generated object 281 * in the generated object
300 else 310 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 311 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
302 } 312 }
303 else 313 else
304 { 314 {
305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 315 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
306 { 316 {
307 object *tmp = arch_to_object (t->item); 317 object *tmp = t->item->instance ();
308 318
309 if (t->nrof && tmp->nrof <= 1) 319 if (t->nrof && tmp->nrof <= 1)
310 tmp->nrof = rndm (t->nrof) + 1; 320 tmp->nrof = rndm (t->nrof) + 1;
311 321
312 fix_generated_item (tmp, op, difficulty, t->magic, flag); 322 fix_generated_item (tmp, op, difficulty, t->magic, flag);
357 create_treasure (tl, op, flag, difficulty, tries); 367 create_treasure (tl, op, flag, difficulty, tries);
358 } 368 }
359 else if (t->nrof) 369 else if (t->nrof)
360 create_one_treasure (tl, op, flag, difficulty, tries); 370 create_one_treasure (tl, op, flag, difficulty, tries);
361 } 371 }
362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 372 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
363 { 373 {
364 if (object *tmp = arch_to_object (t->item)) 374 if (object *tmp = t->item->instance ())
365 { 375 {
366 if (t->nrof && tmp->nrof <= 1) 376 if (t->nrof && tmp->nrof <= 1)
367 tmp->nrof = rndm (t->nrof) + 1; 377 tmp->nrof = rndm (t->nrof) + 1;
368 378
369 fix_generated_item (tmp, op, difficulty, t->magic, flag); 379 fix_generated_item (tmp, op, difficulty, t->magic, flag);
435 445
436 if (ob->inv) 446 if (ob->inv)
437 LOG (llevError, "In generate treasure, created multiple objects.\n"); 447 LOG (llevError, "In generate treasure, created multiple objects.\n");
438 448
439 ob->destroy (); 449 ob->destroy ();
450
440 return tmp; 451 return tmp;
441} 452}
442 453
443/* 454/*
444 * This is a new way of calculating the chance for an item to have 455 * This is a new way of calculating the chance for an item to have
481 { 0, 0, 0, 3, 97}, // 29 492 { 0, 0, 0, 3, 97}, // 29
482 { 0, 0, 0, 0, 100}, // 30 493 { 0, 0, 0, 0, 100}, // 30
483 { 0, 0, 0, 0, 100}, // 31 494 { 0, 0, 0, 0, 100}, // 31
484}; 495};
485 496
486/* calculate the appropriate level for wands staves and scrolls. 497/* calculate the appropriate level for wands staves and scrolls.
487 * This code presumes that op has had its spell object created (in op->inv) 498 * This code presumes that op has had its spell object created (in op->inv)
488 * 499 *
489 * elmex Wed Aug 9 17:44:59 CEST 2006: 500 * elmex Wed Aug 9 17:44:59 CEST 2006:
490 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
491 */ 502 */
492int 503static int
493level_for_item (const object *op, int difficulty) 504level_for_item (const object *op, int difficulty)
494{ 505{
495 int olevel = 0;
496
497 if (!op->inv) 506 if (!op->inv)
498 { 507 {
499 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 508 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
500 return 0; 509 return 0;
501 } 510 }
502 511
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
504 513
505 if (olevel <= 0) 514 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1)); 515 olevel = rndm (1, op->inv->level);
507 516
508 if (olevel > MAXLEVEL) 517 return min (olevel, MAXLEVEL_TREASURE);
509 olevel = MAXLEVEL;
510
511 return olevel;
512} 518}
513 519
514/* 520/*
515 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
519 * elmex Thu Aug 10 18:45:44 CEST 2006: 525 * elmex Thu Aug 10 18:45:44 CEST 2006:
520 * Scaling difficulty by max_level, as difficulty is a level and not some 526 * Scaling difficulty by max_level, as difficulty is a level and not some
521 * weird integer between 1-31. 527 * weird integer between 1-31.
522 * 528 *
523 */ 529 */
524int 530static int
525magic_from_difficulty (int difficulty) 531magic_from_difficulty (int difficulty)
526{ 532{
527 int percent = 0, magic = 0;
528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 533 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
534 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
529 535
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); 536 int percent = rndm (100);
537 int magic;
539 538
540 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 539 for (magic = 0; magic <= MAXMAGIC; magic++)
541 { 540 {
542 percent -= difftomagic_list[scaled_diff][magic]; 541 percent -= difftomagic_list[scaled_diff][magic];
543 542
544 if (percent < 0) 543 if (percent < 0)
545 break; 544 break;
546 } 545 }
547 546
548 if (magic == (MAXMAGIC + 1)) 547 if (magic > MAXMAGIC)
549 { 548 {
550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 549 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
551 magic = 0; 550 magic = 0;
552 } 551 }
553 552
561 * Sets magical bonus in an object, and recalculates the effect on 560 * Sets magical bonus in an object, and recalculates the effect on
562 * the armour variable, and the effect on speed of armour. 561 * the armour variable, and the effect on speed of armour.
563 * This function doesn't work properly, should add use of archetypes 562 * This function doesn't work properly, should add use of archetypes
564 * to make it truly absolute. 563 * to make it truly absolute.
565 */ 564 */
566
567void 565void
568set_abs_magic (object *op, int magic) 566set_abs_magic (object *op, int magic)
569{ 567{
570 if (!magic) 568 if (!magic)
571 return; 569 return;
572 570
573 op->magic = magic; 571 op->magic = magic;
574 if (op->arch) 572 if (op->arch)
575 { 573 {
576 if (op->type == ARMOUR) 574 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 575 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
578 576
579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 577 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic); 578 magic = (-magic);
579
581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
582 } 581 }
583 else 582 else
584 { 583 {
585 if (op->type == ARMOUR) 584 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
586
587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
588 magic = (-magic); 588 magic = (-magic);
589
589 op->weight = (op->weight * (100 - magic * 10)) / 100; 590 op->weight = (op->weight * (100 - magic * 10)) / 100;
590 } 591 }
591} 592}
592 593
593/* 594/*
596 */ 597 */
597 598
598static void 599static void
599set_magic (int difficulty, object *op, int max_magic, int flags) 600set_magic (int difficulty, object *op, int max_magic, int flags)
600{ 601{
601 int i;
602
603 i = magic_from_difficulty (difficulty); 602 int i = magic_from_difficulty (difficulty);
603
604 if ((flags & GT_ONLY_GOOD) && i < 0) 604 if ((flags & GT_ONLY_GOOD) && i < 0)
605 i = -i; 605 i = -i;
606
606 if (i > max_magic) 607 i = min (i, max_magic);
607 i = max_magic; 608
608 set_abs_magic (op, i); 609 set_abs_magic (op, i);
609 if (i < 0) 610 if (i < 0)
610 SET_FLAG (op, FLAG_CURSED); 611 op->set_flag (FLAG_CURSED);
611} 612}
612 613
613/* 614/*
614 * Randomly adds one magical ability to the given object. 615 * Randomly adds one magical ability to the given object.
615 * Modified for Partial Resistance in many ways: 616 * Modified for Partial Resistance in many ways:
616 * 1) Since rings can have multiple bonuses, if the same bonus 617 * 1) Since rings can have multiple bonuses, if the same bonus
617 * is rolled again, increase it - the bonuses now stack with 618 * is rolled again, increase it - the bonuses now stack with
618 * other bonuses previously rolled and ones the item might natively have. 619 * other bonuses previously rolled and ones the item might natively have.
619 * 2) Add code to deal with new PR method. 620 * 2) Add code to deal with new PR method.
620 */ 621 */
621void 622static void
622set_ring_bonus (object *op, int bonus) 623set_ring_bonus (object *op, int bonus)
623{ 624{
624
625 int r = rndm (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
626 626
627 if (op->type == AMULET) 627 if (op->type == AMULET)
628 {
629 if (!(rndm (21))) 628 if (!rndm (21))
630 r = 20 + rndm (2); 629 r = 20 + rndm (2);
630 else if (rndm (2))
631 r = 10;
631 else 632 else
632 {
633 if (rndm (2))
634 r = 10;
635 else
636 r = 11 + rndm (9); 633 r = 11 + rndm (9);
637 }
638 }
639 634
640 switch (r) 635 switch (r)
641 { 636 {
642 /* Redone by MSW 2000-11-26 to have much less code. Also, 637 /* Redone by MSW 2000-11-26 to have much less code. Also,
643 * bonuses and penalties will stack and add to existing values. 638 * bonuses and penalties will stack and add to existing values.
644 * of the item. 639 * of the item.
645 */ 640 */
646 case 0: 641 case 0:
647 case 1: 642 case 1:
648 case 2: 643 case 2:
649 case 3: 644 case 3:
650 case 4: 645 case 4:
690 * little random element in since that they don't always end up with 685 * little random element in since that they don't always end up with
691 * even values. 686 * even values.
692 */ 687 */
693 if (bonus < 0) 688 if (bonus < 0)
694 val = 2 * -val - rndm (b); 689 val = 2 * -val - rndm (b);
695 if (val > 35) 690
696 val = 35; /* Upper limit */ 691 val = min (35, val); /* Upper limit */
692
697 b = 0; 693 b = 0;
698 694
699 while (op->resist[resist_table[resist]] != 0 && b < 4) 695 while (op->resist[resist_table[resist]] != 0 && b < 4)
700 resist = rndm (num_resist_table); 696 resist = rndm (num_resist_table);
701 697
709 break; 705 break;
710 } 706 }
711 case 20: 707 case 20:
712 if (op->type == AMULET) 708 if (op->type == AMULET)
713 { 709 {
714 SET_FLAG (op, FLAG_REFL_SPELL); 710 op->set_flag (FLAG_REFL_SPELL);
715 op->value *= 11; 711 op->value *= 11;
716 } 712 }
717 else 713 else
718 { 714 {
719 op->stats.hp = 1; /* regenerate hit points */ 715 op->stats.hp = 1; /* regenerate hit points */
722 break; 718 break;
723 719
724 case 21: 720 case 21:
725 if (op->type == AMULET) 721 if (op->type == AMULET)
726 { 722 {
727 SET_FLAG (op, FLAG_REFL_MISSILE); 723 op->set_flag (FLAG_REFL_MISSILE);
728 op->value *= 9; 724 op->value *= 9;
729 } 725 }
730 else 726 else
731 { 727 {
732 op->stats.sp = 1; /* regenerate spell points */ 728 op->stats.sp = 1; /* regenerate spell points */
734 } 730 }
735 break; 731 break;
736 732
737 case 22: 733 case 22:
738 op->stats.exp += bonus; /* Speed! */ 734 op->stats.exp += bonus; /* Speed! */
739 op->value = (op->value * 2) / 3; 735 op->value = op->value * 2 / 3;
740 break; 736 break;
741 } 737 }
742 738
743 if (bonus > 0) 739 if (bonus > 0)
744 op->value *= 2 * bonus; 740 op->value = 2 * op->value * bonus;
745 else 741 else
746 op->value = -(op->value * 2 * bonus) / 3; 742 op->value = -2 * op->value * bonus / 3;
747} 743}
748 744
749/* 745/*
750 * get_magic(diff) will return a random number between 0 and 4. 746 * get_magic(diff) will return a random number between 0 and 4.
751 * diff can be any value above 2. The higher the diff-variable, the 747 * diff can be any value above 2. The higher the diff-variable, the
752 * higher is the chance of returning a low number. 748 * higher is the chance of returning a low number.
753 * It is only used in fix_generated_treasure() to set bonuses on 749 * It is only used in fix_generated_treasure() to set bonuses on
754 * rings and amulets. 750 * rings and amulets.
755 * Another scheme is used to calculate the magic of weapons and armours. 751 * Another scheme is used to calculate the magic of weapons and armours.
756 */ 752 */
757int 753static int
758get_magic (int diff) 754get_magic (int diff)
759{ 755{
760 int i; 756 diff = min (3, diff);
761 757
762 if (diff < 3)
763 diff = 3;
764
765 for (i = 0; i < 4; i++) 758 for (int i = 0; i < 4; i++)
766 if (rndm (diff)) 759 if (rndm (diff))
767 return i; 760 return i;
768 761
769 return 4; 762 return 4;
770} 763}
771 764
765/* special_potion() - so that old potion code is still done right. */
766static int
767special_potion (object *op)
768{
769 if (op->attacktype)
770 return 1;
771
772 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
773 return 1;
774
775 for (int i = 0; i < NROFATTACKS; i++)
776 if (op->resist[i])
777 return 1;
778
779 return 0;
780}
781
782static double
783value_factor_from_spell_item (object *spell, object *item)
784{
785 double factor =
786 pow ((spell->value > 0 ? spell->value : 1)
787 * spell->level, 1.5);
788
789 if (item) // this if for: wands/staffs/rods:
790 {
791 /* Old crossfire comment ahead:
792 * Add 50 to both level an divisor to keep prices a little more
793 * reasonable. Otherwise, a high level version of a low level
794 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
795 * 10 time multiplier). This way, the value are a bit more reasonable.
796 */
797
798 factor *= item->level + 50;
799 factor /= item->inv->level + 50;
800 }
801
802 return factor;
803}
804
772#define DICE2 (get_magic(2)==2?2:1) 805#define DICE2 (get_magic(2) == 2 ? 2 : 1)
773#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 806#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
774 807
775/* 808/*
776 * fix_generated_item(): This is called after an item is generated, in 809 * fix_generated_item(): This is called after an item is generated, in
777 * order to set it up right. This produced magical bonuses, puts spells 810 * order to set it up right. This produced magical bonuses, puts spells
778 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 811 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
779 */ 812 */
780 813
781/* 4/28/96 added creator object from which op may now inherit properties based on 814/* 4/28/96 added creator object from which op may now inherit properties based on
782 * op->type. Right now, which stuff the creator passes on is object type 815 * op->type. Right now, which stuff the creator passes on is object type
783 * dependant. I know this is a spagetti manuever, but is there a cleaner 816 * dependant. I know this is a spagetti manuever, but is there a cleaner
784 * way to do this? b.t. */ 817 * way to do this? b.t. */
785 818
786/* 819/*
787 * ! (flags & GT_ENVIRONMENT): 820 * ! (flags & GT_ENVIRONMENT):
788 * Automatically calls fix_flesh_item(). 821 * Automatically calls fix_flesh_item().
811 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 844 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
812 /* So the treasure doesn't get created again */ 845 /* So the treasure doesn't get created again */
813 op->randomitems = 0; 846 op->randomitems = 0;
814 } 847 }
815 848
816 if (difficulty < 1) 849 max_it (difficulty, 1);
817 difficulty = 1;
818 850
819 if (INVOKE_OBJECT (ADD_BONUS, op, 851 if (INVOKE_OBJECT (ADD_BONUS, op,
820 ARG_OBJECT (creator != op ? creator : 0), 852 ARG_OBJECT (creator != op ? creator : 0),
821 ARG_INT (difficulty), ARG_INT (max_magic), 853 ARG_INT (difficulty), ARG_INT (max_magic),
822 ARG_INT (flags))) 854 ARG_INT (flags)))
823 return; 855 return;
824 856
825 if (!(flags & GT_MINIMAL)) 857 if (!(flags & GT_MINIMAL))
826 { 858 {
827 if (op->arch == crown_arch) 859 if (IS_ARCH (op->arch, crown))
828 { 860 {
829 set_magic (difficulty, op, max_magic, flags); 861 set_magic (difficulty, op, max_magic, flags);
830 num_enchantments = calc_item_power (op, 1); 862 num_enchantments = calc_item_power (op, 1);
831 generate_artifact (op, difficulty); 863 generate_artifact (op, difficulty);
832 } 864 }
837 869
838 num_enchantments = calc_item_power (op, 1); 870 num_enchantments = calc_item_power (op, 1);
839 871
840 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 872 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
841 || op->type == HORN 873 || op->type == HORN
842 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 874 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
843 * used for shop_floors or treasures */
844 generate_artifact (op, difficulty); 875 generate_artifact (op, difficulty);
845 } 876 }
846 877
847 /* Object was made an artifact. Calculate its item_power rating. 878 /* Object was made an artifact. Calculate its item_power rating.
848 * the item_power in the object is what the artfiact adds. 879 * the item_power in the object is what the artfiact adds.
882 * again below */ 913 * again below */
883 } 914 }
884 } 915 }
885 916
886 /* materialtype modifications. Note we allow this on artifacts. */ 917 /* materialtype modifications. Note we allow this on artifacts. */
887 set_materialname (op, difficulty, NULL); 918 select_material (op, difficulty);
888 919
889 if (flags & GT_MINIMAL) 920 if (flags & GT_MINIMAL)
890 { 921 {
891 if (op->type == POTION) 922 if (op->type == POTION)
892 /* Handle healing and magic power potions */ 923 /* Handle healing and magic power potions */
893 if (op->stats.sp && !op->randomitems) 924 if (op->stats.sp && !op->randomitems)
894 { 925 {
895 object *tmp;
896
897 tmp = get_archetype (spell_mapping[op->stats.sp]); 926 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
898 insert_ob_in_ob (tmp, op); 927 insert_ob_in_ob (tmp, op);
899 op->stats.sp = 0; 928 op->stats.sp = 0;
900 } 929 }
901 } 930 }
902 else if (!op->title) /* Only modify object if not special */ 931 else if (!op->title) /* Only modify object if not special */
905 case WEAPON: 934 case WEAPON:
906 case ARMOUR: 935 case ARMOUR:
907 case SHIELD: 936 case SHIELD:
908 case HELMET: 937 case HELMET:
909 case CLOAK: 938 case CLOAK:
910 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 939 if (op->flag [FLAG_CURSED] && !(rndm (4)))
911 set_ring_bonus (op, -DICE2); 940 set_ring_bonus (op, -DICE2);
912 break; 941 break;
913 942
914 case BRACERS: 943 case BRACERS:
915 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 944 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
916 { 945 {
917 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 946 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
918 if (!QUERY_FLAG (op, FLAG_CURSED)) 947 if (!op->flag [FLAG_CURSED])
919 op->value *= 3; 948 op->value *= 3;
920 } 949 }
921 break; 950 break;
922 951
923 case POTION: 952 case POTION:
924 { 953 {
925 int too_many_tries = 0, is_special = 0; 954 int too_many_tries = 0;
926 955
927 /* Handle healing and magic power potions */ 956 /* Handle healing and magic power potions */
928 if (op->stats.sp && !op->randomitems) 957 if (op->stats.sp && !op->randomitems)
929 { 958 {
930 object *tmp;
931
932 tmp = get_archetype (spell_mapping[op->stats.sp]); 959 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
933 insert_ob_in_ob (tmp, op); 960 insert_ob_in_ob (tmp, op);
934 op->stats.sp = 0; 961 op->stats.sp = 0;
935 } 962 }
936 963
937 while (!(is_special = special_potion (op)) && !op->inv) 964 while (!special_potion (op) && !op->inv)
938 { 965 {
939 generate_artifact (op, difficulty); 966 generate_artifact (op, difficulty);
940 if (too_many_tries++ > 10) 967 if (too_many_tries++ > 10)
941 break; 968 break;
942 } 969 }
945 * since the value set on those is already correct. 972 * since the value set on those is already correct.
946 */ 973 */
947 if (op->inv && op->randomitems) 974 if (op->inv && op->randomitems)
948 { 975 {
949 /* value multiplier is same as for scrolls */ 976 /* value multiplier is same as for scrolls */
950 op->value = (op->value * op->inv->value); 977 op->value *= op->inv->value;
951 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 978 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
952 } 979 }
953 else 980 else
954 { 981 {
955 op->name = "potion"; 982 op->name = shstr_potion;
956 op->name_pl = "potions"; 983 op->name_pl = shstr_potions;
957 } 984 }
958 985
959 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 986 if (!(flags & GT_ONLY_GOOD) && rndm (2))
960 SET_FLAG (op, FLAG_CURSED); 987 op->set_flag (FLAG_CURSED);
988
961 break; 989 break;
962 } 990 }
963 991
964 case AMULET: 992 case AMULET:
965 if (op->arch == amulet_arch) 993 if (IS_ARCH (op->arch, amulet))
966 op->value *= 5; /* Since it's not just decoration */ 994 op->value *= 5; /* Since it's not just decoration */
967 995
968 case RING: 996 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! */ 997 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
977 break; 998 break;
978 999
979 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1000 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
980 SET_FLAG (op, FLAG_CURSED); 1001 op->set_flag (FLAG_CURSED);
981 1002
982 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1003 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
983 1004
984 if (op->type != RING) /* Amulets have only one ability */ 1005 if (op->type != RING) /* Amulets have only one ability */
985 break; 1006 break;
986 1007
987 if (!(rndm (4))) 1008 if (!rndm (4))
988 { 1009 {
989 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1010 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
990 1011
991 if (d > 0) 1012 if (d > 0)
992 op->value *= 3; 1013 op->value *= 3;
993 1014
994 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
995 1016
996 if (!(rndm (4))) 1017 if (!rndm (4))
997 { 1018 {
998 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1019 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
999 1020
1000 if (d > 0) 1021 if (d > 0)
1001 op->value *= 5; 1022 op->value *= 5;
1023
1002 set_ring_bonus (op, d); 1024 set_ring_bonus (op, d);
1003 } 1025 }
1004 } 1026 }
1005 1027
1006 if (GET_ANIM_ID (op)) 1028 if (op->animation_id)
1007 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1029 op->set_anim_frame (rndm (op->anim_frames ()));
1008 1030
1009 break; 1031 break;
1010 1032
1011 case BOOK: 1033 case BOOK:
1012 /* Is it an empty book?, if yes lets make a special· 1034 /* Is it an empty book?, if yes lets make a special·
1014 * creator and/or map level we found it on. 1036 * creator and/or map level we found it on.
1015 */ 1037 */
1016 if (!op->msg && rndm (10)) 1038 if (!op->msg && rndm (10))
1017 { 1039 {
1018 /* set the book level properly */ 1040 /* set the book level properly */
1019 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1041 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1020 { 1042 {
1021 if (op->map && op->map->difficulty) 1043 if (op->map && op->map->difficulty)
1022 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1044 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1023 else 1045 else
1024 op->level = rndm (20) + 1; 1046 op->level = rndm (20) + 1;
1027 op->level = rndm (creator->level); 1049 op->level = rndm (creator->level);
1028 1050
1029 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1030 /* books w/ info are worth more! */ 1052 /* books w/ info are worth more! */
1031 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
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 1054
1042 /* add exp so reading it gives xp (once) */ 1055 /* add exp so reading it gives xp (once) */
1043 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1056 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1044 } 1057 }
1058
1059 /* creator related stuff */
1060
1061 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case.
1063 */
1064 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1065 op->set_flag (FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying;
1045 break; 1068 break;
1046 1069
1047 case SPELLBOOK: 1070 case SPELLBOOK:
1048 op->value = op->value * op->inv->value; 1071 op->value *= value_factor_from_spell_item (op->inv, 0);
1072
1049 /* add exp so learning gives xp */ 1073 /* add exp so learning gives xp */
1050 op->level = op->inv->level; 1074 op->level = op->inv->level;
1051 op->stats.exp = op->value; 1075 op->stats.exp = op->value;
1052 break; 1076 break;
1053 1077
1057 * and reset nrof. 1081 * and reset nrof.
1058 */ 1082 */
1059 op->stats.food = op->inv->nrof; 1083 op->stats.food = op->inv->nrof;
1060 op->nrof = 1; 1084 op->nrof = 1;
1061 /* If the spell changes by level, choose a random level 1085 /* If the spell changes by level, choose a random level
1062 * for it, and adjust price. If the spell doesn't 1086 * for it.
1063 * change by level, just set the wand to the level of
1064 * the spell, and value calculation is simpler.
1065 */ 1087 */
1066 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1088 if (op->inv->duration_modifier
1067 { 1089 || op->inv->dam_modifier
1090 || op->inv->range_modifier)
1068 op->level = level_for_item (op, difficulty); 1091 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 1092 else
1072 {
1073 op->level = op->inv->level; 1093 op->level = op->inv->level;
1074 op->value = op->value * op->inv->value; 1094
1075 } 1095 op->value *= value_factor_from_spell_item (op->inv, op);
1076 break; 1096 break;
1077 1097
1078 case ROD: 1098 case ROD:
1079 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1080 /* Add 50 to both level an divisor to keep prices a little more 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1081 * reasonable. Otherwise, a high level version of a low level 1101
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 */ 1102 /* maxhp is used to denote how many 'charges' the rod holds before */
1087 if (op->stats.maxhp) 1103 if (op->stats.maxhp)
1088 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1089 else 1105 else
1090 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1106 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1091 1107
1092 op->stats.hp = op->stats.maxhp; 1108 op->stats.hp = op->stats.maxhp;
1093 break; 1109 break;
1094 1110
1095 case SCROLL: 1111 case SCROLL:
1096 op->level = level_for_item (op, difficulty); 1112 op->level = level_for_item (op, difficulty);
1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1113 op->value *= value_factor_from_spell_item (op->inv, op);
1098 1114
1099 /* add exp so reading them properly gives xp */ 1115 /* add exp so reading them properly gives xp */
1100 op->stats.exp = op->value / 5; 1116 op->stats.exp = op->value / 5;
1101 op->nrof = op->inv->nrof; 1117 op->nrof = op->inv->nrof;
1102 break; 1118 break;
1110 break; 1126 break;
1111 } /* switch type */ 1127 } /* switch type */
1112 1128
1113 if (flags & GT_STARTEQUIP) 1129 if (flags & GT_STARTEQUIP)
1114 { 1130 {
1115 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1131 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1116 SET_FLAG (op, FLAG_STARTEQUIP); 1132 op->set_flag (FLAG_STARTEQUIP);
1117 else if (op->type != MONEY) 1133 else if (op->type != MONEY)
1118 op->value = 0; 1134 op->value = 0;
1119 } 1135 }
1120 1136
1121 if (!(flags & GT_ENVIRONMENT)) 1137 if (!(flags & GT_ENVIRONMENT))
1132 1148
1133/* 1149/*
1134 * Allocate and return the pointer to an empty artifactlist structure. 1150 * Allocate and return the pointer to an empty artifactlist structure.
1135 */ 1151 */
1136static artifactlist * 1152static artifactlist *
1137get_empty_artifactlist (void) 1153get_empty_artifactlist ()
1138{ 1154{
1139 return salloc0 <artifactlist> (); 1155 return salloc0<artifactlist> ();
1140} 1156}
1141 1157
1142/* 1158/*
1143 * Allocate and return the pointer to an empty artifact structure. 1159 * Allocate and return the pointer to an empty artifact structure.
1144 */ 1160 */
1145static artifact * 1161static artifact *
1146get_empty_artifact (void) 1162get_empty_artifact ()
1147{ 1163{
1148 return salloc0 <artifact> (); 1164 return salloc0<artifact> ();
1149} 1165}
1150 1166
1151/* 1167/*
1152 * Searches the artifact lists and returns one that has the same type 1168 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1169 * of objects on it.
1161 1177
1162 return 0; 1178 return 0;
1163} 1179}
1164 1180
1165/* 1181/*
1166 * For debugging purposes. Dumps all tables. 1182 * Builds up the lists of artifacts from the file in the libdir.
1167 */ 1183 */
1168void 1184void
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) 1185init_artifacts ()
1292{ 1186{
1293 static int has_been_inited = 0; 1187 static int has_been_inited = 0;
1294 char filename[MAX_BUF];
1295 artifact *art = NULL; 1188 artifact *art = NULL;
1296 artifactlist *al; 1189 artifactlist *al;
1297 1190
1298 if (has_been_inited) 1191 if (has_been_inited)
1299 return; 1192 return;
1300 else 1193 else
1301 has_been_inited = 1; 1194 has_been_inited = 1;
1302 1195
1303 sprintf (filename, "%s/artifacts", settings.datadir); 1196 object_thawer f (settings.datadir, "artifacts");
1304 object_thawer f (filename);
1305 1197
1306 if (!f) 1198 if (!f)
1307 return; 1199 return;
1308
1309 f.next ();
1310 1200
1311 for (;;) 1201 for (;;)
1312 { 1202 {
1313 switch (f.kw) 1203 switch (f.kw)
1314 { 1204 {
1318 1208
1319 { 1209 {
1320 if (!strcmp (f.get_str (), "all")) 1210 if (!strcmp (f.get_str (), "all"))
1321 break; 1211 break;
1322 1212
1323 char *next, *cp = f.get_str (); 1213 const char *cp = f.get_str ();
1324 1214 char *next;
1325 do 1215 do
1326 { 1216 {
1327 if ((next = strchr (cp, ','))) 1217 if ((next = (char *)strchr (cp, ',')))
1328 *next++ = '\0'; 1218 *next++ = '\0';
1329 1219
1330 linked_char *tmp = new linked_char; 1220 linked_char *tmp = new linked_char;
1331 1221
1332 tmp->name = cp; 1222 tmp->name = cp;
1396 } 1286 }
1397#if 0 1287#if 0
1398 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1288 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1399#endif 1289#endif
1400 } 1290 }
1401
1402 LOG (llevDebug, "done.\n");
1403} 1291}
1404 1292
1405/* 1293/*
1406 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1407 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1408 */ 1296 */
1409void 1297void
1410add_abilities (object *op, object *change) 1298add_abilities (object *op, object *change)
1411{ 1299{
1412 int i, tmp;
1413
1414 if (change->face != blank_face) 1300 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; 1301 op->face = change->face;
1420 }
1421 1302
1422 for (i = 0; i < NUM_STATS; i++) 1303 for (int i = 0; i < NUM_STATS; i++)
1423 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1304 change_attr_value (&(op->stats), i, change->stats.stat (i));
1424 1305
1425 op->attacktype |= change->attacktype; 1306 op->attacktype |= change->attacktype;
1426 op->path_attuned |= change->path_attuned; 1307 op->path_attuned |= change->path_attuned;
1427 op->path_repelled |= change->path_repelled; 1308 op->path_repelled |= change->path_repelled;
1428 op->path_denied |= change->path_denied; 1309 op->path_denied |= change->path_denied;
1429 op->move_type |= change->move_type; 1310 op->move_type |= change->move_type;
1430 op->stats.luck += change->stats.luck; 1311 op->stats.luck += change->stats.luck;
1431 1312
1432 if (QUERY_FLAG (change, FLAG_CURSED)) 1313 static const struct copyflags : object::flags_t
1433 SET_FLAG (op, FLAG_CURSED); 1314 {
1434 if (QUERY_FLAG (change, FLAG_DAMNED)) 1315 copyflags ()
1435 SET_FLAG (op, FLAG_DAMNED); 1316 {
1436 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1317 set (FLAG_CURSED);
1318 set (FLAG_DAMNED);
1319 set (FLAG_LIFESAVE);
1320 set (FLAG_REFL_SPELL);
1321 set (FLAG_STEALTH);
1322 set (FLAG_XRAYS);
1323 set (FLAG_BLIND);
1324 set (FLAG_SEE_IN_DARK);
1325 set (FLAG_REFL_MISSILE);
1326 set (FLAG_MAKE_INVIS);
1327 }
1328 } copyflags;
1329
1330 // we might want to just copy, but or'ing is what the original code did
1331 op->flag |= change->flag & copyflags;
1332
1333 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1437 set_abs_magic (op, -op->magic); 1334 set_abs_magic (op, -op->magic);
1438 1335
1439 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1336 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 { 1337 {
1458 CLEAR_FLAG (op, FLAG_ANIMATE); 1338 op->clr_flag (FLAG_ANIMATE);
1339
1459 /* so artifacts will join */ 1340 /* so artifacts will join */
1460 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1341 if (!op->flag [FLAG_ALIVE])
1461 op->speed = 0.0; 1342 op->speed = 0.;
1462 1343
1463 op->set_speed (op->speed); 1344 op->set_speed (op->speed);
1464 } 1345 }
1465 1346
1466 if (change->nrof) 1347 if (change->nrof)
1467 op->nrof = rndm (change->nrof) + 1; 1348 op->nrof = rndm (change->nrof) + 1;
1468 1349
1469 op->stats.exp += change->stats.exp; /* Speed modifier */ 1350 op->stats.exp += change->stats.exp; /* Speed modifier */
1470 op->stats.wc += change->stats.wc; 1351 op->stats.wc += change->stats.wc;
1471 op->stats.ac += change->stats.ac; 1352 op->stats.ac += change->stats.ac;
1472 1353
1473 if (change->other_arch) 1354 if (change->other_arch)
1474 { 1355 {
1475 /* Basically, for horns & potions, the other_arch field is the spell 1356 /* 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 1357 * to cast. So convert that to into a spell and put it into
1477 * this object. 1358 * this object.
1478 */ 1359 */
1479 if (op->type == HORN || op->type == POTION) 1360 if (op->type == HORN || op->type == POTION)
1480 { 1361 {
1481 object *tmp_obj;
1482
1483 /* Remove any spells this object currently has in it */ 1362 /* Remove any spells this object currently has in it */
1484 while (op->inv)
1485 op->inv->destroy (); 1363 op->destroy_inv (false);
1486 1364
1487 tmp_obj = arch_to_object (change->other_arch); 1365 object *tmp = change->other_arch->instance ();
1488 insert_ob_in_ob (tmp_obj, op); 1366 insert_ob_in_ob (tmp, op);
1489 } 1367 }
1368
1490 /* No harm setting this for potions/horns */ 1369 /* No harm setting this for potions/horns */
1491 op->other_arch = change->other_arch; 1370 op->other_arch = change->other_arch;
1492 } 1371 }
1493 1372
1494 if (change->stats.hp < 0) 1373 if (change->stats.hp < 0)
1510 op->stats.maxsp = -change->stats.maxsp; 1389 op->stats.maxsp = -change->stats.maxsp;
1511 else 1390 else
1512 op->stats.maxsp += change->stats.maxsp; 1391 op->stats.maxsp += change->stats.maxsp;
1513 1392
1514 if (change->stats.food < 0) 1393 if (change->stats.food < 0)
1515 op->stats.food = -(change->stats.food); 1394 op->stats.food = -change->stats.food;
1516 else 1395 else
1517 op->stats.food += change->stats.food; 1396 op->stats.food += change->stats.food;
1518 1397
1519 if (change->level < 0) 1398 if (change->level < 0)
1520 op->level = -(change->level); 1399 op->level = -change->level;
1521 else 1400 else
1522 op->level += change->level; 1401 op->level += change->level;
1523 1402
1524 if (change->gen_sp_armour < 0) 1403 if (change->gen_sp_armour < 0)
1525 op->gen_sp_armour = -(change->gen_sp_armour); 1404 op->gen_sp_armour = -change->gen_sp_armour;
1526 else 1405 else
1527 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1406 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1528 1407
1529 op->item_power = change->item_power; 1408 op->item_power = change->item_power;
1530 1409
1531 for (i = 0; i < NROFATTACKS; i++) 1410 for (int i = 0; i < NROFATTACKS; i++)
1532 if (change->resist[i])
1533 op->resist[i] += change->resist[i]; 1411 op->resist[i] += change->resist[i];
1534 1412
1535 if (change->stats.dam) 1413 if (change->stats.dam)
1536 { 1414 {
1537 if (change->stats.dam < 0) 1415 if (change->stats.dam < 0)
1538 op->stats.dam = (-change->stats.dam); 1416 op->stats.dam = -change->stats.dam;
1539 else if (op->stats.dam) 1417 else if (op->stats.dam)
1540 { 1418 {
1541 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1419 int tmp = op->stats.dam * change->stats.dam / 10;
1420
1542 if (tmp == op->stats.dam) 1421 if (tmp == op->stats.dam)
1543 { 1422 {
1544 if (change->stats.dam < 10) 1423 if (change->stats.dam < 10)
1545 op->stats.dam--; 1424 op->stats.dam--;
1546 else 1425 else
1552 } 1431 }
1553 1432
1554 if (change->weight) 1433 if (change->weight)
1555 { 1434 {
1556 if (change->weight < 0) 1435 if (change->weight < 0)
1557 op->weight = (-change->weight); 1436 op->weight = -change->weight;
1558 else 1437 else
1559 op->weight = (op->weight * (change->weight)) / 100; 1438 op->weight = op->weight * change->weight / 100;
1560 } 1439 }
1561 1440
1562 if (change->last_sp) 1441 if (change->last_sp)
1563 { 1442 {
1564 if (change->last_sp < 0) 1443 if (change->last_sp < 0)
1565 op->last_sp = (-change->last_sp); 1444 op->last_sp = -change->last_sp;
1566 else 1445 else
1567 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1446 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1568 } 1447 }
1569 1448
1570 if (change->gen_sp_armour) 1449 if (change->gen_sp_armour)
1571 { 1450 {
1572 if (change->gen_sp_armour < 0) 1451 if (change->gen_sp_armour < 0)
1573 op->gen_sp_armour = (-change->gen_sp_armour); 1452 op->gen_sp_armour = -change->gen_sp_armour;
1574 else 1453 else
1575 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1454 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1576 } 1455 }
1577 1456
1578 op->value *= change->value; 1457 op->value *= change->value;
1579 1458
1580 if (change->materials) 1459 if (change->materials)
1581 op->materials = change->materials; 1460 op->materials = change->materials;
1582 1461
1583 if (change->materialname) 1462 if (change->material != MATERIAL_NULL)
1584 op->materialname = change->materialname; 1463 op->material = change->material;
1585 1464
1586 if (change->slaying) 1465 if (change->slaying)
1587 op->slaying = change->slaying; 1466 op->slaying = change->slaying;
1588 1467
1589 if (change->race) 1468 if (change->race)
1612 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1613 else 1492 else
1614 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1615 1494
1616 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1496 if (!strcmp (name, op->arch->archname))
1618 return !neg; 1497 return !neg;
1619 1498
1620 /* Set success as true, since if the match was an inverse, it means 1499 /* Set success as true, since if the match was an inverse, it means
1621 * everything is allowed except what we match 1500 * everything is allowed except what we match
1622 */ 1501 */
1633 */ 1512 */
1634 1513
1635void 1514void
1636give_artifact_abilities (object *op, object *artifct) 1515give_artifact_abilities (object *op, object *artifct)
1637{ 1516{
1638 char new_name[MAX_BUF]; 1517 op->title = format ("of %s", &artifct->name);
1639 1518
1640 sprintf (new_name, "of %s", &artifct->name);
1641 op->title = new_name;
1642 add_abilities (op, artifct); /* Give out the bonuses */ 1519 add_abilities (op, artifct); /* Give out the bonuses */
1643 1520
1644#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1521#if 0 /* Bit verbose, but keep it here until next time I need it... */
1645 { 1522 {
1646 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1523 char identified = op->flag [FLAG_IDENTIFIED];
1647 1524
1648 SET_FLAG (op, FLAG_IDENTIFIED); 1525 op->set_flag (FLAG_IDENTIFIED);
1649 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1526 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1650 if (!identified) 1527 if (!identified)
1651 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1528 op->clr_flag (FLAG_IDENTIFIED);
1652 } 1529 }
1653#endif 1530#endif
1654 return; 1531 return;
1655} 1532}
1656 1533
1666#define ARTIFACT_TRIES 2 1543#define ARTIFACT_TRIES 2
1667 1544
1668void 1545void
1669generate_artifact (object *op, int difficulty) 1546generate_artifact (object *op, int difficulty)
1670{ 1547{
1671 artifactlist *al;
1672 artifact *art; 1548 artifact *art;
1673 int i;
1674 1549
1675 al = find_artifactlist (op->type); 1550 artifactlist *al = find_artifactlist (op->type);
1676 1551
1677 if (al == NULL) 1552 if (al == NULL)
1678 { 1553 {
1679#if 0 /* This is too verbose, usually */ 1554#if 0 /* This is too verbose, usually */
1680 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1555 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1681#endif 1556#endif
1682 return; 1557 return;
1683 } 1558 }
1684 1559
1685 for (i = 0; i < ARTIFACT_TRIES; i++) 1560 for (int i = 0; i < ARTIFACT_TRIES; i++)
1686 { 1561 {
1687 int roll = rndm (al->total_chance); 1562 int roll = rndm (al->total_chance);
1688 1563
1689 for (art = al->items; art; art = art->next) 1564 for (art = al->items; art; art = art->next)
1690 { 1565 {
1698#if 1 1573#if 1
1699 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1574 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1700#endif 1575#endif
1701 return; 1576 return;
1702 } 1577 }
1703 if (!strcmp (art->item->name, "NONE")) 1578
1579 if (art->item->name == shstr_NONE)
1704 return; 1580 return;
1581
1705 if (FABS (op->magic) < art->item->magic) 1582 if (fabs (op->magic) < art->item->magic)
1706 continue; /* Not magic enough to be this item */ 1583 continue; /* Not magic enough to be this item */
1707 1584
1708 /* Map difficulty not high enough */ 1585 /* Map difficulty not high enough */
1709 if (difficulty < art->difficulty) 1586 if (difficulty < art->difficulty)
1710 continue; 1587 continue;
1728 */ 1605 */
1729 1606
1730void 1607void
1731fix_flesh_item (object *item, object *donor) 1608fix_flesh_item (object *item, object *donor)
1732{ 1609{
1733 char tmpbuf[MAX_BUF];
1734 int i;
1735
1736 if (item->type == FLESH && donor) 1610 if (item->type == FLESH && donor)
1737 { 1611 {
1738 /* change the name */ 1612 /* change the name */
1739 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1613 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); 1614 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1742 item->name_pl = tmpbuf;
1743 1615
1744 /* weight is FLESH weight/100 * donor */ 1616 /* weight is FLESH weight/100 * donor */
1745 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1617 item->weight = max (1, item->weight * donor->weight / 100);
1746 item->weight = 1;
1747 1618
1748 /* value is multiplied by level of donor */ 1619 /* value is multiplied by level of donor */
1749 item->value *= isqrt (donor->level * 2); 1620 item->value *= isqrt (donor->level * 2);
1750 1621
1751 /* food value */ 1622 /* food value */
1752 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1623 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1753 1624
1754 /* flesh items inherit some abilities of donor, but not 1625 /* flesh items inherit some abilities of donor, but not
1755 * full effect. 1626 * full effect.
1756 */ 1627 */
1757 for (i = 0; i < NROFATTACKS; i++) 1628 for (int i = 0; i < NROFATTACKS; i++)
1758 item->resist[i] = donor->resist[i] / 2; 1629 item->resist[i] = donor->resist[i] / 2;
1759 1630
1760 /* item inherits donor's level (important for quezals) */ 1631 /* item inherits donor's level (important for quezals) */
1761 item->level = donor->level; 1632 item->level = donor->level;
1762 1633
1763 /* if donor has some attacktypes, the flesh is poisonous */ 1634 /* if donor has some attacktypes, the flesh is poisonous */
1764 if (donor->attacktype & AT_POISON) 1635 if (donor->attacktype & AT_POISON)
1765 item->type = POISON; 1636 item->type = POISON;
1637
1766 if (donor->attacktype & AT_ACID) 1638 if (donor->attacktype & AT_ACID)
1767 item->stats.hp = -1 * item->stats.food; 1639 item->stats.hp = -item->stats.food;
1768 SET_FLAG (item, FLAG_NO_STEAL);
1769 }
1770}
1771 1640
1772/* special_potion() - so that old potion code is still done right. */ 1641 item->set_flag (FLAG_NO_STEAL);
1773int 1642 }
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} 1643}
1788 1644
1789void 1645static void
1790free_treasurestruct (treasure *t) 1646free_treasurestruct (treasure *t)
1791{ 1647{
1792 if (t->next) free_treasurestruct (t->next); 1648 if (t->next) free_treasurestruct (t->next);
1793 if (t->next_yes) free_treasurestruct (t->next_yes); 1649 if (t->next_yes) free_treasurestruct (t->next_yes);
1794 if (t->next_no) free_treasurestruct (t->next_no); 1650 if (t->next_no) free_treasurestruct (t->next_no);
1795 1651
1796 delete t; 1652 delete t;
1797} 1653}
1798 1654
1799void 1655static void
1800free_charlinks (linked_char *lc) 1656free_charlinks (linked_char *lc)
1801{ 1657{
1802 if (lc->next) 1658 if (lc->next)
1803 free_charlinks (lc->next); 1659 free_charlinks (lc->next);
1804 1660
1805 delete lc; 1661 delete lc;
1806} 1662}
1807 1663
1808void 1664static void
1809free_artifact (artifact *at) 1665free_artifact (artifact *at)
1810{ 1666{
1811 if (at->next) free_artifact (at->next); 1667 if (at->next) free_artifact (at->next);
1812 if (at->allowed) free_charlinks (at->allowed); 1668 if (at->allowed) free_charlinks (at->allowed);
1813 1669
1814 at->item->destroy (1); 1670 at->item->destroy ();
1815 1671
1816 sfree (at); 1672 sfree (at);
1817} 1673}
1818 1674
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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