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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.62 by root, Mon Jun 4 12:19:08 2007 UTC vs.
Revision 1.124 by root, Sat Dec 1 20:22:12 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 (©) 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 (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 9 * 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 10 * 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) 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, but 14 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License along 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <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
52 <
48 const char *, 53 const char *,
49 treasurelist *, 54 treasurelist *,
50 str_hash, 55 str_hash,
51 str_equal, 56 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 57 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 58 > tl_map_t;
55 59
56static tl_map_t tl_map; 60static tl_map_t tl_map;
61
62//TODO: class method
63static void free_treasurestruct (treasure *t); // bleh desu
64static void
65clear (treasurelist *tl)
66{
67 if (tl->items)
68 {
69 free_treasurestruct (tl->items);
70 tl->items = 0;
71 }
72
73 tl->total_chance = 0;
74}
57 75
58/* 76/*
59 * Searches for the given treasurelist 77 * Searches for the given treasurelist
60 */ 78 */
61treasurelist * 79treasurelist *
62treasurelist::find (const char *name) 80treasurelist::find (const char *name)
63{ 81{
64 if (!name) 82 if (!name)
65 return 0; 83 return 0;
66 84
67 auto (i, tl_map.find (name)); 85 auto i = tl_map.find (name);
68 86
69 if (i == tl_map.end ()) 87 if (i == tl_map.end ())
70 return 0; 88 return 0;
71 89
72 return i->second; 90 return i->second;
93 } 111 }
94 112
95 return tl; 113 return tl;
96} 114}
97 115
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 116#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 117/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 118 * so that the treasure name can be printed out
114 */ 119 */
115static void 120static void
140 145
141 f.next (); 146 f.next ();
142 147
143 for (;;) 148 for (;;)
144 { 149 {
145 coroapi::cede_to_tick_every (10); 150 coroapi::cede_to_tick ();
146 151
147 switch (f.kw) 152 switch (f.kw)
148 { 153 {
149 case KW_arch: 154 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 155 t->item = archetype::find (f.get_str ());
156
157 if (!t->item)
158 {
159 f.parse_warn ("treasure references unknown archetype");
160 t->item = archetype::empty;
161 }
162
151 break; 163 break;
152 164
153 case KW_list: f.get (t->name); break; 165 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 166 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 167 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 181 t->next = read_treasure (f);
170 return t; 182 return t;
171 183
172 default: 184 default:
173 if (!f.parse_error ("treasurelist", t->name)) 185 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 186 goto error;
175 187
176 return t; 188 return t;
177 } 189 }
178 190
179 f.next (); 191 f.next ();
180 } 192 }
193
194 // not reached
195
196error:
197 delete t;
198 return 0;
181} 199}
182 200
183/* 201/*
184 * Each treasure is parsed with the help of load_treasure(). 202 * Each treasure is parsed with the help of load_treasure().
185 */ 203 */
244 return; 262 return;
245 } 263 }
246 264
247 op->expand_tail (); 265 op->expand_tail ();
248 266
267 if (!creator->is_on_map ()
249 if (ob_blocked (op, creator->map, creator->x, creator->y)) 268 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
250 op->destroy (); 269 op->destroy ();
251 else 270 else
252 { 271 {
253 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 272 op->flag [FLAG_OBJ_ORIGINAL] = true;
254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 273 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
255 } 274 }
256 } 275 }
257 else 276 else
258 { 277 {
259 op = creator->insert (op); 278 op = creator->insert (op);
260 279
261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 280 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
262 monster_check_apply (creator, op); 281 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 } 282 }
268} 283}
269 284
270/* if there are change_xxx commands in the treasure, we include the changes 285/* if there are change_xxx commands in the treasure, we include the changes
271 * in the generated object 286 * in the generated object
300 else 315 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 316 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
302 } 317 }
303 else 318 else
304 { 319 {
305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 320 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
306 { 321 {
307 object *tmp = arch_to_object (t->item); 322 object *tmp = t->item->instance ();
308 323
309 if (t->nrof && tmp->nrof <= 1) 324 if (t->nrof && tmp->nrof <= 1)
310 tmp->nrof = rndm (t->nrof) + 1; 325 tmp->nrof = rndm (t->nrof) + 1;
311 326
312 fix_generated_item (tmp, op, difficulty, t->magic, flag); 327 fix_generated_item (tmp, op, difficulty, t->magic, flag);
357 create_treasure (tl, op, flag, difficulty, tries); 372 create_treasure (tl, op, flag, difficulty, tries);
358 } 373 }
359 else if (t->nrof) 374 else if (t->nrof)
360 create_one_treasure (tl, op, flag, difficulty, tries); 375 create_one_treasure (tl, op, flag, difficulty, tries);
361 } 376 }
362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 377 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
363 { 378 {
364 if (object *tmp = arch_to_object (t->item)) 379 if (object *tmp = t->item->instance ())
365 { 380 {
366 if (t->nrof && tmp->nrof <= 1) 381 if (t->nrof && tmp->nrof <= 1)
367 tmp->nrof = rndm (t->nrof) + 1; 382 tmp->nrof = rndm (t->nrof) + 1;
368 383
369 fix_generated_item (tmp, op, difficulty, t->magic, flag); 384 fix_generated_item (tmp, op, difficulty, t->magic, flag);
435 450
436 if (ob->inv) 451 if (ob->inv)
437 LOG (llevError, "In generate treasure, created multiple objects.\n"); 452 LOG (llevError, "In generate treasure, created multiple objects.\n");
438 453
439 ob->destroy (); 454 ob->destroy ();
455
440 return tmp; 456 return tmp;
441} 457}
442 458
443/* 459/*
444 * This is a new way of calculating the chance for an item to have 460 * This is a new way of calculating the chance for an item to have
481 { 0, 0, 0, 3, 97}, // 29 497 { 0, 0, 0, 3, 97}, // 29
482 { 0, 0, 0, 0, 100}, // 30 498 { 0, 0, 0, 0, 100}, // 30
483 { 0, 0, 0, 0, 100}, // 31 499 { 0, 0, 0, 0, 100}, // 31
484}; 500};
485 501
486/* calculate the appropriate level for wands staves and scrolls. 502/* calculate the appropriate level for wands staves and scrolls.
487 * This code presumes that op has had its spell object created (in op->inv) 503 * This code presumes that op has had its spell object created (in op->inv)
488 * 504 *
489 * elmex Wed Aug 9 17:44:59 CEST 2006: 505 * elmex Wed Aug 9 17:44:59 CEST 2006:
490 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 506 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
491 */ 507 */
492int 508static int
493level_for_item (const object *op, int difficulty) 509level_for_item (const object *op, int difficulty)
494{ 510{
495 int olevel = 0;
496
497 if (!op->inv) 511 if (!op->inv)
498 { 512 {
499 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 513 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
500 return 0; 514 return 0;
501 } 515 }
502 516
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 517 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
504 518
505 if (olevel <= 0) 519 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1)); 520 olevel = rndm (1, op->inv->level);
507 521
508 if (olevel > MAXLEVEL) 522 return min (olevel, MAXLEVEL_TREASURE);
509 olevel = MAXLEVEL;
510
511 return olevel;
512} 523}
513 524
514/* 525/*
515 * Based upon the specified difficulty and upon the difftomagic_list array, 526 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine 527 * a random magical bonus is returned. This is used when determine
519 * elmex Thu Aug 10 18:45:44 CEST 2006: 530 * elmex Thu Aug 10 18:45:44 CEST 2006:
520 * Scaling difficulty by max_level, as difficulty is a level and not some 531 * Scaling difficulty by max_level, as difficulty is a level and not some
521 * weird integer between 1-31. 532 * weird integer between 1-31.
522 * 533 *
523 */ 534 */
524int 535static int
525magic_from_difficulty (int difficulty) 536magic_from_difficulty (int difficulty)
526{ 537{
527 int percent = 0, magic = 0;
528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 538 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
539 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
529 540
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); 541 int percent = rndm (100);
542 int magic;
539 543
540 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 544 for (magic = 0; magic <= MAXMAGIC; magic++)
541 { 545 {
542 percent -= difftomagic_list[scaled_diff][magic]; 546 percent -= difftomagic_list[scaled_diff][magic];
543 547
544 if (percent < 0) 548 if (percent < 0)
545 break; 549 break;
546 } 550 }
547 551
548 if (magic == (MAXMAGIC + 1)) 552 if (magic > MAXMAGIC)
549 { 553 {
550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 554 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
551 magic = 0; 555 magic = 0;
552 } 556 }
553 557
561 * Sets magical bonus in an object, and recalculates the effect on 565 * Sets magical bonus in an object, and recalculates the effect on
562 * the armour variable, and the effect on speed of armour. 566 * the armour variable, and the effect on speed of armour.
563 * This function doesn't work properly, should add use of archetypes 567 * This function doesn't work properly, should add use of archetypes
564 * to make it truly absolute. 568 * to make it truly absolute.
565 */ 569 */
566
567void 570void
568set_abs_magic (object *op, int magic) 571set_abs_magic (object *op, int magic)
569{ 572{
570 if (!magic) 573 if (!magic)
571 return; 574 return;
572 575
573 op->magic = magic; 576 op->magic = magic;
574 if (op->arch) 577 if (op->arch)
575 { 578 {
576 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
578 581
579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic); 583 magic = (-magic);
584
581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
582 } 586 }
583 else 587 else
584 { 588 {
585 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
588 magic = (-magic); 593 magic = (-magic);
594
589 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
590 } 596 }
591} 597}
592 598
593/* 599/*
596 */ 602 */
597 603
598static void 604static void
599set_magic (int difficulty, object *op, int max_magic, int flags) 605set_magic (int difficulty, object *op, int max_magic, int flags)
600{ 606{
601 int i;
602
603 i = magic_from_difficulty (difficulty); 607 int i = magic_from_difficulty (difficulty);
608
604 if ((flags & GT_ONLY_GOOD) && i < 0) 609 if ((flags & GT_ONLY_GOOD) && i < 0)
605 i = -i; 610 i = -i;
611
606 if (i > max_magic) 612 i = min (i, max_magic);
607 i = max_magic; 613
608 set_abs_magic (op, i); 614 set_abs_magic (op, i);
609 if (i < 0) 615 if (i < 0)
610 SET_FLAG (op, FLAG_CURSED); 616 op->set_flag (FLAG_CURSED);
611} 617}
612 618
613/* 619/*
614 * Randomly adds one magical ability to the given object. 620 * Randomly adds one magical ability to the given object.
615 * Modified for Partial Resistance in many ways: 621 * Modified for Partial Resistance in many ways:
616 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
617 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
618 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
619 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
620 */ 626 */
621void 627static void
622set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
623{ 629{
624
625 int r = rndm (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
626 631
627 if (op->type == AMULET) 632 if (op->type == AMULET)
628 {
629 if (!(rndm (21))) 633 if (!rndm (21))
630 r = 20 + rndm (2); 634 r = 20 + rndm (2);
635 else if (rndm (2))
636 r = 10;
631 else 637 else
632 {
633 if (rndm (2))
634 r = 10;
635 else
636 r = 11 + rndm (9); 638 r = 11 + rndm (9);
637 }
638 }
639 639
640 switch (r) 640 switch (r)
641 { 641 {
642 /* Redone by MSW 2000-11-26 to have much less code. Also, 642 /* Redone by MSW 2000-11-26 to have much less code. Also,
643 * bonuses and penalties will stack and add to existing values. 643 * bonuses and penalties will stack and add to existing values.
644 * of the item. 644 * of the item.
645 */ 645 */
646 case 0: 646 case 0:
647 case 1: 647 case 1:
648 case 2: 648 case 2:
649 case 3: 649 case 3:
650 case 4: 650 case 4:
690 * little random element in since that they don't always end up with 690 * little random element in since that they don't always end up with
691 * even values. 691 * even values.
692 */ 692 */
693 if (bonus < 0) 693 if (bonus < 0)
694 val = 2 * -val - rndm (b); 694 val = 2 * -val - rndm (b);
695 if (val > 35) 695
696 val = 35; /* Upper limit */ 696 val = min (35, val); /* Upper limit */
697
697 b = 0; 698 b = 0;
698 699
699 while (op->resist[resist_table[resist]] != 0 && b < 4) 700 while (op->resist[resist_table[resist]] != 0 && b < 4)
700 resist = rndm (num_resist_table); 701 resist = rndm (num_resist_table);
701 702
709 break; 710 break;
710 } 711 }
711 case 20: 712 case 20:
712 if (op->type == AMULET) 713 if (op->type == AMULET)
713 { 714 {
714 SET_FLAG (op, FLAG_REFL_SPELL); 715 op->set_flag (FLAG_REFL_SPELL);
715 op->value *= 11; 716 op->value *= 11;
716 } 717 }
717 else 718 else
718 { 719 {
719 op->stats.hp = 1; /* regenerate hit points */ 720 op->stats.hp = 1; /* regenerate hit points */
722 break; 723 break;
723 724
724 case 21: 725 case 21:
725 if (op->type == AMULET) 726 if (op->type == AMULET)
726 { 727 {
727 SET_FLAG (op, FLAG_REFL_MISSILE); 728 op->set_flag (FLAG_REFL_MISSILE);
728 op->value *= 9; 729 op->value *= 9;
729 } 730 }
730 else 731 else
731 { 732 {
732 op->stats.sp = 1; /* regenerate spell points */ 733 op->stats.sp = 1; /* regenerate spell points */
734 } 735 }
735 break; 736 break;
736 737
737 case 22: 738 case 22:
738 op->stats.exp += bonus; /* Speed! */ 739 op->stats.exp += bonus; /* Speed! */
739 op->value = (op->value * 2) / 3; 740 op->value = op->value * 2 / 3;
740 break; 741 break;
741 } 742 }
742 743
743 if (bonus > 0) 744 if (bonus > 0)
744 op->value *= 2 * bonus; 745 op->value = 2 * op->value * bonus;
745 else 746 else
746 op->value = -(op->value * 2 * bonus) / 3; 747 op->value = -2 * op->value * bonus / 3;
747} 748}
748 749
749/* 750/*
750 * get_magic(diff) will return a random number between 0 and 4. 751 * get_magic(diff) will return a random number between 0 and 4.
751 * diff can be any value above 2. The higher the diff-variable, the 752 * diff can be any value above 2. The higher the diff-variable, the
752 * higher is the chance of returning a low number. 753 * higher is the chance of returning a low number.
753 * It is only used in fix_generated_treasure() to set bonuses on 754 * It is only used in fix_generated_treasure() to set bonuses on
754 * rings and amulets. 755 * rings and amulets.
755 * Another scheme is used to calculate the magic of weapons and armours. 756 * Another scheme is used to calculate the magic of weapons and armours.
756 */ 757 */
757int 758static int
758get_magic (int diff) 759get_magic (int diff)
759{ 760{
760 int i; 761 diff = min (3, diff);
761 762
762 if (diff < 3)
763 diff = 3;
764
765 for (i = 0; i < 4; i++) 763 for (int i = 0; i < 4; i++)
766 if (rndm (diff)) 764 if (rndm (diff))
767 return i; 765 return i;
768 766
769 return 4; 767 return 4;
770} 768}
771 769
770/* special_potion() - so that old potion code is still done right. */
771static int
772special_potion (object *op)
773{
774 if (op->attacktype)
775 return 1;
776
777 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
778 return 1;
779
780 for (int i = 0; i < NROFATTACKS; i++)
781 if (op->resist[i])
782 return 1;
783
784 return 0;
785}
786
787static double
788value_factor_from_spell_item (object *spell, object *item)
789{
790 double factor =
791 pow ((spell->value > 0 ? spell->value : 1)
792 * spell->level, 1.5);
793
794 if (item) // this if for: wands/staffs/rods:
795 {
796 /* Old crossfire comment ahead:
797 * Add 50 to both level an divisor to keep prices a little more
798 * reasonable. Otherwise, a high level version of a low level
799 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
800 * 10 time multiplier). This way, the value are a bit more reasonable.
801 */
802
803 factor *= item->level + 50;
804 factor /= item->inv->level + 50;
805 }
806
807 return factor;
808}
809
772#define DICE2 (get_magic(2)==2?2:1) 810#define DICE2 (get_magic(2) == 2 ? 2 : 1)
773#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 811#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
774 812
775/* 813/*
776 * fix_generated_item(): This is called after an item is generated, in 814 * fix_generated_item(): This is called after an item is generated, in
777 * order to set it up right. This produced magical bonuses, puts spells 815 * order to set it up right. This produced magical bonuses, puts spells
778 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 816 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
779 */ 817 */
780 818
781/* 4/28/96 added creator object from which op may now inherit properties based on 819/* 4/28/96 added creator object from which op may now inherit properties based on
782 * op->type. Right now, which stuff the creator passes on is object type 820 * op->type. Right now, which stuff the creator passes on is object type
783 * dependant. I know this is a spagetti manuever, but is there a cleaner 821 * dependant. I know this is a spagetti manuever, but is there a cleaner
784 * way to do this? b.t. */ 822 * way to do this? b.t. */
785 823
786/* 824/*
787 * ! (flags & GT_ENVIRONMENT): 825 * ! (flags & GT_ENVIRONMENT):
788 * Automatically calls fix_flesh_item(). 826 * Automatically calls fix_flesh_item().
811 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 849 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
812 /* So the treasure doesn't get created again */ 850 /* So the treasure doesn't get created again */
813 op->randomitems = 0; 851 op->randomitems = 0;
814 } 852 }
815 853
816 if (difficulty < 1) 854 max_it (difficulty, 1);
817 difficulty = 1;
818 855
819 if (INVOKE_OBJECT (ADD_BONUS, op, 856 if (INVOKE_OBJECT (ADD_BONUS, op,
820 ARG_OBJECT (creator != op ? creator : 0), 857 ARG_OBJECT (creator != op ? creator : 0),
821 ARG_INT (difficulty), ARG_INT (max_magic), 858 ARG_INT (difficulty), ARG_INT (max_magic),
822 ARG_INT (flags))) 859 ARG_INT (flags)))
823 return; 860 return;
824 861
825 if (!(flags & GT_MINIMAL)) 862 if (!(flags & GT_MINIMAL))
826 { 863 {
827 if (op->arch == crown_arch) 864 if (IS_ARCH (op->arch, crown))
828 { 865 {
829 set_magic (difficulty, op, max_magic, flags); 866 set_magic (difficulty, op, max_magic, flags);
830 num_enchantments = calc_item_power (op, 1); 867 num_enchantments = calc_item_power (op, 1);
831 generate_artifact (op, difficulty); 868 generate_artifact (op, difficulty);
832 } 869 }
837 874
838 num_enchantments = calc_item_power (op, 1); 875 num_enchantments = calc_item_power (op, 1);
839 876
840 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 877 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
841 || op->type == HORN 878 || op->type == HORN
842 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 879 || 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); 880 generate_artifact (op, difficulty);
845 } 881 }
846 882
847 /* Object was made an artifact. Calculate its item_power rating. 883 /* Object was made an artifact. Calculate its item_power rating.
848 * the item_power in the object is what the artfiact adds. 884 * the item_power in the object is what the artfiact adds.
882 * again below */ 918 * again below */
883 } 919 }
884 } 920 }
885 921
886 /* materialtype modifications. Note we allow this on artifacts. */ 922 /* materialtype modifications. Note we allow this on artifacts. */
887 set_materialname (op, difficulty, NULL); 923 select_material (op, difficulty);
888 924
889 if (flags & GT_MINIMAL) 925 if (flags & GT_MINIMAL)
890 { 926 {
891 if (op->type == POTION) 927 if (op->type == POTION)
892 /* Handle healing and magic power potions */ 928 /* Handle healing and magic power potions */
893 if (op->stats.sp && !op->randomitems) 929 if (op->stats.sp && !op->randomitems)
894 { 930 {
895 object *tmp;
896
897 tmp = get_archetype (spell_mapping[op->stats.sp]); 931 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
898 insert_ob_in_ob (tmp, op); 932 insert_ob_in_ob (tmp, op);
899 op->stats.sp = 0; 933 op->stats.sp = 0;
900 } 934 }
901 } 935 }
902 else if (!op->title) /* Only modify object if not special */ 936 else if (!op->title) /* Only modify object if not special */
905 case WEAPON: 939 case WEAPON:
906 case ARMOUR: 940 case ARMOUR:
907 case SHIELD: 941 case SHIELD:
908 case HELMET: 942 case HELMET:
909 case CLOAK: 943 case CLOAK:
910 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 944 if (op->flag [FLAG_CURSED] && !(rndm (4)))
911 set_ring_bonus (op, -DICE2); 945 set_ring_bonus (op, -DICE2);
912 break; 946 break;
913 947
914 case BRACERS: 948 case BRACERS:
915 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 949 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
916 { 950 {
917 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 951 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
918 if (!QUERY_FLAG (op, FLAG_CURSED)) 952 if (!op->flag [FLAG_CURSED])
919 op->value *= 3; 953 op->value *= 3;
920 } 954 }
921 break; 955 break;
922 956
923 case POTION: 957 case POTION:
924 { 958 {
925 int too_many_tries = 0, is_special = 0; 959 int too_many_tries = 0;
926 960
927 /* Handle healing and magic power potions */ 961 /* Handle healing and magic power potions */
928 if (op->stats.sp && !op->randomitems) 962 if (op->stats.sp && !op->randomitems)
929 { 963 {
930 object *tmp;
931
932 tmp = get_archetype (spell_mapping[op->stats.sp]); 964 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
933 insert_ob_in_ob (tmp, op); 965 insert_ob_in_ob (tmp, op);
934 op->stats.sp = 0; 966 op->stats.sp = 0;
935 } 967 }
936 968
937 while (!(is_special = special_potion (op)) && !op->inv) 969 while (!special_potion (op) && !op->inv)
938 { 970 {
939 generate_artifact (op, difficulty); 971 generate_artifact (op, difficulty);
940 if (too_many_tries++ > 10) 972 if (too_many_tries++ > 10)
941 break; 973 break;
942 } 974 }
945 * since the value set on those is already correct. 977 * since the value set on those is already correct.
946 */ 978 */
947 if (op->inv && op->randomitems) 979 if (op->inv && op->randomitems)
948 { 980 {
949 /* value multiplier is same as for scrolls */ 981 /* value multiplier is same as for scrolls */
950 op->value = (op->value * op->inv->value); 982 op->value *= op->inv->value;
951 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 983 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
952 } 984 }
953 else 985 else
954 { 986 {
955 op->name = "potion"; 987 op->name = shstr_potion;
956 op->name_pl = "potions"; 988 op->name_pl = shstr_potions;
957 } 989 }
958 990
959 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 991 if (!(flags & GT_ONLY_GOOD) && rndm (2))
960 SET_FLAG (op, FLAG_CURSED); 992 op->set_flag (FLAG_CURSED);
993
961 break; 994 break;
962 } 995 }
963 996
964 case AMULET: 997 case AMULET:
965 if (op->arch == amulet_arch) 998 if (IS_ARCH (op->arch, amulet))
966 op->value *= 5; /* Since it's not just decoration */ 999 op->value *= 5; /* Since it's not just decoration */
967 1000
968 case RING: 1001 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! */ 1002 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
977 break; 1003 break;
978 1004
979 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1005 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
980 SET_FLAG (op, FLAG_CURSED); 1006 op->set_flag (FLAG_CURSED);
981 1007
982 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1008 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
983 1009
984 if (op->type != RING) /* Amulets have only one ability */ 1010 if (op->type != RING) /* Amulets have only one ability */
985 break; 1011 break;
986 1012
987 if (!(rndm (4))) 1013 if (!rndm (4))
988 { 1014 {
989 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1015 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
990 1016
991 if (d > 0) 1017 if (d > 0)
992 op->value *= 3; 1018 op->value *= 3;
993 1019
994 set_ring_bonus (op, d); 1020 set_ring_bonus (op, d);
995 1021
996 if (!(rndm (4))) 1022 if (!rndm (4))
997 { 1023 {
998 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1024 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
999 1025
1000 if (d > 0) 1026 if (d > 0)
1001 op->value *= 5; 1027 op->value *= 5;
1028
1002 set_ring_bonus (op, d); 1029 set_ring_bonus (op, d);
1003 } 1030 }
1004 } 1031 }
1005 1032
1006 if (GET_ANIM_ID (op)) 1033 if (op->animation_id)
1007 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1034 op->set_anim_frame (rndm (op->anim_frames ()));
1008 1035
1009 break; 1036 break;
1010 1037
1011 case BOOK: 1038 case BOOK:
1012 /* Is it an empty book?, if yes lets make a special· 1039 /* Is it an empty book?, if yes lets make a special·
1014 * creator and/or map level we found it on. 1041 * creator and/or map level we found it on.
1015 */ 1042 */
1016 if (!op->msg && rndm (10)) 1043 if (!op->msg && rndm (10))
1017 { 1044 {
1018 /* set the book level properly */ 1045 /* set the book level properly */
1019 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1046 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1020 { 1047 {
1021 if (op->map && op->map->difficulty) 1048 if (op->map && op->map->difficulty)
1022 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1049 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1023 else 1050 else
1024 op->level = rndm (20) + 1; 1051 op->level = rndm (20) + 1;
1027 op->level = rndm (creator->level); 1054 op->level = rndm (creator->level);
1028 1055
1029 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1030 /* books w/ info are worth more! */ 1057 /* books w/ info are worth more! */
1031 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1058 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 1059
1042 /* add exp so reading it gives xp (once) */ 1060 /* add exp so reading it gives xp (once) */
1043 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1044 } 1062 }
1063
1064 /* creator related stuff */
1065
1066 /* for library, chained books. Note that some monsters have no_pick
1067 * set - we don't want to set no pick in that case.
1068 */
1069 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1070 op->set_flag (FLAG_NO_PICK);
1071 if (creator->slaying && !op->slaying) /* for check_inv floors */
1072 op->slaying = creator->slaying;
1045 break; 1073 break;
1046 1074
1047 case SPELLBOOK: 1075 case SPELLBOOK:
1048 op->value = op->value * op->inv->value; 1076 op->value *= value_factor_from_spell_item (op->inv, 0);
1077
1049 /* add exp so learning gives xp */ 1078 /* add exp so learning gives xp */
1050 op->level = op->inv->level; 1079 op->level = op->inv->level;
1051 op->stats.exp = op->value; 1080 op->stats.exp = op->value;
1052 break; 1081 break;
1053 1082
1057 * and reset nrof. 1086 * and reset nrof.
1058 */ 1087 */
1059 op->stats.food = op->inv->nrof; 1088 op->stats.food = op->inv->nrof;
1060 op->nrof = 1; 1089 op->nrof = 1;
1061 /* If the spell changes by level, choose a random level 1090 /* If the spell changes by level, choose a random level
1062 * for it, and adjust price. If the spell doesn't 1091 * for it.
1063 * change by level, just set the wand to the level of
1064 * the spell, and value calculation is simpler.
1065 */ 1092 */
1066 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1093 if (op->inv->duration_modifier
1067 { 1094 || op->inv->dam_modifier
1095 || op->inv->range_modifier)
1068 op->level = level_for_item (op, difficulty); 1096 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 1097 else
1072 {
1073 op->level = op->inv->level; 1098 op->level = op->inv->level;
1074 op->value = op->value * op->inv->value; 1099
1075 } 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1076 break; 1101 break;
1077 1102
1078 case ROD: 1103 case ROD:
1079 op->level = level_for_item (op, difficulty); 1104 op->level = level_for_item (op, difficulty);
1080 /* Add 50 to both level an divisor to keep prices a little more 1105 op->value *= value_factor_from_spell_item (op->inv, op);
1081 * reasonable. Otherwise, a high level version of a low level 1106
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 */ 1107 /* maxhp is used to denote how many 'charges' the rod holds before */
1087 if (op->stats.maxhp) 1108 if (op->stats.maxhp)
1088 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1109 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1089 else 1110 else
1090 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1111 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1091 1112
1092 op->stats.hp = op->stats.maxhp; 1113 op->stats.hp = op->stats.maxhp;
1093 break; 1114 break;
1094 1115
1095 case SCROLL: 1116 case SCROLL:
1096 op->level = level_for_item (op, difficulty); 1117 op->level = level_for_item (op, difficulty);
1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1118 op->value *= value_factor_from_spell_item (op->inv, op);
1098 1119
1099 /* add exp so reading them properly gives xp */ 1120 /* add exp so reading them properly gives xp */
1100 op->stats.exp = op->value / 5; 1121 op->stats.exp = op->value / 5;
1101 op->nrof = op->inv->nrof; 1122 op->nrof = op->inv->nrof;
1102 break; 1123 break;
1110 break; 1131 break;
1111 } /* switch type */ 1132 } /* switch type */
1112 1133
1113 if (flags & GT_STARTEQUIP) 1134 if (flags & GT_STARTEQUIP)
1114 { 1135 {
1115 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1136 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1116 SET_FLAG (op, FLAG_STARTEQUIP); 1137 op->set_flag (FLAG_STARTEQUIP);
1117 else if (op->type != MONEY) 1138 else if (op->type != MONEY)
1118 op->value = 0; 1139 op->value = 0;
1119 } 1140 }
1120 1141
1121 if (!(flags & GT_ENVIRONMENT)) 1142 if (!(flags & GT_ENVIRONMENT))
1132 1153
1133/* 1154/*
1134 * Allocate and return the pointer to an empty artifactlist structure. 1155 * Allocate and return the pointer to an empty artifactlist structure.
1135 */ 1156 */
1136static artifactlist * 1157static artifactlist *
1137get_empty_artifactlist (void) 1158get_empty_artifactlist ()
1138{ 1159{
1139 return salloc0 <artifactlist> (); 1160 return salloc0<artifactlist> ();
1140} 1161}
1141 1162
1142/* 1163/*
1143 * Allocate and return the pointer to an empty artifact structure. 1164 * Allocate and return the pointer to an empty artifact structure.
1144 */ 1165 */
1145static artifact * 1166static artifact *
1146get_empty_artifact (void) 1167get_empty_artifact ()
1147{ 1168{
1148 return salloc0 <artifact> (); 1169 return salloc0<artifact> ();
1149} 1170}
1150 1171
1151/* 1172/*
1152 * Searches the artifact lists and returns one that has the same type 1173 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1174 * of objects on it.
1161 1182
1162 return 0; 1183 return 0;
1163} 1184}
1164 1185
1165/* 1186/*
1166 * For debugging purposes. Dumps all tables. 1187 * Builds up the lists of artifacts from the file in the libdir.
1167 */ 1188 */
1168void 1189void
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->archname);
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) 1190init_artifacts ()
1292{ 1191{
1293 static int has_been_inited = 0; 1192 static int has_been_inited = 0;
1294 char filename[MAX_BUF];
1295 artifact *art = NULL; 1193 artifact *art = NULL;
1296 artifactlist *al; 1194 artifactlist *al;
1297 1195
1298 if (has_been_inited) 1196 if (has_been_inited)
1299 return; 1197 return;
1300 else 1198 else
1301 has_been_inited = 1; 1199 has_been_inited = 1;
1302 1200
1303 sprintf (filename, "%s/artifacts", settings.datadir); 1201 object_thawer f (settings.datadir, "artifacts");
1304 object_thawer f (filename);
1305 1202
1306 if (!f) 1203 if (!f)
1307 return; 1204 return;
1308
1309 f.next ();
1310 1205
1311 for (;;) 1206 for (;;)
1312 { 1207 {
1313 switch (f.kw) 1208 switch (f.kw)
1314 { 1209 {
1318 1213
1319 { 1214 {
1320 if (!strcmp (f.get_str (), "all")) 1215 if (!strcmp (f.get_str (), "all"))
1321 break; 1216 break;
1322 1217
1323 char *next, *cp = f.get_str (); 1218 const char *cp = f.get_str ();
1324 1219 char *next;
1325 do 1220 do
1326 { 1221 {
1327 if ((next = strchr (cp, ','))) 1222 if ((next = (char *)strchr (cp, ',')))
1328 *next++ = '\0'; 1223 *next++ = '\0';
1329 1224
1330 linked_char *tmp = new linked_char; 1225 linked_char *tmp = new linked_char;
1331 1226
1332 tmp->name = cp; 1227 tmp->name = cp;
1396 } 1291 }
1397#if 0 1292#if 0
1398 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1293 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1399#endif 1294#endif
1400 } 1295 }
1401
1402 LOG (llevDebug, "done.\n");
1403} 1296}
1404 1297
1405/* 1298/*
1406 * Used in artifact generation. The bonuses of the first object 1299 * Used in artifact generation. The bonuses of the first object
1407 * is modified by the bonuses of the second object. 1300 * is modified by the bonuses of the second object.
1408 */ 1301 */
1409void 1302void
1410add_abilities (object *op, object *change) 1303add_abilities (object *op, object *change)
1411{ 1304{
1412 int i, tmp;
1413
1414 if (change->face != blank_face) 1305 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; 1306 op->face = change->face;
1420 }
1421 1307
1422 for (i = 0; i < NUM_STATS; i++) 1308 for (int i = 0; i < NUM_STATS; i++)
1423 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1309 change_attr_value (&(op->stats), i, change->stats.stat (i));
1424 1310
1425 op->attacktype |= change->attacktype; 1311 op->attacktype |= change->attacktype;
1426 op->path_attuned |= change->path_attuned; 1312 op->path_attuned |= change->path_attuned;
1427 op->path_repelled |= change->path_repelled; 1313 op->path_repelled |= change->path_repelled;
1428 op->path_denied |= change->path_denied; 1314 op->path_denied |= change->path_denied;
1429 op->move_type |= change->move_type; 1315 op->move_type |= change->move_type;
1430 op->stats.luck += change->stats.luck; 1316 op->stats.luck += change->stats.luck;
1431 1317
1432 if (QUERY_FLAG (change, FLAG_CURSED)) 1318 static const struct copyflags : object::flags_t
1433 SET_FLAG (op, FLAG_CURSED); 1319 {
1434 if (QUERY_FLAG (change, FLAG_DAMNED)) 1320 copyflags ()
1435 SET_FLAG (op, FLAG_DAMNED); 1321 {
1436 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1322 set (FLAG_CURSED);
1323 set (FLAG_DAMNED);
1324 set (FLAG_LIFESAVE);
1325 set (FLAG_REFL_SPELL);
1326 set (FLAG_STEALTH);
1327 set (FLAG_XRAYS);
1328 set (FLAG_BLIND);
1329 set (FLAG_SEE_IN_DARK);
1330 set (FLAG_REFL_MISSILE);
1331 set (FLAG_MAKE_INVIS);
1332 }
1333 } copyflags;
1334
1335 // we might want to just copy, but or'ing is what the original code did
1336 op->flag |= change->flag & copyflags;
1337
1338 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1437 set_abs_magic (op, -op->magic); 1339 set_abs_magic (op, -op->magic);
1438 1340
1439 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1341 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 { 1342 {
1458 CLEAR_FLAG (op, FLAG_ANIMATE); 1343 op->clr_flag (FLAG_ANIMATE);
1344
1459 /* so artifacts will join */ 1345 /* so artifacts will join */
1460 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1346 if (!op->flag [FLAG_ALIVE])
1461 op->speed = 0.0; 1347 op->speed = 0.;
1462 1348
1463 op->set_speed (op->speed); 1349 op->set_speed (op->speed);
1464 } 1350 }
1465 1351
1466 if (change->nrof) 1352 if (change->nrof)
1467 op->nrof = rndm (change->nrof) + 1; 1353 op->nrof = rndm (change->nrof) + 1;
1468 1354
1469 op->stats.exp += change->stats.exp; /* Speed modifier */ 1355 op->stats.exp += change->stats.exp; /* Speed modifier */
1470 op->stats.wc += change->stats.wc; 1356 op->stats.wc += change->stats.wc;
1471 op->stats.ac += change->stats.ac; 1357 op->stats.ac += change->stats.ac;
1472 1358
1473 if (change->other_arch) 1359 if (change->other_arch)
1474 { 1360 {
1475 /* Basically, for horns & potions, the other_arch field is the spell 1361 /* 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 1362 * to cast. So convert that to into a spell and put it into
1477 * this object. 1363 * this object.
1478 */ 1364 */
1479 if (op->type == HORN || op->type == POTION) 1365 if (op->type == HORN || op->type == POTION)
1480 { 1366 {
1481 object *tmp_obj;
1482
1483 /* Remove any spells this object currently has in it */ 1367 /* Remove any spells this object currently has in it */
1484 while (op->inv)
1485 op->inv->destroy (); 1368 op->destroy_inv (false);
1486 1369
1487 tmp_obj = arch_to_object (change->other_arch); 1370 object *tmp = change->other_arch->instance ();
1488 insert_ob_in_ob (tmp_obj, op); 1371 insert_ob_in_ob (tmp, op);
1489 } 1372 }
1373
1490 /* No harm setting this for potions/horns */ 1374 /* No harm setting this for potions/horns */
1491 op->other_arch = change->other_arch; 1375 op->other_arch = change->other_arch;
1492 } 1376 }
1493 1377
1494 if (change->stats.hp < 0) 1378 if (change->stats.hp < 0)
1510 op->stats.maxsp = -change->stats.maxsp; 1394 op->stats.maxsp = -change->stats.maxsp;
1511 else 1395 else
1512 op->stats.maxsp += change->stats.maxsp; 1396 op->stats.maxsp += change->stats.maxsp;
1513 1397
1514 if (change->stats.food < 0) 1398 if (change->stats.food < 0)
1515 op->stats.food = -(change->stats.food); 1399 op->stats.food = -change->stats.food;
1516 else 1400 else
1517 op->stats.food += change->stats.food; 1401 op->stats.food += change->stats.food;
1518 1402
1519 if (change->level < 0) 1403 if (change->level < 0)
1520 op->level = -(change->level); 1404 op->level = -change->level;
1521 else 1405 else
1522 op->level += change->level; 1406 op->level += change->level;
1523 1407
1524 if (change->gen_sp_armour < 0) 1408 if (change->gen_sp_armour < 0)
1525 op->gen_sp_armour = -(change->gen_sp_armour); 1409 op->gen_sp_armour = -change->gen_sp_armour;
1526 else 1410 else
1527 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1411 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1528 1412
1529 op->item_power = change->item_power; 1413 op->item_power = change->item_power;
1530 1414
1531 for (i = 0; i < NROFATTACKS; i++) 1415 for (int i = 0; i < NROFATTACKS; i++)
1532 if (change->resist[i])
1533 op->resist[i] += change->resist[i]; 1416 op->resist[i] += change->resist[i];
1534 1417
1535 if (change->stats.dam) 1418 if (change->stats.dam)
1536 { 1419 {
1537 if (change->stats.dam < 0) 1420 if (change->stats.dam < 0)
1538 op->stats.dam = (-change->stats.dam); 1421 op->stats.dam = -change->stats.dam;
1539 else if (op->stats.dam) 1422 else if (op->stats.dam)
1540 { 1423 {
1541 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1424 int tmp = op->stats.dam * change->stats.dam / 10;
1425
1542 if (tmp == op->stats.dam) 1426 if (tmp == op->stats.dam)
1543 { 1427 {
1544 if (change->stats.dam < 10) 1428 if (change->stats.dam < 10)
1545 op->stats.dam--; 1429 op->stats.dam--;
1546 else 1430 else
1552 } 1436 }
1553 1437
1554 if (change->weight) 1438 if (change->weight)
1555 { 1439 {
1556 if (change->weight < 0) 1440 if (change->weight < 0)
1557 op->weight = (-change->weight); 1441 op->weight = -change->weight;
1558 else 1442 else
1559 op->weight = (op->weight * (change->weight)) / 100; 1443 op->weight = op->weight * change->weight / 100;
1560 } 1444 }
1561 1445
1562 if (change->last_sp) 1446 if (change->last_sp)
1563 { 1447 {
1564 if (change->last_sp < 0) 1448 if (change->last_sp < 0)
1565 op->last_sp = (-change->last_sp); 1449 op->last_sp = -change->last_sp;
1566 else 1450 else
1567 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1451 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1568 } 1452 }
1569 1453
1570 if (change->gen_sp_armour) 1454 if (change->gen_sp_armour)
1571 { 1455 {
1572 if (change->gen_sp_armour < 0) 1456 if (change->gen_sp_armour < 0)
1573 op->gen_sp_armour = (-change->gen_sp_armour); 1457 op->gen_sp_armour = -change->gen_sp_armour;
1574 else 1458 else
1575 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1459 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1576 } 1460 }
1577 1461
1578 op->value *= change->value; 1462 op->value *= change->value;
1579 1463
1580 if (change->materials) 1464 if (change->materials)
1581 op->materials = change->materials; 1465 op->materials = change->materials;
1582 1466
1583 if (change->materialname) 1467 if (change->material != MATERIAL_NULL)
1584 op->materialname = change->materialname; 1468 op->material = change->material;
1585 1469
1586 if (change->slaying) 1470 if (change->slaying)
1587 op->slaying = change->slaying; 1471 op->slaying = change->slaying;
1588 1472
1589 if (change->race) 1473 if (change->race)
1612 name = tmp->name + 1, neg = 1; 1496 name = tmp->name + 1, neg = 1;
1613 else 1497 else
1614 name = tmp->name, neg = 0; 1498 name = tmp->name, neg = 0;
1615 1499
1616 /* If we match name, then return the opposite of 'neg' */ 1500 /* If we match name, then return the opposite of 'neg' */
1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1501 if (!strcmp (name, op->arch->archname))
1618 return !neg; 1502 return !neg;
1619 1503
1620 /* Set success as true, since if the match was an inverse, it means 1504 /* Set success as true, since if the match was an inverse, it means
1621 * everything is allowed except what we match 1505 * everything is allowed except what we match
1622 */ 1506 */
1633 */ 1517 */
1634 1518
1635void 1519void
1636give_artifact_abilities (object *op, object *artifct) 1520give_artifact_abilities (object *op, object *artifct)
1637{ 1521{
1638 char new_name[MAX_BUF]; 1522 op->title = format ("of %s", &artifct->name);
1639 1523
1640 sprintf (new_name, "of %s", &artifct->name);
1641 op->title = new_name;
1642 add_abilities (op, artifct); /* Give out the bonuses */ 1524 add_abilities (op, artifct); /* Give out the bonuses */
1643 1525
1644#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1526#if 0 /* Bit verbose, but keep it here until next time I need it... */
1645 { 1527 {
1646 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1528 char identified = op->flag [FLAG_IDENTIFIED];
1647 1529
1648 SET_FLAG (op, FLAG_IDENTIFIED); 1530 op->set_flag (FLAG_IDENTIFIED);
1649 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1531 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1650 if (!identified) 1532 if (!identified)
1651 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1533 op->clr_flag (FLAG_IDENTIFIED);
1652 } 1534 }
1653#endif 1535#endif
1654 return; 1536 return;
1655} 1537}
1656 1538
1666#define ARTIFACT_TRIES 2 1548#define ARTIFACT_TRIES 2
1667 1549
1668void 1550void
1669generate_artifact (object *op, int difficulty) 1551generate_artifact (object *op, int difficulty)
1670{ 1552{
1671 artifactlist *al;
1672 artifact *art; 1553 artifact *art;
1673 int i;
1674 1554
1675 al = find_artifactlist (op->type); 1555 artifactlist *al = find_artifactlist (op->type);
1676 1556
1677 if (al == NULL) 1557 if (al == NULL)
1678 { 1558 {
1679#if 0 /* This is too verbose, usually */ 1559#if 0 /* This is too verbose, usually */
1680 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1560 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1681#endif 1561#endif
1682 return; 1562 return;
1683 } 1563 }
1684 1564
1685 for (i = 0; i < ARTIFACT_TRIES; i++) 1565 for (int i = 0; i < ARTIFACT_TRIES; i++)
1686 { 1566 {
1687 int roll = rndm (al->total_chance); 1567 int roll = rndm (al->total_chance);
1688 1568
1689 for (art = al->items; art; art = art->next) 1569 for (art = al->items; art; art = art->next)
1690 { 1570 {
1698#if 1 1578#if 1
1699 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1579 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1700#endif 1580#endif
1701 return; 1581 return;
1702 } 1582 }
1703 if (!strcmp (art->item->name, "NONE")) 1583
1584 if (art->item->name == shstr_NONE)
1704 return; 1585 return;
1586
1705 if (FABS (op->magic) < art->item->magic) 1587 if (fabs (op->magic) < art->item->magic)
1706 continue; /* Not magic enough to be this item */ 1588 continue; /* Not magic enough to be this item */
1707 1589
1708 /* Map difficulty not high enough */ 1590 /* Map difficulty not high enough */
1709 if (difficulty < art->difficulty) 1591 if (difficulty < art->difficulty)
1710 continue; 1592 continue;
1728 */ 1610 */
1729 1611
1730void 1612void
1731fix_flesh_item (object *item, object *donor) 1613fix_flesh_item (object *item, object *donor)
1732{ 1614{
1733 char tmpbuf[MAX_BUF];
1734 int i;
1735
1736 if (item->type == FLESH && donor) 1615 if (item->type == FLESH && donor)
1737 { 1616 {
1738 /* change the name */ 1617 /* change the name */
1739 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1618 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); 1619 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1742 item->name_pl = tmpbuf;
1743 1620
1744 /* weight is FLESH weight/100 * donor */ 1621 /* weight is FLESH weight/100 * donor */
1745 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1622 item->weight = max (1, item->weight * donor->weight / 100);
1746 item->weight = 1;
1747 1623
1748 /* value is multiplied by level of donor */ 1624 /* value is multiplied by level of donor */
1749 item->value *= isqrt (donor->level * 2); 1625 item->value *= isqrt (donor->level * 2);
1750 1626
1751 /* food value */ 1627 /* food value */
1752 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1628 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1753 1629
1754 /* flesh items inherit some abilities of donor, but not 1630 /* flesh items inherit some abilities of donor, but not
1755 * full effect. 1631 * full effect.
1756 */ 1632 */
1757 for (i = 0; i < NROFATTACKS; i++) 1633 for (int i = 0; i < NROFATTACKS; i++)
1758 item->resist[i] = donor->resist[i] / 2; 1634 item->resist[i] = donor->resist[i] / 2;
1759 1635
1760 /* item inherits donor's level (important for quezals) */ 1636 /* item inherits donor's level (important for quezals) */
1761 item->level = donor->level; 1637 item->level = donor->level;
1762 1638
1763 /* if donor has some attacktypes, the flesh is poisonous */ 1639 /* if donor has some attacktypes, the flesh is poisonous */
1764 if (donor->attacktype & AT_POISON) 1640 if (donor->attacktype & AT_POISON)
1765 item->type = POISON; 1641 item->type = POISON;
1642
1766 if (donor->attacktype & AT_ACID) 1643 if (donor->attacktype & AT_ACID)
1767 item->stats.hp = -1 * item->stats.food; 1644 item->stats.hp = -item->stats.food;
1768 SET_FLAG (item, FLAG_NO_STEAL);
1769 }
1770}
1771 1645
1772/* special_potion() - so that old potion code is still done right. */ 1646 item->set_flag (FLAG_NO_STEAL);
1773int 1647 }
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} 1648}
1788 1649
1789void 1650static void
1790free_treasurestruct (treasure *t) 1651free_treasurestruct (treasure *t)
1791{ 1652{
1792 if (t->next) free_treasurestruct (t->next); 1653 if (t->next) free_treasurestruct (t->next);
1793 if (t->next_yes) free_treasurestruct (t->next_yes); 1654 if (t->next_yes) free_treasurestruct (t->next_yes);
1794 if (t->next_no) free_treasurestruct (t->next_no); 1655 if (t->next_no) free_treasurestruct (t->next_no);
1795 1656
1796 delete t; 1657 delete t;
1797} 1658}
1798 1659
1799void 1660static void
1800free_charlinks (linked_char *lc) 1661free_charlinks (linked_char *lc)
1801{ 1662{
1802 if (lc->next) 1663 if (lc->next)
1803 free_charlinks (lc->next); 1664 free_charlinks (lc->next);
1804 1665
1805 delete lc; 1666 delete lc;
1806} 1667}
1807 1668
1808void 1669static void
1809free_artifact (artifact *at) 1670free_artifact (artifact *at)
1810{ 1671{
1811 if (at->next) free_artifact (at->next); 1672 if (at->next) free_artifact (at->next);
1812 if (at->allowed) free_charlinks (at->allowed); 1673 if (at->allowed) free_charlinks (at->allowed);
1813 1674
1814 at->item->destroy (1); 1675 at->item->destroy ();
1815 1676
1816 sfree (at); 1677 sfree (at);
1817} 1678}
1818 1679
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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