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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.66 by root, Wed Sep 12 11:10:10 2007 UTC vs.
Revision 1.110 by elmex, Wed May 5 09:42:52 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 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 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License 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 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
23 24
24/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
25 * 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
26 * 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
32 33
33//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
34 35
35#include <global.h> 36#include <global.h>
36#include <treasure.h> 37#include <treasure.h>
37#include <funcpoint.h>
38#include <loader.h>
39 38
40extern char *spell_mapping[]; 39extern char *spell_mapping[];
41 40
42static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
43 42
46typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
47 const char *, 46 const char *,
48 treasurelist *, 47 treasurelist *,
49 str_hash, 48 str_hash,
50 str_equal, 49 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 51> tl_map_t;
54 52
55static tl_map_t tl_map; 53static tl_map_t tl_map;
54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
56 68
57/* 69/*
58 * Searches for the given treasurelist 70 * Searches for the given treasurelist
59 */ 71 */
60treasurelist * 72treasurelist *
92 } 104 }
93 105
94 return tl; 106 return tl;
95} 107}
96 108
97//TODO: class method
98void
99clear (treasurelist *tl)
100{
101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
108}
109
110#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
113 */ 112 */
114static void 113static void
139 138
140 f.next (); 139 f.next ();
141 140
142 for (;;) 141 for (;;)
143 { 142 {
144 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
145 144
146 switch (f.kw) 145 switch (f.kw)
147 { 146 {
148 case KW_arch: 147 case KW_arch:
149 t->item = archetype::get (f.get_str ()); 148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
150 break; 156 break;
151 157
152 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
168 t->next = read_treasure (f); 174 t->next = read_treasure (f);
169 return t; 175 return t;
170 176
171 default: 177 default:
172 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
173 return 0; 179 goto error;
174 180
175 return t; 181 return t;
176 } 182 }
177 183
178 f.next (); 184 f.next ();
179 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
180} 192}
181 193
182/* 194/*
183 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
184 */ 196 */
243 return; 255 return;
244 } 256 }
245 257
246 op->expand_tail (); 258 op->expand_tail ();
247 259
260 if (!creator->is_on_map ()
248 if (op->blocked (creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
249 op->destroy (); 262 op->destroy ();
250 else 263 else
251 { 264 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 } 267 }
255 } 268 }
256 else 269 else
257 { 270 {
258 op = creator->insert (op); 271 op = creator->insert (op);
259 272
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
261 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
265 esrv_send_item (tmp, op);
266 } 275 }
267} 276}
268 277
269/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
270 * in the generated object 279 * in the generated object
301 } 310 }
302 else 311 else
303 { 312 {
304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
305 { 314 {
306 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
307 316
308 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
309 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
310 319
311 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 else if (t->nrof) 367 else if (t->nrof)
359 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
360 } 369 }
361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
362 { 371 {
363 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
364 { 373 {
365 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
366 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
367 376
368 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
434 443
435 if (ob->inv) 444 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
437 446
438 ob->destroy (); 447 ob->destroy ();
448
439 return tmp; 449 return tmp;
440} 450}
441 451
442/* 452/*
443 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
486 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
487 * 497 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
490 */ 500 */
491int 501static int
492level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
493{ 503{
494 int olevel = 0;
495
496 if (!op->inv) 504 if (!op->inv)
497 { 505 {
498 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
499 return 0; 507 return 0;
500 } 508 }
501 509
502 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
503 511
504 if (olevel <= 0) 512 if (olevel <= 0)
505 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
506 514
507 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL_TREASURE);
508 olevel = MAXLEVEL;
509
510 return olevel;
511} 516}
512 517
513/* 518/*
514 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
515 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
518 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
519 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
520 * weird integer between 1-31. 525 * weird integer between 1-31.
521 * 526 *
522 */ 527 */
523int 528static int
524magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
525{ 530{
526 int percent = 0, magic = 0;
527 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
532 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
528 533
529 scaled_diff--;
530
531 if (scaled_diff < 0)
532 scaled_diff = 0;
533
534 if (scaled_diff >= DIFFLEVELS)
535 scaled_diff = DIFFLEVELS - 1;
536
537 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
538 536
539 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
540 { 538 {
541 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
542 540
543 if (percent < 0) 541 if (percent < 0)
544 break; 542 break;
545 } 543 }
546 544
547 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
548 { 546 {
549 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 547 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
550 magic = 0; 548 magic = 0;
551 } 549 }
552 550
560 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
561 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
562 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
563 * to make it truly absolute. 561 * to make it truly absolute.
564 */ 562 */
565
566void 563void
567set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
568{ 565{
569 if (!magic) 566 if (!magic)
570 return; 567 return;
575 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
577 574
578 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 575 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
579 magic = (-magic); 576 magic = (-magic);
577
580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
581 } 579 }
582 else 580 else
583 { 581 {
584 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
587 magic = (-magic); 586 magic = (-magic);
587
588 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
589 } 589 }
590} 590}
591 591
592/* 592/*
595 */ 595 */
596 596
597static void 597static void
598set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
599{ 599{
600 int i;
601
602 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
603 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
604 i = -i; 603 i = -i;
604
605 if (i > max_magic) 605 i = min (i, max_magic);
606 i = max_magic; 606
607 set_abs_magic (op, i); 607 set_abs_magic (op, i);
608 if (i < 0) 608 if (i < 0)
609 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
610} 610}
611 611
612/* 612/*
613 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
614 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
615 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
616 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
617 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
618 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
619 */ 619 */
620void 620static void
621set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
622{ 622{
623
624 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
625 624
626 if (op->type == AMULET) 625 if (op->type == AMULET)
627 {
628 if (!(rndm (21))) 626 if (!rndm (21))
629 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
630 else 630 else
631 {
632 if (rndm (2))
633 r = 10;
634 else
635 r = 11 + rndm (9); 631 r = 11 + rndm (9);
636 }
637 }
638 632
639 switch (r) 633 switch (r)
640 { 634 {
641 /* Redone by MSW 2000-11-26 to have much less code. Also, 635 /* Redone by MSW 2000-11-26 to have much less code. Also,
642 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
643 * of the item. 637 * of the item.
644 */ 638 */
645 case 0: 639 case 0:
646 case 1: 640 case 1:
647 case 2: 641 case 2:
648 case 3: 642 case 3:
649 case 4: 643 case 4:
689 * little random element in since that they don't always end up with 683 * little random element in since that they don't always end up with
690 * even values. 684 * even values.
691 */ 685 */
692 if (bonus < 0) 686 if (bonus < 0)
693 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
694 if (val > 35) 688
695 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
696 b = 0; 691 b = 0;
697 692
698 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
699 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
700 695
708 break; 703 break;
709 } 704 }
710 case 20: 705 case 20:
711 if (op->type == AMULET) 706 if (op->type == AMULET)
712 { 707 {
713 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
714 op->value *= 11; 709 op->value *= 11;
715 } 710 }
716 else 711 else
717 { 712 {
718 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
721 break; 716 break;
722 717
723 case 21: 718 case 21:
724 if (op->type == AMULET) 719 if (op->type == AMULET)
725 { 720 {
726 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
727 op->value *= 9; 722 op->value *= 9;
728 } 723 }
729 else 724 else
730 { 725 {
731 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
733 } 728 }
734 break; 729 break;
735 730
736 case 22: 731 case 22:
737 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
738 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
739 break; 734 break;
740 } 735 }
741 736
742 if (bonus > 0) 737 if (bonus > 0)
743 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
744 else 739 else
745 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
746} 741}
747 742
748/* 743/*
749 * get_magic(diff) will return a random number between 0 and 4. 744 * get_magic(diff) will return a random number between 0 and 4.
750 * diff can be any value above 2. The higher the diff-variable, the 745 * diff can be any value above 2. The higher the diff-variable, the
751 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
752 * It is only used in fix_generated_treasure() to set bonuses on 747 * It is only used in fix_generated_treasure() to set bonuses on
753 * rings and amulets. 748 * rings and amulets.
754 * Another scheme is used to calculate the magic of weapons and armours. 749 * Another scheme is used to calculate the magic of weapons and armours.
755 */ 750 */
756int 751static int
757get_magic (int diff) 752get_magic (int diff)
758{ 753{
759 int i; 754 diff = min (3, diff);
760 755
761 if (diff < 3)
762 diff = 3;
763
764 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
765 if (rndm (diff)) 757 if (rndm (diff))
766 return i; 758 return i;
767 759
768 return 4; 760 return 4;
769} 761}
770 762
763/* special_potion() - so that old potion code is still done right. */
764static int
765special_potion (object *op)
766{
767 if (op->attacktype)
768 return 1;
769
770 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
771 return 1;
772
773 for (int i = 0; i < NROFATTACKS; i++)
774 if (op->resist[i])
775 return 1;
776
777 return 0;
778}
779
780static double
781value_factor_from_spell_item (object *spell, object *item)
782{
783 double factor =
784 pow ((spell->value > 0 ? spell->value : 1)
785 * spell->level, 1.5);
786
787 if (item) // this if for: wands/staffs/rods:
788 {
789 /* Old crossfire comment ahead:
790 * Add 50 to both level an divisor to keep prices a little more
791 * reasonable. Otherwise, a high level version of a low level
792 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
793 * 10 time multiplier). This way, the value are a bit more reasonable.
794 */
795
796 factor *= item->level + 50;
797 factor /= item->inv->level + 50;
798 }
799
800 return factor;
801}
802
771#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
772#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 804#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
773 805
774/* 806/*
775 * fix_generated_item(): This is called after an item is generated, in 807 * fix_generated_item(): This is called after an item is generated, in
776 * order to set it up right. This produced magical bonuses, puts spells 808 * order to set it up right. This produced magical bonuses, puts spells
810 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 842 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
811 /* So the treasure doesn't get created again */ 843 /* So the treasure doesn't get created again */
812 op->randomitems = 0; 844 op->randomitems = 0;
813 } 845 }
814 846
815 if (difficulty < 1) 847 max_it (difficulty, 1);
816 difficulty = 1;
817 848
818 if (INVOKE_OBJECT (ADD_BONUS, op, 849 if (INVOKE_OBJECT (ADD_BONUS, op,
819 ARG_OBJECT (creator != op ? creator : 0), 850 ARG_OBJECT (creator != op ? creator : 0),
820 ARG_INT (difficulty), ARG_INT (max_magic), 851 ARG_INT (difficulty), ARG_INT (max_magic),
821 ARG_INT (flags))) 852 ARG_INT (flags)))
822 return; 853 return;
823 854
824 if (!(flags & GT_MINIMAL)) 855 if (!(flags & GT_MINIMAL))
825 { 856 {
826 if (op->arch == crown_arch) 857 if (IS_ARCH (op->arch, crown))
827 { 858 {
828 set_magic (difficulty, op, max_magic, flags); 859 set_magic (difficulty, op, max_magic, flags);
829 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
830 generate_artifact (op, difficulty); 861 generate_artifact (op, difficulty);
831 } 862 }
836 867
837 num_enchantments = calc_item_power (op, 1); 868 num_enchantments = calc_item_power (op, 1);
838 869
839 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 870 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
840 || op->type == HORN 871 || op->type == HORN
841 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 872 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
842 * used for shop_floors or treasures */
843 generate_artifact (op, difficulty); 873 generate_artifact (op, difficulty);
844 } 874 }
845 875
846 /* Object was made an artifact. Calculate its item_power rating. 876 /* Object was made an artifact. Calculate its item_power rating.
847 * the item_power in the object is what the artfiact adds. 877 * the item_power in the object is what the artfiact adds.
881 * again below */ 911 * again below */
882 } 912 }
883 } 913 }
884 914
885 /* materialtype modifications. Note we allow this on artifacts. */ 915 /* materialtype modifications. Note we allow this on artifacts. */
886 set_materialname (op, difficulty, NULL); 916 select_material (op, difficulty);
887 917
888 if (flags & GT_MINIMAL) 918 if (flags & GT_MINIMAL)
889 { 919 {
890 if (op->type == POTION) 920 if (op->type == POTION)
891 /* Handle healing and magic power potions */ 921 /* Handle healing and magic power potions */
892 if (op->stats.sp && !op->randomitems) 922 if (op->stats.sp && !op->randomitems)
893 { 923 {
894 object *tmp;
895
896 tmp = get_archetype (spell_mapping[op->stats.sp]); 924 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
897 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
898 op->stats.sp = 0; 926 op->stats.sp = 0;
899 } 927 }
900 } 928 }
901 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
904 case WEAPON: 932 case WEAPON:
905 case ARMOUR: 933 case ARMOUR:
906 case SHIELD: 934 case SHIELD:
907 case HELMET: 935 case HELMET:
908 case CLOAK: 936 case CLOAK:
909 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 937 if (op->flag [FLAG_CURSED] && !(rndm (4)))
910 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
911 break; 939 break;
912 940
913 case BRACERS: 941 case BRACERS:
914 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 942 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
915 { 943 {
916 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
917 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!op->flag [FLAG_CURSED])
918 op->value *= 3; 946 op->value *= 3;
919 } 947 }
920 break; 948 break;
921 949
922 case POTION: 950 case POTION:
924 int too_many_tries = 0, is_special = 0; 952 int too_many_tries = 0, is_special = 0;
925 953
926 /* Handle healing and magic power potions */ 954 /* Handle healing and magic power potions */
927 if (op->stats.sp && !op->randomitems) 955 if (op->stats.sp && !op->randomitems)
928 { 956 {
929 object *tmp;
930
931 tmp = get_archetype (spell_mapping[op->stats.sp]); 957 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
932 insert_ob_in_ob (tmp, op); 958 insert_ob_in_ob (tmp, op);
933 op->stats.sp = 0; 959 op->stats.sp = 0;
934 } 960 }
935 961
936 while (!(is_special = special_potion (op)) && !op->inv) 962 while (!(is_special = special_potion (op)) && !op->inv)
944 * since the value set on those is already correct. 970 * since the value set on those is already correct.
945 */ 971 */
946 if (op->inv && op->randomitems) 972 if (op->inv && op->randomitems)
947 { 973 {
948 /* value multiplier is same as for scrolls */ 974 /* value multiplier is same as for scrolls */
949 op->value = (op->value * op->inv->value); 975 op->value *= op->inv->value;
950 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 976 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
951 } 977 }
952 else 978 else
953 { 979 {
954 op->name = "potion"; 980 op->name = shstr_potion;
955 op->name_pl = "potions"; 981 op->name_pl = shstr_potions;
956 } 982 }
957 983
958 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 984 if (!(flags & GT_ONLY_GOOD) && rndm (2))
959 SET_FLAG (op, FLAG_CURSED); 985 op->set_flag (FLAG_CURSED);
986
960 break; 987 break;
961 } 988 }
962 989
963 case AMULET: 990 case AMULET:
964 if (op->arch == amulet_arch) 991 if (IS_ARCH (op->arch, amulet))
965 op->value *= 5; /* Since it's not just decoration */ 992 op->value *= 5; /* Since it's not just decoration */
966 993
967 case RING: 994 case RING:
968 if (op->arch == NULL)
969 {
970 op->destroy ();
971 op = 0;
972 break;
973 }
974
975 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 995 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
976 break; 996 break;
977 997
978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 998 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
979 SET_FLAG (op, FLAG_CURSED); 999 op->set_flag (FLAG_CURSED);
980 1000
981 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1001 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
982 1002
983 if (op->type != RING) /* Amulets have only one ability */ 1003 if (op->type != RING) /* Amulets have only one ability */
984 break; 1004 break;
985 1005
986 if (!(rndm (4))) 1006 if (!rndm (4))
987 { 1007 {
988 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1008 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
989 1009
990 if (d > 0) 1010 if (d > 0)
991 op->value *= 3; 1011 op->value *= 3;
992 1012
993 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
994 1014
995 if (!(rndm (4))) 1015 if (!rndm (4))
996 { 1016 {
997 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1017 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
998 1018
999 if (d > 0) 1019 if (d > 0)
1000 op->value *= 5; 1020 op->value *= 5;
1021
1001 set_ring_bonus (op, d); 1022 set_ring_bonus (op, d);
1002 } 1023 }
1003 } 1024 }
1004 1025
1005 if (GET_ANIM_ID (op)) 1026 if (op->animation_id)
1006 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1027 op->set_anim_frame (rndm (op->anim_frames ()));
1007 1028
1008 break; 1029 break;
1009 1030
1010 case BOOK: 1031 case BOOK:
1011 /* Is it an empty book?, if yes lets make a special· 1032 /* Is it an empty book?, if yes lets make a special·
1013 * creator and/or map level we found it on. 1034 * creator and/or map level we found it on.
1014 */ 1035 */
1015 if (!op->msg && rndm (10)) 1036 if (!op->msg && rndm (10))
1016 { 1037 {
1017 /* set the book level properly */ 1038 /* set the book level properly */
1018 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1039 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1019 { 1040 {
1020 if (op->map && op->map->difficulty) 1041 if (op->map && op->map->difficulty)
1021 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1042 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1022 else 1043 else
1023 op->level = rndm (20) + 1; 1044 op->level = rndm (20) + 1;
1026 op->level = rndm (creator->level); 1047 op->level = rndm (creator->level);
1027 1048
1028 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1049 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1029 /* books w/ info are worth more! */ 1050 /* books w/ info are worth more! */
1030 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1051 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1031 /* creator related stuff */
1032
1033 /* for library, chained books. Note that some monsters have no_pick
1034 * set - we don't want to set no pick in that case.
1035 */
1036 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1037 SET_FLAG (op, FLAG_NO_PICK);
1038 if (creator->slaying && !op->slaying) /* for check_inv floors */
1039 op->slaying = creator->slaying;
1040 1052
1041 /* add exp so reading it gives xp (once) */ 1053 /* add exp so reading it gives xp (once) */
1042 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1054 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1043 } 1055 }
1056
1057 /* creator related stuff */
1058
1059 /* for library, chained books. Note that some monsters have no_pick
1060 * set - we don't want to set no pick in that case.
1061 */
1062 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1063 op->set_flag (FLAG_NO_PICK);
1064 if (creator->slaying && !op->slaying) /* for check_inv floors */
1065 op->slaying = creator->slaying;
1044 break; 1066 break;
1045 1067
1046 case SPELLBOOK: 1068 case SPELLBOOK:
1047 op->value = op->value * op->inv->value; 1069 op->value *= value_factor_from_spell_item (op->inv, 0);
1070
1048 /* add exp so learning gives xp */ 1071 /* add exp so learning gives xp */
1049 op->level = op->inv->level; 1072 op->level = op->inv->level;
1050 op->stats.exp = op->value; 1073 op->stats.exp = op->value;
1051 break; 1074 break;
1052 1075
1056 * and reset nrof. 1079 * and reset nrof.
1057 */ 1080 */
1058 op->stats.food = op->inv->nrof; 1081 op->stats.food = op->inv->nrof;
1059 op->nrof = 1; 1082 op->nrof = 1;
1060 /* If the spell changes by level, choose a random level 1083 /* If the spell changes by level, choose a random level
1061 * for it, and adjust price. If the spell doesn't 1084 * for it.
1062 * change by level, just set the wand to the level of
1063 * the spell, and value calculation is simpler.
1064 */ 1085 */
1065 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1086 if (op->inv->duration_modifier
1066 { 1087 || op->inv->dam_modifier
1088 || op->inv->range_modifier)
1067 op->level = level_for_item (op, difficulty); 1089 op->level = level_for_item (op, difficulty);
1068 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1069 }
1070 else 1090 else
1071 {
1072 op->level = op->inv->level; 1091 op->level = op->inv->level;
1073 op->value = op->value * op->inv->value; 1092
1074 } 1093 op->value *= value_factor_from_spell_item (op->inv, op);
1075 break; 1094 break;
1076 1095
1077 case ROD: 1096 case ROD:
1078 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1079 /* Add 50 to both level an divisor to keep prices a little more 1098 op->value *= value_factor_from_spell_item (op->inv, op);
1080 * reasonable. Otherwise, a high level version of a low level 1099
1081 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1082 * 10 time multiplier). This way, the value are a bit more reasonable.
1083 */
1084 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1085 /* maxhp is used to denote how many 'charges' the rod holds before */ 1100 /* maxhp is used to denote how many 'charges' the rod holds before */
1086 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1087 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1088 else 1103 else
1089 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1090 1105
1091 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1092 break; 1107 break;
1093 1108
1094 case SCROLL: 1109 case SCROLL:
1095 op->level = level_for_item (op, difficulty); 1110 op->level = level_for_item (op, difficulty);
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1111 op->value *= value_factor_from_spell_item (op->inv, op);
1097 1112
1098 /* add exp so reading them properly gives xp */ 1113 /* add exp so reading them properly gives xp */
1099 op->stats.exp = op->value / 5; 1114 op->stats.exp = op->value / 5;
1100 op->nrof = op->inv->nrof; 1115 op->nrof = op->inv->nrof;
1101 break; 1116 break;
1109 break; 1124 break;
1110 } /* switch type */ 1125 } /* switch type */
1111 1126
1112 if (flags & GT_STARTEQUIP) 1127 if (flags & GT_STARTEQUIP)
1113 { 1128 {
1114 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1129 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1115 SET_FLAG (op, FLAG_STARTEQUIP); 1130 op->set_flag (FLAG_STARTEQUIP);
1116 else if (op->type != MONEY) 1131 else if (op->type != MONEY)
1117 op->value = 0; 1132 op->value = 0;
1118 } 1133 }
1119 1134
1120 if (!(flags & GT_ENVIRONMENT)) 1135 if (!(flags & GT_ENVIRONMENT))
1131 1146
1132/* 1147/*
1133 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1134 */ 1149 */
1135static artifactlist * 1150static artifactlist *
1136get_empty_artifactlist (void) 1151get_empty_artifactlist ()
1137{ 1152{
1138 return salloc0 <artifactlist> (); 1153 return salloc0<artifactlist> ();
1139} 1154}
1140 1155
1141/* 1156/*
1142 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1143 */ 1158 */
1144static artifact * 1159static artifact *
1145get_empty_artifact (void) 1160get_empty_artifact ()
1146{ 1161{
1147 return salloc0 <artifact> (); 1162 return salloc0<artifact> ();
1148} 1163}
1149 1164
1150/* 1165/*
1151 * Searches the artifact lists and returns one that has the same type 1166 * Searches the artifact lists and returns one that has the same type
1152 * of objects on it. 1167 * of objects on it.
1160 1175
1161 return 0; 1176 return 0;
1162} 1177}
1163 1178
1164/* 1179/*
1165 * For debugging purposes. Dumps all tables. 1180 * Builds up the lists of artifacts from the file in the libdir.
1166 */ 1181 */
1167void 1182void
1168dump_artifacts (void)
1169{
1170 artifactlist *al;
1171 artifact *art;
1172 linked_char *next;
1173
1174 fprintf (logfile, "\n");
1175 for (al = first_artifactlist; al != NULL; al = al->next)
1176 {
1177 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1178 for (art = al->items; art != NULL; art = art->next)
1179 {
1180 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1181 if (art->allowed != NULL)
1182 {
1183 fprintf (logfile, "\tallowed combinations:");
1184 for (next = art->allowed; next != NULL; next = next->next)
1185 fprintf (logfile, "%s,", &next->name);
1186 fprintf (logfile, "\n");
1187 }
1188 }
1189 }
1190 fprintf (logfile, "\n");
1191}
1192
1193/*
1194 * For debugging purposes. Dumps all treasures recursively (see below).
1195 */
1196void
1197dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1198{
1199 treasurelist *tl;
1200 int i;
1201
1202 if (depth > 100)
1203 return;
1204
1205 while (t)
1206 {
1207 if (t->name)
1208 {
1209 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " ");
1211
1212 fprintf (logfile, "{ (list: %s)\n", &t->name);
1213
1214 tl = treasurelist::find (t->name);
1215 if (tl)
1216 dump_monster_treasure_rec (name, tl->items, depth + 2);
1217
1218 for (i = 0; i < depth; i++)
1219 fprintf (logfile, " ");
1220
1221 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1222 }
1223 else
1224 {
1225 for (i = 0; i < depth; i++)
1226 fprintf (logfile, " ");
1227
1228 if (t->item && t->item->type == FLESH)
1229 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1230 else
1231 fprintf (logfile, "%s\n", &t->item->object::name);
1232 }
1233
1234 if (t->next_yes)
1235 {
1236 for (i = 0; i < depth; i++)
1237 fprintf (logfile, " ");
1238
1239 fprintf (logfile, " (if yes)\n");
1240 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1241 }
1242
1243 if (t->next_no)
1244 {
1245 for (i = 0; i < depth; i++)
1246 fprintf (logfile, " ");
1247
1248 fprintf (logfile, " (if no)\n");
1249 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1250 }
1251
1252 t = t->next;
1253 }
1254}
1255
1256/*
1257 * For debugging purposes. Dumps all treasures for a given monster.
1258 * Created originally by Raphael Quinet for debugging the alchemy code.
1259 */
1260void
1261dump_monster_treasure (const char *name)
1262{
1263 archetype *at;
1264 int found;
1265
1266 found = 0;
1267 fprintf (logfile, "\n");
1268
1269 for_all_archetypes (at)
1270 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1271 {
1272 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1273 if (at->randomitems != NULL)
1274 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1275 else
1276 fprintf (logfile, "(nothing)\n");
1277
1278 fprintf (logfile, "\n");
1279 found++;
1280 }
1281
1282 if (found == 0)
1283 fprintf (logfile, "No objects have the name %s!\n\n", name);
1284}
1285
1286/*
1287 * Builds up the lists of artifacts from the file in the libdir.
1288 */
1289void
1290init_artifacts (void) 1183init_artifacts ()
1291{ 1184{
1292 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1293 char filename[MAX_BUF];
1294 artifact *art = NULL; 1186 artifact *art = NULL;
1295 artifactlist *al; 1187 artifactlist *al;
1296 1188
1297 if (has_been_inited) 1189 if (has_been_inited)
1298 return; 1190 return;
1299 else 1191 else
1300 has_been_inited = 1; 1192 has_been_inited = 1;
1301 1193
1302 sprintf (filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1303 object_thawer f (filename);
1304 1195
1305 if (!f) 1196 if (!f)
1306 return; 1197 return;
1307 1198
1308 for (;;) 1199 for (;;)
1315 1206
1316 { 1207 {
1317 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1318 break; 1209 break;
1319 1210
1320 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1321 1212 char *next;
1322 do 1213 do
1323 { 1214 {
1324 if ((next = strchr (cp, ','))) 1215 if ((next = (char *)strchr (cp, ',')))
1325 *next++ = '\0'; 1216 *next++ = '\0';
1326 1217
1327 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1328 1219
1329 tmp->name = cp; 1220 tmp->name = cp;
1393 } 1284 }
1394#if 0 1285#if 0
1395 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1286 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1396#endif 1287#endif
1397 } 1288 }
1398
1399 LOG (llevDebug, "done.\n");
1400} 1289}
1401 1290
1402/* 1291/*
1403 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1404 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1405 */ 1294 */
1406void 1295void
1407add_abilities (object *op, object *change) 1296add_abilities (object *op, object *change)
1408{ 1297{
1409 int i, tmp;
1410
1411 if (change->face != blank_face) 1298 if (change->face != blank_face)
1412 {
1413#ifdef TREASURE_VERBOSE
1414 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1415#endif
1416 op->face = change->face; 1299 op->face = change->face;
1417 }
1418 1300
1419 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1420 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1421 1303
1422 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1423 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1424 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1425 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1426 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1427 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1428 1310
1429 if (QUERY_FLAG (change, FLAG_CURSED)) 1311 static const struct copyflags : object::flags_t
1430 SET_FLAG (op, FLAG_CURSED); 1312 {
1431 if (QUERY_FLAG (change, FLAG_DAMNED)) 1313 copyflags ()
1432 SET_FLAG (op, FLAG_DAMNED); 1314 {
1433 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1315 set (FLAG_CURSED);
1316 set (FLAG_DAMNED);
1317 set (FLAG_LIFESAVE);
1318 set (FLAG_REFL_SPELL);
1319 set (FLAG_STEALTH);
1320 set (FLAG_XRAYS);
1321 set (FLAG_BLIND);
1322 set (FLAG_SEE_IN_DARK);
1323 set (FLAG_REFL_MISSILE);
1324 set (FLAG_MAKE_INVIS);
1325 }
1326 } copyflags;
1327
1328 // we might want to just copy, but or'ing is what the original code did
1329 op->flag |= change->flag & copyflags;
1330
1331 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1434 set_abs_magic (op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1435 1333
1436 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1334 if (change->flag [FLAG_STAND_STILL])
1437 SET_FLAG (op, FLAG_LIFESAVE);
1438 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1439 SET_FLAG (op, FLAG_REFL_SPELL);
1440 if (QUERY_FLAG (change, FLAG_STEALTH))
1441 SET_FLAG (op, FLAG_STEALTH);
1442 if (QUERY_FLAG (change, FLAG_XRAYS))
1443 SET_FLAG (op, FLAG_XRAYS);
1444 if (QUERY_FLAG (change, FLAG_BLIND))
1445 SET_FLAG (op, FLAG_BLIND);
1446 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1447 SET_FLAG (op, FLAG_SEE_IN_DARK);
1448 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1449 SET_FLAG (op, FLAG_REFL_MISSILE);
1450 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1451 SET_FLAG (op, FLAG_MAKE_INVIS);
1452
1453 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1454 { 1335 {
1455 CLEAR_FLAG (op, FLAG_ANIMATE); 1336 op->clr_flag (FLAG_ANIMATE);
1337
1456 /* so artifacts will join */ 1338 /* so artifacts will join */
1457 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!op->flag [FLAG_ALIVE])
1458 op->speed = 0.0; 1340 op->speed = 0.;
1459 1341
1460 op->set_speed (op->speed); 1342 op->set_speed (op->speed);
1461 } 1343 }
1462 1344
1463 if (change->nrof) 1345 if (change->nrof)
1464 op->nrof = rndm (change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1465 1347
1466 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1467 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1468 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1469 1351
1470 if (change->other_arch) 1352 if (change->other_arch)
1471 { 1353 {
1472 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1473 * to cast. So convert that to into a spell and put it into 1355 * to cast. So convert that to into a spell and put it into
1474 * this object. 1356 * this object.
1475 */ 1357 */
1476 if (op->type == HORN || op->type == POTION) 1358 if (op->type == HORN || op->type == POTION)
1477 { 1359 {
1478 object *tmp_obj;
1479
1480 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1481 while (op->inv)
1482 op->inv->destroy (); 1361 op->destroy_inv (false);
1483 1362
1484 tmp_obj = arch_to_object (change->other_arch); 1363 object *tmp = change->other_arch->instance ();
1485 insert_ob_in_ob (tmp_obj, op); 1364 insert_ob_in_ob (tmp, op);
1486 } 1365 }
1366
1487 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1488 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1489 } 1369 }
1490 1370
1491 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1507 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1508 else 1388 else
1509 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1510 1390
1511 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1512 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1513 else 1393 else
1514 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1515 1395
1516 if (change->level < 0) 1396 if (change->level < 0)
1517 op->level = -(change->level); 1397 op->level = -change->level;
1518 else 1398 else
1519 op->level += change->level; 1399 op->level += change->level;
1520 1400
1521 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1522 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1523 else 1403 else
1524 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1404 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1525 1405
1526 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1527 1407
1528 for (i = 0; i < NROFATTACKS; i++) 1408 for (int i = 0; i < NROFATTACKS; i++)
1529 if (change->resist[i])
1530 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1531 1410
1532 if (change->stats.dam) 1411 if (change->stats.dam)
1533 { 1412 {
1534 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1535 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1536 else if (op->stats.dam) 1415 else if (op->stats.dam)
1537 { 1416 {
1538 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1539 if (tmp == op->stats.dam) 1419 if (tmp == op->stats.dam)
1540 { 1420 {
1541 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1542 op->stats.dam--; 1422 op->stats.dam--;
1543 else 1423 else
1549 } 1429 }
1550 1430
1551 if (change->weight) 1431 if (change->weight)
1552 { 1432 {
1553 if (change->weight < 0) 1433 if (change->weight < 0)
1554 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1555 else 1435 else
1556 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1557 } 1437 }
1558 1438
1559 if (change->last_sp) 1439 if (change->last_sp)
1560 { 1440 {
1561 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1562 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1563 else 1443 else
1564 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1444 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1565 } 1445 }
1566 1446
1567 if (change->gen_sp_armour) 1447 if (change->gen_sp_armour)
1568 { 1448 {
1569 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1570 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1571 else 1451 else
1572 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1452 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1573 } 1453 }
1574 1454
1575 op->value *= change->value; 1455 op->value *= change->value;
1576 1456
1577 if (change->materials) 1457 if (change->materials)
1578 op->materials = change->materials; 1458 op->materials = change->materials;
1579 1459
1580 if (change->materialname) 1460 if (change->material != MATERIAL_NULL)
1581 op->materialname = change->materialname; 1461 op->material = change->material;
1582 1462
1583 if (change->slaying) 1463 if (change->slaying)
1584 op->slaying = change->slaying; 1464 op->slaying = change->slaying;
1585 1465
1586 if (change->race) 1466 if (change->race)
1630 */ 1510 */
1631 1511
1632void 1512void
1633give_artifact_abilities (object *op, object *artifct) 1513give_artifact_abilities (object *op, object *artifct)
1634{ 1514{
1635 char new_name[MAX_BUF]; 1515 op->title = format ("of %s", &artifct->name);
1636 1516
1637 sprintf (new_name, "of %s", &artifct->name);
1638 op->title = new_name;
1639 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1640 1518
1641#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1519#if 0 /* Bit verbose, but keep it here until next time I need it... */
1642 { 1520 {
1643 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1644 1522
1645 SET_FLAG (op, FLAG_IDENTIFIED); 1523 op->set_flag (FLAG_IDENTIFIED);
1646 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1524 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1647 if (!identified) 1525 if (!identified)
1648 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1649 } 1527 }
1650#endif 1528#endif
1651 return; 1529 return;
1652} 1530}
1653 1531
1663#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1664 1542
1665void 1543void
1666generate_artifact (object *op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1667{ 1545{
1668 artifactlist *al;
1669 artifact *art; 1546 artifact *art;
1670 int i;
1671 1547
1672 al = find_artifactlist (op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1673 1549
1674 if (al == NULL) 1550 if (al == NULL)
1675 { 1551 {
1676#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1677 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1553 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1678#endif 1554#endif
1679 return; 1555 return;
1680 } 1556 }
1681 1557
1682 for (i = 0; i < ARTIFACT_TRIES; i++) 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1683 { 1559 {
1684 int roll = rndm (al->total_chance); 1560 int roll = rndm (al->total_chance);
1685 1561
1686 for (art = al->items; art; art = art->next) 1562 for (art = al->items; art; art = art->next)
1687 { 1563 {
1695#if 1 1571#if 1
1696 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1572 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1697#endif 1573#endif
1698 return; 1574 return;
1699 } 1575 }
1700 if (!strcmp (art->item->name, "NONE")) 1576
1577 if (art->item->name == shstr_NONE)
1701 return; 1578 return;
1579
1702 if (FABS (op->magic) < art->item->magic) 1580 if (fabs (op->magic) < art->item->magic)
1703 continue; /* Not magic enough to be this item */ 1581 continue; /* Not magic enough to be this item */
1704 1582
1705 /* Map difficulty not high enough */ 1583 /* Map difficulty not high enough */
1706 if (difficulty < art->difficulty) 1584 if (difficulty < art->difficulty)
1707 continue; 1585 continue;
1725 */ 1603 */
1726 1604
1727void 1605void
1728fix_flesh_item (object *item, object *donor) 1606fix_flesh_item (object *item, object *donor)
1729{ 1607{
1730 char tmpbuf[MAX_BUF];
1731 int i;
1732
1733 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1734 { 1609 {
1735 /* change the name */ 1610 /* change the name */
1736 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1611 item->name = format ("%s's %s", &donor->name, &item->name);
1737 item->name = tmpbuf;
1738 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1739 item->name_pl = tmpbuf;
1740 1613
1741 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1742 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1615 item->weight = max (1, item->weight * donor->weight / 100);
1743 item->weight = 1;
1744 1616
1745 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1746 item->value *= isqrt (donor->level * 2); 1618 item->value *= isqrt (donor->level * 2);
1747 1619
1748 /* food value */ 1620 /* food value */
1749 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1750 1622
1751 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1752 * full effect. 1624 * full effect.
1753 */ 1625 */
1754 for (i = 0; i < NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1755 item->resist[i] = donor->resist[i] / 2; 1627 item->resist[i] = donor->resist[i] / 2;
1756 1628
1757 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1758 item->level = donor->level; 1630 item->level = donor->level;
1759 1631
1760 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1761 if (donor->attacktype & AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1762 item->type = POISON; 1634 item->type = POISON;
1635
1763 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1764 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -item->stats.food;
1765 SET_FLAG (item, FLAG_NO_STEAL);
1766 }
1767}
1768 1638
1769/* special_potion() - so that old potion code is still done right. */ 1639 item->set_flag (FLAG_NO_STEAL);
1770int 1640 }
1771special_potion (object *op)
1772{
1773 if (op->attacktype)
1774 return 1;
1775
1776 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1777 return 1;
1778
1779 for (int i = 0; i < NROFATTACKS; i++)
1780 if (op->resist[i])
1781 return 1;
1782
1783 return 0;
1784} 1641}
1785 1642
1786void 1643static void
1787free_treasurestruct (treasure *t) 1644free_treasurestruct (treasure *t)
1788{ 1645{
1789 if (t->next) free_treasurestruct (t->next); 1646 if (t->next) free_treasurestruct (t->next);
1790 if (t->next_yes) free_treasurestruct (t->next_yes); 1647 if (t->next_yes) free_treasurestruct (t->next_yes);
1791 if (t->next_no) free_treasurestruct (t->next_no); 1648 if (t->next_no) free_treasurestruct (t->next_no);
1792 1649
1793 delete t; 1650 delete t;
1794} 1651}
1795 1652
1796void 1653static void
1797free_charlinks (linked_char *lc) 1654free_charlinks (linked_char *lc)
1798{ 1655{
1799 if (lc->next) 1656 if (lc->next)
1800 free_charlinks (lc->next); 1657 free_charlinks (lc->next);
1801 1658
1802 delete lc; 1659 delete lc;
1803} 1660}
1804 1661
1805void 1662static void
1806free_artifact (artifact *at) 1663free_artifact (artifact *at)
1807{ 1664{
1808 if (at->next) free_artifact (at->next); 1665 if (at->next) free_artifact (at->next);
1809 if (at->allowed) free_charlinks (at->allowed); 1666 if (at->allowed) free_charlinks (at->allowed);
1810 1667
1811 at->item->destroy (1); 1668 at->item->destroy ();
1812 1669
1813 sfree (at); 1670 sfree (at);
1814} 1671}
1815 1672
1816void
1817free_artifactlist (artifactlist *al)
1818{
1819 artifactlist *nextal;
1820
1821 for (al = first_artifactlist; al; al = nextal)
1822 {
1823 nextal = al->next;
1824
1825 if (al->items)
1826 free_artifact (al->items);
1827
1828 sfree (al);
1829 }
1830}
1831
1832void
1833free_all_treasures (void)
1834{
1835 treasurelist *tl, *next;
1836
1837 for (tl = first_treasurelist; tl; tl = next)
1838 {
1839 clear (tl);
1840
1841 next = tl->next;
1842 delete tl;
1843 }
1844
1845 free_artifactlist (first_artifactlist);
1846}

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