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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.77 by root, Mon May 5 22:18:00 2008 UTC vs.
Revision 1.116 by root, Mon Oct 29 23:55:52 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 * Deliantra 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 <support@deliantra.net> 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
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 <loader.h>
38 38
39extern char *spell_mapping[]; 39extern char *spell_mapping[];
40 40
41static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
42 42
45typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
46 const char *, 46 const char *,
47 treasurelist *, 47 treasurelist *,
48 str_hash, 48 str_hash,
49 str_equal, 49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
51 true
52> tl_map_t; 51> tl_map_t;
53 52
54static 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}
55 68
56/* 69/*
57 * Searches for the given treasurelist 70 * Searches for the given treasurelist
58 */ 71 */
59treasurelist * 72treasurelist *
89 102
90 tl_map.insert (std::make_pair (tl->name, tl)); 103 tl_map.insert (std::make_pair (tl->name, tl));
91 } 104 }
92 105
93 return tl; 106 return tl;
94}
95
96//TODO: class method
97void
98clear (treasurelist *tl)
99{
100 if (tl->items)
101 {
102 free_treasurestruct (tl->items);
103 tl->items = 0;
104 }
105
106 tl->total_chance = 0;
107} 107}
108 108
109#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
255 return; 255 return;
256 } 256 }
257 257
258 op->expand_tail (); 258 op->expand_tail ();
259 259
260 if (!creator->is_on_map ()
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
261 op->destroy (); 262 op->destroy ();
262 else 263 else
263 { 264 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
265 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);
266 } 267 }
267 } 268 }
268 else 269 else
269 { 270 {
270 op = creator->insert (op); 271 op = creator->insert (op);
271 272
272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
273 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
274 } 275 }
275} 276}
276 277
277/* 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
309 } 310 }
310 else 311 else
311 { 312 {
312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
313 { 314 {
314 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
315 316
316 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
317 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
318 319
319 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 else if (t->nrof) 367 else if (t->nrof)
367 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
368 } 369 }
369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
370 { 371 {
371 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
372 { 373 {
373 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
374 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
375 376
376 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
442 443
443 if (ob->inv) 444 if (ob->inv)
444 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
445 446
446 ob->destroy (); 447 ob->destroy ();
448
447 return tmp; 449 return tmp;
448} 450}
449 451
450/* 452/*
451 * 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
494 * 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)
495 * 497 *
496 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
497 * 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.
498 */ 500 */
499int 501static int
500level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
501{ 503{
502 if (!op->inv) 504 if (!op->inv)
503 { 505 {
504 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);
508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
509 511
510 if (olevel <= 0) 512 if (olevel <= 0)
511 olevel = rndm (1, op->inv->level); 513 olevel = rndm (1, op->inv->level);
512 514
513 return min (olevel, MAXLEVEL); 515 return min (olevel, MAXLEVEL_TREASURE);
514} 516}
515 517
516/* 518/*
517 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
518 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
521 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
522 * 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
523 * weird integer between 1-31. 525 * weird integer between 1-31.
524 * 526 *
525 */ 527 */
526int 528static int
527magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
528{ 530{
529 int percent = 0, magic = 0;
530 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);
531 533
532 scaled_diff--;
533
534 if (scaled_diff < 0)
535 scaled_diff = 0;
536
537 if (scaled_diff >= DIFFLEVELS)
538 scaled_diff = DIFFLEVELS - 1;
539
540 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
541 536
542 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
543 { 538 {
544 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
545 540
546 if (percent < 0) 541 if (percent < 0)
547 break; 542 break;
548 } 543 }
549 544
550 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
551 { 546 {
552 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);
553 magic = 0; 548 magic = 0;
554 } 549 }
555 550
563 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
564 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
565 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
566 * to make it truly absolute. 561 * to make it truly absolute.
567 */ 562 */
568
569void 563void
570set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
571{ 565{
572 if (!magic) 566 if (!magic)
573 return; 567 return;
578 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
580 574
581 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 */
582 magic = (-magic); 576 magic = (-magic);
577
583 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
584 } 579 }
585 else 580 else
586 { 581 {
587 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
588 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
589 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 */
590 magic = (-magic); 586 magic = (-magic);
587
591 op->weight = (op->weight * (100 - magic * 10)) / 100; 588 op->weight = (op->weight * (100 - magic * 10)) / 100;
592 } 589 }
593} 590}
594 591
595/* 592/*
598 */ 595 */
599 596
600static void 597static void
601set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
602{ 599{
603 int i;
604
605 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
606 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
607 i = -i; 603 i = -i;
604
608 if (i > max_magic) 605 i = min (i, max_magic);
609 i = max_magic; 606
610 set_abs_magic (op, i); 607 set_abs_magic (op, i);
611 if (i < 0) 608 if (i < 0)
612 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
613} 610}
614 611
615/* 612/*
616 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
617 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
618 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
619 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
620 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
621 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
622 */ 619 */
623void 620static void
624set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
625{ 622{
626
627 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
628 624
629 if (op->type == AMULET) 625 if (op->type == AMULET)
630 {
631 if (!(rndm (21))) 626 if (!rndm (21))
632 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
633 else 630 else
634 {
635 if (rndm (2))
636 r = 10;
637 else
638 r = 11 + rndm (9); 631 r = 11 + rndm (9);
639 }
640 }
641 632
642 switch (r) 633 switch (r)
643 { 634 {
644 /* 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,
645 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
646 * of the item. 637 * of the item.
647 */ 638 */
648 case 0: 639 case 0:
649 case 1: 640 case 1:
650 case 2: 641 case 2:
651 case 3: 642 case 3:
652 case 4: 643 case 4:
692 * 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
693 * even values. 684 * even values.
694 */ 685 */
695 if (bonus < 0) 686 if (bonus < 0)
696 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
697 if (val > 35) 688
698 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
699 b = 0; 691 b = 0;
700 692
701 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
702 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
703 695
711 break; 703 break;
712 } 704 }
713 case 20: 705 case 20:
714 if (op->type == AMULET) 706 if (op->type == AMULET)
715 { 707 {
716 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
717 op->value *= 11; 709 op->value *= 11;
718 } 710 }
719 else 711 else
720 { 712 {
721 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
724 break; 716 break;
725 717
726 case 21: 718 case 21:
727 if (op->type == AMULET) 719 if (op->type == AMULET)
728 { 720 {
729 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
730 op->value *= 9; 722 op->value *= 9;
731 } 723 }
732 else 724 else
733 { 725 {
734 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
736 } 728 }
737 break; 729 break;
738 730
739 case 22: 731 case 22:
740 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
741 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
742 break; 734 break;
743 } 735 }
744 736
745 if (bonus > 0) 737 if (bonus > 0)
746 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
747 else 739 else
748 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
749} 741}
750 742
751/* 743/*
752 * 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.
753 * 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
754 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
755 * 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
756 * rings and amulets. 748 * rings and amulets.
757 * 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.
758 */ 750 */
759int 751static int
760get_magic (int diff) 752get_magic (int diff)
761{ 753{
762 int i; 754 diff = min (3, diff);
763 755
764 if (diff < 3)
765 diff = 3;
766
767 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
768 if (rndm (diff)) 757 if (rndm (diff))
769 return i; 758 return i;
770 759
771 return 4; 760 return 4;
772} 761}
773 762
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
774#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
775#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))
776 805
777/* 806/*
778 * 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
779 * 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
813 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 842 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
814 /* So the treasure doesn't get created again */ 843 /* So the treasure doesn't get created again */
815 op->randomitems = 0; 844 op->randomitems = 0;
816 } 845 }
817 846
818 if (difficulty < 1) 847 max_it (difficulty, 1);
819 difficulty = 1;
820 848
821 if (INVOKE_OBJECT (ADD_BONUS, op, 849 if (INVOKE_OBJECT (ADD_BONUS, op,
822 ARG_OBJECT (creator != op ? creator : 0), 850 ARG_OBJECT (creator != op ? creator : 0),
823 ARG_INT (difficulty), ARG_INT (max_magic), 851 ARG_INT (difficulty), ARG_INT (max_magic),
824 ARG_INT (flags))) 852 ARG_INT (flags)))
883 * again below */ 911 * again below */
884 } 912 }
885 } 913 }
886 914
887 /* materialtype modifications. Note we allow this on artifacts. */ 915 /* materialtype modifications. Note we allow this on artifacts. */
888 set_materialname (op, difficulty, NULL); 916 select_material (op, difficulty);
889 917
890 if (flags & GT_MINIMAL) 918 if (flags & GT_MINIMAL)
891 { 919 {
892 if (op->type == POTION) 920 if (op->type == POTION)
893 /* Handle healing and magic power potions */ 921 /* Handle healing and magic power potions */
894 if (op->stats.sp && !op->randomitems) 922 if (op->stats.sp && !op->randomitems)
895 { 923 {
896 object *tmp = get_archetype (spell_mapping [op->stats.sp]); 924 object *tmp = archetype::get (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:
923 { 951 {
924 int too_many_tries = 0, is_special = 0; 952 int too_many_tries = 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 = archetype::get (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 (!special_potion (op) && !op->inv)
937 { 963 {
938 generate_artifact (op, difficulty); 964 generate_artifact (op, difficulty);
939 if (too_many_tries++ > 10) 965 if (too_many_tries++ > 10)
940 break; 966 break;
941 } 967 }
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 (IS_ARCH (op->arch, amulet)) 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) // wtf? schmorp
969 {
970 op->destroy ();
971 op = 0;
972 break;
973 }
974
975 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* 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/*
1163 1178
1164/* 1179/*
1165 * Builds up the lists of artifacts from the file in the libdir. 1180 * Builds up the lists of artifacts from the file in the libdir.
1166 */ 1181 */
1167void 1182void
1168init_artifacts (void) 1183init_artifacts ()
1169{ 1184{
1170 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1171 char filename[MAX_BUF];
1172 artifact *art = NULL; 1186 artifact *art = NULL;
1173 artifactlist *al; 1187 artifactlist *al;
1174 1188
1175 if (has_been_inited) 1189 if (has_been_inited)
1176 return; 1190 return;
1177 else 1191 else
1178 has_been_inited = 1; 1192 has_been_inited = 1;
1179 1193
1180 sprintf (filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1181 object_thawer f (filename);
1182 1195
1183 if (!f) 1196 if (!f)
1184 return; 1197 return;
1185 1198
1186 for (;;) 1199 for (;;)
1193 1206
1194 { 1207 {
1195 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1196 break; 1209 break;
1197 1210
1198 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1199 1212 char *next;
1200 do 1213 do
1201 { 1214 {
1202 if ((next = strchr (cp, ','))) 1215 if ((next = (char *)strchr (cp, ',')))
1203 *next++ = '\0'; 1216 *next++ = '\0';
1204 1217
1205 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1206 1219
1207 tmp->name = cp; 1220 tmp->name = cp;
1271 } 1284 }
1272#if 0 1285#if 0
1273 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);
1274#endif 1287#endif
1275 } 1288 }
1276
1277 LOG (llevDebug, "done.\n");
1278} 1289}
1279 1290
1280/* 1291/*
1281 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1282 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1283 */ 1294 */
1284void 1295void
1285add_abilities (object *op, object *change) 1296add_abilities (object *op, object *change)
1286{ 1297{
1287 int i, tmp;
1288
1289 if (change->face != blank_face) 1298 if (change->face != blank_face)
1290 {
1291#ifdef TREASURE_VERBOSE
1292 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1293#endif
1294 op->face = change->face; 1299 op->face = change->face;
1295 }
1296 1300
1297 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1298 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1299 1303
1300 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1301 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1302 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1303 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1304 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1305 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1306 1310
1307 if (QUERY_FLAG (change, FLAG_CURSED)) 1311 static const struct copyflags : object::flags_t
1308 SET_FLAG (op, FLAG_CURSED); 1312 {
1309 if (QUERY_FLAG (change, FLAG_DAMNED)) 1313 copyflags ()
1310 SET_FLAG (op, FLAG_DAMNED); 1314 {
1311 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)
1312 set_abs_magic (op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1313 1333
1314 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1334 if (change->flag [FLAG_STAND_STILL])
1315 SET_FLAG (op, FLAG_LIFESAVE);
1316 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1317 SET_FLAG (op, FLAG_REFL_SPELL);
1318 if (QUERY_FLAG (change, FLAG_STEALTH))
1319 SET_FLAG (op, FLAG_STEALTH);
1320 if (QUERY_FLAG (change, FLAG_XRAYS))
1321 SET_FLAG (op, FLAG_XRAYS);
1322 if (QUERY_FLAG (change, FLAG_BLIND))
1323 SET_FLAG (op, FLAG_BLIND);
1324 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1325 SET_FLAG (op, FLAG_SEE_IN_DARK);
1326 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1327 SET_FLAG (op, FLAG_REFL_MISSILE);
1328 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1329 SET_FLAG (op, FLAG_MAKE_INVIS);
1330
1331 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1332 { 1335 {
1333 CLEAR_FLAG (op, FLAG_ANIMATE); 1336 op->clr_flag (FLAG_ANIMATE);
1337
1334 /* so artifacts will join */ 1338 /* so artifacts will join */
1335 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!op->flag [FLAG_ALIVE])
1336 op->speed = 0.0; 1340 op->speed = 0.;
1337 1341
1338 op->set_speed (op->speed); 1342 op->set_speed (op->speed);
1339 } 1343 }
1340 1344
1341 if (change->nrof) 1345 if (change->nrof)
1342 op->nrof = rndm (change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1343 1347
1344 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1345 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1346 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1347 1351
1348 if (change->other_arch) 1352 if (change->other_arch)
1349 { 1353 {
1350 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1351 * 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
1352 * this object. 1356 * this object.
1353 */ 1357 */
1354 if (op->type == HORN || op->type == POTION) 1358 if (op->type == HORN || op->type == POTION)
1355 { 1359 {
1356 object *tmp_obj;
1357
1358 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1359 while (op->inv)
1360 op->inv->destroy (); 1361 op->destroy_inv (false);
1361 1362
1362 tmp_obj = arch_to_object (change->other_arch); 1363 object *tmp = change->other_arch->instance ();
1363 insert_ob_in_ob (tmp_obj, op); 1364 insert_ob_in_ob (tmp, op);
1364 } 1365 }
1366
1365 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1366 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1367 } 1369 }
1368 1370
1369 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1385 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1386 else 1388 else
1387 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1388 1390
1389 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1390 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1391 else 1393 else
1392 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1393 1395
1394 if (change->level < 0) 1396 if (change->level < 0)
1395 op->level = -(change->level); 1397 op->level = -change->level;
1396 else 1398 else
1397 op->level += change->level; 1399 op->level += change->level;
1398 1400
1399 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1400 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1401 else 1403 else
1402 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;
1403 1405
1404 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1405 1407
1406 for (i = 0; i < NROFATTACKS; i++) 1408 for (int i = 0; i < NROFATTACKS; i++)
1407 if (change->resist[i])
1408 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1409 1410
1410 if (change->stats.dam) 1411 if (change->stats.dam)
1411 { 1412 {
1412 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1413 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1414 else if (op->stats.dam) 1415 else if (op->stats.dam)
1415 { 1416 {
1416 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1417 if (tmp == op->stats.dam) 1419 if (tmp == op->stats.dam)
1418 { 1420 {
1419 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1420 op->stats.dam--; 1422 op->stats.dam--;
1421 else 1423 else
1427 } 1429 }
1428 1430
1429 if (change->weight) 1431 if (change->weight)
1430 { 1432 {
1431 if (change->weight < 0) 1433 if (change->weight < 0)
1432 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1433 else 1435 else
1434 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1435 } 1437 }
1436 1438
1437 if (change->last_sp) 1439 if (change->last_sp)
1438 { 1440 {
1439 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1440 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1441 else 1443 else
1442 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;
1443 } 1445 }
1444 1446
1445 if (change->gen_sp_armour) 1447 if (change->gen_sp_armour)
1446 { 1448 {
1447 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1448 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1449 else 1451 else
1450 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;
1451 } 1453 }
1452 1454
1453 op->value *= change->value; 1455 op->value *= change->value;
1454 1456
1455 if (change->materials) 1457 if (change->materials)
1456 op->materials = change->materials; 1458 op->materials = change->materials;
1457 1459
1458 if (change->materialname) 1460 if (change->material != MATERIAL_NULL)
1459 op->materialname = change->materialname; 1461 op->material = change->material;
1460 1462
1461 if (change->slaying) 1463 if (change->slaying)
1462 op->slaying = change->slaying; 1464 op->slaying = change->slaying;
1463 1465
1464 if (change->race) 1466 if (change->race)
1487 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1488 else 1490 else
1489 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1490 1492
1491 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1492 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1494 if (!strcmp (name, op->arch->archname))
1493 return !neg; 1495 return !neg;
1494 1496
1495 /* Set success as true, since if the match was an inverse, it means 1497 /* Set success as true, since if the match was an inverse, it means
1496 * everything is allowed except what we match 1498 * everything is allowed except what we match
1497 */ 1499 */
1508 */ 1510 */
1509 1511
1510void 1512void
1511give_artifact_abilities (object *op, object *artifct) 1513give_artifact_abilities (object *op, object *artifct)
1512{ 1514{
1513 char new_name[MAX_BUF]; 1515 op->title = format ("of %s", &artifct->name);
1514 1516
1515 sprintf (new_name, "of %s", &artifct->name);
1516 op->title = new_name;
1517 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1518 1518
1519#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... */
1520 { 1520 {
1521 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1522 1522
1523 SET_FLAG (op, FLAG_IDENTIFIED); 1523 op->set_flag (FLAG_IDENTIFIED);
1524 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));
1525 if (!identified) 1525 if (!identified)
1526 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1527 } 1527 }
1528#endif 1528#endif
1529 return; 1529 return;
1530} 1530}
1531 1531
1541#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1542 1542
1543void 1543void
1544generate_artifact (object *op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1545{ 1545{
1546 artifactlist *al;
1547 artifact *art; 1546 artifact *art;
1548 int i;
1549 1547
1550 al = find_artifactlist (op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1551 1549
1552 if (al == NULL) 1550 if (al == NULL)
1553 { 1551 {
1554#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1555 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);
1556#endif 1554#endif
1557 return; 1555 return;
1558 } 1556 }
1559 1557
1560 for (i = 0; i < ARTIFACT_TRIES; i++) 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1561 { 1559 {
1562 int roll = rndm (al->total_chance); 1560 int roll = rndm (al->total_chance);
1563 1561
1564 for (art = al->items; art; art = art->next) 1562 for (art = al->items; art; art = art->next)
1565 { 1563 {
1573#if 1 1571#if 1
1574 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);
1575#endif 1573#endif
1576 return; 1574 return;
1577 } 1575 }
1578 if (!strcmp (art->item->name, "NONE")) 1576
1577 if (art->item->name == shstr_NONE)
1579 return; 1578 return;
1579
1580 if (FABS (op->magic) < art->item->magic) 1580 if (fabs (op->magic) < art->item->magic)
1581 continue; /* Not magic enough to be this item */ 1581 continue; /* Not magic enough to be this item */
1582 1582
1583 /* Map difficulty not high enough */ 1583 /* Map difficulty not high enough */
1584 if (difficulty < art->difficulty) 1584 if (difficulty < art->difficulty)
1585 continue; 1585 continue;
1603 */ 1603 */
1604 1604
1605void 1605void
1606fix_flesh_item (object *item, object *donor) 1606fix_flesh_item (object *item, object *donor)
1607{ 1607{
1608 char tmpbuf[MAX_BUF];
1609 int i;
1610
1611 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1612 { 1609 {
1613 /* change the name */ 1610 /* change the name */
1614 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1611 item->name = format ("%s's %s", &donor->name, &item->name);
1615 item->name = tmpbuf;
1616 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1617 item->name_pl = tmpbuf;
1618 1613
1619 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1620 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);
1621 item->weight = 1;
1622 1616
1623 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1624 item->value *= isqrt (donor->level * 2); 1618 item->value *= isqrt (donor->level * 2);
1625 1619
1626 /* food value */ 1620 /* food value */
1627 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1628 1622
1629 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1630 * full effect. 1624 * full effect.
1631 */ 1625 */
1632 for (i = 0; i < NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1633 item->resist[i] = donor->resist[i] / 2; 1627 item->resist[i] = donor->resist[i] / 2;
1634 1628
1635 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1636 item->level = donor->level; 1630 item->level = donor->level;
1637 1631
1638 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1639 if (donor->attacktype & AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1640 item->type = POISON; 1634 item->type = POISON;
1635
1641 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1642 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -item->stats.food;
1643 SET_FLAG (item, FLAG_NO_STEAL);
1644 }
1645}
1646 1638
1647/* special_potion() - so that old potion code is still done right. */ 1639 item->set_flag (FLAG_NO_STEAL);
1648int 1640 }
1649special_potion (object *op)
1650{
1651 if (op->attacktype)
1652 return 1;
1653
1654 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1655 return 1;
1656
1657 for (int i = 0; i < NROFATTACKS; i++)
1658 if (op->resist[i])
1659 return 1;
1660
1661 return 0;
1662} 1641}
1663 1642
1664void 1643static void
1665free_treasurestruct (treasure *t) 1644free_treasurestruct (treasure *t)
1666{ 1645{
1667 if (t->next) free_treasurestruct (t->next); 1646 if (t->next) free_treasurestruct (t->next);
1668 if (t->next_yes) free_treasurestruct (t->next_yes); 1647 if (t->next_yes) free_treasurestruct (t->next_yes);
1669 if (t->next_no) free_treasurestruct (t->next_no); 1648 if (t->next_no) free_treasurestruct (t->next_no);
1670 1649
1671 delete t; 1650 delete t;
1672} 1651}
1673 1652
1674void 1653static void
1675free_charlinks (linked_char *lc) 1654free_charlinks (linked_char *lc)
1676{ 1655{
1677 if (lc->next) 1656 if (lc->next)
1678 free_charlinks (lc->next); 1657 free_charlinks (lc->next);
1679 1658
1680 delete lc; 1659 delete lc;
1681} 1660}
1682 1661
1683void 1662static void
1684free_artifact (artifact *at) 1663free_artifact (artifact *at)
1685{ 1664{
1686 if (at->next) free_artifact (at->next); 1665 if (at->next) free_artifact (at->next);
1687 if (at->allowed) free_charlinks (at->allowed); 1666 if (at->allowed) free_charlinks (at->allowed);
1688 1667
1689 at->item->destroy (1); 1668 at->item->destroy ();
1690 1669
1691 sfree (at); 1670 sfree (at);
1692} 1671}
1693 1672
1694void
1695free_artifactlist (artifactlist *al)
1696{
1697 artifactlist *nextal;
1698
1699 for (al = first_artifactlist; al; al = nextal)
1700 {
1701 nextal = al->next;
1702
1703 if (al->items)
1704 free_artifact (al->items);
1705
1706 sfree (al);
1707 }
1708}
1709
1710void
1711free_all_treasures (void)
1712{
1713 treasurelist *tl, *next;
1714
1715 for (tl = first_treasurelist; tl; tl = next)
1716 {
1717 clear (tl);
1718
1719 next = tl->next;
1720 delete tl;
1721 }
1722
1723 free_artifactlist (first_artifactlist);
1724}

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