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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.79 by root, Tue Jul 29 02:00:55 2008 UTC vs.
Revision 1.118 by root, Fri Nov 18 04:44:13 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
30 31
31/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
32 33
33//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
34 35
36#include <unordered_map>
37
35#include <global.h> 38#include <global.h>
36#include <treasure.h> 39#include <treasure.h>
37#include <loader.h>
38 40
39extern char *spell_mapping[]; 41extern char *spell_mapping[];
40 42
41static treasurelist *first_treasurelist; 43static treasurelist *first_treasurelist;
42 44
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
44 46
45typedef std::tr1::unordered_map< 47typedef std::unordered_map<
46 const char *, 48 const char *,
47 treasurelist *, 49 treasurelist *,
48 str_hash, 50 str_hash,
49 str_equal, 51 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> > 52 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t; 53> tl_map_t;
52 54
53static tl_map_t tl_map; 55static tl_map_t tl_map;
54 56
57//TODO: class method
58static void free_treasurestruct (treasure *t); // bleh desu
59static void
60clear (treasurelist *tl)
61{
62 if (tl->items)
63 {
64 free_treasurestruct (tl->items);
65 tl->items = 0;
66 }
67
68 tl->total_chance = 0;
69}
70
55/* 71/*
56 * Searches for the given treasurelist 72 * Searches for the given treasurelist
57 */ 73 */
58treasurelist * 74treasurelist *
59treasurelist::find (const char *name) 75treasurelist::find (const char *name)
88 104
89 tl_map.insert (std::make_pair (tl->name, tl)); 105 tl_map.insert (std::make_pair (tl->name, tl));
90 } 106 }
91 107
92 return tl; 108 return tl;
93}
94
95//TODO: class method
96void
97clear (treasurelist *tl)
98{
99 if (tl->items)
100 {
101 free_treasurestruct (tl->items);
102 tl->items = 0;
103 }
104
105 tl->total_chance = 0;
106} 109}
107 110
108#ifdef TREASURE_DEBUG 111#ifdef TREASURE_DEBUG
109/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
110 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
254 return; 257 return;
255 } 258 }
256 259
257 op->expand_tail (); 260 op->expand_tail ();
258 261
262 if (!creator->is_on_map ()
259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 263 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
260 op->destroy (); 264 op->destroy ();
261 else 265 else
262 { 266 {
263 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 267 op->flag [FLAG_OBJ_ORIGINAL] = true;
264 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 268 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
265 } 269 }
266 } 270 }
267 else 271 else
268 { 272 {
269 op = creator->insert (op); 273 op = creator->insert (op);
270 274
271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 275 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
272 monster_check_apply (creator, op); 276 monster_check_apply (creator, op);
273 } 277 }
274} 278}
275 279
276/* if there are change_xxx commands in the treasure, we include the changes 280/* if there are change_xxx commands in the treasure, we include the changes
308 } 312 }
309 else 313 else
310 { 314 {
311 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 315 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
312 { 316 {
313 object *tmp = arch_to_object (t->item); 317 object *tmp = t->item->instance ();
314 318
315 if (t->nrof && tmp->nrof <= 1) 319 if (t->nrof && tmp->nrof <= 1)
316 tmp->nrof = rndm (t->nrof) + 1; 320 tmp->nrof = rndm (t->nrof) + 1;
317 321
318 fix_generated_item (tmp, op, difficulty, t->magic, flag); 322 fix_generated_item (tmp, op, difficulty, t->magic, flag);
365 else if (t->nrof) 369 else if (t->nrof)
366 create_one_treasure (tl, op, flag, difficulty, tries); 370 create_one_treasure (tl, op, flag, difficulty, tries);
367 } 371 }
368 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 372 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
369 { 373 {
370 if (object *tmp = arch_to_object (t->item)) 374 if (object *tmp = t->item->instance ())
371 { 375 {
372 if (t->nrof && tmp->nrof <= 1) 376 if (t->nrof && tmp->nrof <= 1)
373 tmp->nrof = rndm (t->nrof) + 1; 377 tmp->nrof = rndm (t->nrof) + 1;
374 378
375 fix_generated_item (tmp, op, difficulty, t->magic, flag); 379 fix_generated_item (tmp, op, difficulty, t->magic, flag);
441 445
442 if (ob->inv) 446 if (ob->inv)
443 LOG (llevError, "In generate treasure, created multiple objects.\n"); 447 LOG (llevError, "In generate treasure, created multiple objects.\n");
444 448
445 ob->destroy (); 449 ob->destroy ();
450
446 return tmp; 451 return tmp;
447} 452}
448 453
449/* 454/*
450 * This is a new way of calculating the chance for an item to have 455 * This is a new way of calculating the chance for an item to have
493 * This code presumes that op has had its spell object created (in op->inv) 498 * This code presumes that op has had its spell object created (in op->inv)
494 * 499 *
495 * elmex Wed Aug 9 17:44:59 CEST 2006: 500 * elmex Wed Aug 9 17:44:59 CEST 2006:
496 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
497 */ 502 */
498int 503static int
499level_for_item (const object *op, int difficulty) 504level_for_item (const object *op, int difficulty)
500{ 505{
501 if (!op->inv) 506 if (!op->inv)
502 { 507 {
503 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 508 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
507 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
508 513
509 if (olevel <= 0) 514 if (olevel <= 0)
510 olevel = rndm (1, op->inv->level); 515 olevel = rndm (1, op->inv->level);
511 516
512 return min (olevel, MAXLEVEL); 517 return min (olevel, MAXLEVEL_TREASURE);
513} 518}
514 519
515/* 520/*
516 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
517 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
520 * elmex Thu Aug 10 18:45:44 CEST 2006: 525 * elmex Thu Aug 10 18:45:44 CEST 2006:
521 * Scaling difficulty by max_level, as difficulty is a level and not some 526 * Scaling difficulty by max_level, as difficulty is a level and not some
522 * weird integer between 1-31. 527 * weird integer between 1-31.
523 * 528 *
524 */ 529 */
525int 530static int
526magic_from_difficulty (int difficulty) 531magic_from_difficulty (int difficulty)
527{ 532{
528 int percent = 0, magic = 0;
529 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 533 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
534 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
530 535
531 scaled_diff--;
532
533 if (scaled_diff < 0)
534 scaled_diff = 0;
535
536 if (scaled_diff >= DIFFLEVELS)
537 scaled_diff = DIFFLEVELS - 1;
538
539 percent = rndm (100); 536 int percent = rndm (100);
537 int magic;
540 538
541 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 539 for (magic = 0; magic <= MAXMAGIC; magic++)
542 { 540 {
543 percent -= difftomagic_list[scaled_diff][magic]; 541 percent -= difftomagic_list[scaled_diff][magic];
544 542
545 if (percent < 0) 543 if (percent < 0)
546 break; 544 break;
547 } 545 }
548 546
549 if (magic == (MAXMAGIC + 1)) 547 if (magic > MAXMAGIC)
550 { 548 {
551 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 549 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
552 magic = 0; 550 magic = 0;
553 } 551 }
554 552
562 * Sets magical bonus in an object, and recalculates the effect on 560 * Sets magical bonus in an object, and recalculates the effect on
563 * the armour variable, and the effect on speed of armour. 561 * the armour variable, and the effect on speed of armour.
564 * This function doesn't work properly, should add use of archetypes 562 * This function doesn't work properly, should add use of archetypes
565 * to make it truly absolute. 563 * to make it truly absolute.
566 */ 564 */
567
568void 565void
569set_abs_magic (object *op, int magic) 566set_abs_magic (object *op, int magic)
570{ 567{
571 if (!magic) 568 if (!magic)
572 return; 569 return;
600 */ 597 */
601 598
602static void 599static void
603set_magic (int difficulty, object *op, int max_magic, int flags) 600set_magic (int difficulty, object *op, int max_magic, int flags)
604{ 601{
605 int i;
606
607 i = magic_from_difficulty (difficulty); 602 int i = magic_from_difficulty (difficulty);
603
608 if ((flags & GT_ONLY_GOOD) && i < 0) 604 if ((flags & GT_ONLY_GOOD) && i < 0)
609 i = -i; 605 i = -i;
606
610 if (i > max_magic) 607 i = min (i, max_magic);
611 i = max_magic; 608
612 set_abs_magic (op, i); 609 set_abs_magic (op, i);
613 if (i < 0) 610 if (i < 0)
614 SET_FLAG (op, FLAG_CURSED); 611 op->set_flag (FLAG_CURSED);
615} 612}
616 613
617/* 614/*
618 * Randomly adds one magical ability to the given object. 615 * Randomly adds one magical ability to the given object.
619 * Modified for Partial Resistance in many ways: 616 * Modified for Partial Resistance in many ways:
620 * 1) Since rings can have multiple bonuses, if the same bonus 617 * 1) Since rings can have multiple bonuses, if the same bonus
621 * is rolled again, increase it - the bonuses now stack with 618 * is rolled again, increase it - the bonuses now stack with
622 * other bonuses previously rolled and ones the item might natively have. 619 * other bonuses previously rolled and ones the item might natively have.
623 * 2) Add code to deal with new PR method. 620 * 2) Add code to deal with new PR method.
624 */ 621 */
625void 622static void
626set_ring_bonus (object *op, int bonus) 623set_ring_bonus (object *op, int bonus)
627{ 624{
628
629 int r = rndm (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
630 626
631 if (op->type == AMULET) 627 if (op->type == AMULET)
632 {
633 if (!(rndm (21))) 628 if (!rndm (21))
634 r = 20 + rndm (2); 629 r = 20 + rndm (2);
630 else if (rndm (2))
631 r = 10;
635 else 632 else
636 {
637 if (rndm (2))
638 r = 10;
639 else
640 r = 11 + rndm (9); 633 r = 11 + rndm (9);
641 }
642 }
643 634
644 switch (r) 635 switch (r)
645 { 636 {
646 /* Redone by MSW 2000-11-26 to have much less code. Also, 637 /* Redone by MSW 2000-11-26 to have much less code. Also,
647 * bonuses and penalties will stack and add to existing values. 638 * bonuses and penalties will stack and add to existing values.
648 * of the item. 639 * of the item.
649 */ 640 */
650 case 0: 641 case 0:
651 case 1: 642 case 1:
652 case 2: 643 case 2:
653 case 3: 644 case 3:
654 case 4: 645 case 4:
694 * little random element in since that they don't always end up with 685 * little random element in since that they don't always end up with
695 * even values. 686 * even values.
696 */ 687 */
697 if (bonus < 0) 688 if (bonus < 0)
698 val = 2 * -val - rndm (b); 689 val = 2 * -val - rndm (b);
699 if (val > 35) 690
700 val = 35; /* Upper limit */ 691 val = min (35, val); /* Upper limit */
692
701 b = 0; 693 b = 0;
702 694
703 while (op->resist[resist_table[resist]] != 0 && b < 4) 695 while (op->resist[resist_table[resist]] != 0 && b < 4)
704 resist = rndm (num_resist_table); 696 resist = rndm (num_resist_table);
705 697
713 break; 705 break;
714 } 706 }
715 case 20: 707 case 20:
716 if (op->type == AMULET) 708 if (op->type == AMULET)
717 { 709 {
718 SET_FLAG (op, FLAG_REFL_SPELL); 710 op->set_flag (FLAG_REFL_SPELL);
719 op->value *= 11; 711 op->value *= 11;
720 } 712 }
721 else 713 else
722 { 714 {
723 op->stats.hp = 1; /* regenerate hit points */ 715 op->stats.hp = 1; /* regenerate hit points */
726 break; 718 break;
727 719
728 case 21: 720 case 21:
729 if (op->type == AMULET) 721 if (op->type == AMULET)
730 { 722 {
731 SET_FLAG (op, FLAG_REFL_MISSILE); 723 op->set_flag (FLAG_REFL_MISSILE);
732 op->value *= 9; 724 op->value *= 9;
733 } 725 }
734 else 726 else
735 { 727 {
736 op->stats.sp = 1; /* regenerate spell points */ 728 op->stats.sp = 1; /* regenerate spell points */
738 } 730 }
739 break; 731 break;
740 732
741 case 22: 733 case 22:
742 op->stats.exp += bonus; /* Speed! */ 734 op->stats.exp += bonus; /* Speed! */
743 op->value = (op->value * 2) / 3; 735 op->value = op->value * 2 / 3;
744 break; 736 break;
745 } 737 }
746 738
747 if (bonus > 0) 739 if (bonus > 0)
748 op->value *= 2 * bonus; 740 op->value = 2 * op->value * bonus;
749 else 741 else
750 op->value = -(op->value * 2 * bonus) / 3; 742 op->value = -2 * op->value * bonus / 3;
751} 743}
752 744
753/* 745/*
754 * get_magic(diff) will return a random number between 0 and 4. 746 * get_magic(diff) will return a random number between 0 and 4.
755 * diff can be any value above 2. The higher the diff-variable, the 747 * diff can be any value above 2. The higher the diff-variable, the
756 * higher is the chance of returning a low number. 748 * higher is the chance of returning a low number.
757 * It is only used in fix_generated_treasure() to set bonuses on 749 * It is only used in fix_generated_treasure() to set bonuses on
758 * rings and amulets. 750 * rings and amulets.
759 * Another scheme is used to calculate the magic of weapons and armours. 751 * Another scheme is used to calculate the magic of weapons and armours.
760 */ 752 */
761int 753static int
762get_magic (int diff) 754get_magic (int diff)
763{ 755{
764 int i; 756 diff = min (3, diff);
765 757
766 if (diff < 3)
767 diff = 3;
768
769 for (i = 0; i < 4; i++) 758 for (int i = 0; i < 4; i++)
770 if (rndm (diff)) 759 if (rndm (diff))
771 return i; 760 return i;
772 761
773 return 4; 762 return 4;
774} 763}
775 764
765/* special_potion() - so that old potion code is still done right. */
766static int
767special_potion (object *op)
768{
769 if (op->attacktype)
770 return 1;
771
772 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
773 return 1;
774
775 for (int i = 0; i < NROFATTACKS; i++)
776 if (op->resist[i])
777 return 1;
778
779 return 0;
780}
781
782static double
783value_factor_from_spell_item (object *spell, object *item)
784{
785 double factor =
786 pow ((spell->value > 0 ? spell->value : 1)
787 * spell->level, 1.5);
788
789 if (item) // this if for: wands/staffs/rods:
790 {
791 /* Old crossfire comment ahead:
792 * Add 50 to both level an divisor to keep prices a little more
793 * reasonable. Otherwise, a high level version of a low level
794 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
795 * 10 time multiplier). This way, the value are a bit more reasonable.
796 */
797
798 factor *= item->level + 50;
799 factor /= item->inv->level + 50;
800 }
801
802 return factor;
803}
804
776#define DICE2 (get_magic(2)==2?2:1) 805#define DICE2 (get_magic(2) == 2 ? 2 : 1)
777#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 806#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
778 807
779/* 808/*
780 * fix_generated_item(): This is called after an item is generated, in 809 * fix_generated_item(): This is called after an item is generated, in
781 * order to set it up right. This produced magical bonuses, puts spells 810 * order to set it up right. This produced magical bonuses, puts spells
815 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 844 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
816 /* So the treasure doesn't get created again */ 845 /* So the treasure doesn't get created again */
817 op->randomitems = 0; 846 op->randomitems = 0;
818 } 847 }
819 848
820 if (difficulty < 1) 849 max_it (difficulty, 1);
821 difficulty = 1;
822 850
823 if (INVOKE_OBJECT (ADD_BONUS, op, 851 if (INVOKE_OBJECT (ADD_BONUS, op,
824 ARG_OBJECT (creator != op ? creator : 0), 852 ARG_OBJECT (creator != op ? creator : 0),
825 ARG_INT (difficulty), ARG_INT (max_magic), 853 ARG_INT (difficulty), ARG_INT (max_magic),
826 ARG_INT (flags))) 854 ARG_INT (flags)))
885 * again below */ 913 * again below */
886 } 914 }
887 } 915 }
888 916
889 /* materialtype modifications. Note we allow this on artifacts. */ 917 /* materialtype modifications. Note we allow this on artifacts. */
890 set_materialname (op, difficulty, NULL); 918 select_material (op, difficulty);
891 919
892 if (flags & GT_MINIMAL) 920 if (flags & GT_MINIMAL)
893 { 921 {
894 if (op->type == POTION) 922 if (op->type == POTION)
895 /* Handle healing and magic power potions */ 923 /* Handle healing and magic power potions */
896 if (op->stats.sp && !op->randomitems) 924 if (op->stats.sp && !op->randomitems)
897 { 925 {
898 object *tmp = get_archetype (spell_mapping [op->stats.sp]); 926 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
899 insert_ob_in_ob (tmp, op); 927 insert_ob_in_ob (tmp, op);
900 op->stats.sp = 0; 928 op->stats.sp = 0;
901 } 929 }
902 } 930 }
903 else if (!op->title) /* Only modify object if not special */ 931 else if (!op->title) /* Only modify object if not special */
906 case WEAPON: 934 case WEAPON:
907 case ARMOUR: 935 case ARMOUR:
908 case SHIELD: 936 case SHIELD:
909 case HELMET: 937 case HELMET:
910 case CLOAK: 938 case CLOAK:
911 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 939 if (op->flag [FLAG_CURSED] && !(rndm (4)))
912 set_ring_bonus (op, -DICE2); 940 set_ring_bonus (op, -DICE2);
913 break; 941 break;
914 942
915 case BRACERS: 943 case BRACERS:
916 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 944 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
917 { 945 {
918 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 946 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
919 if (!QUERY_FLAG (op, FLAG_CURSED)) 947 if (!op->flag [FLAG_CURSED])
920 op->value *= 3; 948 op->value *= 3;
921 } 949 }
922 break; 950 break;
923 951
924 case POTION: 952 case POTION:
925 { 953 {
926 int too_many_tries = 0, is_special = 0; 954 int too_many_tries = 0;
927 955
928 /* Handle healing and magic power potions */ 956 /* Handle healing and magic power potions */
929 if (op->stats.sp && !op->randomitems) 957 if (op->stats.sp && !op->randomitems)
930 { 958 {
931 object *tmp;
932
933 tmp = get_archetype (spell_mapping[op->stats.sp]); 959 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
934 insert_ob_in_ob (tmp, op); 960 insert_ob_in_ob (tmp, op);
935 op->stats.sp = 0; 961 op->stats.sp = 0;
936 } 962 }
937 963
938 while (!(is_special = special_potion (op)) && !op->inv) 964 while (!special_potion (op) && !op->inv)
939 { 965 {
940 generate_artifact (op, difficulty); 966 generate_artifact (op, difficulty);
941 if (too_many_tries++ > 10) 967 if (too_many_tries++ > 10)
942 break; 968 break;
943 } 969 }
946 * since the value set on those is already correct. 972 * since the value set on those is already correct.
947 */ 973 */
948 if (op->inv && op->randomitems) 974 if (op->inv && op->randomitems)
949 { 975 {
950 /* value multiplier is same as for scrolls */ 976 /* value multiplier is same as for scrolls */
951 op->value = (op->value * op->inv->value); 977 op->value *= op->inv->value;
952 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 978 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
953 } 979 }
954 else 980 else
955 { 981 {
956 op->name = "potion"; 982 op->name = shstr_potion;
957 op->name_pl = "potions"; 983 op->name_pl = shstr_potions;
958 } 984 }
959 985
960 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 986 if (!(flags & GT_ONLY_GOOD) && rndm (2))
961 SET_FLAG (op, FLAG_CURSED); 987 op->set_flag (FLAG_CURSED);
988
962 break; 989 break;
963 } 990 }
964 991
965 case AMULET: 992 case AMULET:
966 if (IS_ARCH (op->arch, amulet)) 993 if (IS_ARCH (op->arch, amulet))
967 op->value *= 5; /* Since it's not just decoration */ 994 op->value *= 5; /* Since it's not just decoration */
968 995
969 case RING: 996 case RING:
970 if (!op->arch) // wtf? schmorp
971 {
972 op->destroy ();
973 op = 0;
974 break;
975 }
976
977 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 997 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
978 break; 998 break;
979 999
980 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 1000 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
981 SET_FLAG (op, FLAG_CURSED); 1001 op->set_flag (FLAG_CURSED);
982 1002
983 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1003 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
984 1004
985 if (op->type != RING) /* Amulets have only one ability */ 1005 if (op->type != RING) /* Amulets have only one ability */
986 break; 1006 break;
987 1007
988 if (!(rndm (4))) 1008 if (!rndm (4))
989 { 1009 {
990 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1010 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
991 1011
992 if (d > 0) 1012 if (d > 0)
993 op->value *= 3; 1013 op->value *= 3;
994 1014
995 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
996 1016
997 if (!(rndm (4))) 1017 if (!rndm (4))
998 { 1018 {
999 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1019 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1000 1020
1001 if (d > 0) 1021 if (d > 0)
1002 op->value *= 5; 1022 op->value *= 5;
1023
1003 set_ring_bonus (op, d); 1024 set_ring_bonus (op, d);
1004 } 1025 }
1005 } 1026 }
1006 1027
1007 if (GET_ANIM_ID (op)) 1028 if (op->animation_id)
1008 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1029 op->set_anim_frame (rndm (op->anim_frames ()));
1009 1030
1010 break; 1031 break;
1011 1032
1012 case BOOK: 1033 case BOOK:
1013 /* Is it an empty book?, if yes lets make a special· 1034 /* Is it an empty book?, if yes lets make a special·
1015 * creator and/or map level we found it on. 1036 * creator and/or map level we found it on.
1016 */ 1037 */
1017 if (!op->msg && rndm (10)) 1038 if (!op->msg && rndm (10))
1018 { 1039 {
1019 /* set the book level properly */ 1040 /* set the book level properly */
1020 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1041 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1021 { 1042 {
1022 if (op->map && op->map->difficulty) 1043 if (op->map && op->map->difficulty)
1023 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1044 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1024 else 1045 else
1025 op->level = rndm (20) + 1; 1046 op->level = rndm (20) + 1;
1028 op->level = rndm (creator->level); 1049 op->level = rndm (creator->level);
1029 1050
1030 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1031 /* books w/ info are worth more! */ 1052 /* books w/ info are worth more! */
1032 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1033 /* creator related stuff */
1034
1035 /* for library, chained books. Note that some monsters have no_pick
1036 * set - we don't want to set no pick in that case.
1037 */
1038 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1039 SET_FLAG (op, FLAG_NO_PICK);
1040 if (creator->slaying && !op->slaying) /* for check_inv floors */
1041 op->slaying = creator->slaying;
1042 1054
1043 /* add exp so reading it gives xp (once) */ 1055 /* add exp so reading it gives xp (once) */
1044 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1056 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1045 } 1057 }
1058
1059 /* creator related stuff */
1060
1061 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case.
1063 */
1064 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1065 op->set_flag (FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying;
1046 break; 1068 break;
1047 1069
1048 case SPELLBOOK: 1070 case SPELLBOOK:
1049 op->value = op->value * op->inv->value; 1071 op->value *= value_factor_from_spell_item (op->inv, 0);
1072
1050 /* add exp so learning gives xp */ 1073 /* add exp so learning gives xp */
1051 op->level = op->inv->level; 1074 op->level = op->inv->level;
1052 op->stats.exp = op->value; 1075 op->stats.exp = op->value;
1053 break; 1076 break;
1054 1077
1058 * and reset nrof. 1081 * and reset nrof.
1059 */ 1082 */
1060 op->stats.food = op->inv->nrof; 1083 op->stats.food = op->inv->nrof;
1061 op->nrof = 1; 1084 op->nrof = 1;
1062 /* If the spell changes by level, choose a random level 1085 /* If the spell changes by level, choose a random level
1063 * for it, and adjust price. If the spell doesn't 1086 * for it.
1064 * change by level, just set the wand to the level of
1065 * the spell, and value calculation is simpler.
1066 */ 1087 */
1067 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1088 if (op->inv->duration_modifier
1068 { 1089 || op->inv->dam_modifier
1090 || op->inv->range_modifier)
1069 op->level = level_for_item (op, difficulty); 1091 op->level = level_for_item (op, difficulty);
1070 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1071 }
1072 else 1092 else
1073 {
1074 op->level = op->inv->level; 1093 op->level = op->inv->level;
1075 op->value = op->value * op->inv->value; 1094
1076 } 1095 op->value *= value_factor_from_spell_item (op->inv, op);
1077 break; 1096 break;
1078 1097
1079 case ROD: 1098 case ROD:
1080 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1081 /* Add 50 to both level an divisor to keep prices a little more 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1082 * reasonable. Otherwise, a high level version of a low level 1101
1083 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1084 * 10 time multiplier). This way, the value are a bit more reasonable.
1085 */
1086 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1087 /* maxhp is used to denote how many 'charges' the rod holds before */ 1102 /* maxhp is used to denote how many 'charges' the rod holds before */
1088 if (op->stats.maxhp) 1103 if (op->stats.maxhp)
1089 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1090 else 1105 else
1091 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1106 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1092 1107
1093 op->stats.hp = op->stats.maxhp; 1108 op->stats.hp = op->stats.maxhp;
1094 break; 1109 break;
1095 1110
1096 case SCROLL: 1111 case SCROLL:
1097 op->level = level_for_item (op, difficulty); 1112 op->level = level_for_item (op, difficulty);
1098 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1113 op->value *= value_factor_from_spell_item (op->inv, op);
1099 1114
1100 /* add exp so reading them properly gives xp */ 1115 /* add exp so reading them properly gives xp */
1101 op->stats.exp = op->value / 5; 1116 op->stats.exp = op->value / 5;
1102 op->nrof = op->inv->nrof; 1117 op->nrof = op->inv->nrof;
1103 break; 1118 break;
1111 break; 1126 break;
1112 } /* switch type */ 1127 } /* switch type */
1113 1128
1114 if (flags & GT_STARTEQUIP) 1129 if (flags & GT_STARTEQUIP)
1115 { 1130 {
1116 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1131 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1117 SET_FLAG (op, FLAG_STARTEQUIP); 1132 op->set_flag (FLAG_STARTEQUIP);
1118 else if (op->type != MONEY) 1133 else if (op->type != MONEY)
1119 op->value = 0; 1134 op->value = 0;
1120 } 1135 }
1121 1136
1122 if (!(flags & GT_ENVIRONMENT)) 1137 if (!(flags & GT_ENVIRONMENT))
1133 1148
1134/* 1149/*
1135 * Allocate and return the pointer to an empty artifactlist structure. 1150 * Allocate and return the pointer to an empty artifactlist structure.
1136 */ 1151 */
1137static artifactlist * 1152static artifactlist *
1138get_empty_artifactlist (void) 1153get_empty_artifactlist ()
1139{ 1154{
1140 return salloc0<artifactlist> (); 1155 return salloc0<artifactlist> ();
1141} 1156}
1142 1157
1143/* 1158/*
1144 * Allocate and return the pointer to an empty artifact structure. 1159 * Allocate and return the pointer to an empty artifact structure.
1145 */ 1160 */
1146static artifact * 1161static artifact *
1147get_empty_artifact (void) 1162get_empty_artifact ()
1148{ 1163{
1149 return salloc0<artifact> (); 1164 return salloc0<artifact> ();
1150} 1165}
1151 1166
1152/* 1167/*
1165 1180
1166/* 1181/*
1167 * Builds up the lists of artifacts from the file in the libdir. 1182 * Builds up the lists of artifacts from the file in the libdir.
1168 */ 1183 */
1169void 1184void
1170init_artifacts (void) 1185init_artifacts ()
1171{ 1186{
1172 static int has_been_inited = 0; 1187 static int has_been_inited = 0;
1173 char filename[MAX_BUF];
1174 artifact *art = NULL; 1188 artifact *art = NULL;
1175 artifactlist *al; 1189 artifactlist *al;
1176 1190
1177 if (has_been_inited) 1191 if (has_been_inited)
1178 return; 1192 return;
1179 else 1193 else
1180 has_been_inited = 1; 1194 has_been_inited = 1;
1181 1195
1182 sprintf (filename, "%s/artifacts", settings.datadir); 1196 object_thawer f (settings.datadir, "artifacts");
1183 object_thawer f (filename);
1184 1197
1185 if (!f) 1198 if (!f)
1186 return; 1199 return;
1187 1200
1188 for (;;) 1201 for (;;)
1195 1208
1196 { 1209 {
1197 if (!strcmp (f.get_str (), "all")) 1210 if (!strcmp (f.get_str (), "all"))
1198 break; 1211 break;
1199 1212
1200 char *next, *cp = f.get_str (); 1213 const char *cp = f.get_str ();
1201 1214 char *next;
1202 do 1215 do
1203 { 1216 {
1204 if ((next = strchr (cp, ','))) 1217 if ((next = (char *)strchr (cp, ',')))
1205 *next++ = '\0'; 1218 *next++ = '\0';
1206 1219
1207 linked_char *tmp = new linked_char; 1220 linked_char *tmp = new linked_char;
1208 1221
1209 tmp->name = cp; 1222 tmp->name = cp;
1273 } 1286 }
1274#if 0 1287#if 0
1275 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1288 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1276#endif 1289#endif
1277 } 1290 }
1278
1279 LOG (llevDebug, "done.\n");
1280} 1291}
1281 1292
1282/* 1293/*
1283 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1284 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1285 */ 1296 */
1286void 1297void
1287add_abilities (object *op, object *change) 1298add_abilities (object *op, object *change)
1288{ 1299{
1289 int i, tmp;
1290
1291 if (change->face != blank_face) 1300 if (change->face != blank_face)
1292 {
1293#ifdef TREASURE_VERBOSE
1294 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1295#endif
1296 op->face = change->face; 1301 op->face = change->face;
1297 }
1298 1302
1299 for (i = 0; i < NUM_STATS; i++) 1303 for (int i = 0; i < NUM_STATS; i++)
1300 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1304 change_attr_value (&(op->stats), i, change->stats.stat (i));
1301 1305
1302 op->attacktype |= change->attacktype; 1306 op->attacktype |= change->attacktype;
1303 op->path_attuned |= change->path_attuned; 1307 op->path_attuned |= change->path_attuned;
1304 op->path_repelled |= change->path_repelled; 1308 op->path_repelled |= change->path_repelled;
1305 op->path_denied |= change->path_denied; 1309 op->path_denied |= change->path_denied;
1306 op->move_type |= change->move_type; 1310 op->move_type |= change->move_type;
1307 op->stats.luck += change->stats.luck; 1311 op->stats.luck += change->stats.luck;
1308 1312
1309 if (QUERY_FLAG (change, FLAG_CURSED)) 1313 static const struct copyflags : object::flags_t
1310 SET_FLAG (op, FLAG_CURSED); 1314 {
1311 if (QUERY_FLAG (change, FLAG_DAMNED)) 1315 copyflags ()
1312 SET_FLAG (op, FLAG_DAMNED); 1316 {
1313 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1317 set (FLAG_CURSED);
1318 set (FLAG_DAMNED);
1319 set (FLAG_LIFESAVE);
1320 set (FLAG_REFL_SPELL);
1321 set (FLAG_STEALTH);
1322 set (FLAG_XRAYS);
1323 set (FLAG_BLIND);
1324 set (FLAG_SEE_IN_DARK);
1325 set (FLAG_REFL_MISSILE);
1326 set (FLAG_MAKE_INVIS);
1327 }
1328 } copyflags;
1329
1330 // we might want to just copy, but or'ing is what the original code did
1331 op->flag |= change->flag & copyflags;
1332
1333 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1314 set_abs_magic (op, -op->magic); 1334 set_abs_magic (op, -op->magic);
1315 1335
1316 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1336 if (change->flag [FLAG_STAND_STILL])
1317 SET_FLAG (op, FLAG_LIFESAVE);
1318 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1319 SET_FLAG (op, FLAG_REFL_SPELL);
1320 if (QUERY_FLAG (change, FLAG_STEALTH))
1321 SET_FLAG (op, FLAG_STEALTH);
1322 if (QUERY_FLAG (change, FLAG_XRAYS))
1323 SET_FLAG (op, FLAG_XRAYS);
1324 if (QUERY_FLAG (change, FLAG_BLIND))
1325 SET_FLAG (op, FLAG_BLIND);
1326 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1327 SET_FLAG (op, FLAG_SEE_IN_DARK);
1328 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1329 SET_FLAG (op, FLAG_REFL_MISSILE);
1330 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1331 SET_FLAG (op, FLAG_MAKE_INVIS);
1332
1333 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1334 { 1337 {
1335 CLEAR_FLAG (op, FLAG_ANIMATE); 1338 op->clr_flag (FLAG_ANIMATE);
1339
1336 /* so artifacts will join */ 1340 /* so artifacts will join */
1337 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1341 if (!op->flag [FLAG_ALIVE])
1338 op->speed = 0.0; 1342 op->speed = 0.;
1339 1343
1340 op->set_speed (op->speed); 1344 op->set_speed (op->speed);
1341 } 1345 }
1342 1346
1343 if (change->nrof) 1347 if (change->nrof)
1344 op->nrof = rndm (change->nrof) + 1; 1348 op->nrof = rndm (change->nrof) + 1;
1345 1349
1346 op->stats.exp += change->stats.exp; /* Speed modifier */ 1350 op->stats.exp += change->stats.exp; /* Speed modifier */
1347 op->stats.wc += change->stats.wc; 1351 op->stats.wc += change->stats.wc;
1348 op->stats.ac += change->stats.ac; 1352 op->stats.ac += change->stats.ac;
1349 1353
1350 if (change->other_arch) 1354 if (change->other_arch)
1351 { 1355 {
1352 /* Basically, for horns & potions, the other_arch field is the spell 1356 /* Basically, for horns & potions, the other_arch field is the spell
1353 * to cast. So convert that to into a spell and put it into 1357 * to cast. So convert that to into a spell and put it into
1354 * this object. 1358 * this object.
1355 */ 1359 */
1356 if (op->type == HORN || op->type == POTION) 1360 if (op->type == HORN || op->type == POTION)
1357 { 1361 {
1358 object *tmp_obj;
1359
1360 /* Remove any spells this object currently has in it */ 1362 /* Remove any spells this object currently has in it */
1361 while (op->inv)
1362 op->inv->destroy (); 1363 op->destroy_inv (false);
1363 1364
1364 tmp_obj = arch_to_object (change->other_arch); 1365 object *tmp = change->other_arch->instance ();
1365 insert_ob_in_ob (tmp_obj, op); 1366 insert_ob_in_ob (tmp, op);
1366 } 1367 }
1368
1367 /* No harm setting this for potions/horns */ 1369 /* No harm setting this for potions/horns */
1368 op->other_arch = change->other_arch; 1370 op->other_arch = change->other_arch;
1369 } 1371 }
1370 1372
1371 if (change->stats.hp < 0) 1373 if (change->stats.hp < 0)
1387 op->stats.maxsp = -change->stats.maxsp; 1389 op->stats.maxsp = -change->stats.maxsp;
1388 else 1390 else
1389 op->stats.maxsp += change->stats.maxsp; 1391 op->stats.maxsp += change->stats.maxsp;
1390 1392
1391 if (change->stats.food < 0) 1393 if (change->stats.food < 0)
1392 op->stats.food = -(change->stats.food); 1394 op->stats.food = -change->stats.food;
1393 else 1395 else
1394 op->stats.food += change->stats.food; 1396 op->stats.food += change->stats.food;
1395 1397
1396 if (change->level < 0) 1398 if (change->level < 0)
1397 op->level = -(change->level); 1399 op->level = -change->level;
1398 else 1400 else
1399 op->level += change->level; 1401 op->level += change->level;
1400 1402
1401 if (change->gen_sp_armour < 0) 1403 if (change->gen_sp_armour < 0)
1402 op->gen_sp_armour = -(change->gen_sp_armour); 1404 op->gen_sp_armour = -change->gen_sp_armour;
1403 else 1405 else
1404 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1406 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1405 1407
1406 op->item_power = change->item_power; 1408 op->item_power = change->item_power;
1407 1409
1408 for (i = 0; i < NROFATTACKS; i++) 1410 for (int i = 0; i < NROFATTACKS; i++)
1409 if (change->resist[i])
1410 op->resist[i] += change->resist[i]; 1411 op->resist[i] += change->resist[i];
1411 1412
1412 if (change->stats.dam) 1413 if (change->stats.dam)
1413 { 1414 {
1414 if (change->stats.dam < 0) 1415 if (change->stats.dam < 0)
1415 op->stats.dam = (-change->stats.dam); 1416 op->stats.dam = -change->stats.dam;
1416 else if (op->stats.dam) 1417 else if (op->stats.dam)
1417 { 1418 {
1418 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1419 int tmp = op->stats.dam * change->stats.dam / 10;
1420
1419 if (tmp == op->stats.dam) 1421 if (tmp == op->stats.dam)
1420 { 1422 {
1421 if (change->stats.dam < 10) 1423 if (change->stats.dam < 10)
1422 op->stats.dam--; 1424 op->stats.dam--;
1423 else 1425 else
1429 } 1431 }
1430 1432
1431 if (change->weight) 1433 if (change->weight)
1432 { 1434 {
1433 if (change->weight < 0) 1435 if (change->weight < 0)
1434 op->weight = (-change->weight); 1436 op->weight = -change->weight;
1435 else 1437 else
1436 op->weight = (op->weight * (change->weight)) / 100; 1438 op->weight = op->weight * change->weight / 100;
1437 } 1439 }
1438 1440
1439 if (change->last_sp) 1441 if (change->last_sp)
1440 { 1442 {
1441 if (change->last_sp < 0) 1443 if (change->last_sp < 0)
1442 op->last_sp = (-change->last_sp); 1444 op->last_sp = -change->last_sp;
1443 else 1445 else
1444 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1446 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1445 } 1447 }
1446 1448
1447 if (change->gen_sp_armour) 1449 if (change->gen_sp_armour)
1448 { 1450 {
1449 if (change->gen_sp_armour < 0) 1451 if (change->gen_sp_armour < 0)
1450 op->gen_sp_armour = (-change->gen_sp_armour); 1452 op->gen_sp_armour = -change->gen_sp_armour;
1451 else 1453 else
1452 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1454 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1453 } 1455 }
1454 1456
1455 op->value *= change->value; 1457 op->value *= change->value;
1456 1458
1457 if (change->materials) 1459 if (change->materials)
1458 op->materials = change->materials; 1460 op->materials = change->materials;
1459 1461
1460 if (change->materialname) 1462 if (change->material != MATERIAL_NULL)
1461 op->materialname = change->materialname; 1463 op->material = change->material;
1462 1464
1463 if (change->slaying) 1465 if (change->slaying)
1464 op->slaying = change->slaying; 1466 op->slaying = change->slaying;
1465 1467
1466 if (change->race) 1468 if (change->race)
1489 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1490 else 1492 else
1491 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1492 1494
1493 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1494 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1496 if (!strcmp (name, op->arch->archname))
1495 return !neg; 1497 return !neg;
1496 1498
1497 /* Set success as true, since if the match was an inverse, it means 1499 /* Set success as true, since if the match was an inverse, it means
1498 * everything is allowed except what we match 1500 * everything is allowed except what we match
1499 */ 1501 */
1510 */ 1512 */
1511 1513
1512void 1514void
1513give_artifact_abilities (object *op, object *artifct) 1515give_artifact_abilities (object *op, object *artifct)
1514{ 1516{
1515 char new_name[MAX_BUF]; 1517 op->title = format ("of %s", &artifct->name);
1516 1518
1517 sprintf (new_name, "of %s", &artifct->name);
1518 op->title = new_name;
1519 add_abilities (op, artifct); /* Give out the bonuses */ 1519 add_abilities (op, artifct); /* Give out the bonuses */
1520 1520
1521#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1521#if 0 /* Bit verbose, but keep it here until next time I need it... */
1522 { 1522 {
1523 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1523 char identified = op->flag [FLAG_IDENTIFIED];
1524 1524
1525 SET_FLAG (op, FLAG_IDENTIFIED); 1525 op->set_flag (FLAG_IDENTIFIED);
1526 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1526 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1527 if (!identified) 1527 if (!identified)
1528 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1528 op->clr_flag (FLAG_IDENTIFIED);
1529 } 1529 }
1530#endif 1530#endif
1531 return; 1531 return;
1532} 1532}
1533 1533
1543#define ARTIFACT_TRIES 2 1543#define ARTIFACT_TRIES 2
1544 1544
1545void 1545void
1546generate_artifact (object *op, int difficulty) 1546generate_artifact (object *op, int difficulty)
1547{ 1547{
1548 artifactlist *al;
1549 artifact *art; 1548 artifact *art;
1550 int i;
1551 1549
1552 al = find_artifactlist (op->type); 1550 artifactlist *al = find_artifactlist (op->type);
1553 1551
1554 if (al == NULL) 1552 if (al == NULL)
1555 { 1553 {
1556#if 0 /* This is too verbose, usually */ 1554#if 0 /* This is too verbose, usually */
1557 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1555 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1558#endif 1556#endif
1559 return; 1557 return;
1560 } 1558 }
1561 1559
1562 for (i = 0; i < ARTIFACT_TRIES; i++) 1560 for (int i = 0; i < ARTIFACT_TRIES; i++)
1563 { 1561 {
1564 int roll = rndm (al->total_chance); 1562 int roll = rndm (al->total_chance);
1565 1563
1566 for (art = al->items; art; art = art->next) 1564 for (art = al->items; art; art = art->next)
1567 { 1565 {
1575#if 1 1573#if 1
1576 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1574 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1577#endif 1575#endif
1578 return; 1576 return;
1579 } 1577 }
1580 if (!strcmp (art->item->name, "NONE")) 1578
1579 if (art->item->name == shstr_NONE)
1581 return; 1580 return;
1581
1582 if (FABS (op->magic) < art->item->magic) 1582 if (fabs (op->magic) < art->item->magic)
1583 continue; /* Not magic enough to be this item */ 1583 continue; /* Not magic enough to be this item */
1584 1584
1585 /* Map difficulty not high enough */ 1585 /* Map difficulty not high enough */
1586 if (difficulty < art->difficulty) 1586 if (difficulty < art->difficulty)
1587 continue; 1587 continue;
1605 */ 1605 */
1606 1606
1607void 1607void
1608fix_flesh_item (object *item, object *donor) 1608fix_flesh_item (object *item, object *donor)
1609{ 1609{
1610 char tmpbuf[MAX_BUF];
1611 int i;
1612
1613 if (item->type == FLESH && donor) 1610 if (item->type == FLESH && donor)
1614 { 1611 {
1615 /* change the name */ 1612 /* change the name */
1616 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1613 item->name = format ("%s's %s", &donor->name, &item->name);
1617 item->name = tmpbuf;
1618 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1614 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1619 item->name_pl = tmpbuf;
1620 1615
1621 /* weight is FLESH weight/100 * donor */ 1616 /* weight is FLESH weight/100 * donor */
1622 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1617 item->weight = max (1, item->weight * donor->weight / 100);
1623 item->weight = 1;
1624 1618
1625 /* value is multiplied by level of donor */ 1619 /* value is multiplied by level of donor */
1626 item->value *= isqrt (donor->level * 2); 1620 item->value *= isqrt (donor->level * 2);
1627 1621
1628 /* food value */ 1622 /* food value */
1629 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1623 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1630 1624
1631 /* flesh items inherit some abilities of donor, but not 1625 /* flesh items inherit some abilities of donor, but not
1632 * full effect. 1626 * full effect.
1633 */ 1627 */
1634 for (i = 0; i < NROFATTACKS; i++) 1628 for (int i = 0; i < NROFATTACKS; i++)
1635 item->resist[i] = donor->resist[i] / 2; 1629 item->resist[i] = donor->resist[i] / 2;
1636 1630
1637 /* item inherits donor's level (important for quezals) */ 1631 /* item inherits donor's level (important for quezals) */
1638 item->level = donor->level; 1632 item->level = donor->level;
1639 1633
1640 /* if donor has some attacktypes, the flesh is poisonous */ 1634 /* if donor has some attacktypes, the flesh is poisonous */
1641 if (donor->attacktype & AT_POISON) 1635 if (donor->attacktype & AT_POISON)
1642 item->type = POISON; 1636 item->type = POISON;
1637
1643 if (donor->attacktype & AT_ACID) 1638 if (donor->attacktype & AT_ACID)
1644 item->stats.hp = -1 * item->stats.food; 1639 item->stats.hp = -item->stats.food;
1645 SET_FLAG (item, FLAG_NO_STEAL);
1646 }
1647}
1648 1640
1649/* special_potion() - so that old potion code is still done right. */ 1641 item->set_flag (FLAG_NO_STEAL);
1650int 1642 }
1651special_potion (object *op)
1652{
1653 if (op->attacktype)
1654 return 1;
1655
1656 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1657 return 1;
1658
1659 for (int i = 0; i < NROFATTACKS; i++)
1660 if (op->resist[i])
1661 return 1;
1662
1663 return 0;
1664} 1643}
1665 1644
1666void 1645static void
1667free_treasurestruct (treasure *t) 1646free_treasurestruct (treasure *t)
1668{ 1647{
1669 if (t->next) free_treasurestruct (t->next); 1648 if (t->next) free_treasurestruct (t->next);
1670 if (t->next_yes) free_treasurestruct (t->next_yes); 1649 if (t->next_yes) free_treasurestruct (t->next_yes);
1671 if (t->next_no) free_treasurestruct (t->next_no); 1650 if (t->next_no) free_treasurestruct (t->next_no);
1672 1651
1673 delete t; 1652 delete t;
1674} 1653}
1675 1654
1676void 1655static void
1677free_charlinks (linked_char *lc) 1656free_charlinks (linked_char *lc)
1678{ 1657{
1679 if (lc->next) 1658 if (lc->next)
1680 free_charlinks (lc->next); 1659 free_charlinks (lc->next);
1681 1660
1682 delete lc; 1661 delete lc;
1683} 1662}
1684 1663
1685void 1664static void
1686free_artifact (artifact *at) 1665free_artifact (artifact *at)
1687{ 1666{
1688 if (at->next) free_artifact (at->next); 1667 if (at->next) free_artifact (at->next);
1689 if (at->allowed) free_charlinks (at->allowed); 1668 if (at->allowed) free_charlinks (at->allowed);
1690 1669
1691 at->item->destroy (1); 1670 at->item->destroy ();
1692 1671
1693 sfree (at); 1672 sfree (at);
1694} 1673}
1695 1674
1696void
1697free_artifactlist (artifactlist *al)
1698{
1699 artifactlist *nextal;
1700
1701 for (al = first_artifactlist; al; al = nextal)
1702 {
1703 nextal = al->next;
1704
1705 if (al->items)
1706 free_artifact (al->items);
1707
1708 sfree (al);
1709 }
1710}
1711
1712void
1713free_all_treasures (void)
1714{
1715 treasurelist *tl, *next;
1716
1717 for (tl = first_treasurelist; tl; tl = next)
1718 {
1719 clear (tl);
1720
1721 next = tl->next;
1722 delete tl;
1723 }
1724
1725 free_artifactlist (first_artifactlist);
1726}

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