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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.88 by root, Fri Nov 6 12:27:05 2009 UTC vs.
Revision 1.114 by root, Tue Jan 3 11:25:31 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <loader.h>
39 38
40extern char *spell_mapping[]; 39extern char *spell_mapping[];
41 40
42static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
43 42
52> tl_map_t; 51> tl_map_t;
53 52
54static tl_map_t tl_map; 53static tl_map_t tl_map;
55 54
56//TODO: class method 55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void 57static void
58clear (treasurelist *tl) 58clear (treasurelist *tl)
59{ 59{
60 void free_treasurestruct (treasure *t);
61
62 if (tl->items) 60 if (tl->items)
63 { 61 {
64 free_treasurestruct (tl->items); 62 free_treasurestruct (tl->items);
65 tl->items = 0; 63 tl->items = 0;
66 } 64 }
257 return; 255 return;
258 } 256 }
259 257
260 op->expand_tail (); 258 op->expand_tail ();
261 259
260 if (!creator->is_on_map ()
262 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
263 op->destroy (); 262 op->destroy ();
264 else 263 else
265 { 264 {
266 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
267 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);
268 } 267 }
269 } 268 }
270 else 269 else
271 { 270 {
272 op = creator->insert (op); 271 op = creator->insert (op);
273 272
274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
275 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
276 } 275 }
277} 276}
278 277
279/* 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
311 } 310 }
312 else 311 else
313 { 312 {
314 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
315 { 314 {
316 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
317 316
318 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
319 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
320 319
321 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
368 else if (t->nrof) 367 else if (t->nrof)
369 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
370 } 369 }
371 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
372 { 371 {
373 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
374 { 373 {
375 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
376 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
377 376
378 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
497 * 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)
498 * 497 *
499 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
500 * 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.
501 */ 500 */
502int 501static int
503level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
504{ 503{
505 if (!op->inv) 504 if (!op->inv)
506 { 505 {
507 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);
511 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
512 511
513 if (olevel <= 0) 512 if (olevel <= 0)
514 olevel = rndm (1, op->inv->level); 513 olevel = rndm (1, op->inv->level);
515 514
516 return min (olevel, MAXLEVEL); 515 return min (olevel, MAXLEVEL_TREASURE);
517} 516}
518 517
519/* 518/*
520 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
521 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
524 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
525 * 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
526 * weird integer between 1-31. 525 * weird integer between 1-31.
527 * 526 *
528 */ 527 */
529int 528static int
530magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
531{ 530{
532 int percent = 0, magic = 0;
533 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);
534 533
535 scaled_diff--;
536
537 if (scaled_diff < 0)
538 scaled_diff = 0;
539
540 if (scaled_diff >= DIFFLEVELS)
541 scaled_diff = DIFFLEVELS - 1;
542
543 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
544 536
545 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
546 { 538 {
547 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
548 540
549 if (percent < 0) 541 if (percent < 0)
550 break; 542 break;
551 } 543 }
552 544
553 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
554 { 546 {
555 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);
556 magic = 0; 548 magic = 0;
557 } 549 }
558 550
566 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
567 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
568 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
569 * to make it truly absolute. 561 * to make it truly absolute.
570 */ 562 */
571
572void 563void
573set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
574{ 565{
575 if (!magic) 566 if (!magic)
576 return; 567 return;
604 */ 595 */
605 596
606static void 597static void
607set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
608{ 599{
609 int i;
610
611 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
612 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
613 i = -i; 603 i = -i;
604
614 if (i > max_magic) 605 i = min (i, max_magic);
615 i = max_magic; 606
616 set_abs_magic (op, i); 607 set_abs_magic (op, i);
617 if (i < 0) 608 if (i < 0)
618 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
619} 610}
620 611
621/* 612/*
622 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
623 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
624 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
625 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
626 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
627 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
628 */ 619 */
629void 620static void
630set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
631{ 622{
632
633 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
634 624
635 if (op->type == AMULET) 625 if (op->type == AMULET)
636 {
637 if (!(rndm (21))) 626 if (!rndm (21))
638 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
639 else 630 else
640 {
641 if (rndm (2))
642 r = 10;
643 else
644 r = 11 + rndm (9); 631 r = 11 + rndm (9);
645 }
646 }
647 632
648 switch (r) 633 switch (r)
649 { 634 {
650 /* 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,
651 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
652 * of the item. 637 * of the item.
653 */ 638 */
654 case 0: 639 case 0:
655 case 1: 640 case 1:
656 case 2: 641 case 2:
657 case 3: 642 case 3:
658 case 4: 643 case 4:
698 * 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
699 * even values. 684 * even values.
700 */ 685 */
701 if (bonus < 0) 686 if (bonus < 0)
702 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
703 if (val > 35) 688
704 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
705 b = 0; 691 b = 0;
706 692
707 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
708 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
709 695
717 break; 703 break;
718 } 704 }
719 case 20: 705 case 20:
720 if (op->type == AMULET) 706 if (op->type == AMULET)
721 { 707 {
722 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
723 op->value *= 11; 709 op->value *= 11;
724 } 710 }
725 else 711 else
726 { 712 {
727 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
730 break; 716 break;
731 717
732 case 21: 718 case 21:
733 if (op->type == AMULET) 719 if (op->type == AMULET)
734 { 720 {
735 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
736 op->value *= 9; 722 op->value *= 9;
737 } 723 }
738 else 724 else
739 { 725 {
740 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
742 } 728 }
743 break; 729 break;
744 730
745 case 22: 731 case 22:
746 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
747 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
748 break; 734 break;
749 } 735 }
750 736
751 if (bonus > 0) 737 if (bonus > 0)
752 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
753 else 739 else
754 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
755} 741}
756 742
757/* 743/*
758 * 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.
759 * 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
760 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
761 * 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
762 * rings and amulets. 748 * rings and amulets.
763 * 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.
764 */ 750 */
765int 751static int
766get_magic (int diff) 752get_magic (int diff)
767{ 753{
768 int i; 754 diff = min (3, diff);
769 755
770 if (diff < 3)
771 diff = 3;
772
773 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
774 if (rndm (diff)) 757 if (rndm (diff))
775 return i; 758 return i;
776 759
777 return 4; 760 return 4;
778} 761}
779 762
780/* special_potion() - so that old potion code is still done right. */ 763/* special_potion() - so that old potion code is still done right. */
781int 764static int
782special_potion (object *op) 765special_potion (object *op)
783{ 766{
784 if (op->attacktype) 767 if (op->attacktype)
785 return 1; 768 return 1;
786 769
792 return 1; 775 return 1;
793 776
794 return 0; 777 return 0;
795} 778}
796 779
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
797#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
798#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))
799 805
800/* 806/*
801 * 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
802 * 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
836 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 842 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
837 /* So the treasure doesn't get created again */ 843 /* So the treasure doesn't get created again */
838 op->randomitems = 0; 844 op->randomitems = 0;
839 } 845 }
840 846
841 if (difficulty < 1) 847 max_it (difficulty, 1);
842 difficulty = 1;
843 848
844 if (INVOKE_OBJECT (ADD_BONUS, op, 849 if (INVOKE_OBJECT (ADD_BONUS, op,
845 ARG_OBJECT (creator != op ? creator : 0), 850 ARG_OBJECT (creator != op ? creator : 0),
846 ARG_INT (difficulty), ARG_INT (max_magic), 851 ARG_INT (difficulty), ARG_INT (max_magic),
847 ARG_INT (flags))) 852 ARG_INT (flags)))
906 * again below */ 911 * again below */
907 } 912 }
908 } 913 }
909 914
910 /* materialtype modifications. Note we allow this on artifacts. */ 915 /* materialtype modifications. Note we allow this on artifacts. */
911 set_materialname (op, difficulty, NULL); 916 select_material (op, difficulty);
912 917
913 if (flags & GT_MINIMAL) 918 if (flags & GT_MINIMAL)
914 { 919 {
915 if (op->type == POTION) 920 if (op->type == POTION)
916 /* Handle healing and magic power potions */ 921 /* Handle healing and magic power potions */
917 if (op->stats.sp && !op->randomitems) 922 if (op->stats.sp && !op->randomitems)
918 { 923 {
919 object *tmp = get_archetype (spell_mapping [op->stats.sp]); 924 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
920 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 926 op->stats.sp = 0;
922 } 927 }
923 } 928 }
924 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
927 case WEAPON: 932 case WEAPON:
928 case ARMOUR: 933 case ARMOUR:
929 case SHIELD: 934 case SHIELD:
930 case HELMET: 935 case HELMET:
931 case CLOAK: 936 case CLOAK:
932 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 937 if (op->flag [FLAG_CURSED] && !(rndm (4)))
933 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
934 break; 939 break;
935 940
936 case BRACERS: 941 case BRACERS:
937 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 942 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
938 { 943 {
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!op->flag [FLAG_CURSED])
941 op->value *= 3; 946 op->value *= 3;
942 } 947 }
943 break; 948 break;
944 949
945 case POTION: 950 case POTION:
947 int too_many_tries = 0, is_special = 0; 952 int too_many_tries = 0, is_special = 0;
948 953
949 /* Handle healing and magic power potions */ 954 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems) 955 if (op->stats.sp && !op->randomitems)
951 { 956 {
952 object *tmp;
953
954 tmp = get_archetype (spell_mapping[op->stats.sp]); 957 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
955 insert_ob_in_ob (tmp, op); 958 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0; 959 op->stats.sp = 0;
957 } 960 }
958 961
959 while (!(is_special = special_potion (op)) && !op->inv) 962 while (!(is_special = special_potion (op)) && !op->inv)
967 * since the value set on those is already correct. 970 * since the value set on those is already correct.
968 */ 971 */
969 if (op->inv && op->randomitems) 972 if (op->inv && op->randomitems)
970 { 973 {
971 /* value multiplier is same as for scrolls */ 974 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value); 975 op->value *= op->inv->value;
973 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 976 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
974 } 977 }
975 else 978 else
976 { 979 {
977 op->name = "potion"; 980 op->name = shstr_potion;
978 op->name_pl = "potions"; 981 op->name_pl = shstr_potions;
979 } 982 }
980 983
981 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 984 if (!(flags & GT_ONLY_GOOD) && rndm (2))
982 SET_FLAG (op, FLAG_CURSED); 985 op->set_flag (FLAG_CURSED);
986
983 break; 987 break;
984 } 988 }
985 989
986 case AMULET: 990 case AMULET:
987 if (IS_ARCH (op->arch, amulet)) 991 if (IS_ARCH (op->arch, amulet))
990 case RING: 994 case RING:
991 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! */
992 break; 996 break;
993 997
994 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 998 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
995 SET_FLAG (op, FLAG_CURSED); 999 op->set_flag (FLAG_CURSED);
996 1000
997 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1001 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
998 1002
999 if (op->type != RING) /* Amulets have only one ability */ 1003 if (op->type != RING) /* Amulets have only one ability */
1000 break; 1004 break;
1001 1005
1002 if (!(rndm (4))) 1006 if (!rndm (4))
1003 { 1007 {
1004 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1008 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1005 1009
1006 if (d > 0) 1010 if (d > 0)
1007 op->value *= 3; 1011 op->value *= 3;
1008 1012
1009 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1010 1014
1011 if (!(rndm (4))) 1015 if (!rndm (4))
1012 { 1016 {
1013 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1017 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1014 1018
1015 if (d > 0) 1019 if (d > 0)
1016 op->value *= 5; 1020 op->value *= 5;
1021
1017 set_ring_bonus (op, d); 1022 set_ring_bonus (op, d);
1018 } 1023 }
1019 } 1024 }
1020 1025
1021 if (op->animation_id) 1026 if (op->animation_id)
1029 * creator and/or map level we found it on. 1034 * creator and/or map level we found it on.
1030 */ 1035 */
1031 if (!op->msg && rndm (10)) 1036 if (!op->msg && rndm (10))
1032 { 1037 {
1033 /* set the book level properly */ 1038 /* set the book level properly */
1034 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1039 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1035 { 1040 {
1036 if (op->map && op->map->difficulty) 1041 if (op->map && op->map->difficulty)
1037 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1042 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1038 else 1043 else
1039 op->level = rndm (20) + 1; 1044 op->level = rndm (20) + 1;
1052 /* creator related stuff */ 1057 /* creator related stuff */
1053 1058
1054 /* for library, chained books. Note that some monsters have no_pick 1059 /* for library, chained books. Note that some monsters have no_pick
1055 * set - we don't want to set no pick in that case. 1060 * set - we don't want to set no pick in that case.
1056 */ 1061 */
1057 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1062 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1058 SET_FLAG (op, FLAG_NO_PICK); 1063 op->set_flag (FLAG_NO_PICK);
1059 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1064 if (creator->slaying && !op->slaying) /* for check_inv floors */
1060 op->slaying = creator->slaying; 1065 op->slaying = creator->slaying;
1061 break; 1066 break;
1062 1067
1063 case SPELLBOOK: 1068 case SPELLBOOK:
1064 op->value = op->value * op->inv->value; 1069 op->value *= value_factor_from_spell_item (op->inv, 0);
1070
1065 /* add exp so learning gives xp */ 1071 /* add exp so learning gives xp */
1066 op->level = op->inv->level; 1072 op->level = op->inv->level;
1067 op->stats.exp = op->value; 1073 op->stats.exp = op->value;
1068 break; 1074 break;
1069 1075
1073 * and reset nrof. 1079 * and reset nrof.
1074 */ 1080 */
1075 op->stats.food = op->inv->nrof; 1081 op->stats.food = op->inv->nrof;
1076 op->nrof = 1; 1082 op->nrof = 1;
1077 /* If the spell changes by level, choose a random level 1083 /* If the spell changes by level, choose a random level
1078 * for it, and adjust price. If the spell doesn't 1084 * for it.
1079 * change by level, just set the wand to the level of
1080 * the spell, and value calculation is simpler.
1081 */ 1085 */
1082 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1086 if (op->inv->duration_modifier
1083 { 1087 || op->inv->dam_modifier
1088 || op->inv->range_modifier)
1084 op->level = level_for_item (op, difficulty); 1089 op->level = level_for_item (op, difficulty);
1085 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1086 }
1087 else 1090 else
1088 {
1089 op->level = op->inv->level; 1091 op->level = op->inv->level;
1090 op->value = op->value * op->inv->value; 1092
1091 } 1093 op->value *= value_factor_from_spell_item (op->inv, op);
1092 break; 1094 break;
1093 1095
1094 case ROD: 1096 case ROD:
1095 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1096 /* Add 50 to both level an divisor to keep prices a little more 1098 op->value *= value_factor_from_spell_item (op->inv, op);
1097 * reasonable. Otherwise, a high level version of a low level 1099
1098 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1099 * 10 time multiplier). This way, the value are a bit more reasonable.
1100 */
1101 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1102 /* 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 */
1103 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1104 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);
1105 else 1103 else
1106 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);
1107 1105
1108 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1109 break; 1107 break;
1110 1108
1111 case SCROLL: 1109 case SCROLL:
1112 op->level = level_for_item (op, difficulty); 1110 op->level = level_for_item (op, difficulty);
1113 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);
1114 1112
1115 /* add exp so reading them properly gives xp */ 1113 /* add exp so reading them properly gives xp */
1116 op->stats.exp = op->value / 5; 1114 op->stats.exp = op->value / 5;
1117 op->nrof = op->inv->nrof; 1115 op->nrof = op->inv->nrof;
1118 break; 1116 break;
1126 break; 1124 break;
1127 } /* switch type */ 1125 } /* switch type */
1128 1126
1129 if (flags & GT_STARTEQUIP) 1127 if (flags & GT_STARTEQUIP)
1130 { 1128 {
1131 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])
1132 SET_FLAG (op, FLAG_STARTEQUIP); 1130 op->set_flag (FLAG_STARTEQUIP);
1133 else if (op->type != MONEY) 1131 else if (op->type != MONEY)
1134 op->value = 0; 1132 op->value = 0;
1135 } 1133 }
1136 1134
1137 if (!(flags & GT_ENVIRONMENT)) 1135 if (!(flags & GT_ENVIRONMENT))
1148 1146
1149/* 1147/*
1150 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1151 */ 1149 */
1152static artifactlist * 1150static artifactlist *
1153get_empty_artifactlist (void) 1151get_empty_artifactlist ()
1154{ 1152{
1155 return salloc0<artifactlist> (); 1153 return salloc0<artifactlist> ();
1156} 1154}
1157 1155
1158/* 1156/*
1159 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1160 */ 1158 */
1161static artifact * 1159static artifact *
1162get_empty_artifact (void) 1160get_empty_artifact ()
1163{ 1161{
1164 return salloc0<artifact> (); 1162 return salloc0<artifact> ();
1165} 1163}
1166 1164
1167/* 1165/*
1180 1178
1181/* 1179/*
1182 * 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.
1183 */ 1181 */
1184void 1182void
1185init_artifacts (void) 1183init_artifacts ()
1186{ 1184{
1187 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1188 char filename[MAX_BUF];
1189 artifact *art = NULL; 1186 artifact *art = NULL;
1190 artifactlist *al; 1187 artifactlist *al;
1191 1188
1192 if (has_been_inited) 1189 if (has_been_inited)
1193 return; 1190 return;
1194 else 1191 else
1195 has_been_inited = 1; 1192 has_been_inited = 1;
1196 1193
1197 sprintf (filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1198 object_thawer f (filename);
1199 1195
1200 if (!f) 1196 if (!f)
1201 return; 1197 return;
1202 1198
1203 for (;;) 1199 for (;;)
1210 1206
1211 { 1207 {
1212 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1213 break; 1209 break;
1214 1210
1215 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1216 1212 char *next;
1217 do 1213 do
1218 { 1214 {
1219 if ((next = strchr (cp, ','))) 1215 if ((next = (char *)strchr (cp, ',')))
1220 *next++ = '\0'; 1216 *next++ = '\0';
1221 1217
1222 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1223 1219
1224 tmp->name = cp; 1220 tmp->name = cp;
1288 } 1284 }
1289#if 0 1285#if 0
1290 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);
1291#endif 1287#endif
1292 } 1288 }
1293
1294 LOG (llevDebug, "done.\n");
1295} 1289}
1296 1290
1297/* 1291/*
1298 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1299 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1300 */ 1294 */
1301void 1295void
1302add_abilities (object *op, object *change) 1296add_abilities (object *op, object *change)
1303{ 1297{
1304 int i, tmp;
1305
1306 if (change->face != blank_face) 1298 if (change->face != blank_face)
1307 {
1308#ifdef TREASURE_VERBOSE
1309 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1310#endif
1311 op->face = change->face; 1299 op->face = change->face;
1312 }
1313 1300
1314 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1315 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1316 1303
1317 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1318 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1319 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1320 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1321 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1322 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1323 1310
1324 if (QUERY_FLAG (change, FLAG_CURSED)) 1311 static const struct copyflags : object::flags_t
1325 SET_FLAG (op, FLAG_CURSED); 1312 {
1326 if (QUERY_FLAG (change, FLAG_DAMNED)) 1313 copyflags ()
1327 SET_FLAG (op, FLAG_DAMNED); 1314 {
1328 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)
1329 set_abs_magic (op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1330 1333
1331 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1334 if (change->flag [FLAG_STAND_STILL])
1332 SET_FLAG (op, FLAG_LIFESAVE);
1333 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1334 SET_FLAG (op, FLAG_REFL_SPELL);
1335 if (QUERY_FLAG (change, FLAG_STEALTH))
1336 SET_FLAG (op, FLAG_STEALTH);
1337 if (QUERY_FLAG (change, FLAG_XRAYS))
1338 SET_FLAG (op, FLAG_XRAYS);
1339 if (QUERY_FLAG (change, FLAG_BLIND))
1340 SET_FLAG (op, FLAG_BLIND);
1341 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1342 SET_FLAG (op, FLAG_SEE_IN_DARK);
1343 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1344 SET_FLAG (op, FLAG_REFL_MISSILE);
1345 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1346 SET_FLAG (op, FLAG_MAKE_INVIS);
1347
1348 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1349 { 1335 {
1350 CLEAR_FLAG (op, FLAG_ANIMATE); 1336 op->clr_flag (FLAG_ANIMATE);
1337
1351 /* so artifacts will join */ 1338 /* so artifacts will join */
1352 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!op->flag [FLAG_ALIVE])
1353 op->speed = 0.0; 1340 op->speed = 0.;
1354 1341
1355 op->set_speed (op->speed); 1342 op->set_speed (op->speed);
1356 } 1343 }
1357 1344
1358 if (change->nrof) 1345 if (change->nrof)
1359 op->nrof = rndm (change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1360 1347
1361 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1362 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1363 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1364 1351
1365 if (change->other_arch) 1352 if (change->other_arch)
1366 { 1353 {
1367 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1368 * 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
1371 if (op->type == HORN || op->type == POTION) 1358 if (op->type == HORN || op->type == POTION)
1372 { 1359 {
1373 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1374 op->destroy_inv (false); 1361 op->destroy_inv (false);
1375 1362
1376 object *tmp = arch_to_object (change->other_arch); 1363 object *tmp = change->other_arch->instance ();
1377 insert_ob_in_ob (tmp, op); 1364 insert_ob_in_ob (tmp, op);
1378 } 1365 }
1366
1379 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1380 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1381 } 1369 }
1382 1370
1383 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1399 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1400 else 1388 else
1401 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1402 1390
1403 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1404 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1405 else 1393 else
1406 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1407 1395
1408 if (change->level < 0) 1396 if (change->level < 0)
1409 op->level = -(change->level); 1397 op->level = -change->level;
1410 else 1398 else
1411 op->level += change->level; 1399 op->level += change->level;
1412 1400
1413 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1414 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1415 else 1403 else
1416 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;
1417 1405
1418 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1419 1407
1420 for (i = 0; i < NROFATTACKS; i++) 1408 for (int i = 0; i < NROFATTACKS; i++)
1421 if (change->resist[i])
1422 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1423 1410
1424 if (change->stats.dam) 1411 if (change->stats.dam)
1425 { 1412 {
1426 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1427 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1428 else if (op->stats.dam) 1415 else if (op->stats.dam)
1429 { 1416 {
1430 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1431 if (tmp == op->stats.dam) 1419 if (tmp == op->stats.dam)
1432 { 1420 {
1433 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1434 op->stats.dam--; 1422 op->stats.dam--;
1435 else 1423 else
1441 } 1429 }
1442 1430
1443 if (change->weight) 1431 if (change->weight)
1444 { 1432 {
1445 if (change->weight < 0) 1433 if (change->weight < 0)
1446 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1447 else 1435 else
1448 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1449 } 1437 }
1450 1438
1451 if (change->last_sp) 1439 if (change->last_sp)
1452 { 1440 {
1453 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1454 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1455 else 1443 else
1456 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;
1457 } 1445 }
1458 1446
1459 if (change->gen_sp_armour) 1447 if (change->gen_sp_armour)
1460 { 1448 {
1461 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1462 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1463 else 1451 else
1464 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;
1465 } 1453 }
1466 1454
1467 op->value *= change->value; 1455 op->value *= change->value;
1468 1456
1469 if (change->materials) 1457 if (change->materials)
1470 op->materials = change->materials; 1458 op->materials = change->materials;
1471 1459
1472 if (change->materialname) 1460 if (change->material != MATERIAL_NULL)
1473 op->materialname = change->materialname; 1461 op->material = change->material;
1474 1462
1475 if (change->slaying) 1463 if (change->slaying)
1476 op->slaying = change->slaying; 1464 op->slaying = change->slaying;
1477 1465
1478 if (change->race) 1466 if (change->race)
1501 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1502 else 1490 else
1503 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1504 1492
1505 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1506 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1494 if (!strcmp (name, op->arch->archname))
1507 return !neg; 1495 return !neg;
1508 1496
1509 /* 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
1510 * everything is allowed except what we match 1498 * everything is allowed except what we match
1511 */ 1499 */
1522 */ 1510 */
1523 1511
1524void 1512void
1525give_artifact_abilities (object *op, object *artifct) 1513give_artifact_abilities (object *op, object *artifct)
1526{ 1514{
1527 char new_name[MAX_BUF]; 1515 op->title = format ("of %s", &artifct->name);
1528 1516
1529 sprintf (new_name, "of %s", &artifct->name);
1530 op->title = new_name;
1531 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1532 1518
1533#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... */
1534 { 1520 {
1535 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1536 1522
1537 SET_FLAG (op, FLAG_IDENTIFIED); 1523 op->set_flag (FLAG_IDENTIFIED);
1538 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));
1539 if (!identified) 1525 if (!identified)
1540 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1541 } 1527 }
1542#endif 1528#endif
1543 return; 1529 return;
1544} 1530}
1545 1531
1555#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1556 1542
1557void 1543void
1558generate_artifact (object *op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1559{ 1545{
1560 artifactlist *al;
1561 artifact *art; 1546 artifact *art;
1562 int i;
1563 1547
1564 al = find_artifactlist (op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1565 1549
1566 if (al == NULL) 1550 if (al == NULL)
1567 { 1551 {
1568#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1569 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);
1570#endif 1554#endif
1571 return; 1555 return;
1572 } 1556 }
1573 1557
1574 for (i = 0; i < ARTIFACT_TRIES; i++) 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1575 { 1559 {
1576 int roll = rndm (al->total_chance); 1560 int roll = rndm (al->total_chance);
1577 1561
1578 for (art = al->items; art; art = art->next) 1562 for (art = al->items; art; art = art->next)
1579 { 1563 {
1619 */ 1603 */
1620 1604
1621void 1605void
1622fix_flesh_item (object *item, object *donor) 1606fix_flesh_item (object *item, object *donor)
1623{ 1607{
1624 char tmpbuf[MAX_BUF];
1625 int i;
1626
1627 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1628 { 1609 {
1629 /* change the name */ 1610 /* change the name */
1630 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1611 item->name = format ("%s's %s", &donor->name, &item->name);
1631 item->name = tmpbuf;
1632 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1633 item->name_pl = tmpbuf;
1634 1613
1635 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1636 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);
1637 item->weight = 1;
1638 1616
1639 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1640 item->value *= isqrt (donor->level * 2); 1618 item->value *= isqrt (donor->level * 2);
1641 1619
1642 /* food value */ 1620 /* food value */
1643 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1644 1622
1645 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1646 * full effect. 1624 * full effect.
1647 */ 1625 */
1648 for (i = 0; i < NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1649 item->resist[i] = donor->resist[i] / 2; 1627 item->resist[i] = donor->resist[i] / 2;
1650 1628
1651 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1652 item->level = donor->level; 1630 item->level = donor->level;
1653 1631
1654 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1655 if (donor->attacktype & AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1656 item->type = POISON; 1634 item->type = POISON;
1657 1635
1658 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1659 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -item->stats.food;
1660 1638
1661 SET_FLAG (item, FLAG_NO_STEAL); 1639 item->set_flag (FLAG_NO_STEAL);
1662 } 1640 }
1663} 1641}
1664 1642
1665void 1643static void
1666free_treasurestruct (treasure *t) 1644free_treasurestruct (treasure *t)
1667{ 1645{
1668 if (t->next) free_treasurestruct (t->next); 1646 if (t->next) free_treasurestruct (t->next);
1669 if (t->next_yes) free_treasurestruct (t->next_yes); 1647 if (t->next_yes) free_treasurestruct (t->next_yes);
1670 if (t->next_no) free_treasurestruct (t->next_no); 1648 if (t->next_no) free_treasurestruct (t->next_no);
1671 1649
1672 delete t; 1650 delete t;
1673} 1651}
1674 1652
1675void 1653static void
1676free_charlinks (linked_char *lc) 1654free_charlinks (linked_char *lc)
1677{ 1655{
1678 if (lc->next) 1656 if (lc->next)
1679 free_charlinks (lc->next); 1657 free_charlinks (lc->next);
1680 1658
1681 delete lc; 1659 delete lc;
1682} 1660}
1683 1661
1684void 1662static void
1685free_artifact (artifact *at) 1663free_artifact (artifact *at)
1686{ 1664{
1687 if (at->next) free_artifact (at->next); 1665 if (at->next) free_artifact (at->next);
1688 if (at->allowed) free_charlinks (at->allowed); 1666 if (at->allowed) free_charlinks (at->allowed);
1689 1667
1690 at->item->destroy (); 1668 at->item->destroy ();
1691 1669
1692 sfree (at); 1670 sfree (at);
1693} 1671}
1694 1672
1695void
1696free_artifactlist (artifactlist *al)
1697{
1698 artifactlist *nextal;
1699
1700 for (al = first_artifactlist; al; al = nextal)
1701 {
1702 nextal = al->next;
1703
1704 if (al->items)
1705 free_artifact (al->items);
1706
1707 sfree (al);
1708 }
1709}
1710
1711void
1712free_all_treasures (void)
1713{
1714 treasurelist *tl, *next;
1715
1716 for (tl = first_treasurelist; tl; tl = next)
1717 {
1718 clear (tl);
1719
1720 next = tl->next;
1721 delete tl;
1722 }
1723
1724 free_artifactlist (first_artifactlist);
1725}

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