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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.96 by root, Sun Nov 29 09:41:28 2009 UTC vs.
Revision 1.115 by root, Fri Feb 3 02:04:11 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 (©) 2005,2006,2007,2008,2009 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
256 return; 255 return;
257 } 256 }
258 257
259 op->expand_tail (); 258 op->expand_tail ();
260 259
260 if (!creator->is_on_map ()
261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy (); 262 op->destroy ();
263 else 263 else
264 { 264 {
265 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
266 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);
267 } 267 }
268 } 268 }
269 else 269 else
270 { 270 {
271 op = creator->insert (op); 271 op = creator->insert (op);
272 272
273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
274 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
275 } 275 }
276} 276}
277 277
278/* 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
310 } 310 }
311 else 311 else
312 { 312 {
313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
314 { 314 {
315 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
316 316
317 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
318 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
319 319
320 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
367 else if (t->nrof) 367 else if (t->nrof)
368 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
369 } 369 }
370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
371 { 371 {
372 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
373 { 373 {
374 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
375 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
376 376
377 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
511 511
512 if (olevel <= 0) 512 if (olevel <= 0)
513 olevel = rndm (1, op->inv->level); 513 olevel = rndm (1, op->inv->level);
514 514
515 return min (olevel, MAXLEVEL); 515 return min (olevel, MAXLEVEL_TREASURE);
516} 516}
517 517
518/* 518/*
519 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
520 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
526 * 526 *
527 */ 527 */
528static int 528static int
529magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
530{ 530{
531 int percent = 0, magic = 0;
532 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);
533 533
534 scaled_diff--;
535
536 if (scaled_diff < 0)
537 scaled_diff = 0;
538
539 if (scaled_diff >= DIFFLEVELS)
540 scaled_diff = DIFFLEVELS - 1;
541
542 percent = rndm (100); 534 int percent = rndm (100);
535 int magic;
543 536
544 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
545 { 538 {
546 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
547 540
548 if (percent < 0) 541 if (percent < 0)
549 break; 542 break;
550 } 543 }
551 544
552 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
553 { 546 {
554 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);
555 magic = 0; 548 magic = 0;
556 } 549 }
557 550
565 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
566 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
567 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
568 * to make it truly absolute. 561 * to make it truly absolute.
569 */ 562 */
570
571void 563void
572set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
573{ 565{
574 if (!magic) 566 if (!magic)
575 return; 567 return;
603 */ 595 */
604 596
605static void 597static void
606set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
607{ 599{
608 int i;
609
610 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
611 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
612 i = -i; 603 i = -i;
604
613 if (i > max_magic) 605 i = min (i, max_magic);
614 i = max_magic; 606
615 set_abs_magic (op, i); 607 set_abs_magic (op, i);
616 if (i < 0) 608 if (i < 0)
617 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
618} 610}
619 611
620/* 612/*
621 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
622 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
629set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
630{ 622{
631 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
632 624
633 if (op->type == AMULET) 625 if (op->type == AMULET)
634 {
635 if (!(rndm (21))) 626 if (!rndm (21))
636 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
637 else 630 else
638 {
639 if (rndm (2))
640 r = 10;
641 else
642 r = 11 + rndm (9); 631 r = 11 + rndm (9);
643 }
644 }
645 632
646 switch (r) 633 switch (r)
647 { 634 {
648 /* 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,
649 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
650 * of the item. 637 * of the item.
651 */ 638 */
652 case 0: 639 case 0:
653 case 1: 640 case 1:
654 case 2: 641 case 2:
655 case 3: 642 case 3:
656 case 4: 643 case 4:
696 * 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
697 * even values. 684 * even values.
698 */ 685 */
699 if (bonus < 0) 686 if (bonus < 0)
700 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
701 if (val > 35) 688
702 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
703 b = 0; 691 b = 0;
704 692
705 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
706 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
707 695
715 break; 703 break;
716 } 704 }
717 case 20: 705 case 20:
718 if (op->type == AMULET) 706 if (op->type == AMULET)
719 { 707 {
720 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
721 op->value *= 11; 709 op->value *= 11;
722 } 710 }
723 else 711 else
724 { 712 {
725 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
728 break; 716 break;
729 717
730 case 21: 718 case 21:
731 if (op->type == AMULET) 719 if (op->type == AMULET)
732 { 720 {
733 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
734 op->value *= 9; 722 op->value *= 9;
735 } 723 }
736 else 724 else
737 { 725 {
738 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
740 } 728 }
741 break; 729 break;
742 730
743 case 22: 731 case 22:
744 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
745 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
746 break; 734 break;
747 } 735 }
748 736
749 if (bonus > 0) 737 if (bonus > 0)
750 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
751 else 739 else
752 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
753} 741}
754 742
755/* 743/*
756 * 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.
757 * 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
761 * 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.
762 */ 750 */
763static int 751static int
764get_magic (int diff) 752get_magic (int diff)
765{ 753{
766 int i; 754 diff = min (3, diff);
767 755
768 if (diff < 3)
769 diff = 3;
770
771 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
772 if (rndm (diff)) 757 if (rndm (diff))
773 return i; 758 return i;
774 759
775 return 4; 760 return 4;
776} 761}
790 return 1; 775 return 1;
791 776
792 return 0; 777 return 0;
793} 778}
794 779
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
795#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
796#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))
797 805
798/* 806/*
799 * 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
800 * 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
911 { 919 {
912 if (op->type == POTION) 920 if (op->type == POTION)
913 /* Handle healing and magic power potions */ 921 /* Handle healing and magic power potions */
914 if (op->stats.sp && !op->randomitems) 922 if (op->stats.sp && !op->randomitems)
915 { 923 {
916 object *tmp = get_archetype (spell_mapping [op->stats.sp]); 924 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
917 insert_ob_in_ob (tmp, op); 925 insert_ob_in_ob (tmp, op);
918 op->stats.sp = 0; 926 op->stats.sp = 0;
919 } 927 }
920 } 928 }
921 else if (!op->title) /* Only modify object if not special */ 929 else if (!op->title) /* Only modify object if not special */
924 case WEAPON: 932 case WEAPON:
925 case ARMOUR: 933 case ARMOUR:
926 case SHIELD: 934 case SHIELD:
927 case HELMET: 935 case HELMET:
928 case CLOAK: 936 case CLOAK:
929 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 937 if (op->flag [FLAG_CURSED] && !(rndm (4)))
930 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
931 break; 939 break;
932 940
933 case BRACERS: 941 case BRACERS:
934 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 942 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
935 { 943 {
936 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
937 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!op->flag [FLAG_CURSED])
938 op->value *= 3; 946 op->value *= 3;
939 } 947 }
940 break; 948 break;
941 949
942 case POTION: 950 case POTION:
943 { 951 {
944 int too_many_tries = 0, is_special = 0; 952 int too_many_tries = 0;
945 953
946 /* Handle healing and magic power potions */ 954 /* Handle healing and magic power potions */
947 if (op->stats.sp && !op->randomitems) 955 if (op->stats.sp && !op->randomitems)
948 { 956 {
949 object *tmp = get_archetype (spell_mapping[op->stats.sp]); 957 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
950 insert_ob_in_ob (tmp, op); 958 insert_ob_in_ob (tmp, op);
951 op->stats.sp = 0; 959 op->stats.sp = 0;
952 } 960 }
953 961
954 while (!(is_special = special_potion (op)) && !op->inv) 962 while (!special_potion (op) && !op->inv)
955 { 963 {
956 generate_artifact (op, difficulty); 964 generate_artifact (op, difficulty);
957 if (too_many_tries++ > 10) 965 if (too_many_tries++ > 10)
958 break; 966 break;
959 } 967 }
967 op->value *= op->inv->value; 975 op->value *= op->inv->value;
968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 976 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
969 } 977 }
970 else 978 else
971 { 979 {
972 op->name = "potion"; 980 op->name = shstr_potion;
973 op->name_pl = "potions"; 981 op->name_pl = shstr_potions;
974 } 982 }
975 983
976 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 984 if (!(flags & GT_ONLY_GOOD) && rndm (2))
977 SET_FLAG (op, FLAG_CURSED); 985 op->set_flag (FLAG_CURSED);
978 986
979 break; 987 break;
980 } 988 }
981 989
982 case AMULET: 990 case AMULET:
986 case RING: 994 case RING:
987 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! */
988 break; 996 break;
989 997
990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 998 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
991 SET_FLAG (op, FLAG_CURSED); 999 op->set_flag (FLAG_CURSED);
992 1000
993 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1001 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
994 1002
995 if (op->type != RING) /* Amulets have only one ability */ 1003 if (op->type != RING) /* Amulets have only one ability */
996 break; 1004 break;
997 1005
998 if (!(rndm (4))) 1006 if (!rndm (4))
999 { 1007 {
1000 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1008 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1001 1009
1002 if (d > 0) 1010 if (d > 0)
1003 op->value *= 3; 1011 op->value *= 3;
1004 1012
1005 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1006 1014
1007 if (!(rndm (4))) 1015 if (!rndm (4))
1008 { 1016 {
1009 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1017 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1010 1018
1011 if (d > 0) 1019 if (d > 0)
1012 op->value *= 5; 1020 op->value *= 5;
1021
1013 set_ring_bonus (op, d); 1022 set_ring_bonus (op, d);
1014 } 1023 }
1015 } 1024 }
1016 1025
1017 if (op->animation_id) 1026 if (op->animation_id)
1025 * creator and/or map level we found it on. 1034 * creator and/or map level we found it on.
1026 */ 1035 */
1027 if (!op->msg && rndm (10)) 1036 if (!op->msg && rndm (10))
1028 { 1037 {
1029 /* set the book level properly */ 1038 /* set the book level properly */
1030 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1039 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1031 { 1040 {
1032 if (op->map && op->map->difficulty) 1041 if (op->map && op->map->difficulty)
1033 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1042 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1034 else 1043 else
1035 op->level = rndm (20) + 1; 1044 op->level = rndm (20) + 1;
1048 /* creator related stuff */ 1057 /* creator related stuff */
1049 1058
1050 /* for library, chained books. Note that some monsters have no_pick 1059 /* for library, chained books. Note that some monsters have no_pick
1051 * 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.
1052 */ 1061 */
1053 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1062 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1054 SET_FLAG (op, FLAG_NO_PICK); 1063 op->set_flag (FLAG_NO_PICK);
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1064 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying; 1065 op->slaying = creator->slaying;
1057 break; 1066 break;
1058 1067
1059 case SPELLBOOK: 1068 case SPELLBOOK:
1060 op->value = op->value * op->inv->value; 1069 op->value *= value_factor_from_spell_item (op->inv, 0);
1070
1061 /* add exp so learning gives xp */ 1071 /* add exp so learning gives xp */
1062 op->level = op->inv->level; 1072 op->level = op->inv->level;
1063 op->stats.exp = op->value; 1073 op->stats.exp = op->value;
1064 break; 1074 break;
1065 1075
1069 * and reset nrof. 1079 * and reset nrof.
1070 */ 1080 */
1071 op->stats.food = op->inv->nrof; 1081 op->stats.food = op->inv->nrof;
1072 op->nrof = 1; 1082 op->nrof = 1;
1073 /* If the spell changes by level, choose a random level 1083 /* If the spell changes by level, choose a random level
1074 * for it, and adjust price. If the spell doesn't 1084 * for it.
1075 * change by level, just set the wand to the level of
1076 * the spell, and value calculation is simpler.
1077 */ 1085 */
1078 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1086 if (op->inv->duration_modifier
1079 { 1087 || op->inv->dam_modifier
1088 || op->inv->range_modifier)
1080 op->level = level_for_item (op, difficulty); 1089 op->level = level_for_item (op, difficulty);
1081 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1082 }
1083 else 1090 else
1084 {
1085 op->level = op->inv->level; 1091 op->level = op->inv->level;
1086 op->value = op->value * op->inv->value; 1092
1087 } 1093 op->value *= value_factor_from_spell_item (op->inv, op);
1088 break; 1094 break;
1089 1095
1090 case ROD: 1096 case ROD:
1091 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1092 /* Add 50 to both level an divisor to keep prices a little more 1098 op->value *= value_factor_from_spell_item (op->inv, op);
1093 * reasonable. Otherwise, a high level version of a low level 1099
1094 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1095 * 10 time multiplier). This way, the value are a bit more reasonable.
1096 */
1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1098 /* 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 */
1099 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1100 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);
1101 else 1103 else
1102 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);
1104 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1105 break; 1107 break;
1106 1108
1107 case SCROLL: 1109 case SCROLL:
1108 op->level = level_for_item (op, difficulty); 1110 op->level = level_for_item (op, difficulty);
1109 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);
1110 1112
1111 /* add exp so reading them properly gives xp */ 1113 /* add exp so reading them properly gives xp */
1112 op->stats.exp = op->value / 5; 1114 op->stats.exp = op->value / 5;
1113 op->nrof = op->inv->nrof; 1115 op->nrof = op->inv->nrof;
1114 break; 1116 break;
1122 break; 1124 break;
1123 } /* switch type */ 1125 } /* switch type */
1124 1126
1125 if (flags & GT_STARTEQUIP) 1127 if (flags & GT_STARTEQUIP)
1126 { 1128 {
1127 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])
1128 SET_FLAG (op, FLAG_STARTEQUIP); 1130 op->set_flag (FLAG_STARTEQUIP);
1129 else if (op->type != MONEY) 1131 else if (op->type != MONEY)
1130 op->value = 0; 1132 op->value = 0;
1131 } 1133 }
1132 1134
1133 if (!(flags & GT_ENVIRONMENT)) 1135 if (!(flags & GT_ENVIRONMENT))
1144 1146
1145/* 1147/*
1146 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1147 */ 1149 */
1148static artifactlist * 1150static artifactlist *
1149get_empty_artifactlist (void) 1151get_empty_artifactlist ()
1150{ 1152{
1151 return salloc0<artifactlist> (); 1153 return salloc0<artifactlist> ();
1152} 1154}
1153 1155
1154/* 1156/*
1155 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1156 */ 1158 */
1157static artifact * 1159static artifact *
1158get_empty_artifact (void) 1160get_empty_artifact ()
1159{ 1161{
1160 return salloc0<artifact> (); 1162 return salloc0<artifact> ();
1161} 1163}
1162 1164
1163/* 1165/*
1176 1178
1177/* 1179/*
1178 * 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.
1179 */ 1181 */
1180void 1182void
1181init_artifacts (void) 1183init_artifacts ()
1182{ 1184{
1183 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1184 char filename[MAX_BUF];
1185 artifact *art = NULL; 1186 artifact *art = NULL;
1186 artifactlist *al; 1187 artifactlist *al;
1187 1188
1188 if (has_been_inited) 1189 if (has_been_inited)
1189 return; 1190 return;
1190 else 1191 else
1191 has_been_inited = 1; 1192 has_been_inited = 1;
1192 1193
1193 sprintf (filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1194 object_thawer f (filename);
1195 1195
1196 if (!f) 1196 if (!f)
1197 return; 1197 return;
1198 1198
1199 for (;;) 1199 for (;;)
1210 1210
1211 const char *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1212 char *next; 1212 char *next;
1213 do 1213 do
1214 { 1214 {
1215 if ((next = strchr (cp, ','))) 1215 if ((next = (char *)strchr (cp, ',')))
1216 *next++ = '\0'; 1216 *next++ = '\0';
1217 1217
1218 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1219 1219
1220 tmp->name = cp; 1220 tmp->name = cp;
1284 } 1284 }
1285#if 0 1285#if 0
1286 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);
1287#endif 1287#endif
1288 } 1288 }
1289
1290 LOG (llevDebug, "done.\n");
1291} 1289}
1292 1290
1293/* 1291/*
1294 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1295 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1296 */ 1294 */
1297void 1295void
1298add_abilities (object *op, object *change) 1296add_abilities (object *op, object *change)
1299{ 1297{
1300 int i, tmp;
1301
1302 if (change->face != blank_face) 1298 if (change->face != blank_face)
1303 {
1304#ifdef TREASURE_VERBOSE
1305 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1306#endif
1307 op->face = change->face; 1299 op->face = change->face;
1308 }
1309 1300
1310 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1311 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1312 1303
1313 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1314 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1315 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1316 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1317 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1318 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1319 1310
1320 if (QUERY_FLAG (change, FLAG_CURSED)) 1311 static const struct copyflags : object::flags_t
1321 SET_FLAG (op, FLAG_CURSED); 1312 {
1322 if (QUERY_FLAG (change, FLAG_DAMNED)) 1313 copyflags ()
1323 SET_FLAG (op, FLAG_DAMNED); 1314 {
1324 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)
1325 set_abs_magic (op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1326 1333
1327 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1334 if (change->flag [FLAG_STAND_STILL])
1328 SET_FLAG (op, FLAG_LIFESAVE);
1329 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1330 SET_FLAG (op, FLAG_REFL_SPELL);
1331 if (QUERY_FLAG (change, FLAG_STEALTH))
1332 SET_FLAG (op, FLAG_STEALTH);
1333 if (QUERY_FLAG (change, FLAG_XRAYS))
1334 SET_FLAG (op, FLAG_XRAYS);
1335 if (QUERY_FLAG (change, FLAG_BLIND))
1336 SET_FLAG (op, FLAG_BLIND);
1337 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1338 SET_FLAG (op, FLAG_SEE_IN_DARK);
1339 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1340 SET_FLAG (op, FLAG_REFL_MISSILE);
1341 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1342 SET_FLAG (op, FLAG_MAKE_INVIS);
1343
1344 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1345 { 1335 {
1346 CLEAR_FLAG (op, FLAG_ANIMATE); 1336 op->clr_flag (FLAG_ANIMATE);
1337
1347 /* so artifacts will join */ 1338 /* so artifacts will join */
1348 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!op->flag [FLAG_ALIVE])
1349 op->speed = 0.0; 1340 op->speed = 0.;
1350 1341
1351 op->set_speed (op->speed); 1342 op->set_speed (op->speed);
1352 } 1343 }
1353 1344
1354 if (change->nrof) 1345 if (change->nrof)
1355 op->nrof = rndm (change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1356 1347
1357 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1358 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1359 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1360 1351
1361 if (change->other_arch) 1352 if (change->other_arch)
1362 { 1353 {
1363 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1364 * 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
1367 if (op->type == HORN || op->type == POTION) 1358 if (op->type == HORN || op->type == POTION)
1368 { 1359 {
1369 /* Remove any spells this object currently has in it */ 1360 /* Remove any spells this object currently has in it */
1370 op->destroy_inv (false); 1361 op->destroy_inv (false);
1371 1362
1372 object *tmp = arch_to_object (change->other_arch); 1363 object *tmp = change->other_arch->instance ();
1373 insert_ob_in_ob (tmp, op); 1364 insert_ob_in_ob (tmp, op);
1374 } 1365 }
1366
1375 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1376 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1377 } 1369 }
1378 1370
1379 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1395 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1396 else 1388 else
1397 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1398 1390
1399 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1400 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1401 else 1393 else
1402 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1403 1395
1404 if (change->level < 0) 1396 if (change->level < 0)
1405 op->level = -(change->level); 1397 op->level = -change->level;
1406 else 1398 else
1407 op->level += change->level; 1399 op->level += change->level;
1408 1400
1409 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1410 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1411 else 1403 else
1412 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;
1413 1405
1414 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1415 1407
1416 for (i = 0; i < NROFATTACKS; i++) 1408 for (int i = 0; i < NROFATTACKS; i++)
1417 if (change->resist[i])
1418 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1419 1410
1420 if (change->stats.dam) 1411 if (change->stats.dam)
1421 { 1412 {
1422 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1423 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1424 else if (op->stats.dam) 1415 else if (op->stats.dam)
1425 { 1416 {
1426 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1427 if (tmp == op->stats.dam) 1419 if (tmp == op->stats.dam)
1428 { 1420 {
1429 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1430 op->stats.dam--; 1422 op->stats.dam--;
1431 else 1423 else
1437 } 1429 }
1438 1430
1439 if (change->weight) 1431 if (change->weight)
1440 { 1432 {
1441 if (change->weight < 0) 1433 if (change->weight < 0)
1442 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1443 else 1435 else
1444 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1445 } 1437 }
1446 1438
1447 if (change->last_sp) 1439 if (change->last_sp)
1448 { 1440 {
1449 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1450 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1451 else 1443 else
1452 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;
1453 } 1445 }
1454 1446
1455 if (change->gen_sp_armour) 1447 if (change->gen_sp_armour)
1456 { 1448 {
1457 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1458 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1459 else 1451 else
1460 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;
1461 } 1453 }
1462 1454
1463 op->value *= change->value; 1455 op->value *= change->value;
1464 1456
1465 if (change->materials) 1457 if (change->materials)
1497 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1498 else 1490 else
1499 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1500 1492
1501 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1502 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1494 if (!strcmp (name, op->arch->archname))
1503 return !neg; 1495 return !neg;
1504 1496
1505 /* 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
1506 * everything is allowed except what we match 1498 * everything is allowed except what we match
1507 */ 1499 */
1518 */ 1510 */
1519 1511
1520void 1512void
1521give_artifact_abilities (object *op, object *artifct) 1513give_artifact_abilities (object *op, object *artifct)
1522{ 1514{
1523 char new_name[MAX_BUF]; 1515 op->title = format ("of %s", &artifct->name);
1524 1516
1525 sprintf (new_name, "of %s", &artifct->name);
1526 op->title = new_name;
1527 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1528 1518
1529#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... */
1530 { 1520 {
1531 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1532 1522
1533 SET_FLAG (op, FLAG_IDENTIFIED); 1523 op->set_flag (FLAG_IDENTIFIED);
1534 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));
1535 if (!identified) 1525 if (!identified)
1536 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1537 } 1527 }
1538#endif 1528#endif
1539 return; 1529 return;
1540} 1530}
1541 1531
1551#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1552 1542
1553void 1543void
1554generate_artifact (object *op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1555{ 1545{
1556 artifactlist *al;
1557 artifact *art; 1546 artifact *art;
1558 int i;
1559 1547
1560 al = find_artifactlist (op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1561 1549
1562 if (al == NULL) 1550 if (al == NULL)
1563 { 1551 {
1564#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1565 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);
1566#endif 1554#endif
1567 return; 1555 return;
1568 } 1556 }
1569 1557
1570 for (i = 0; i < ARTIFACT_TRIES; i++) 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1571 { 1559 {
1572 int roll = rndm (al->total_chance); 1560 int roll = rndm (al->total_chance);
1573 1561
1574 for (art = al->items; art; art = art->next) 1562 for (art = al->items; art; art = art->next)
1575 { 1563 {
1615 */ 1603 */
1616 1604
1617void 1605void
1618fix_flesh_item (object *item, object *donor) 1606fix_flesh_item (object *item, object *donor)
1619{ 1607{
1620 char tmpbuf[MAX_BUF];
1621 int i;
1622
1623 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1624 { 1609 {
1625 /* change the name */ 1610 /* change the name */
1626 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1611 item->name = format ("%s's %s", &donor->name, &item->name);
1627 item->name = tmpbuf;
1628 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1629 item->name_pl = tmpbuf;
1630 1613
1631 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1632 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);
1633 item->weight = 1;
1634 1616
1635 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1636 item->value *= isqrt (donor->level * 2); 1618 item->value *= isqrt (donor->level * 2);
1637 1619
1638 /* food value */ 1620 /* food value */
1639 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1640 1622
1641 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1642 * full effect. 1624 * full effect.
1643 */ 1625 */
1644 for (i = 0; i < NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1645 item->resist[i] = donor->resist[i] / 2; 1627 item->resist[i] = donor->resist[i] / 2;
1646 1628
1647 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1648 item->level = donor->level; 1630 item->level = donor->level;
1649 1631
1650 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1651 if (donor->attacktype & AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1652 item->type = POISON; 1634 item->type = POISON;
1653 1635
1654 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1655 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -item->stats.food;
1656 1638
1657 SET_FLAG (item, FLAG_NO_STEAL); 1639 item->set_flag (FLAG_NO_STEAL);
1658 } 1640 }
1659} 1641}
1660 1642
1661static void 1643static void
1662free_treasurestruct (treasure *t) 1644free_treasurestruct (treasure *t)

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