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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.71 by root, Tue Apr 15 03:16:02 2008 UTC vs.
Revision 1.98 by root, Sun Nov 29 17:41:07 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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.
32 33
33//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
34 35
35#include <global.h> 36#include <global.h>
36#include <treasure.h> 37#include <treasure.h>
37#include <funcpoint.h>
38#include <loader.h> 38#include <loader.h>
39 39
40extern char *spell_mapping[]; 40extern char *spell_mapping[];
41 41
42static treasurelist *first_treasurelist; 42static treasurelist *first_treasurelist;
46typedef std::tr1::unordered_map< 46typedef std::tr1::unordered_map<
47 const char *, 47 const char *,
48 treasurelist *, 48 treasurelist *,
49 str_hash, 49 str_hash,
50 str_equal, 50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 51 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 52> tl_map_t;
54 53
55static tl_map_t tl_map; 54static tl_map_t tl_map;
55
56//TODO: class method
57static void free_treasurestruct (treasure *t); // bleh desu
58static void
59clear (treasurelist *tl)
60{
61 if (tl->items)
62 {
63 free_treasurestruct (tl->items);
64 tl->items = 0;
65 }
66
67 tl->total_chance = 0;
68}
56 69
57/* 70/*
58 * Searches for the given treasurelist 71 * Searches for the given treasurelist
59 */ 72 */
60treasurelist * 73treasurelist *
92 } 105 }
93 106
94 return tl; 107 return tl;
95} 108}
96 109
97//TODO: class method
98void
99clear (treasurelist *tl)
100{
101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
108}
109
110#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
113 */ 113 */
114static void 114static void
144 coroapi::cede_to_tick (); 144 coroapi::cede_to_tick ();
145 145
146 switch (f.kw) 146 switch (f.kw)
147 { 147 {
148 case KW_arch: 148 case KW_arch:
149 t->item = archetype::get (f.get_str ()); 149 t->item = archetype::find (f.get_str ());
150
151 if (!t->item)
152 {
153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
150 break; 157 break;
151 158
152 case KW_list: f.get (t->name); break; 159 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break; 160 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break; 161 case KW_change_title: f.get (t->change_arch.title); break;
168 t->next = read_treasure (f); 175 t->next = read_treasure (f);
169 return t; 176 return t;
170 177
171 default: 178 default:
172 if (!f.parse_error ("treasurelist", t->name)) 179 if (!f.parse_error ("treasurelist", t->name))
173 return 0; 180 goto error;
174 181
175 return t; 182 return t;
176 } 183 }
177 184
178 f.next (); 185 f.next ();
179 } 186 }
187
188 // not reached
189
190error:
191 delete t;
192 return 0;
180} 193}
181 194
182/* 195/*
183 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
184 */ 197 */
243 return; 256 return;
244 } 257 }
245 258
246 op->expand_tail (); 259 op->expand_tail ();
247 260
248 if (op->blocked (creator->map, creator->x, creator->y)) 261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
249 op->destroy (); 262 op->destroy ();
250 else 263 else
251 { 264 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 { 270 {
258 op = creator->insert (op); 271 op = creator->insert (op);
259 272
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
261 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
265 esrv_send_item (tmp, op);
266 } 275 }
267} 276}
268 277
269/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
270 * in the generated object 279 * in the generated object
301 } 310 }
302 else 311 else
303 { 312 {
304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
305 { 314 {
306 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
307 316
308 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
309 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
310 319
311 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 else if (t->nrof) 367 else if (t->nrof)
359 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
360 } 369 }
361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
362 { 371 {
363 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
364 { 373 {
365 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
366 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
367 376
368 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
434 443
435 if (ob->inv) 444 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
437 446
438 ob->destroy (); 447 ob->destroy ();
448
439 return tmp; 449 return tmp;
440} 450}
441 451
442/* 452/*
443 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
486 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
487 * 497 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
490 */ 500 */
491int 501static int
492level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
493{ 503{
494 if (!op->inv) 504 if (!op->inv)
495 { 505 {
496 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);
513 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
514 * 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
515 * weird integer between 1-31. 525 * weird integer between 1-31.
516 * 526 *
517 */ 527 */
518int 528static int
519magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
520{ 530{
521 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
523 533
570 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 582
573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
574 magic = (-magic); 584 magic = (-magic);
585
575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 } 587 }
577 else 588 else
578 { 589 {
579 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
582 magic = (-magic); 594 magic = (-magic);
595
583 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
584 } 597 }
585} 598}
586 599
587/* 600/*
610 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
611 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
612 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
613 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
614 */ 627 */
615void 628static void
616set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
617{ 630{
618
619 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
620 632
621 if (op->type == AMULET) 633 if (op->type == AMULET)
622 { 634 {
623 if (!(rndm (21))) 635 if (!(rndm (21)))
746 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
747 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
748 * rings and amulets. 760 * rings and amulets.
749 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
750 */ 762 */
751int 763static int
752get_magic (int diff) 764get_magic (int diff)
753{ 765{
754 int i; 766 int i;
755 767
756 if (diff < 3) 768 if (diff < 3)
759 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
760 if (rndm (diff)) 772 if (rndm (diff))
761 return i; 773 return i;
762 774
763 return 4; 775 return 4;
776}
777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
764} 793}
765 794
766#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
767#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
768 797
805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
806 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
807 op->randomitems = 0; 836 op->randomitems = 0;
808 } 837 }
809 838
810 if (difficulty < 1) 839 max_it (difficulty, 1);
811 difficulty = 1;
812 840
813 if (INVOKE_OBJECT (ADD_BONUS, op, 841 if (INVOKE_OBJECT (ADD_BONUS, op,
814 ARG_OBJECT (creator != op ? creator : 0), 842 ARG_OBJECT (creator != op ? creator : 0),
815 ARG_INT (difficulty), ARG_INT (max_magic), 843 ARG_INT (difficulty), ARG_INT (max_magic),
816 ARG_INT (flags))) 844 ARG_INT (flags)))
817 return; 845 return;
818 846
819 if (!(flags & GT_MINIMAL)) 847 if (!(flags & GT_MINIMAL))
820 { 848 {
821 if (op->arch == crown_arch) 849 if (IS_ARCH (op->arch, crown))
822 { 850 {
823 set_magic (difficulty, op, max_magic, flags); 851 set_magic (difficulty, op, max_magic, flags);
824 num_enchantments = calc_item_power (op, 1); 852 num_enchantments = calc_item_power (op, 1);
825 generate_artifact (op, difficulty); 853 generate_artifact (op, difficulty);
826 } 854 }
831 859
832 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
833 861
834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 862 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN 863 || op->type == HORN
836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 864 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
837 * used for shop_floors or treasures */
838 generate_artifact (op, difficulty); 865 generate_artifact (op, difficulty);
839 } 866 }
840 867
841 /* Object was made an artifact. Calculate its item_power rating. 868 /* Object was made an artifact. Calculate its item_power rating.
842 * the item_power in the object is what the artfiact adds. 869 * the item_power in the object is what the artfiact adds.
876 * again below */ 903 * again below */
877 } 904 }
878 } 905 }
879 906
880 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
881 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
882 909
883 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
884 { 911 {
885 if (op->type == POTION) 912 if (op->type == POTION)
886 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
887 if (op->stats.sp && !op->randomitems) 914 if (op->stats.sp && !op->randomitems)
888 { 915 {
889 object *tmp;
890
891 tmp = get_archetype (spell_mapping[op->stats.sp]); 916 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
892 insert_ob_in_ob (tmp, op); 917 insert_ob_in_ob (tmp, op);
893 op->stats.sp = 0; 918 op->stats.sp = 0;
894 } 919 }
895 } 920 }
896 else if (!op->title) /* Only modify object if not special */ 921 else if (!op->title) /* Only modify object if not special */
919 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
920 945
921 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
922 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
923 { 948 {
924 object *tmp;
925
926 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
927 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
928 op->stats.sp = 0; 951 op->stats.sp = 0;
929 } 952 }
930 953
931 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
939 * since the value set on those is already correct. 962 * since the value set on those is already correct.
940 */ 963 */
941 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
942 { 965 {
943 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
944 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
945 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
946 } 969 }
947 else 970 else
948 { 971 {
949 op->name = "potion"; 972 op->name = "potion";
950 op->name_pl = "potions"; 973 op->name_pl = "potions";
951 } 974 }
952 975
953 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
954 SET_FLAG (op, FLAG_CURSED); 977 SET_FLAG (op, FLAG_CURSED);
978
955 break; 979 break;
956 } 980 }
957 981
958 case AMULET: 982 case AMULET:
959 if (op->arch == amulet_arch) 983 if (IS_ARCH (op->arch, amulet))
960 op->value *= 5; /* Since it's not just decoration */ 984 op->value *= 5; /* Since it's not just decoration */
961 985
962 case RING: 986 case RING:
963 if (op->arch == NULL)
964 {
965 op->destroy ();
966 op = 0;
967 break;
968 }
969
970 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 987 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
971 break; 988 break;
972 989
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED); 991 SET_FLAG (op, FLAG_CURSED);
975 992
995 op->value *= 5; 1012 op->value *= 5;
996 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
997 } 1014 }
998 } 1015 }
999 1016
1000 if (GET_ANIM_ID (op)) 1017 if (op->animation_id)
1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1018 op->set_anim_frame (rndm (op->anim_frames ()));
1002 1019
1003 break; 1020 break;
1004 1021
1005 case BOOK: 1022 case BOOK:
1006 /* Is it an empty book?, if yes lets make a special· 1023 /* Is it an empty book?, if yes lets make a special·
1021 op->level = rndm (creator->level); 1038 op->level = rndm (creator->level);
1022 1039
1023 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1040 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1024 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1025 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1042 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1026 /* creator related stuff */
1027
1028 /* for library, chained books. Note that some monsters have no_pick
1029 * set - we don't want to set no pick in that case.
1030 */
1031 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1032 SET_FLAG (op, FLAG_NO_PICK);
1033 if (creator->slaying && !op->slaying) /* for check_inv floors */
1034 op->slaying = creator->slaying;
1035 1043
1036 /* add exp so reading it gives xp (once) */ 1044 /* add exp so reading it gives xp (once) */
1037 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1038 } 1046 }
1047
1048 /* creator related stuff */
1049
1050 /* for library, chained books. Note that some monsters have no_pick
1051 * set - we don't want to set no pick in that case.
1052 */
1053 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1054 SET_FLAG (op, FLAG_NO_PICK);
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying;
1039 break; 1057 break;
1040 1058
1041 case SPELLBOOK: 1059 case SPELLBOOK:
1042 op->value = op->value * op->inv->value; 1060 op->value = op->value * op->inv->value;
1043 /* add exp so learning gives xp */ 1061 /* add exp so learning gives xp */
1077 * 10 time multiplier). This way, the value are a bit more reasonable. 1095 * 10 time multiplier). This way, the value are a bit more reasonable.
1078 */ 1096 */
1079 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1080 /* maxhp is used to denote how many 'charges' the rod holds before */ 1098 /* maxhp is used to denote how many 'charges' the rod holds before */
1081 if (op->stats.maxhp) 1099 if (op->stats.maxhp)
1082 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1100 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1083 else 1101 else
1084 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1085 1103
1086 op->stats.hp = op->stats.maxhp; 1104 op->stats.hp = op->stats.maxhp;
1087 break; 1105 break;
1088 1106
1089 case SCROLL: 1107 case SCROLL:
1126 1144
1127/* 1145/*
1128 * Allocate and return the pointer to an empty artifactlist structure. 1146 * Allocate and return the pointer to an empty artifactlist structure.
1129 */ 1147 */
1130static artifactlist * 1148static artifactlist *
1131get_empty_artifactlist (void) 1149get_empty_artifactlist ()
1132{ 1150{
1133 return salloc0<artifactlist> (); 1151 return salloc0<artifactlist> ();
1134} 1152}
1135 1153
1136/* 1154/*
1137 * Allocate and return the pointer to an empty artifact structure. 1155 * Allocate and return the pointer to an empty artifact structure.
1138 */ 1156 */
1139static artifact * 1157static artifact *
1140get_empty_artifact (void) 1158get_empty_artifact ()
1141{ 1159{
1142 return salloc0<artifact> (); 1160 return salloc0<artifact> ();
1143} 1161}
1144 1162
1145/* 1163/*
1158 1176
1159/* 1177/*
1160 * Builds up the lists of artifacts from the file in the libdir. 1178 * Builds up the lists of artifacts from the file in the libdir.
1161 */ 1179 */
1162void 1180void
1163init_artifacts (void) 1181init_artifacts ()
1164{ 1182{
1165 static int has_been_inited = 0; 1183 static int has_been_inited = 0;
1166 char filename[MAX_BUF]; 1184 char filename[MAX_BUF];
1167 artifact *art = NULL; 1185 artifact *art = NULL;
1168 artifactlist *al; 1186 artifactlist *al;
1188 1206
1189 { 1207 {
1190 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1191 break; 1209 break;
1192 1210
1193 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1194 1212 char *next;
1195 do 1213 do
1196 { 1214 {
1197 if ((next = strchr (cp, ','))) 1215 if ((next = strchr (cp, ',')))
1198 *next++ = '\0'; 1216 *next++ = '\0';
1199 1217
1346 * to cast. So convert that to into a spell and put it into 1364 * to cast. So convert that to into a spell and put it into
1347 * this object. 1365 * this object.
1348 */ 1366 */
1349 if (op->type == HORN || op->type == POTION) 1367 if (op->type == HORN || op->type == POTION)
1350 { 1368 {
1351 object *tmp_obj;
1352
1353 /* Remove any spells this object currently has in it */ 1369 /* Remove any spells this object currently has in it */
1354 while (op->inv)
1355 op->inv->destroy (); 1370 op->destroy_inv (false);
1356 1371
1357 tmp_obj = arch_to_object (change->other_arch); 1372 object *tmp = change->other_arch->instance ();
1358 insert_ob_in_ob (tmp_obj, op); 1373 insert_ob_in_ob (tmp, op);
1359 } 1374 }
1360 /* No harm setting this for potions/horns */ 1375 /* No harm setting this for potions/horns */
1361 op->other_arch = change->other_arch; 1376 op->other_arch = change->other_arch;
1362 } 1377 }
1363 1378
1448 op->value *= change->value; 1463 op->value *= change->value;
1449 1464
1450 if (change->materials) 1465 if (change->materials)
1451 op->materials = change->materials; 1466 op->materials = change->materials;
1452 1467
1453 if (change->materialname) 1468 if (change->material != MATERIAL_NULL)
1454 op->materialname = change->materialname; 1469 op->material = change->material;
1455 1470
1456 if (change->slaying) 1471 if (change->slaying)
1457 op->slaying = change->slaying; 1472 op->slaying = change->slaying;
1458 1473
1459 if (change->race) 1474 if (change->race)
1568#if 1 1583#if 1
1569 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1584 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1570#endif 1585#endif
1571 return; 1586 return;
1572 } 1587 }
1573 if (!strcmp (art->item->name, "NONE")) 1588
1589 if (art->item->name == shstr_NONE)
1574 return; 1590 return;
1591
1575 if (FABS (op->magic) < art->item->magic) 1592 if (fabs (op->magic) < art->item->magic)
1576 continue; /* Not magic enough to be this item */ 1593 continue; /* Not magic enough to be this item */
1577 1594
1578 /* Map difficulty not high enough */ 1595 /* Map difficulty not high enough */
1579 if (difficulty < art->difficulty) 1596 if (difficulty < art->difficulty)
1580 continue; 1597 continue;
1631 item->level = donor->level; 1648 item->level = donor->level;
1632 1649
1633 /* if donor has some attacktypes, the flesh is poisonous */ 1650 /* if donor has some attacktypes, the flesh is poisonous */
1634 if (donor->attacktype & AT_POISON) 1651 if (donor->attacktype & AT_POISON)
1635 item->type = POISON; 1652 item->type = POISON;
1653
1636 if (donor->attacktype & AT_ACID) 1654 if (donor->attacktype & AT_ACID)
1637 item->stats.hp = -1 * item->stats.food; 1655 item->stats.hp = -1 * item->stats.food;
1656
1638 SET_FLAG (item, FLAG_NO_STEAL); 1657 SET_FLAG (item, FLAG_NO_STEAL);
1639 } 1658 }
1640} 1659}
1641 1660
1642/* special_potion() - so that old potion code is still done right. */ 1661static void
1643int
1644special_potion (object *op)
1645{
1646 if (op->attacktype)
1647 return 1;
1648
1649 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1650 return 1;
1651
1652 for (int i = 0; i < NROFATTACKS; i++)
1653 if (op->resist[i])
1654 return 1;
1655
1656 return 0;
1657}
1658
1659void
1660free_treasurestruct (treasure *t) 1662free_treasurestruct (treasure *t)
1661{ 1663{
1662 if (t->next) free_treasurestruct (t->next); 1664 if (t->next) free_treasurestruct (t->next);
1663 if (t->next_yes) free_treasurestruct (t->next_yes); 1665 if (t->next_yes) free_treasurestruct (t->next_yes);
1664 if (t->next_no) free_treasurestruct (t->next_no); 1666 if (t->next_no) free_treasurestruct (t->next_no);
1665 1667
1666 delete t; 1668 delete t;
1667} 1669}
1668 1670
1669void 1671static void
1670free_charlinks (linked_char *lc) 1672free_charlinks (linked_char *lc)
1671{ 1673{
1672 if (lc->next) 1674 if (lc->next)
1673 free_charlinks (lc->next); 1675 free_charlinks (lc->next);
1674 1676
1675 delete lc; 1677 delete lc;
1676} 1678}
1677 1679
1678void 1680static void
1679free_artifact (artifact *at) 1681free_artifact (artifact *at)
1680{ 1682{
1681 if (at->next) free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1682 if (at->allowed) free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1683 1685
1684 at->item->destroy (1); 1686 at->item->destroy ();
1685 1687
1686 sfree (at); 1688 sfree (at);
1687} 1689}
1688 1690
1689void
1690free_artifactlist (artifactlist *al)
1691{
1692 artifactlist *nextal;
1693
1694 for (al = first_artifactlist; al; al = nextal)
1695 {
1696 nextal = al->next;
1697
1698 if (al->items)
1699 free_artifact (al->items);
1700
1701 sfree (al);
1702 }
1703}
1704
1705void
1706free_all_treasures (void)
1707{
1708 treasurelist *tl, *next;
1709
1710 for (tl = first_treasurelist; tl; tl = next)
1711 {
1712 clear (tl);
1713
1714 next = tl->next;
1715 delete tl;
1716 }
1717
1718 free_artifactlist (first_artifactlist);
1719}

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