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Revision: 1.102
Committed: Wed Apr 7 19:54:45 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.101: +1 -0 lines
Log Message:
use fats destroy, actually required as do_remove slowly becomes too intelligent

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.68 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.32 *
4 root 1.100 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.101 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.32 *
8 root 1.86 * 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
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.32 *
13 root 1.64 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.32 *
18 root 1.86 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.61 *
22 root 1.68 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.32 */
24 elmex 1.1
25     /* TREASURE_DEBUG does some checking on the treasurelists after loading.
26     * It is useful for finding bugs in the treasures file. Since it only
27     * slows the startup some (and not actual game play), it is by default
28     * left on
29     */
30     #define TREASURE_DEBUG
31    
32     /* TREASURE_VERBOSE enables copious output concerning artifact generation */
33 root 1.16
34 root 1.42 //#define TREASURE_VERBOSE
35 root 1.7
36 elmex 1.1 #include <global.h>
37     #include <treasure.h>
38    
39 root 1.41 extern char *spell_mapping[];
40    
41     static treasurelist *first_treasurelist;
42 elmex 1.1
43 root 1.16 static void change_treasure (treasure *t, object *op); /* overrule default values */
44 root 1.41
45     typedef std::tr1::unordered_map<
46     const char *,
47     treasurelist *,
48     str_hash,
49     str_equal,
50 root 1.79 slice_allocator< std::pair<const char *const, treasurelist *> >
51 root 1.41 > tl_map_t;
52    
53     static tl_map_t tl_map;
54 elmex 1.1
55 root 1.88 //TODO: class method
56 root 1.89 static void free_treasurestruct (treasure *t); // bleh desu
57 root 1.88 static void
58     clear (treasurelist *tl)
59     {
60     if (tl->items)
61     {
62     free_treasurestruct (tl->items);
63     tl->items = 0;
64     }
65    
66     tl->total_chance = 0;
67     }
68    
69 elmex 1.1 /*
70 root 1.44 * Searches for the given treasurelist
71 elmex 1.1 */
72 root 1.41 treasurelist *
73     treasurelist::find (const char *name)
74     {
75     if (!name)
76     return 0;
77    
78 root 1.45 auto (i, tl_map.find (name));
79 elmex 1.1
80 root 1.41 if (i == tl_map.end ())
81     return 0;
82    
83     return i->second;
84 elmex 1.1 }
85    
86     /*
87 root 1.41 * Searches for the given treasurelist in the globally linked list
88     * of treasurelists which has been built by load_treasures().
89 elmex 1.1 */
90 root 1.41 treasurelist *
91     treasurelist::get (const char *name)
92 root 1.7 {
93 root 1.41 treasurelist *tl = find (name);
94    
95     if (!tl)
96     {
97     tl = new treasurelist;
98    
99     tl->name = name;
100     tl->next = first_treasurelist;
101     first_treasurelist = tl;
102 root 1.7
103 root 1.41 tl_map.insert (std::make_pair (tl->name, tl));
104     }
105 elmex 1.1
106 root 1.41 return tl;
107     }
108    
109 root 1.47 #ifdef TREASURE_DEBUG
110     /* recursived checks the linked list. Treasurelist is passed only
111     * so that the treasure name can be printed out
112     */
113     static void
114     check_treasurelist (const treasure *t, const treasurelist * tl)
115     {
116     if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117     LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118    
119     if (t->next)
120     check_treasurelist (t->next, tl);
121    
122     if (t->next_yes)
123     check_treasurelist (t->next_yes, tl);
124    
125     if (t->next_no)
126     check_treasurelist (t->next_no, tl);
127     }
128     #endif
129    
130 elmex 1.1 /*
131     * Reads the lib/treasure file from disk, and parses the contents
132     * into an internal treasure structure (very linked lists)
133     */
134 root 1.7 static treasure *
135 root 1.47 read_treasure (object_thawer &f)
136 root 1.7 {
137 root 1.41 treasure *t = new treasure;
138 root 1.7
139 root 1.47 f.next ();
140 root 1.42
141     for (;;)
142 root 1.7 {
143 root 1.70 coroapi::cede_to_tick ();
144 root 1.7
145 root 1.42 switch (f.kw)
146 root 1.16 {
147 root 1.42 case KW_arch:
148 root 1.72 t->item = archetype::find (f.get_str ());
149 root 1.73
150 root 1.72 if (!t->item)
151     {
152     f.parse_warn ("treasure references unknown archetype");
153 root 1.73 t->item = archetype::empty;
154 root 1.72 }
155    
156 root 1.42 break;
157    
158     case KW_list: f.get (t->name); break;
159     case KW_change_name: f.get (t->change_arch.name); break;
160     case KW_change_title: f.get (t->change_arch.title); break;
161     case KW_change_slaying: f.get (t->change_arch.slaying); break;
162     case KW_chance: f.get (t->chance); break;
163     case KW_nrof: f.get (t->nrof); break;
164     case KW_magic: f.get (t->magic); break;
165    
166 root 1.47 case KW_yes: t->next_yes = read_treasure (f); continue;
167     case KW_no: t->next_no = read_treasure (f); continue;
168 root 1.42
169     case KW_end:
170 root 1.47 f.next ();
171 root 1.42 return t;
172    
173     case KW_more:
174 root 1.47 t->next = read_treasure (f);
175 root 1.42 return t;
176    
177     default:
178 root 1.47 if (!f.parse_error ("treasurelist", t->name))
179 root 1.72 goto error;
180 root 1.42
181     return t;
182 root 1.16 }
183 root 1.47
184     f.next ();
185 elmex 1.1 }
186 root 1.72
187     // not reached
188    
189     error:
190     delete t;
191     return 0;
192 elmex 1.1 }
193    
194     /*
195     * Each treasure is parsed with the help of load_treasure().
196     */
197 root 1.47 treasurelist *
198     treasurelist::read (object_thawer &f)
199 root 1.7 {
200 root 1.47 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
201 root 1.7
202 root 1.47 bool one = f.kw == KW_treasureone;
203     treasurelist *tl = treasurelist::get (f.get_str ());
204     clear (tl);
205     tl->items = read_treasure (f);
206     if (!tl->items)
207     return 0;
208 root 1.42
209 root 1.47 /* This is a one of the many items on the list should be generated.
210     * Add up the chance total, and check to make sure the yes & no
211     * fields of the treasures are not being used.
212     */
213     if (one)
214 root 1.7 {
215 root 1.47 for (treasure *t = tl->items; t; t = t->next)
216 root 1.16 {
217 root 1.47 if (t->next_yes || t->next_no)
218 root 1.42 {
219 root 1.62 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
220 root 1.47 LOG (llevError, " the next_yes or next_no field is set\n");
221 root 1.16 }
222 elmex 1.1
223 root 1.47 tl->total_chance += t->chance;
224 root 1.42 }
225 root 1.47 }
226 root 1.42
227 root 1.47 return tl;
228 elmex 1.1 }
229    
230     /*
231     * Generates the objects specified by the given treasure.
232     * It goes recursively through the rest of the linked list.
233     * If there is a certain percental chance for a treasure to be generated,
234     * this is taken into consideration.
235     * The second argument specifies for which object the treasure is
236     * being generated.
237     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
238     * abilities. This is used by summon spells, thus no summoned monsters
239     * start with equipment, but only their abilities).
240     */
241 root 1.7 static void
242 root 1.16 put_treasure (object *op, object *creator, int flags)
243 elmex 1.1 {
244 root 1.56 if (flags & GT_ENVIRONMENT)
245 root 1.7 {
246 root 1.56 /* Bit of a hack - spells should never be put onto the map. The entire
247     * treasure stuff is a problem - there is no clear idea of knowing
248     * this is the original object, or if this is an object that should be created
249     * by another object.
250     */
251     //TODO: flag such as objects... as such (no drop, anybody?)
252     if (op->type == SPELL)
253     {
254 root 1.82 op->destroy ();
255 root 1.56 return;
256     }
257    
258 root 1.53 op->expand_tail ();
259    
260 root 1.77 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 root 1.82 op->destroy ();
262 root 1.51 else
263     {
264     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
265     op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266     }
267 root 1.7 }
268     else
269     {
270 root 1.29 op = creator->insert (op);
271 root 1.27
272 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
273 root 1.16 monster_check_apply (creator, op);
274 elmex 1.1 }
275     }
276    
277     /* if there are change_xxx commands in the treasure, we include the changes
278     * in the generated object
279     */
280 root 1.7 static void
281 root 1.12 change_treasure (treasure *t, object *op)
282 elmex 1.1 {
283 root 1.7 /* CMD: change_name xxxx */
284     if (t->change_arch.name)
285 elmex 1.1 {
286 root 1.7 op->name = t->change_arch.name;
287     op->name_pl = t->change_arch.name;
288 elmex 1.1 }
289    
290 root 1.7 if (t->change_arch.title)
291     op->title = t->change_arch.title;
292    
293     if (t->change_arch.slaying)
294     op->slaying = t->change_arch.slaying;
295     }
296    
297 root 1.41 static void
298 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
299 root 1.7 {
300 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
301 elmex 1.1 {
302 root 1.7 if (t->name)
303 root 1.16 {
304 elmex 1.30 if (difficulty >= t->magic)
305 root 1.47 if (treasurelist *tl = treasurelist::find (t->name))
306     create_treasure (tl, op, flag, difficulty, tries);
307     else
308     LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
309 root 1.16 }
310 root 1.7 else
311 root 1.16 {
312 root 1.63 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
313 root 1.16 {
314 root 1.98 object *tmp = t->item->instance ();
315 root 1.41
316 root 1.16 if (t->nrof && tmp->nrof <= 1)
317 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
318    
319 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
320     change_treasure (t, tmp);
321     put_treasure (tmp, op, flag);
322     }
323     }
324 root 1.12
325 root 1.41 if (t->next_yes)
326 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
327 elmex 1.1 }
328 root 1.41 else if (t->next_no)
329 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
330 root 1.12
331 root 1.41 if (t->next)
332 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
333 elmex 1.1 }
334    
335 root 1.41 static void
336 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
337 root 1.7 {
338 root 1.35 int value = rndm (tl->total_chance);
339 root 1.7 treasure *t;
340 elmex 1.1
341 root 1.7 if (tries++ > 100)
342     {
343     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
344     return;
345     }
346 root 1.12
347 root 1.41 for (t = tl->items; t; t = t->next)
348 root 1.7 {
349     value -= t->chance;
350 root 1.12
351 root 1.7 if (value < 0)
352 root 1.16 break;
353 root 1.7 }
354 elmex 1.1
355 root 1.7 if (!t || value >= 0)
356 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
357 root 1.12
358 root 1.7 if (t->name)
359     {
360     if (difficulty >= t->magic)
361 elmex 1.26 {
362 root 1.41 treasurelist *tl = treasurelist::find (t->name);
363 elmex 1.26 if (tl)
364     create_treasure (tl, op, flag, difficulty, tries);
365     }
366 root 1.7 else if (t->nrof)
367 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
368 elmex 1.1 }
369 root 1.63 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
370 root 1.7 {
371 root 1.98 if (object *tmp = t->item->instance ())
372 root 1.41 {
373     if (t->nrof && tmp->nrof <= 1)
374     tmp->nrof = rndm (t->nrof) + 1;
375 root 1.12
376 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
377     change_treasure (t, tmp);
378     put_treasure (tmp, op, flag);
379     }
380 elmex 1.1 }
381     }
382    
383 root 1.57 void
384     object::create_treasure (treasurelist *tl, int flags)
385     {
386     ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
387     }
388    
389 elmex 1.1 /* This calls the appropriate treasure creation function. tries is passed
390     * to determine how many list transitions or attempts to create treasure
391     * have been made. It is really in place to prevent infinite loops with
392     * list transitions, or so that excessively good treasure will not be
393     * created on weak maps, because it will exceed the number of allowed tries
394     * to do that.
395     */
396 root 1.7 void
397 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
398 elmex 1.1 {
399 root 1.41 // empty treasurelists are legal
400     if (!tl->items)
401     return;
402    
403 root 1.7 if (tries++ > 100)
404     {
405     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
406     return;
407     }
408 root 1.37
409 root 1.58 if (op->flag [FLAG_TREASURE_ENV])
410 root 1.59 {
411     // do not generate items when there already is something above the object
412     if (op->flag [FLAG_IS_FLOOR] && op->above)
413     return;
414    
415     flag |= GT_ENVIRONMENT;
416     }
417 root 1.58
418 elmex 1.30 if (tl->total_chance)
419     create_one_treasure (tl, op, flag, difficulty, tries);
420 root 1.7 else
421 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
422 elmex 1.1 }
423    
424     /* This is similar to the old generate treasure function. However,
425     * it instead takes a treasurelist. It is really just a wrapper around
426     * create_treasure. We create a dummy object that the treasure gets
427     * inserted into, and then return that treausre
428     */
429 root 1.7 object *
430 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
431 elmex 1.1 {
432 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
433    
434 root 1.50 object *ob = object::create ();
435 elmex 1.1
436 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
437 elmex 1.1
438 root 1.7 /* Don't want to free the object we are about to return */
439 root 1.50 object *tmp = ob->inv;
440     if (tmp)
441 root 1.23 tmp->remove ();
442 root 1.21
443 root 1.7 if (ob->inv)
444 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
445    
446 root 1.82 ob->destroy ();
447 root 1.80
448 root 1.7 return tmp;
449 elmex 1.1 }
450    
451     /*
452     * This is a new way of calculating the chance for an item to have
453     * a specific magical bonus.
454     * The array has two arguments, the difficulty of the level, and the
455     * magical bonus "wanted".
456     */
457    
458 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
459 root 1.42 // chance of magic difficulty
460     // +0 +1 +2 +3 +4
461     {95, 2, 2, 1, 0}, // 1
462     {92, 5, 2, 1, 0}, // 2
463     {85, 10, 4, 1, 0}, // 3
464     {80, 14, 4, 2, 0}, // 4
465     {75, 17, 5, 2, 1}, // 5
466     {70, 18, 8, 3, 1}, // 6
467     {65, 21, 10, 3, 1}, // 7
468     {60, 22, 12, 4, 2}, // 8
469     {55, 25, 14, 4, 2}, // 9
470     {50, 27, 16, 5, 2}, // 10
471     {45, 28, 18, 6, 3}, // 11
472     {42, 28, 20, 7, 3}, // 12
473     {40, 27, 21, 8, 4}, // 13
474     {38, 25, 22, 10, 5}, // 14
475     {36, 23, 23, 12, 6}, // 15
476     {33, 21, 24, 14, 8}, // 16
477     {31, 19, 25, 16, 9}, // 17
478     {27, 15, 30, 18, 10}, // 18
479     {20, 12, 30, 25, 13}, // 19
480     {15, 10, 28, 30, 17}, // 20
481     {13, 9, 27, 28, 23}, // 21
482     {10, 8, 25, 28, 29}, // 22
483     { 8, 7, 23, 26, 36}, // 23
484     { 6, 6, 20, 22, 46}, // 24
485     { 4, 5, 17, 18, 56}, // 25
486     { 2, 4, 12, 14, 68}, // 26
487     { 0, 3, 7, 10, 80}, // 27
488     { 0, 0, 3, 7, 90}, // 28
489     { 0, 0, 0, 3, 97}, // 29
490     { 0, 0, 0, 0, 100}, // 30
491     { 0, 0, 0, 0, 100}, // 31
492 elmex 1.1 };
493    
494     /* calculate the appropriate level for wands staves and scrolls.
495     * This code presumes that op has had its spell object created (in op->inv)
496     *
497     * elmex Wed Aug 9 17:44:59 CEST 2006:
498     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
499     */
500 root 1.89 static int
501 root 1.16 level_for_item (const object *op, int difficulty)
502 elmex 1.1 {
503     if (!op->inv)
504     {
505 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
506     return 0;
507 elmex 1.1 }
508    
509 root 1.67 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
510 elmex 1.1
511     if (olevel <= 0)
512 root 1.67 olevel = rndm (1, op->inv->level);
513 elmex 1.1
514 root 1.67 return min (olevel, MAXLEVEL);
515 elmex 1.1 }
516    
517     /*
518     * Based upon the specified difficulty and upon the difftomagic_list array,
519     * a random magical bonus is returned. This is used when determine
520     * the magical bonus created on specific maps.
521     *
522     * elmex Thu Aug 10 18:45:44 CEST 2006:
523     * Scaling difficulty by max_level, as difficulty is a level and not some
524     * weird integer between 1-31.
525     *
526     */
527 root 1.89 static int
528 root 1.7 magic_from_difficulty (int difficulty)
529 elmex 1.1 {
530     int percent = 0, magic = 0;
531     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
532    
533     scaled_diff--;
534    
535 root 1.7 if (scaled_diff < 0)
536 elmex 1.1 scaled_diff = 0;
537    
538     if (scaled_diff >= DIFFLEVELS)
539 root 1.7 scaled_diff = DIFFLEVELS - 1;
540 elmex 1.1
541 root 1.33 percent = rndm (100);
542 elmex 1.1
543 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
544 elmex 1.1 {
545     percent -= difftomagic_list[scaled_diff][magic];
546    
547     if (percent < 0)
548 root 1.16 break;
549 elmex 1.1 }
550    
551     if (magic == (MAXMAGIC + 1))
552     {
553 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
554 elmex 1.1 magic = 0;
555     }
556    
557 root 1.33 magic = (rndm (3)) ? magic : -magic;
558 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
559    
560     return magic;
561     }
562    
563     /*
564     * Sets magical bonus in an object, and recalculates the effect on
565     * the armour variable, and the effect on speed of armour.
566     * This function doesn't work properly, should add use of archetypes
567     * to make it truly absolute.
568     */
569    
570 root 1.7 void
571 root 1.16 set_abs_magic (object *op, int magic)
572 root 1.7 {
573     if (!magic)
574 elmex 1.1 return;
575    
576 root 1.7 op->magic = magic;
577     if (op->arch)
578     {
579     if (op->type == ARMOUR)
580 root 1.63 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
581 root 1.7
582 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
583 root 1.16 magic = (-magic);
584 root 1.78
585 root 1.63 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
586 root 1.7 }
587     else
588     {
589     if (op->type == ARMOUR)
590 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591 root 1.78
592 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
593 root 1.16 magic = (-magic);
594 root 1.78
595 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
596     }
597 elmex 1.1 }
598    
599     /*
600     * Sets a random magical bonus in the given object based upon
601     * the given difficulty, and the given max possible bonus.
602     */
603    
604 root 1.7 static void
605 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
606 elmex 1.1 {
607     int i;
608 root 1.16
609 root 1.7 i = magic_from_difficulty (difficulty);
610 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
611 root 1.7 i = -i;
612     if (i > max_magic)
613 elmex 1.1 i = max_magic;
614 root 1.7 set_abs_magic (op, i);
615 elmex 1.1 if (i < 0)
616 root 1.7 SET_FLAG (op, FLAG_CURSED);
617 elmex 1.1 }
618    
619     /*
620     * Randomly adds one magical ability to the given object.
621     * Modified for Partial Resistance in many ways:
622     * 1) Since rings can have multiple bonuses, if the same bonus
623     * is rolled again, increase it - the bonuses now stack with
624     * other bonuses previously rolled and ones the item might natively have.
625     * 2) Add code to deal with new PR method.
626     */
627 root 1.89 static void
628 root 1.16 set_ring_bonus (object *op, int bonus)
629 root 1.7 {
630 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
631 elmex 1.1
632 root 1.7 if (op->type == AMULET)
633     {
634 root 1.33 if (!(rndm (21)))
635     r = 20 + rndm (2);
636 root 1.7 else
637 root 1.16 {
638 root 1.35 if (rndm (2))
639 root 1.16 r = 10;
640     else
641 root 1.33 r = 11 + rndm (9);
642 root 1.16 }
643 root 1.7 }
644    
645     switch (r)
646     {
647 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
648     * bonuses and penalties will stack and add to existing values.
649     * of the item.
650     */
651     case 0:
652     case 1:
653     case 2:
654     case 3:
655     case 4:
656     case 5:
657     case 6:
658 root 1.60 op->stats.stat (r) += bonus;
659 root 1.16 break;
660    
661     case 7:
662     op->stats.dam += bonus;
663     break;
664    
665     case 8:
666     op->stats.wc += bonus;
667     break;
668    
669     case 9:
670     op->stats.food += bonus; /* hunger/sustenance */
671     break;
672    
673     case 10:
674     op->stats.ac += bonus;
675     break;
676    
677     /* Item that gives protections/vulnerabilities */
678     case 11:
679     case 12:
680     case 13:
681     case 14:
682     case 15:
683     case 16:
684     case 17:
685     case 18:
686     case 19:
687     {
688 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
689 root 1.16
690     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
691 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
692 root 1.16
693     /* Cursed items need to have higher negative values to equal out with
694     * positive values for how protections work out. Put another
695     * little random element in since that they don't always end up with
696     * even values.
697     */
698     if (bonus < 0)
699 root 1.35 val = 2 * -val - rndm (b);
700 root 1.16 if (val > 35)
701     val = 35; /* Upper limit */
702     b = 0;
703 root 1.34
704 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
705 root 1.34 resist = rndm (num_resist_table);
706    
707 root 1.16 if (b == 4)
708     return; /* Not able to find a free resistance */
709 root 1.34
710 root 1.16 op->resist[resist_table[resist]] = val;
711     /* We should probably do something more clever here to adjust value
712     * based on how good a resistance we gave.
713     */
714     break;
715     }
716     case 20:
717     if (op->type == AMULET)
718     {
719     SET_FLAG (op, FLAG_REFL_SPELL);
720     op->value *= 11;
721     }
722     else
723     {
724     op->stats.hp = 1; /* regenerate hit points */
725     op->value *= 4;
726     }
727     break;
728    
729     case 21:
730     if (op->type == AMULET)
731     {
732     SET_FLAG (op, FLAG_REFL_MISSILE);
733     op->value *= 9;
734     }
735     else
736     {
737     op->stats.sp = 1; /* regenerate spell points */
738     op->value *= 3;
739     }
740     break;
741    
742     case 22:
743     op->stats.exp += bonus; /* Speed! */
744     op->value = (op->value * 2) / 3;
745     break;
746 root 1.7 }
747 root 1.34
748 root 1.7 if (bonus > 0)
749     op->value *= 2 * bonus;
750     else
751     op->value = -(op->value * 2 * bonus) / 3;
752 elmex 1.1 }
753    
754     /*
755     * get_magic(diff) will return a random number between 0 and 4.
756     * diff can be any value above 2. The higher the diff-variable, the
757     * higher is the chance of returning a low number.
758     * It is only used in fix_generated_treasure() to set bonuses on
759     * rings and amulets.
760     * Another scheme is used to calculate the magic of weapons and armours.
761     */
762 root 1.89 static int
763 root 1.7 get_magic (int diff)
764     {
765 elmex 1.1 int i;
766 root 1.16
767 root 1.7 if (diff < 3)
768     diff = 3;
769 root 1.35
770 root 1.7 for (i = 0; i < 4; i++)
771 root 1.35 if (rndm (diff))
772 root 1.7 return i;
773 root 1.35
774 elmex 1.1 return 4;
775     }
776    
777 root 1.88 /* special_potion() - so that old potion code is still done right. */
778 root 1.89 static int
779 root 1.88 special_potion (object *op)
780     {
781     if (op->attacktype)
782     return 1;
783    
784     if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
785     return 1;
786    
787     for (int i = 0; i < NROFATTACKS; i++)
788     if (op->resist[i])
789     return 1;
790    
791     return 0;
792     }
793    
794 elmex 1.1 #define DICE2 (get_magic(2)==2?2:1)
795 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
796 elmex 1.1
797     /*
798     * fix_generated_item(): This is called after an item is generated, in
799     * order to set it up right. This produced magical bonuses, puts spells
800     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
801     */
802 root 1.16
803 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
804     * op->type. Right now, which stuff the creator passes on is object type
805     * dependant. I know this is a spagetti manuever, but is there a cleaner
806     * way to do this? b.t. */
807 root 1.16
808 elmex 1.1 /*
809     * ! (flags & GT_ENVIRONMENT):
810     * Automatically calls fix_flesh_item().
811     *
812     * flags:
813     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
814     * value.
815     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
816     * a working object - don't change magic, value, etc, but set it material
817     * type as appropriate, for objects that need spell objects, set those, etc
818     */
819 root 1.7 void
820 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
821 elmex 1.1 {
822     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
823    
824     if (!creator || creator->type == op->type)
825 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
826 elmex 1.1
827     /* If we make an artifact, this information will be destroyed */
828     save_item_power = op->item_power;
829     op->item_power = 0;
830    
831     if (op->randomitems && op->type != SPELL)
832     {
833 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
834 elmex 1.1 /* So the treasure doesn't get created again */
835 root 1.42 op->randomitems = 0;
836 elmex 1.1 }
837    
838 root 1.96 max_it (difficulty, 1);
839 elmex 1.1
840 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
841     ARG_OBJECT (creator != op ? creator : 0),
842     ARG_INT (difficulty), ARG_INT (max_magic),
843     ARG_INT (flags)))
844     return;
845    
846 elmex 1.1 if (!(flags & GT_MINIMAL))
847     {
848 root 1.72 if (IS_ARCH (op->arch, crown))
849 root 1.16 {
850     set_magic (difficulty, op, max_magic, flags);
851     num_enchantments = calc_item_power (op, 1);
852     generate_artifact (op, difficulty);
853     }
854 elmex 1.1 else
855 root 1.16 {
856     if (!op->magic && max_magic)
857     set_magic (difficulty, op, max_magic, flags);
858    
859     num_enchantments = calc_item_power (op, 1);
860    
861 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
862     || op->type == HORN
863 root 1.72 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
864 root 1.16 generate_artifact (op, difficulty);
865     }
866 elmex 1.1
867     /* Object was made an artifact. Calculate its item_power rating.
868     * the item_power in the object is what the artfiact adds.
869     */
870     if (op->title)
871 root 1.16 {
872     /* if save_item_power is set, then most likely we started with an
873     * artifact and have added new abilities to it - this is rare, but
874     * but I have seen things like 'strange rings of fire'. So just figure
875     * out the power from the base power plus what this one adds. Note
876     * that since item_power is not quite linear, this actually ends up
877     * being somewhat of a bonus
878     */
879     if (save_item_power)
880     op->item_power = save_item_power + get_power_from_ench (op->item_power);
881     else
882     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
883     }
884 elmex 1.1 else if (save_item_power)
885 root 1.16 {
886     /* restore the item_power field to the object if we haven't changed it.
887     * we don't care about num_enchantments - that will basically just
888     * have calculated some value from the base attributes of the archetype.
889     */
890     op->item_power = save_item_power;
891     }
892 elmex 1.1 else
893 root 1.16 {
894     /* item_power was zero. This is suspicious, as it may be because it
895     * was never previously calculated. Let's compute a value and see if
896     * it is non-zero. If it indeed is, then assign it as the new
897     * item_power value.
898     * - gros, 21th of July 2006.
899     */
900     op->item_power = calc_item_power (op, 0);
901     save_item_power = op->item_power; /* Just in case it would get used
902     * again below */
903     }
904 elmex 1.1 }
905    
906     /* materialtype modifications. Note we allow this on artifacts. */
907 root 1.93 select_material (op, difficulty);
908 elmex 1.1
909     if (flags & GT_MINIMAL)
910     {
911     if (op->type == POTION)
912 root 1.16 /* Handle healing and magic power potions */
913     if (op->stats.sp && !op->randomitems)
914     {
915 root 1.72 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
916 root 1.16 insert_ob_in_ob (tmp, op);
917     op->stats.sp = 0;
918     }
919 elmex 1.1 }
920 root 1.16 else if (!op->title) /* Only modify object if not special */
921 elmex 1.1 switch (op->type)
922     {
923 root 1.16 case WEAPON:
924     case ARMOUR:
925     case SHIELD:
926     case HELMET:
927     case CLOAK:
928 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
929 root 1.16 set_ring_bonus (op, -DICE2);
930     break;
931    
932     case BRACERS:
933 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
934 root 1.16 {
935     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
936     if (!QUERY_FLAG (op, FLAG_CURSED))
937     op->value *= 3;
938     }
939     break;
940    
941     case POTION:
942     {
943     int too_many_tries = 0, is_special = 0;
944    
945     /* Handle healing and magic power potions */
946     if (op->stats.sp && !op->randomitems)
947     {
948 root 1.96 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
949 root 1.16 insert_ob_in_ob (tmp, op);
950     op->stats.sp = 0;
951     }
952    
953     while (!(is_special = special_potion (op)) && !op->inv)
954     {
955     generate_artifact (op, difficulty);
956     if (too_many_tries++ > 10)
957     break;
958     }
959    
960     /* don't want to change value for healing/magic power potions,
961     * since the value set on those is already correct.
962     */
963     if (op->inv && op->randomitems)
964     {
965     /* value multiplier is same as for scrolls */
966 root 1.96 op->value *= op->inv->value;
967 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
968 root 1.16 }
969     else
970     {
971     op->name = "potion";
972     op->name_pl = "potions";
973     }
974    
975 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
976 root 1.16 SET_FLAG (op, FLAG_CURSED);
977 root 1.96
978 root 1.16 break;
979     }
980    
981     case AMULET:
982 root 1.72 if (IS_ARCH (op->arch, amulet))
983 root 1.16 op->value *= 5; /* Since it's not just decoration */
984    
985     case RING:
986 root 1.72 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
987 root 1.16 break;
988    
989 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
990 root 1.16 SET_FLAG (op, FLAG_CURSED);
991    
992     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
993    
994     if (op->type != RING) /* Amulets have only one ability */
995     break;
996    
997 root 1.33 if (!(rndm (4)))
998 root 1.16 {
999 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1000 root 1.16
1001     if (d > 0)
1002     op->value *= 3;
1003    
1004     set_ring_bonus (op, d);
1005    
1006 root 1.33 if (!(rndm (4)))
1007 root 1.16 {
1008 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009 root 1.16
1010     if (d > 0)
1011     op->value *= 5;
1012     set_ring_bonus (op, d);
1013     }
1014     }
1015    
1016 root 1.85 if (op->animation_id)
1017     op->set_anim_frame (rndm (op->anim_frames ()));
1018 root 1.16
1019     break;
1020    
1021     case BOOK:
1022     /* Is it an empty book?, if yes lets make a special·
1023     * msg for it, and tailor its properties based on the·
1024     * creator and/or map level we found it on.
1025     */
1026 root 1.33 if (!op->msg && rndm (10))
1027 root 1.16 {
1028     /* set the book level properly */
1029     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1030     {
1031     if (op->map && op->map->difficulty)
1032 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1033 root 1.16 else
1034 root 1.33 op->level = rndm (20) + 1;
1035 root 1.16 }
1036     else
1037 root 1.35 op->level = rndm (creator->level);
1038 root 1.16
1039     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1040     /* books w/ info are worth more! */
1041     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1042    
1043     /* add exp so reading it gives xp (once) */
1044     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1045     }
1046 sf-marcmagus 1.87
1047     /* creator related stuff */
1048    
1049     /* for library, chained books. Note that some monsters have no_pick
1050     * set - we don't want to set no pick in that case.
1051     */
1052     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1053     SET_FLAG (op, FLAG_NO_PICK);
1054     if (creator->slaying && !op->slaying) /* for check_inv floors */
1055     op->slaying = creator->slaying;
1056 root 1.16 break;
1057    
1058     case SPELLBOOK:
1059     op->value = op->value * op->inv->value;
1060     /* add exp so learning gives xp */
1061     op->level = op->inv->level;
1062     op->stats.exp = op->value;
1063     break;
1064    
1065     case WAND:
1066     /* nrof in the treasure list is number of charges,
1067     * not number of wands. So copy that into food (charges),
1068     * and reset nrof.
1069     */
1070     op->stats.food = op->inv->nrof;
1071     op->nrof = 1;
1072     /* If the spell changes by level, choose a random level
1073     * for it, and adjust price. If the spell doesn't
1074     * change by level, just set the wand to the level of
1075     * the spell, and value calculation is simpler.
1076     */
1077     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1078     {
1079     op->level = level_for_item (op, difficulty);
1080     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1081     }
1082     else
1083     {
1084     op->level = op->inv->level;
1085     op->value = op->value * op->inv->value;
1086     }
1087     break;
1088    
1089     case ROD:
1090     op->level = level_for_item (op, difficulty);
1091     /* Add 50 to both level an divisor to keep prices a little more
1092     * reasonable. Otherwise, a high level version of a low level
1093     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1094     * 10 time multiplier). This way, the value are a bit more reasonable.
1095     */
1096     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097     /* maxhp is used to denote how many 'charges' the rod holds before */
1098     if (op->stats.maxhp)
1099 root 1.92 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1100 root 1.16 else
1101 root 1.92 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1102 root 1.16
1103     op->stats.hp = op->stats.maxhp;
1104     break;
1105    
1106     case SCROLL:
1107     op->level = level_for_item (op, difficulty);
1108     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1109    
1110     /* add exp so reading them properly gives xp */
1111     op->stats.exp = op->value / 5;
1112     op->nrof = op->inv->nrof;
1113     break;
1114    
1115     case RUNE:
1116     trap_adjust (op, difficulty);
1117     break;
1118    
1119     case TRAP:
1120     trap_adjust (op, difficulty);
1121     break;
1122     } /* switch type */
1123 elmex 1.1
1124     if (flags & GT_STARTEQUIP)
1125     {
1126 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1127 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1128 elmex 1.1 else if (op->type != MONEY)
1129 root 1.16 op->value = 0;
1130 elmex 1.1 }
1131    
1132     if (!(flags & GT_ENVIRONMENT))
1133     fix_flesh_item (op, creator);
1134     }
1135    
1136     /*
1137     *
1138     *
1139     * CODE DEALING WITH ARTIFACTS STARTS HERE
1140     *
1141     *
1142     */
1143    
1144     /*
1145     * Allocate and return the pointer to an empty artifactlist structure.
1146     */
1147 root 1.7 static artifactlist *
1148 root 1.97 get_empty_artifactlist ()
1149 root 1.7 {
1150 root 1.69 return salloc0<artifactlist> ();
1151 elmex 1.1 }
1152    
1153     /*
1154     * Allocate and return the pointer to an empty artifact structure.
1155     */
1156 root 1.7 static artifact *
1157 root 1.97 get_empty_artifact ()
1158 root 1.7 {
1159 root 1.69 return salloc0<artifact> ();
1160 elmex 1.1 }
1161    
1162     /*
1163     * Searches the artifact lists and returns one that has the same type
1164     * of objects on it.
1165     */
1166 root 1.7 artifactlist *
1167     find_artifactlist (int type)
1168     {
1169 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1170 root 1.7 if (al->type == type)
1171     return al;
1172 root 1.38
1173     return 0;
1174 elmex 1.1 }
1175    
1176     /*
1177     * Builds up the lists of artifacts from the file in the libdir.
1178     */
1179 root 1.7 void
1180 root 1.97 init_artifacts ()
1181 root 1.7 {
1182     static int has_been_inited = 0;
1183 pippijn 1.39 char filename[MAX_BUF];
1184 root 1.7 artifact *art = NULL;
1185     artifactlist *al;
1186    
1187     if (has_been_inited)
1188     return;
1189     else
1190     has_been_inited = 1;
1191 elmex 1.1
1192 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1193 root 1.38 object_thawer f (filename);
1194 elmex 1.1
1195 root 1.38 if (!f)
1196 root 1.7 return;
1197 elmex 1.1
1198 root 1.38 for (;;)
1199 root 1.7 {
1200 root 1.38 switch (f.kw)
1201     {
1202     case KW_allowed:
1203     if (!art)
1204 root 1.47 art = get_empty_artifact ();
1205 root 1.7
1206 root 1.16 {
1207 root 1.38 if (!strcmp (f.get_str (), "all"))
1208     break;
1209    
1210 root 1.95 const char *cp = f.get_str ();
1211     char *next;
1212 root 1.38 do
1213     {
1214 root 1.99 if ((next = (char *)strchr (cp, ',')))
1215 root 1.38 *next++ = '\0';
1216    
1217     linked_char *tmp = new linked_char;
1218    
1219     tmp->name = cp;
1220     tmp->next = art->allowed;
1221     art->allowed = tmp;
1222     }
1223     while ((cp = next));
1224 root 1.16 }
1225 root 1.38 break;
1226    
1227     case KW_chance:
1228     f.get (art->chance);
1229     break;
1230    
1231     case KW_difficulty:
1232     f.get (art->difficulty);
1233     break;
1234 root 1.16
1235 root 1.38 case KW_object:
1236 root 1.16 {
1237 root 1.38 art->item = object::create ();
1238 root 1.49 f.get (art->item->name);
1239     f.next ();
1240 root 1.38
1241     if (!art->item->parse_kv (f))
1242     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1243    
1244     al = find_artifactlist (art->item->type);
1245    
1246     if (!al)
1247     {
1248     al = get_empty_artifactlist ();
1249     al->type = art->item->type;
1250     al->next = first_artifactlist;
1251     first_artifactlist = al;
1252     }
1253    
1254     art->next = al->items;
1255     al->items = art;
1256     art = 0;
1257 root 1.16 }
1258 root 1.38 continue;
1259 root 1.10
1260 root 1.38 case KW_EOF:
1261     goto done;
1262 root 1.10
1263 root 1.38 default:
1264     if (!f.parse_error ("artifacts file"))
1265     cleanup ("artifacts file required");
1266     break;
1267 root 1.16 }
1268 root 1.38
1269     f.next ();
1270 root 1.7 }
1271 root 1.3
1272 root 1.38 done:
1273     for (al = first_artifactlist; al; al = al->next)
1274 root 1.7 {
1275 root 1.47 al->total_chance = 0;
1276    
1277 root 1.38 for (art = al->items; art; art = art->next)
1278 root 1.16 {
1279     if (!art->chance)
1280     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1281     else
1282     al->total_chance += art->chance;
1283     }
1284 elmex 1.1 #if 0
1285 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1286 elmex 1.1 #endif
1287     }
1288    
1289 root 1.7 LOG (llevDebug, "done.\n");
1290 elmex 1.1 }
1291    
1292     /*
1293     * Used in artifact generation. The bonuses of the first object
1294     * is modified by the bonuses of the second object.
1295     */
1296 root 1.7 void
1297 root 1.16 add_abilities (object *op, object *change)
1298 root 1.7 {
1299 pippijn 1.14 int i, tmp;
1300 elmex 1.1
1301 root 1.7 if (change->face != blank_face)
1302     {
1303 elmex 1.1 #ifdef TREASURE_VERBOSE
1304 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1305 elmex 1.1 #endif
1306 root 1.7 op->face = change->face;
1307 elmex 1.1 }
1308    
1309 root 1.7 for (i = 0; i < NUM_STATS; i++)
1310 root 1.60 change_attr_value (&(op->stats), i, change->stats.stat (i));
1311 root 1.7
1312     op->attacktype |= change->attacktype;
1313     op->path_attuned |= change->path_attuned;
1314     op->path_repelled |= change->path_repelled;
1315     op->path_denied |= change->path_denied;
1316     op->move_type |= change->move_type;
1317     op->stats.luck += change->stats.luck;
1318    
1319     if (QUERY_FLAG (change, FLAG_CURSED))
1320     SET_FLAG (op, FLAG_CURSED);
1321     if (QUERY_FLAG (change, FLAG_DAMNED))
1322     SET_FLAG (op, FLAG_DAMNED);
1323     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1324     set_abs_magic (op, -op->magic);
1325    
1326     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1327     SET_FLAG (op, FLAG_LIFESAVE);
1328     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1329     SET_FLAG (op, FLAG_REFL_SPELL);
1330     if (QUERY_FLAG (change, FLAG_STEALTH))
1331     SET_FLAG (op, FLAG_STEALTH);
1332     if (QUERY_FLAG (change, FLAG_XRAYS))
1333     SET_FLAG (op, FLAG_XRAYS);
1334     if (QUERY_FLAG (change, FLAG_BLIND))
1335     SET_FLAG (op, FLAG_BLIND);
1336     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1337     SET_FLAG (op, FLAG_SEE_IN_DARK);
1338     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1339     SET_FLAG (op, FLAG_REFL_MISSILE);
1340     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1341     SET_FLAG (op, FLAG_MAKE_INVIS);
1342    
1343     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1344     {
1345     CLEAR_FLAG (op, FLAG_ANIMATE);
1346     /* so artifacts will join */
1347     if (!QUERY_FLAG (op, FLAG_ALIVE))
1348 root 1.16 op->speed = 0.0;
1349 root 1.12
1350 root 1.28 op->set_speed (op->speed);
1351 elmex 1.1 }
1352 root 1.7
1353     if (change->nrof)
1354 root 1.35 op->nrof = rndm (change->nrof) + 1;
1355 root 1.7
1356 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1357 root 1.7 op->stats.wc += change->stats.wc;
1358     op->stats.ac += change->stats.ac;
1359    
1360     if (change->other_arch)
1361     {
1362     /* Basically, for horns & potions, the other_arch field is the spell
1363     * to cast. So convert that to into a spell and put it into
1364     * this object.
1365     */
1366     if (op->type == HORN || op->type == POTION)
1367 root 1.16 {
1368     /* Remove any spells this object currently has in it */
1369 root 1.81 op->destroy_inv (false);
1370 root 1.16
1371 root 1.98 object *tmp = change->other_arch->instance ();
1372 root 1.80 insert_ob_in_ob (tmp, op);
1373 root 1.16 }
1374 root 1.102
1375 root 1.7 /* No harm setting this for potions/horns */
1376     op->other_arch = change->other_arch;
1377     }
1378    
1379     if (change->stats.hp < 0)
1380     op->stats.hp = -change->stats.hp;
1381     else
1382     op->stats.hp += change->stats.hp;
1383    
1384     if (change->stats.maxhp < 0)
1385     op->stats.maxhp = -change->stats.maxhp;
1386     else
1387     op->stats.maxhp += change->stats.maxhp;
1388    
1389     if (change->stats.sp < 0)
1390     op->stats.sp = -change->stats.sp;
1391     else
1392     op->stats.sp += change->stats.sp;
1393    
1394     if (change->stats.maxsp < 0)
1395     op->stats.maxsp = -change->stats.maxsp;
1396     else
1397     op->stats.maxsp += change->stats.maxsp;
1398    
1399     if (change->stats.food < 0)
1400     op->stats.food = -(change->stats.food);
1401     else
1402     op->stats.food += change->stats.food;
1403    
1404     if (change->level < 0)
1405     op->level = -(change->level);
1406     else
1407     op->level += change->level;
1408    
1409     if (change->gen_sp_armour < 0)
1410     op->gen_sp_armour = -(change->gen_sp_armour);
1411     else
1412     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1413    
1414     op->item_power = change->item_power;
1415    
1416     for (i = 0; i < NROFATTACKS; i++)
1417 root 1.20 if (change->resist[i])
1418     op->resist[i] += change->resist[i];
1419 root 1.7
1420     if (change->stats.dam)
1421     {
1422     if (change->stats.dam < 0)
1423 root 1.16 op->stats.dam = (-change->stats.dam);
1424 root 1.7 else if (op->stats.dam)
1425 root 1.16 {
1426     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1427     if (tmp == op->stats.dam)
1428     {
1429     if (change->stats.dam < 10)
1430     op->stats.dam--;
1431     else
1432     op->stats.dam++;
1433     }
1434     else
1435     op->stats.dam = tmp;
1436     }
1437 root 1.7 }
1438    
1439     if (change->weight)
1440     {
1441     if (change->weight < 0)
1442 root 1.16 op->weight = (-change->weight);
1443 root 1.7 else
1444 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1445 root 1.7 }
1446    
1447     if (change->last_sp)
1448     {
1449     if (change->last_sp < 0)
1450 root 1.16 op->last_sp = (-change->last_sp);
1451 root 1.7 else
1452 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1453 root 1.7 }
1454    
1455     if (change->gen_sp_armour)
1456     {
1457     if (change->gen_sp_armour < 0)
1458 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1459 root 1.7 else
1460 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1461 root 1.7 }
1462    
1463     op->value *= change->value;
1464    
1465 root 1.36 if (change->materials)
1466     op->materials = change->materials;
1467 root 1.7
1468 root 1.94 if (change->material != MATERIAL_NULL)
1469 root 1.93 op->material = change->material;
1470 root 1.7
1471     if (change->slaying)
1472     op->slaying = change->slaying;
1473    
1474     if (change->race)
1475     op->race = change->race;
1476    
1477     if (change->msg)
1478     op->msg = change->msg;
1479 elmex 1.1 }
1480    
1481 root 1.7 static int
1482 root 1.52 legal_artifact_combination (object *op, artifact *art)
1483 root 1.7 {
1484 elmex 1.1 int neg, success = 0;
1485     linked_char *tmp;
1486     const char *name;
1487    
1488 root 1.52 if (!art->allowed)
1489 root 1.16 return 1; /* Ie, "all" */
1490 root 1.52
1491 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1492     {
1493 elmex 1.1 #ifdef TREASURE_VERBOSE
1494 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1495 elmex 1.1 #endif
1496 root 1.7 if (*tmp->name == '!')
1497 root 1.16 name = tmp->name + 1, neg = 1;
1498 root 1.7 else
1499 root 1.16 name = tmp->name, neg = 0;
1500 root 1.7
1501     /* If we match name, then return the opposite of 'neg' */
1502 root 1.62 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1503 root 1.16 return !neg;
1504 root 1.7
1505     /* Set success as true, since if the match was an inverse, it means
1506     * everything is allowed except what we match
1507     */
1508     else if (neg)
1509 root 1.16 success = 1;
1510 root 1.7 }
1511 root 1.52
1512 elmex 1.1 return success;
1513     }
1514    
1515     /*
1516     * Fixes the given object, giving it the abilities and titles
1517     * it should have due to the second artifact-template.
1518     */
1519    
1520 root 1.7 void
1521 root 1.12 give_artifact_abilities (object *op, object *artifct)
1522 root 1.7 {
1523 elmex 1.1 char new_name[MAX_BUF];
1524    
1525 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1526     op->title = new_name;
1527 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1528 elmex 1.1
1529 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1530 elmex 1.1 {
1531 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1532 root 1.16
1533 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1534     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1535 elmex 1.1 if (!identified)
1536 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1537 elmex 1.1 }
1538     #endif
1539     return;
1540     }
1541    
1542     /*
1543     * Decides randomly which artifact the object should be
1544     * turned into. Makes sure that the item can become that
1545     * artifact (means magic, difficulty, and Allowed fields properly).
1546     * Then calls give_artifact_abilities in order to actually create
1547     * the artifact.
1548     */
1549    
1550     /* Give 1 re-roll attempt per artifact */
1551     #define ARTIFACT_TRIES 2
1552    
1553 root 1.7 void
1554 root 1.16 generate_artifact (object *op, int difficulty)
1555 root 1.7 {
1556 elmex 1.1 artifactlist *al;
1557     artifact *art;
1558     int i;
1559    
1560 root 1.7 al = find_artifactlist (op->type);
1561    
1562     if (al == NULL)
1563     {
1564 root 1.16 #if 0 /* This is too verbose, usually */
1565 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1566 elmex 1.1 #endif
1567 root 1.7 return;
1568     }
1569    
1570     for (i = 0; i < ARTIFACT_TRIES; i++)
1571     {
1572 root 1.35 int roll = rndm (al->total_chance);
1573 elmex 1.1
1574 root 1.35 for (art = al->items; art; art = art->next)
1575 root 1.16 {
1576     roll -= art->chance;
1577     if (roll < 0)
1578     break;
1579     }
1580 elmex 1.1
1581 root 1.7 if (art == NULL || roll >= 0)
1582 root 1.16 {
1583 elmex 1.1 #if 1
1584 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1585 elmex 1.1 #endif
1586 root 1.16 return;
1587     }
1588 root 1.84
1589     if (art->item->name == shstr_NONE)
1590 root 1.16 return;
1591 root 1.84
1592     if (fabs (op->magic) < art->item->magic)
1593 root 1.16 continue; /* Not magic enough to be this item */
1594 root 1.7
1595     /* Map difficulty not high enough */
1596     if (difficulty < art->difficulty)
1597 root 1.16 continue;
1598 elmex 1.1
1599 root 1.7 if (!legal_artifact_combination (op, art))
1600 root 1.16 {
1601 elmex 1.1 #ifdef TREASURE_VERBOSE
1602 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1603 elmex 1.1 #endif
1604 root 1.16 continue;
1605     }
1606 root 1.42
1607 root 1.7 give_artifact_abilities (op, art->item);
1608     return;
1609 elmex 1.1 }
1610     }
1611    
1612     /* fix_flesh_item() - objects of type FLESH are similar to type
1613     * FOOD, except they inherit properties (name, food value, etc).
1614     * based on the original owner (or 'donor' if you like). -b.t.
1615     */
1616    
1617 root 1.7 void
1618 root 1.16 fix_flesh_item (object *item, object *donor)
1619 root 1.7 {
1620     char tmpbuf[MAX_BUF];
1621     int i;
1622    
1623     if (item->type == FLESH && donor)
1624     {
1625     /* change the name */
1626 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1627     item->name = tmpbuf;
1628     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1629     item->name_pl = tmpbuf;
1630 root 1.7
1631     /* weight is FLESH weight/100 * donor */
1632     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1633 root 1.16 item->weight = 1;
1634 root 1.7
1635     /* value is multiplied by level of donor */
1636     item->value *= isqrt (donor->level * 2);
1637    
1638     /* food value */
1639     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1640    
1641     /* flesh items inherit some abilities of donor, but not
1642     * full effect.
1643     */
1644     for (i = 0; i < NROFATTACKS; i++)
1645 root 1.16 item->resist[i] = donor->resist[i] / 2;
1646 root 1.7
1647     /* item inherits donor's level (important for quezals) */
1648     item->level = donor->level;
1649    
1650     /* if donor has some attacktypes, the flesh is poisonous */
1651     if (donor->attacktype & AT_POISON)
1652 root 1.16 item->type = POISON;
1653 root 1.83
1654 root 1.7 if (donor->attacktype & AT_ACID)
1655 root 1.16 item->stats.hp = -1 * item->stats.food;
1656 root 1.83
1657 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1658 elmex 1.1 }
1659     }
1660    
1661 root 1.89 static void
1662 root 1.16 free_treasurestruct (treasure *t)
1663 elmex 1.1 {
1664 root 1.41 if (t->next) free_treasurestruct (t->next);
1665     if (t->next_yes) free_treasurestruct (t->next_yes);
1666     if (t->next_no) free_treasurestruct (t->next_no);
1667 root 1.8
1668     delete t;
1669 elmex 1.1 }
1670    
1671 root 1.89 static void
1672 root 1.16 free_charlinks (linked_char *lc)
1673 elmex 1.1 {
1674 root 1.7 if (lc->next)
1675     free_charlinks (lc->next);
1676    
1677     delete lc;
1678 elmex 1.1 }
1679    
1680 root 1.89 static void
1681 root 1.41 free_artifact (artifact *at)
1682 elmex 1.1 {
1683 root 1.41 if (at->next) free_artifact (at->next);
1684     if (at->allowed) free_charlinks (at->allowed);
1685 root 1.7
1686 root 1.82 at->item->destroy ();
1687 root 1.7
1688 root 1.41 sfree (at);
1689 elmex 1.1 }
1690