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Revision: 1.113
Committed: Sun May 1 16:58:16 2011 UTC (13 years ago) by root
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Branch: MAIN
Changes since 1.112: +2 -2 lines
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# 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 1.112 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 1.103 if (!creator->is_on_map ()
261     || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 root 1.82 op->destroy ();
263 root 1.51 else
264     {
265 root 1.103 op->flag [FLAG_OBJ_ORIGINAL] = true;
266 root 1.51 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267     }
268 root 1.7 }
269     else
270     {
271 root 1.29 op = creator->insert (op);
272 root 1.27
273 root 1.104 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
274 root 1.16 monster_check_apply (creator, op);
275 elmex 1.1 }
276     }
277    
278     /* if there are change_xxx commands in the treasure, we include the changes
279     * in the generated object
280     */
281 root 1.7 static void
282 root 1.12 change_treasure (treasure *t, object *op)
283 elmex 1.1 {
284 root 1.7 /* CMD: change_name xxxx */
285     if (t->change_arch.name)
286 elmex 1.1 {
287 root 1.7 op->name = t->change_arch.name;
288     op->name_pl = t->change_arch.name;
289 elmex 1.1 }
290    
291 root 1.7 if (t->change_arch.title)
292     op->title = t->change_arch.title;
293    
294     if (t->change_arch.slaying)
295     op->slaying = t->change_arch.slaying;
296     }
297    
298 root 1.41 static void
299 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
300 root 1.7 {
301 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
302 elmex 1.1 {
303 root 1.7 if (t->name)
304 root 1.16 {
305 elmex 1.30 if (difficulty >= t->magic)
306 root 1.47 if (treasurelist *tl = treasurelist::find (t->name))
307     create_treasure (tl, op, flag, difficulty, tries);
308     else
309     LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
310 root 1.16 }
311 root 1.7 else
312 root 1.16 {
313 root 1.63 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
314 root 1.16 {
315 root 1.98 object *tmp = t->item->instance ();
316 root 1.41
317 root 1.16 if (t->nrof && tmp->nrof <= 1)
318 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
319    
320 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
321     change_treasure (t, tmp);
322     put_treasure (tmp, op, flag);
323     }
324     }
325 root 1.12
326 root 1.41 if (t->next_yes)
327 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
328 elmex 1.1 }
329 root 1.41 else if (t->next_no)
330 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
331 root 1.12
332 root 1.41 if (t->next)
333 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
334 elmex 1.1 }
335    
336 root 1.41 static void
337 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
338 root 1.7 {
339 root 1.35 int value = rndm (tl->total_chance);
340 root 1.7 treasure *t;
341 elmex 1.1
342 root 1.7 if (tries++ > 100)
343     {
344     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
345     return;
346     }
347 root 1.12
348 root 1.41 for (t = tl->items; t; t = t->next)
349 root 1.7 {
350     value -= t->chance;
351 root 1.12
352 root 1.7 if (value < 0)
353 root 1.16 break;
354 root 1.7 }
355 elmex 1.1
356 root 1.7 if (!t || value >= 0)
357 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
358 root 1.12
359 root 1.7 if (t->name)
360     {
361     if (difficulty >= t->magic)
362 elmex 1.26 {
363 root 1.41 treasurelist *tl = treasurelist::find (t->name);
364 elmex 1.26 if (tl)
365     create_treasure (tl, op, flag, difficulty, tries);
366     }
367 root 1.7 else if (t->nrof)
368 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
369 elmex 1.1 }
370 root 1.63 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
371 root 1.7 {
372 root 1.98 if (object *tmp = t->item->instance ())
373 root 1.41 {
374     if (t->nrof && tmp->nrof <= 1)
375     tmp->nrof = rndm (t->nrof) + 1;
376 root 1.12
377 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
378     change_treasure (t, tmp);
379     put_treasure (tmp, op, flag);
380     }
381 elmex 1.1 }
382     }
383    
384 root 1.57 void
385     object::create_treasure (treasurelist *tl, int flags)
386     {
387     ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
388     }
389    
390 elmex 1.1 /* This calls the appropriate treasure creation function. tries is passed
391     * to determine how many list transitions or attempts to create treasure
392     * have been made. It is really in place to prevent infinite loops with
393     * list transitions, or so that excessively good treasure will not be
394     * created on weak maps, because it will exceed the number of allowed tries
395     * to do that.
396     */
397 root 1.7 void
398 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
399 elmex 1.1 {
400 root 1.41 // empty treasurelists are legal
401     if (!tl->items)
402     return;
403    
404 root 1.7 if (tries++ > 100)
405     {
406     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
407     return;
408     }
409 root 1.37
410 root 1.58 if (op->flag [FLAG_TREASURE_ENV])
411 root 1.59 {
412     // do not generate items when there already is something above the object
413     if (op->flag [FLAG_IS_FLOOR] && op->above)
414     return;
415    
416     flag |= GT_ENVIRONMENT;
417     }
418 root 1.58
419 elmex 1.30 if (tl->total_chance)
420     create_one_treasure (tl, op, flag, difficulty, tries);
421 root 1.7 else
422 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
423 elmex 1.1 }
424    
425     /* This is similar to the old generate treasure function. However,
426     * it instead takes a treasurelist. It is really just a wrapper around
427     * create_treasure. We create a dummy object that the treasure gets
428     * inserted into, and then return that treausre
429     */
430 root 1.7 object *
431 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
432 elmex 1.1 {
433 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
434    
435 root 1.50 object *ob = object::create ();
436 elmex 1.1
437 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
438 elmex 1.1
439 root 1.7 /* Don't want to free the object we are about to return */
440 root 1.50 object *tmp = ob->inv;
441     if (tmp)
442 root 1.23 tmp->remove ();
443 root 1.21
444 root 1.7 if (ob->inv)
445 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
446    
447 root 1.82 ob->destroy ();
448 root 1.80
449 root 1.7 return tmp;
450 elmex 1.1 }
451    
452     /*
453     * This is a new way of calculating the chance for an item to have
454     * a specific magical bonus.
455     * The array has two arguments, the difficulty of the level, and the
456     * magical bonus "wanted".
457     */
458    
459 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
460 root 1.42 // chance of magic difficulty
461     // +0 +1 +2 +3 +4
462     {95, 2, 2, 1, 0}, // 1
463     {92, 5, 2, 1, 0}, // 2
464     {85, 10, 4, 1, 0}, // 3
465     {80, 14, 4, 2, 0}, // 4
466     {75, 17, 5, 2, 1}, // 5
467     {70, 18, 8, 3, 1}, // 6
468     {65, 21, 10, 3, 1}, // 7
469     {60, 22, 12, 4, 2}, // 8
470     {55, 25, 14, 4, 2}, // 9
471     {50, 27, 16, 5, 2}, // 10
472     {45, 28, 18, 6, 3}, // 11
473     {42, 28, 20, 7, 3}, // 12
474     {40, 27, 21, 8, 4}, // 13
475     {38, 25, 22, 10, 5}, // 14
476     {36, 23, 23, 12, 6}, // 15
477     {33, 21, 24, 14, 8}, // 16
478     {31, 19, 25, 16, 9}, // 17
479     {27, 15, 30, 18, 10}, // 18
480     {20, 12, 30, 25, 13}, // 19
481     {15, 10, 28, 30, 17}, // 20
482     {13, 9, 27, 28, 23}, // 21
483     {10, 8, 25, 28, 29}, // 22
484     { 8, 7, 23, 26, 36}, // 23
485     { 6, 6, 20, 22, 46}, // 24
486     { 4, 5, 17, 18, 56}, // 25
487     { 2, 4, 12, 14, 68}, // 26
488     { 0, 3, 7, 10, 80}, // 27
489     { 0, 0, 3, 7, 90}, // 28
490     { 0, 0, 0, 3, 97}, // 29
491     { 0, 0, 0, 0, 100}, // 30
492     { 0, 0, 0, 0, 100}, // 31
493 elmex 1.1 };
494    
495     /* calculate the appropriate level for wands staves and scrolls.
496     * This code presumes that op has had its spell object created (in op->inv)
497     *
498     * elmex Wed Aug 9 17:44:59 CEST 2006:
499     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
500     */
501 root 1.89 static int
502 root 1.16 level_for_item (const object *op, int difficulty)
503 elmex 1.1 {
504     if (!op->inv)
505     {
506 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
507     return 0;
508 elmex 1.1 }
509    
510 root 1.67 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
511 elmex 1.1
512     if (olevel <= 0)
513 root 1.67 olevel = rndm (1, op->inv->level);
514 elmex 1.1
515 root 1.105 return min (olevel, MAXLEVEL_TREASURE);
516 elmex 1.1 }
517    
518     /*
519     * Based upon the specified difficulty and upon the difftomagic_list array,
520     * a random magical bonus is returned. This is used when determine
521     * the magical bonus created on specific maps.
522     *
523     * elmex Thu Aug 10 18:45:44 CEST 2006:
524     * Scaling difficulty by max_level, as difficulty is a level and not some
525     * weird integer between 1-31.
526     *
527     */
528 root 1.89 static int
529 root 1.7 magic_from_difficulty (int difficulty)
530 elmex 1.1 {
531 root 1.107 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
532     scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
533 elmex 1.1
534 root 1.107 int percent = rndm (100);
535     int magic;
536 elmex 1.1
537 root 1.107 for (magic = 0; magic <= MAXMAGIC; magic++)
538 elmex 1.1 {
539     percent -= difftomagic_list[scaled_diff][magic];
540    
541     if (percent < 0)
542 root 1.16 break;
543 elmex 1.1 }
544    
545 root 1.107 if (magic > MAXMAGIC)
546 elmex 1.1 {
547 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
548 elmex 1.1 magic = 0;
549     }
550    
551 root 1.33 magic = (rndm (3)) ? magic : -magic;
552 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
553    
554     return magic;
555     }
556    
557     /*
558     * Sets magical bonus in an object, and recalculates the effect on
559     * the armour variable, and the effect on speed of armour.
560     * This function doesn't work properly, should add use of archetypes
561     * to make it truly absolute.
562     */
563 root 1.7 void
564 root 1.16 set_abs_magic (object *op, int magic)
565 root 1.7 {
566     if (!magic)
567 elmex 1.1 return;
568    
569 root 1.7 op->magic = magic;
570     if (op->arch)
571     {
572     if (op->type == ARMOUR)
573 root 1.63 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
574 root 1.7
575 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
576 root 1.16 magic = (-magic);
577 root 1.78
578 root 1.63 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
579 root 1.7 }
580     else
581     {
582     if (op->type == ARMOUR)
583 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584 root 1.78
585 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
586 root 1.16 magic = (-magic);
587 root 1.78
588 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
589     }
590 elmex 1.1 }
591    
592     /*
593     * Sets a random magical bonus in the given object based upon
594     * the given difficulty, and the given max possible bonus.
595     */
596    
597 root 1.7 static void
598 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
599 elmex 1.1 {
600 root 1.107 int i = magic_from_difficulty (difficulty);
601 root 1.16
602 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
603 root 1.7 i = -i;
604 root 1.107
605     i = min (i, max_magic);
606    
607 root 1.7 set_abs_magic (op, i);
608 elmex 1.1 if (i < 0)
609 root 1.104 op->set_flag (FLAG_CURSED);
610 elmex 1.1 }
611    
612     /*
613     * Randomly adds one magical ability to the given object.
614     * Modified for Partial Resistance in many ways:
615     * 1) Since rings can have multiple bonuses, if the same bonus
616     * is rolled again, increase it - the bonuses now stack with
617     * other bonuses previously rolled and ones the item might natively have.
618     * 2) Add code to deal with new PR method.
619     */
620 root 1.89 static void
621 root 1.16 set_ring_bonus (object *op, int bonus)
622 root 1.7 {
623 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
624 elmex 1.1
625 root 1.7 if (op->type == AMULET)
626 root 1.107 if (!rndm (21))
627     r = 20 + rndm (2);
628     else if (rndm (2))
629     r = 10;
630     else
631     r = 11 + rndm (9);
632 root 1.7
633     switch (r)
634     {
635 root 1.107 /* Redone by MSW 2000-11-26 to have much less code. Also,
636     * bonuses and penalties will stack and add to existing values.
637     * of the item.
638     */
639 root 1.16 case 0:
640     case 1:
641     case 2:
642     case 3:
643     case 4:
644     case 5:
645     case 6:
646 root 1.60 op->stats.stat (r) += bonus;
647 root 1.16 break;
648    
649     case 7:
650     op->stats.dam += bonus;
651     break;
652    
653     case 8:
654     op->stats.wc += bonus;
655     break;
656    
657     case 9:
658     op->stats.food += bonus; /* hunger/sustenance */
659     break;
660    
661     case 10:
662     op->stats.ac += bonus;
663     break;
664    
665     /* Item that gives protections/vulnerabilities */
666     case 11:
667     case 12:
668     case 13:
669     case 14:
670     case 15:
671     case 16:
672     case 17:
673     case 18:
674     case 19:
675     {
676 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
677 root 1.16
678     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
679 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
680 root 1.16
681     /* Cursed items need to have higher negative values to equal out with
682     * positive values for how protections work out. Put another
683     * little random element in since that they don't always end up with
684     * even values.
685     */
686     if (bonus < 0)
687 root 1.35 val = 2 * -val - rndm (b);
688 root 1.107
689     val = min (35, val); /* Upper limit */
690    
691 root 1.16 b = 0;
692 root 1.34
693 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
694 root 1.34 resist = rndm (num_resist_table);
695    
696 root 1.16 if (b == 4)
697     return; /* Not able to find a free resistance */
698 root 1.34
699 root 1.16 op->resist[resist_table[resist]] = val;
700     /* We should probably do something more clever here to adjust value
701     * based on how good a resistance we gave.
702     */
703     break;
704     }
705     case 20:
706     if (op->type == AMULET)
707     {
708 root 1.104 op->set_flag (FLAG_REFL_SPELL);
709 root 1.16 op->value *= 11;
710     }
711     else
712     {
713     op->stats.hp = 1; /* regenerate hit points */
714     op->value *= 4;
715     }
716     break;
717    
718     case 21:
719     if (op->type == AMULET)
720     {
721 root 1.104 op->set_flag (FLAG_REFL_MISSILE);
722 root 1.16 op->value *= 9;
723     }
724     else
725     {
726     op->stats.sp = 1; /* regenerate spell points */
727     op->value *= 3;
728     }
729     break;
730    
731     case 22:
732     op->stats.exp += bonus; /* Speed! */
733 root 1.107 op->value = op->value * 2 / 3;
734 root 1.16 break;
735 root 1.7 }
736 root 1.34
737 root 1.7 if (bonus > 0)
738 root 1.107 op->value = 2 * op->value * bonus;
739 root 1.7 else
740 root 1.107 op->value = -2 * op->value * bonus / 3;
741 elmex 1.1 }
742    
743     /*
744     * get_magic(diff) will return a random number between 0 and 4.
745     * diff can be any value above 2. The higher the diff-variable, the
746     * higher is the chance of returning a low number.
747     * It is only used in fix_generated_treasure() to set bonuses on
748     * rings and amulets.
749     * Another scheme is used to calculate the magic of weapons and armours.
750     */
751 root 1.89 static int
752 root 1.7 get_magic (int diff)
753     {
754 root 1.107 diff = min (3, diff);
755 root 1.35
756 root 1.107 for (int i = 0; i < 4; i++)
757 root 1.35 if (rndm (diff))
758 root 1.7 return i;
759 root 1.35
760 elmex 1.1 return 4;
761     }
762    
763 root 1.88 /* special_potion() - so that old potion code is still done right. */
764 root 1.89 static int
765 root 1.88 special_potion (object *op)
766     {
767     if (op->attacktype)
768     return 1;
769    
770     if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
771     return 1;
772    
773     for (int i = 0; i < NROFATTACKS; i++)
774     if (op->resist[i])
775     return 1;
776    
777     return 0;
778     }
779    
780 elmex 1.110 static double
781     value_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    
803 root 1.107 #define DICE2 (get_magic(2) == 2 ? 2 : 1)
804 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
805 elmex 1.1
806     /*
807     * fix_generated_item(): This is called after an item is generated, in
808     * order to set it up right. This produced magical bonuses, puts spells
809     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
810     */
811 root 1.16
812 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
813     * op->type. Right now, which stuff the creator passes on is object type
814     * dependant. I know this is a spagetti manuever, but is there a cleaner
815     * way to do this? b.t. */
816 root 1.16
817 elmex 1.1 /*
818     * ! (flags & GT_ENVIRONMENT):
819     * Automatically calls fix_flesh_item().
820     *
821     * flags:
822     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
823     * value.
824     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
825     * a working object - don't change magic, value, etc, but set it material
826     * type as appropriate, for objects that need spell objects, set those, etc
827     */
828 root 1.7 void
829 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
830 elmex 1.1 {
831     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
832    
833     if (!creator || creator->type == op->type)
834 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
835 elmex 1.1
836     /* If we make an artifact, this information will be destroyed */
837     save_item_power = op->item_power;
838     op->item_power = 0;
839    
840     if (op->randomitems && op->type != SPELL)
841     {
842 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
843 elmex 1.1 /* So the treasure doesn't get created again */
844 root 1.42 op->randomitems = 0;
845 elmex 1.1 }
846    
847 root 1.96 max_it (difficulty, 1);
848 elmex 1.1
849 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
850     ARG_OBJECT (creator != op ? creator : 0),
851     ARG_INT (difficulty), ARG_INT (max_magic),
852     ARG_INT (flags)))
853     return;
854    
855 elmex 1.1 if (!(flags & GT_MINIMAL))
856     {
857 root 1.72 if (IS_ARCH (op->arch, crown))
858 root 1.16 {
859     set_magic (difficulty, op, max_magic, flags);
860     num_enchantments = calc_item_power (op, 1);
861     generate_artifact (op, difficulty);
862     }
863 elmex 1.1 else
864 root 1.16 {
865     if (!op->magic && max_magic)
866     set_magic (difficulty, op, max_magic, flags);
867    
868     num_enchantments = calc_item_power (op, 1);
869    
870 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
871     || op->type == HORN
872 root 1.72 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
873 root 1.16 generate_artifact (op, difficulty);
874     }
875 elmex 1.1
876     /* Object was made an artifact. Calculate its item_power rating.
877     * the item_power in the object is what the artfiact adds.
878     */
879     if (op->title)
880 root 1.16 {
881     /* if save_item_power is set, then most likely we started with an
882     * artifact and have added new abilities to it - this is rare, but
883     * but I have seen things like 'strange rings of fire'. So just figure
884     * out the power from the base power plus what this one adds. Note
885     * that since item_power is not quite linear, this actually ends up
886     * being somewhat of a bonus
887     */
888     if (save_item_power)
889     op->item_power = save_item_power + get_power_from_ench (op->item_power);
890     else
891     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
892     }
893 elmex 1.1 else if (save_item_power)
894 root 1.16 {
895     /* restore the item_power field to the object if we haven't changed it.
896     * we don't care about num_enchantments - that will basically just
897     * have calculated some value from the base attributes of the archetype.
898     */
899     op->item_power = save_item_power;
900     }
901 elmex 1.1 else
902 root 1.16 {
903     /* item_power was zero. This is suspicious, as it may be because it
904     * was never previously calculated. Let's compute a value and see if
905     * it is non-zero. If it indeed is, then assign it as the new
906     * item_power value.
907     * - gros, 21th of July 2006.
908     */
909     op->item_power = calc_item_power (op, 0);
910     save_item_power = op->item_power; /* Just in case it would get used
911     * again below */
912     }
913 elmex 1.1 }
914    
915     /* materialtype modifications. Note we allow this on artifacts. */
916 root 1.93 select_material (op, difficulty);
917 elmex 1.1
918     if (flags & GT_MINIMAL)
919     {
920     if (op->type == POTION)
921 root 1.16 /* Handle healing and magic power potions */
922     if (op->stats.sp && !op->randomitems)
923     {
924 root 1.113 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
925 root 1.16 insert_ob_in_ob (tmp, op);
926     op->stats.sp = 0;
927     }
928 elmex 1.1 }
929 root 1.16 else if (!op->title) /* Only modify object if not special */
930 elmex 1.1 switch (op->type)
931     {
932 root 1.16 case WEAPON:
933     case ARMOUR:
934     case SHIELD:
935     case HELMET:
936     case CLOAK:
937 root 1.104 if (op->flag [FLAG_CURSED] && !(rndm (4)))
938 root 1.16 set_ring_bonus (op, -DICE2);
939     break;
940    
941     case BRACERS:
942 root 1.104 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
943 root 1.16 {
944 root 1.104 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
945     if (!op->flag [FLAG_CURSED])
946 root 1.16 op->value *= 3;
947     }
948     break;
949    
950     case POTION:
951     {
952     int too_many_tries = 0, is_special = 0;
953    
954     /* Handle healing and magic power potions */
955     if (op->stats.sp && !op->randomitems)
956     {
957 root 1.113 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
958 root 1.16 insert_ob_in_ob (tmp, op);
959     op->stats.sp = 0;
960     }
961    
962     while (!(is_special = special_potion (op)) && !op->inv)
963     {
964     generate_artifact (op, difficulty);
965     if (too_many_tries++ > 10)
966     break;
967     }
968    
969     /* don't want to change value for healing/magic power potions,
970     * since the value set on those is already correct.
971     */
972     if (op->inv && op->randomitems)
973     {
974     /* value multiplier is same as for scrolls */
975 root 1.96 op->value *= op->inv->value;
976 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
977 root 1.16 }
978     else
979     {
980 root 1.107 op->name = shstr_potion;
981     op->name_pl = shstr_potions;
982 root 1.16 }
983    
984 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
985 root 1.104 op->set_flag (FLAG_CURSED);
986 root 1.96
987 root 1.16 break;
988     }
989    
990     case AMULET:
991 root 1.72 if (IS_ARCH (op->arch, amulet))
992 root 1.16 op->value *= 5; /* Since it's not just decoration */
993    
994     case RING:
995 root 1.72 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
996 root 1.16 break;
997    
998 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
999 root 1.104 op->set_flag (FLAG_CURSED);
1000 root 1.16
1001 root 1.104 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1002 root 1.16
1003     if (op->type != RING) /* Amulets have only one ability */
1004     break;
1005    
1006 root 1.107 if (!rndm (4))
1007 root 1.16 {
1008 root 1.104 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1009 root 1.16
1010     if (d > 0)
1011     op->value *= 3;
1012    
1013     set_ring_bonus (op, d);
1014    
1015 root 1.107 if (!rndm (4))
1016 root 1.16 {
1017 root 1.104 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1018 root 1.16
1019     if (d > 0)
1020     op->value *= 5;
1021 root 1.107
1022 root 1.16 set_ring_bonus (op, d);
1023     }
1024     }
1025    
1026 root 1.85 if (op->animation_id)
1027     op->set_anim_frame (rndm (op->anim_frames ()));
1028 root 1.16
1029     break;
1030    
1031     case BOOK:
1032     /* Is it an empty book?, if yes lets make a special·
1033     * msg for it, and tailor its properties based on the·
1034     * creator and/or map level we found it on.
1035     */
1036 root 1.33 if (!op->msg && rndm (10))
1037 root 1.16 {
1038     /* set the book level properly */
1039 root 1.104 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1040 root 1.16 {
1041     if (op->map && op->map->difficulty)
1042 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1043 root 1.16 else
1044 root 1.33 op->level = rndm (20) + 1;
1045 root 1.16 }
1046     else
1047 root 1.35 op->level = rndm (creator->level);
1048 root 1.16
1049     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1050     /* books w/ info are worth more! */
1051     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1052    
1053     /* add exp so reading it gives xp (once) */
1054     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1055     }
1056 sf-marcmagus 1.87
1057     /* creator related stuff */
1058    
1059     /* for library, chained books. Note that some monsters have no_pick
1060     * set - we don't want to set no pick in that case.
1061     */
1062 root 1.104 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1063     op->set_flag (FLAG_NO_PICK);
1064 sf-marcmagus 1.87 if (creator->slaying && !op->slaying) /* for check_inv floors */
1065     op->slaying = creator->slaying;
1066 root 1.16 break;
1067    
1068     case SPELLBOOK:
1069 elmex 1.110 op->value *= value_factor_from_spell_item (op->inv, 0);
1070 root 1.107
1071 root 1.16 /* add exp so learning gives xp */
1072     op->level = op->inv->level;
1073     op->stats.exp = op->value;
1074     break;
1075    
1076     case WAND:
1077     /* nrof in the treasure list is number of charges,
1078     * not number of wands. So copy that into food (charges),
1079     * and reset nrof.
1080     */
1081     op->stats.food = op->inv->nrof;
1082     op->nrof = 1;
1083     /* If the spell changes by level, choose a random level
1084 elmex 1.110 * for it.
1085 root 1.16 */
1086 elmex 1.110 if (op->inv->duration_modifier
1087     || op->inv->dam_modifier
1088     || op->inv->range_modifier)
1089     op->level = level_for_item (op, difficulty);
1090 root 1.16 else
1091 elmex 1.110 op->level = op->inv->level;
1092    
1093     op->value *= value_factor_from_spell_item (op->inv, op);
1094 root 1.16 break;
1095    
1096     case ROD:
1097     op->level = level_for_item (op, difficulty);
1098 elmex 1.110 op->value *= value_factor_from_spell_item (op->inv, op);
1099 root 1.107
1100 root 1.16 /* maxhp is used to denote how many 'charges' the rod holds before */
1101     if (op->stats.maxhp)
1102 root 1.92 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1103 root 1.16 else
1104 root 1.92 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1105 root 1.16
1106     op->stats.hp = op->stats.maxhp;
1107     break;
1108    
1109     case SCROLL:
1110     op->level = level_for_item (op, difficulty);
1111 elmex 1.110 op->value *= value_factor_from_spell_item (op->inv, op);
1112 root 1.16
1113     /* add exp so reading them properly gives xp */
1114     op->stats.exp = op->value / 5;
1115     op->nrof = op->inv->nrof;
1116     break;
1117    
1118     case RUNE:
1119     trap_adjust (op, difficulty);
1120     break;
1121    
1122     case TRAP:
1123     trap_adjust (op, difficulty);
1124     break;
1125     } /* switch type */
1126 elmex 1.1
1127     if (flags & GT_STARTEQUIP)
1128     {
1129 root 1.104 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1130     op->set_flag (FLAG_STARTEQUIP);
1131 elmex 1.1 else if (op->type != MONEY)
1132 root 1.16 op->value = 0;
1133 elmex 1.1 }
1134    
1135     if (!(flags & GT_ENVIRONMENT))
1136     fix_flesh_item (op, creator);
1137     }
1138    
1139     /*
1140     *
1141     *
1142     * CODE DEALING WITH ARTIFACTS STARTS HERE
1143     *
1144     *
1145     */
1146    
1147     /*
1148     * Allocate and return the pointer to an empty artifactlist structure.
1149     */
1150 root 1.7 static artifactlist *
1151 root 1.97 get_empty_artifactlist ()
1152 root 1.7 {
1153 root 1.69 return salloc0<artifactlist> ();
1154 elmex 1.1 }
1155    
1156     /*
1157     * Allocate and return the pointer to an empty artifact structure.
1158     */
1159 root 1.7 static artifact *
1160 root 1.97 get_empty_artifact ()
1161 root 1.7 {
1162 root 1.69 return salloc0<artifact> ();
1163 elmex 1.1 }
1164    
1165     /*
1166     * Searches the artifact lists and returns one that has the same type
1167     * of objects on it.
1168     */
1169 root 1.7 artifactlist *
1170     find_artifactlist (int type)
1171     {
1172 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1173 root 1.7 if (al->type == type)
1174     return al;
1175 root 1.38
1176     return 0;
1177 elmex 1.1 }
1178    
1179     /*
1180     * Builds up the lists of artifacts from the file in the libdir.
1181     */
1182 root 1.7 void
1183 root 1.97 init_artifacts ()
1184 root 1.7 {
1185     static int has_been_inited = 0;
1186     artifact *art = NULL;
1187     artifactlist *al;
1188    
1189     if (has_been_inited)
1190     return;
1191     else
1192     has_been_inited = 1;
1193 elmex 1.1
1194 root 1.108 object_thawer f (settings.datadir, "artifacts");
1195 elmex 1.1
1196 root 1.38 if (!f)
1197 root 1.7 return;
1198 elmex 1.1
1199 root 1.38 for (;;)
1200 root 1.7 {
1201 root 1.38 switch (f.kw)
1202     {
1203     case KW_allowed:
1204     if (!art)
1205 root 1.47 art = get_empty_artifact ();
1206 root 1.7
1207 root 1.16 {
1208 root 1.38 if (!strcmp (f.get_str (), "all"))
1209     break;
1210    
1211 root 1.95 const char *cp = f.get_str ();
1212     char *next;
1213 root 1.38 do
1214     {
1215 root 1.99 if ((next = (char *)strchr (cp, ',')))
1216 root 1.38 *next++ = '\0';
1217    
1218     linked_char *tmp = new linked_char;
1219    
1220     tmp->name = cp;
1221     tmp->next = art->allowed;
1222     art->allowed = tmp;
1223     }
1224     while ((cp = next));
1225 root 1.16 }
1226 root 1.38 break;
1227    
1228     case KW_chance:
1229     f.get (art->chance);
1230     break;
1231    
1232     case KW_difficulty:
1233     f.get (art->difficulty);
1234     break;
1235 root 1.16
1236 root 1.38 case KW_object:
1237 root 1.16 {
1238 root 1.38 art->item = object::create ();
1239 root 1.49 f.get (art->item->name);
1240     f.next ();
1241 root 1.38
1242     if (!art->item->parse_kv (f))
1243     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1244    
1245     al = find_artifactlist (art->item->type);
1246    
1247     if (!al)
1248     {
1249     al = get_empty_artifactlist ();
1250     al->type = art->item->type;
1251     al->next = first_artifactlist;
1252     first_artifactlist = al;
1253     }
1254    
1255     art->next = al->items;
1256     al->items = art;
1257     art = 0;
1258 root 1.16 }
1259 root 1.38 continue;
1260 root 1.10
1261 root 1.38 case KW_EOF:
1262     goto done;
1263 root 1.10
1264 root 1.38 default:
1265     if (!f.parse_error ("artifacts file"))
1266     cleanup ("artifacts file required");
1267     break;
1268 root 1.16 }
1269 root 1.38
1270     f.next ();
1271 root 1.7 }
1272 root 1.3
1273 root 1.38 done:
1274     for (al = first_artifactlist; al; al = al->next)
1275 root 1.7 {
1276 root 1.47 al->total_chance = 0;
1277    
1278 root 1.38 for (art = al->items; art; art = art->next)
1279 root 1.16 {
1280     if (!art->chance)
1281     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1282     else
1283     al->total_chance += art->chance;
1284     }
1285 elmex 1.1 #if 0
1286 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1287 elmex 1.1 #endif
1288     }
1289     }
1290    
1291     /*
1292     * Used in artifact generation. The bonuses of the first object
1293     * is modified by the bonuses of the second object.
1294     */
1295 root 1.7 void
1296 root 1.16 add_abilities (object *op, object *change)
1297 root 1.7 {
1298     if (change->face != blank_face)
1299 root 1.109 op->face = change->face;
1300 elmex 1.1
1301 root 1.107 for (int i = 0; i < NUM_STATS; i++)
1302 root 1.60 change_attr_value (&(op->stats), i, change->stats.stat (i));
1303 root 1.7
1304 root 1.107 op->attacktype |= change->attacktype;
1305     op->path_attuned |= change->path_attuned;
1306 root 1.7 op->path_repelled |= change->path_repelled;
1307 root 1.107 op->path_denied |= change->path_denied;
1308     op->move_type |= change->move_type;
1309     op->stats.luck += change->stats.luck;
1310    
1311     static const struct copyflags : object::flags_t
1312     {
1313     copyflags ()
1314     {
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 root 1.7
1331 root 1.104 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1332 root 1.7 set_abs_magic (op, -op->magic);
1333    
1334 root 1.104 if (change->flag [FLAG_STAND_STILL])
1335 root 1.7 {
1336 root 1.104 op->clr_flag (FLAG_ANIMATE);
1337 root 1.107
1338 root 1.7 /* so artifacts will join */
1339 root 1.104 if (!op->flag [FLAG_ALIVE])
1340 root 1.107 op->speed = 0.;
1341 root 1.12
1342 root 1.28 op->set_speed (op->speed);
1343 elmex 1.1 }
1344 root 1.7
1345     if (change->nrof)
1346 root 1.35 op->nrof = rndm (change->nrof) + 1;
1347 root 1.7
1348 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1349 root 1.107 op->stats.wc += change->stats.wc;
1350     op->stats.ac += change->stats.ac;
1351 root 1.7
1352     if (change->other_arch)
1353     {
1354     /* Basically, for horns & potions, the other_arch field is the spell
1355     * to cast. So convert that to into a spell and put it into
1356     * this object.
1357     */
1358     if (op->type == HORN || op->type == POTION)
1359 root 1.16 {
1360     /* Remove any spells this object currently has in it */
1361 root 1.81 op->destroy_inv (false);
1362 root 1.16
1363 root 1.98 object *tmp = change->other_arch->instance ();
1364 root 1.80 insert_ob_in_ob (tmp, op);
1365 root 1.16 }
1366 root 1.102
1367 root 1.7 /* No harm setting this for potions/horns */
1368     op->other_arch = change->other_arch;
1369     }
1370    
1371     if (change->stats.hp < 0)
1372     op->stats.hp = -change->stats.hp;
1373     else
1374     op->stats.hp += change->stats.hp;
1375    
1376     if (change->stats.maxhp < 0)
1377     op->stats.maxhp = -change->stats.maxhp;
1378     else
1379     op->stats.maxhp += change->stats.maxhp;
1380    
1381     if (change->stats.sp < 0)
1382     op->stats.sp = -change->stats.sp;
1383     else
1384     op->stats.sp += change->stats.sp;
1385    
1386     if (change->stats.maxsp < 0)
1387     op->stats.maxsp = -change->stats.maxsp;
1388     else
1389     op->stats.maxsp += change->stats.maxsp;
1390    
1391     if (change->stats.food < 0)
1392 root 1.107 op->stats.food = -change->stats.food;
1393 root 1.7 else
1394     op->stats.food += change->stats.food;
1395    
1396     if (change->level < 0)
1397 root 1.107 op->level = -change->level;
1398 root 1.7 else
1399     op->level += change->level;
1400    
1401     if (change->gen_sp_armour < 0)
1402 root 1.107 op->gen_sp_armour = -change->gen_sp_armour;
1403 root 1.7 else
1404 root 1.107 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1405 root 1.7
1406     op->item_power = change->item_power;
1407    
1408 root 1.107 for (int i = 0; i < NROFATTACKS; i++)
1409     op->resist[i] += change->resist[i];
1410 root 1.7
1411     if (change->stats.dam)
1412     {
1413     if (change->stats.dam < 0)
1414 root 1.107 op->stats.dam = -change->stats.dam;
1415 root 1.7 else if (op->stats.dam)
1416 root 1.16 {
1417 root 1.107 int tmp = op->stats.dam * change->stats.dam / 10;
1418    
1419 root 1.16 if (tmp == op->stats.dam)
1420     {
1421     if (change->stats.dam < 10)
1422     op->stats.dam--;
1423     else
1424     op->stats.dam++;
1425     }
1426     else
1427     op->stats.dam = tmp;
1428     }
1429 root 1.7 }
1430    
1431     if (change->weight)
1432     {
1433     if (change->weight < 0)
1434 root 1.107 op->weight = -change->weight;
1435 root 1.7 else
1436 root 1.107 op->weight = op->weight * change->weight / 100;
1437 root 1.7 }
1438    
1439     if (change->last_sp)
1440     {
1441     if (change->last_sp < 0)
1442 root 1.107 op->last_sp = -change->last_sp;
1443 root 1.7 else
1444 root 1.107 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1445 root 1.7 }
1446    
1447     if (change->gen_sp_armour)
1448     {
1449     if (change->gen_sp_armour < 0)
1450 root 1.107 op->gen_sp_armour = -change->gen_sp_armour;
1451 root 1.7 else
1452 root 1.107 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1453 root 1.7 }
1454    
1455     op->value *= change->value;
1456    
1457 root 1.36 if (change->materials)
1458     op->materials = change->materials;
1459 root 1.7
1460 root 1.94 if (change->material != MATERIAL_NULL)
1461 root 1.93 op->material = change->material;
1462 root 1.7
1463     if (change->slaying)
1464     op->slaying = change->slaying;
1465    
1466     if (change->race)
1467     op->race = change->race;
1468    
1469     if (change->msg)
1470     op->msg = change->msg;
1471 elmex 1.1 }
1472    
1473 root 1.7 static int
1474 root 1.52 legal_artifact_combination (object *op, artifact *art)
1475 root 1.7 {
1476 elmex 1.1 int neg, success = 0;
1477     linked_char *tmp;
1478     const char *name;
1479    
1480 root 1.52 if (!art->allowed)
1481 root 1.16 return 1; /* Ie, "all" */
1482 root 1.52
1483 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1484     {
1485 elmex 1.1 #ifdef TREASURE_VERBOSE
1486 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1487 elmex 1.1 #endif
1488 root 1.7 if (*tmp->name == '!')
1489 root 1.16 name = tmp->name + 1, neg = 1;
1490 root 1.7 else
1491 root 1.16 name = tmp->name, neg = 0;
1492 root 1.7
1493     /* If we match name, then return the opposite of 'neg' */
1494 root 1.111 if (!strcmp (name, op->arch->archname))
1495 root 1.16 return !neg;
1496 root 1.7
1497     /* Set success as true, since if the match was an inverse, it means
1498     * everything is allowed except what we match
1499     */
1500     else if (neg)
1501 root 1.16 success = 1;
1502 root 1.7 }
1503 root 1.52
1504 elmex 1.1 return success;
1505     }
1506    
1507     /*
1508     * Fixes the given object, giving it the abilities and titles
1509     * it should have due to the second artifact-template.
1510     */
1511    
1512 root 1.7 void
1513 root 1.12 give_artifact_abilities (object *op, object *artifct)
1514 root 1.7 {
1515 root 1.107 op->title = format ("of %s", &artifct->name);
1516 elmex 1.1
1517 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1518 elmex 1.1
1519 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1520 elmex 1.1 {
1521 root 1.104 char identified = op->flag [FLAG_IDENTIFIED];
1522 root 1.16
1523 root 1.104 op->set_flag (FLAG_IDENTIFIED);
1524 root 1.7 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1525 elmex 1.1 if (!identified)
1526 root 1.104 op->clr_flag (FLAG_IDENTIFIED);
1527 elmex 1.1 }
1528     #endif
1529     return;
1530     }
1531    
1532     /*
1533     * Decides randomly which artifact the object should be
1534     * turned into. Makes sure that the item can become that
1535     * artifact (means magic, difficulty, and Allowed fields properly).
1536     * Then calls give_artifact_abilities in order to actually create
1537     * the artifact.
1538     */
1539    
1540     /* Give 1 re-roll attempt per artifact */
1541     #define ARTIFACT_TRIES 2
1542    
1543 root 1.7 void
1544 root 1.16 generate_artifact (object *op, int difficulty)
1545 root 1.7 {
1546 elmex 1.1 artifact *art;
1547    
1548 root 1.107 artifactlist *al = find_artifactlist (op->type);
1549 root 1.7
1550     if (al == NULL)
1551     {
1552 root 1.16 #if 0 /* This is too verbose, usually */
1553 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1554 elmex 1.1 #endif
1555 root 1.7 return;
1556     }
1557    
1558 root 1.107 for (int i = 0; i < ARTIFACT_TRIES; i++)
1559 root 1.7 {
1560 root 1.35 int roll = rndm (al->total_chance);
1561 elmex 1.1
1562 root 1.35 for (art = al->items; art; art = art->next)
1563 root 1.16 {
1564     roll -= art->chance;
1565     if (roll < 0)
1566     break;
1567     }
1568 elmex 1.1
1569 root 1.7 if (art == NULL || roll >= 0)
1570 root 1.16 {
1571 elmex 1.1 #if 1
1572 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1573 elmex 1.1 #endif
1574 root 1.16 return;
1575     }
1576 root 1.84
1577     if (art->item->name == shstr_NONE)
1578 root 1.16 return;
1579 root 1.84
1580     if (fabs (op->magic) < art->item->magic)
1581 root 1.16 continue; /* Not magic enough to be this item */
1582 root 1.7
1583     /* Map difficulty not high enough */
1584     if (difficulty < art->difficulty)
1585 root 1.16 continue;
1586 elmex 1.1
1587 root 1.7 if (!legal_artifact_combination (op, art))
1588 root 1.16 {
1589 elmex 1.1 #ifdef TREASURE_VERBOSE
1590 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1591 elmex 1.1 #endif
1592 root 1.16 continue;
1593     }
1594 root 1.42
1595 root 1.7 give_artifact_abilities (op, art->item);
1596     return;
1597 elmex 1.1 }
1598     }
1599    
1600     /* fix_flesh_item() - objects of type FLESH are similar to type
1601     * FOOD, except they inherit properties (name, food value, etc).
1602     * based on the original owner (or 'donor' if you like). -b.t.
1603     */
1604    
1605 root 1.7 void
1606 root 1.16 fix_flesh_item (object *item, object *donor)
1607 root 1.7 {
1608     if (item->type == FLESH && donor)
1609     {
1610     /* change the name */
1611 root 1.107 item->name = format ("%s's %s", &donor->name, &item->name);
1612     item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1613 root 1.7
1614     /* weight is FLESH weight/100 * donor */
1615 root 1.107 item->weight = max (1, item->weight * donor->weight / 100);
1616 root 1.7
1617     /* value is multiplied by level of donor */
1618     item->value *= isqrt (donor->level * 2);
1619    
1620     /* food value */
1621 root 1.107 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1622 root 1.7
1623     /* flesh items inherit some abilities of donor, but not
1624     * full effect.
1625     */
1626 root 1.107 for (int i = 0; i < NROFATTACKS; i++)
1627 root 1.16 item->resist[i] = donor->resist[i] / 2;
1628 root 1.7
1629     /* item inherits donor's level (important for quezals) */
1630     item->level = donor->level;
1631    
1632     /* if donor has some attacktypes, the flesh is poisonous */
1633     if (donor->attacktype & AT_POISON)
1634 root 1.16 item->type = POISON;
1635 root 1.83
1636 root 1.7 if (donor->attacktype & AT_ACID)
1637 root 1.107 item->stats.hp = -item->stats.food;
1638 root 1.83
1639 root 1.104 item->set_flag (FLAG_NO_STEAL);
1640 elmex 1.1 }
1641     }
1642    
1643 root 1.89 static void
1644 root 1.16 free_treasurestruct (treasure *t)
1645 elmex 1.1 {
1646 root 1.41 if (t->next) free_treasurestruct (t->next);
1647     if (t->next_yes) free_treasurestruct (t->next_yes);
1648     if (t->next_no) free_treasurestruct (t->next_no);
1649 root 1.8
1650     delete t;
1651 elmex 1.1 }
1652    
1653 root 1.89 static void
1654 root 1.16 free_charlinks (linked_char *lc)
1655 elmex 1.1 {
1656 root 1.7 if (lc->next)
1657     free_charlinks (lc->next);
1658    
1659     delete lc;
1660 elmex 1.1 }
1661    
1662 root 1.89 static void
1663 root 1.41 free_artifact (artifact *at)
1664 elmex 1.1 {
1665 root 1.41 if (at->next) free_artifact (at->next);
1666     if (at->allowed) free_charlinks (at->allowed);
1667 root 1.7
1668 root 1.82 at->item->destroy ();
1669 root 1.7
1670 root 1.41 sfree (at);
1671 elmex 1.1 }
1672