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Revision: 1.122
Committed: Sun Nov 18 15:19:48 2018 UTC (5 years, 6 months ago) by root
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Branch: MAIN
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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 root 1.116 *
4 root 1.121 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 root 1.117 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 root 1.101 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7     * Copyright (©) 1992 Frank Tore Johansen
8 root 1.116 *
9 root 1.86 * Deliantra is free software: you can redistribute it and/or modify it under
10     * the terms of the Affero GNU General Public License as published by the
11     * Free Software Foundation, either version 3 of the License, or (at your
12     * option) any later version.
13 root 1.116 *
14 root 1.64 * This program is distributed in the hope that it will be useful,
15     * but WITHOUT ANY WARRANTY; without even the implied warranty of
16     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17     * GNU General Public License for more details.
18 root 1.116 *
19 root 1.86 * You should have received a copy of the Affero GNU General Public License
20     * and the GNU General Public License along with this program. If not, see
21     * <http://www.gnu.org/licenses/>.
22 root 1.116 *
23 root 1.68 * The authors can be reached via e-mail to <support@deliantra.net>
24 pippijn 1.32 */
25 elmex 1.1
26     /* TREASURE_DEBUG does some checking on the treasurelists after loading.
27     * It is useful for finding bugs in the treasures file. Since it only
28     * slows the startup some (and not actual game play), it is by default
29     * left on
30     */
31     #define TREASURE_DEBUG
32    
33     /* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 root 1.16
35 root 1.42 //#define TREASURE_VERBOSE
36 root 1.7
37 elmex 1.1 #include <global.h>
38     #include <treasure.h>
39    
40 root 1.120 #include <flat_hash_map.hpp>
41    
42 root 1.122 // used only by treasure.C, does not handle null arch ptrs
43     #define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
44    
45 root 1.41 extern char *spell_mapping[];
46    
47     static treasurelist *first_treasurelist;
48 elmex 1.1
49 root 1.16 static void change_treasure (treasure *t, object *op); /* overrule default values */
50 root 1.41
51 root 1.120 typedef ska::flat_hash_map<
52     const char *,
53     treasurelist *,
54     str_hash,
55     str_equal,
56     slice_allocator< std::pair<const char *const, treasurelist *> >
57 root 1.41 > tl_map_t;
58    
59     static tl_map_t tl_map;
60 elmex 1.1
61 root 1.88 //TODO: class method
62 root 1.89 static void free_treasurestruct (treasure *t); // bleh desu
63 root 1.88 static void
64     clear (treasurelist *tl)
65     {
66     if (tl->items)
67     {
68     free_treasurestruct (tl->items);
69     tl->items = 0;
70     }
71    
72     tl->total_chance = 0;
73     }
74    
75 elmex 1.1 /*
76 root 1.44 * Searches for the given treasurelist
77 elmex 1.1 */
78 root 1.41 treasurelist *
79     treasurelist::find (const char *name)
80     {
81     if (!name)
82     return 0;
83    
84 root 1.45 auto (i, tl_map.find (name));
85 elmex 1.1
86 root 1.41 if (i == tl_map.end ())
87     return 0;
88    
89     return i->second;
90 elmex 1.1 }
91    
92     /*
93 root 1.41 * Searches for the given treasurelist in the globally linked list
94     * of treasurelists which has been built by load_treasures().
95 elmex 1.1 */
96 root 1.41 treasurelist *
97     treasurelist::get (const char *name)
98 root 1.7 {
99 root 1.41 treasurelist *tl = find (name);
100    
101     if (!tl)
102     {
103     tl = new treasurelist;
104    
105     tl->name = name;
106     tl->next = first_treasurelist;
107     first_treasurelist = tl;
108 root 1.7
109 root 1.41 tl_map.insert (std::make_pair (tl->name, tl));
110     }
111 elmex 1.1
112 root 1.41 return tl;
113     }
114    
115 root 1.47 #ifdef TREASURE_DEBUG
116     /* recursived checks the linked list. Treasurelist is passed only
117     * so that the treasure name can be printed out
118     */
119     static void
120     check_treasurelist (const treasure *t, const treasurelist * tl)
121     {
122     if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
123     LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
124    
125     if (t->next)
126     check_treasurelist (t->next, tl);
127    
128     if (t->next_yes)
129     check_treasurelist (t->next_yes, tl);
130    
131     if (t->next_no)
132     check_treasurelist (t->next_no, tl);
133     }
134     #endif
135    
136 elmex 1.1 /*
137     * Reads the lib/treasure file from disk, and parses the contents
138     * into an internal treasure structure (very linked lists)
139     */
140 root 1.7 static treasure *
141 root 1.47 read_treasure (object_thawer &f)
142 root 1.7 {
143 root 1.41 treasure *t = new treasure;
144 root 1.7
145 root 1.47 f.next ();
146 root 1.42
147     for (;;)
148 root 1.7 {
149 root 1.70 coroapi::cede_to_tick ();
150 root 1.7
151 root 1.42 switch (f.kw)
152 root 1.16 {
153 root 1.42 case KW_arch:
154 root 1.72 t->item = archetype::find (f.get_str ());
155 root 1.73
156 root 1.72 if (!t->item)
157     {
158     f.parse_warn ("treasure references unknown archetype");
159 root 1.73 t->item = archetype::empty;
160 root 1.72 }
161    
162 root 1.42 break;
163    
164     case KW_list: f.get (t->name); break;
165     case KW_change_name: f.get (t->change_arch.name); break;
166     case KW_change_title: f.get (t->change_arch.title); break;
167     case KW_change_slaying: f.get (t->change_arch.slaying); break;
168     case KW_chance: f.get (t->chance); break;
169     case KW_nrof: f.get (t->nrof); break;
170     case KW_magic: f.get (t->magic); break;
171    
172 root 1.47 case KW_yes: t->next_yes = read_treasure (f); continue;
173     case KW_no: t->next_no = read_treasure (f); continue;
174 root 1.42
175     case KW_end:
176 root 1.47 f.next ();
177 root 1.42 return t;
178    
179     case KW_more:
180 root 1.47 t->next = read_treasure (f);
181 root 1.42 return t;
182    
183     default:
184 root 1.47 if (!f.parse_error ("treasurelist", t->name))
185 root 1.72 goto error;
186 root 1.42
187     return t;
188 root 1.16 }
189 root 1.47
190     f.next ();
191 elmex 1.1 }
192 root 1.72
193     // not reached
194    
195     error:
196     delete t;
197     return 0;
198 elmex 1.1 }
199    
200     /*
201     * Each treasure is parsed with the help of load_treasure().
202     */
203 root 1.47 treasurelist *
204     treasurelist::read (object_thawer &f)
205 root 1.7 {
206 root 1.47 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
207 root 1.7
208 root 1.47 bool one = f.kw == KW_treasureone;
209     treasurelist *tl = treasurelist::get (f.get_str ());
210     clear (tl);
211     tl->items = read_treasure (f);
212     if (!tl->items)
213     return 0;
214 root 1.42
215 root 1.47 /* This is a one of the many items on the list should be generated.
216     * Add up the chance total, and check to make sure the yes & no
217     * fields of the treasures are not being used.
218     */
219     if (one)
220 root 1.7 {
221 root 1.47 for (treasure *t = tl->items; t; t = t->next)
222 root 1.16 {
223 root 1.47 if (t->next_yes || t->next_no)
224 root 1.42 {
225 root 1.62 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
226 root 1.47 LOG (llevError, " the next_yes or next_no field is set\n");
227 root 1.16 }
228 elmex 1.1
229 root 1.47 tl->total_chance += t->chance;
230 root 1.42 }
231 root 1.47 }
232 root 1.42
233 root 1.47 return tl;
234 elmex 1.1 }
235    
236     /*
237     * Generates the objects specified by the given treasure.
238     * It goes recursively through the rest of the linked list.
239     * If there is a certain percental chance for a treasure to be generated,
240     * this is taken into consideration.
241     * The second argument specifies for which object the treasure is
242     * being generated.
243     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
244     * abilities. This is used by summon spells, thus no summoned monsters
245     * start with equipment, but only their abilities).
246     */
247 root 1.7 static void
248 root 1.16 put_treasure (object *op, object *creator, int flags)
249 elmex 1.1 {
250 root 1.56 if (flags & GT_ENVIRONMENT)
251 root 1.7 {
252 root 1.56 /* Bit of a hack - spells should never be put onto the map. The entire
253     * treasure stuff is a problem - there is no clear idea of knowing
254     * this is the original object, or if this is an object that should be created
255     * by another object.
256     */
257     //TODO: flag such as objects... as such (no drop, anybody?)
258     if (op->type == SPELL)
259     {
260 root 1.82 op->destroy ();
261 root 1.56 return;
262     }
263    
264 root 1.53 op->expand_tail ();
265    
266 root 1.103 if (!creator->is_on_map ()
267     || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
268 root 1.82 op->destroy ();
269 root 1.51 else
270     {
271 root 1.103 op->flag [FLAG_OBJ_ORIGINAL] = true;
272 root 1.51 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
273     }
274 root 1.7 }
275     else
276     {
277 root 1.29 op = creator->insert (op);
278 root 1.27
279 root 1.104 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
280 root 1.16 monster_check_apply (creator, op);
281 elmex 1.1 }
282     }
283    
284     /* if there are change_xxx commands in the treasure, we include the changes
285     * in the generated object
286     */
287 root 1.7 static void
288 root 1.12 change_treasure (treasure *t, object *op)
289 elmex 1.1 {
290 root 1.7 /* CMD: change_name xxxx */
291     if (t->change_arch.name)
292 elmex 1.1 {
293 root 1.7 op->name = t->change_arch.name;
294     op->name_pl = t->change_arch.name;
295 elmex 1.1 }
296    
297 root 1.7 if (t->change_arch.title)
298     op->title = t->change_arch.title;
299    
300     if (t->change_arch.slaying)
301     op->slaying = t->change_arch.slaying;
302     }
303    
304 root 1.41 static void
305 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
306 root 1.7 {
307 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
308 elmex 1.1 {
309 root 1.7 if (t->name)
310 root 1.16 {
311 elmex 1.30 if (difficulty >= t->magic)
312 root 1.47 if (treasurelist *tl = treasurelist::find (t->name))
313     create_treasure (tl, op, flag, difficulty, tries);
314     else
315     LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
316 root 1.16 }
317 root 1.7 else
318 root 1.16 {
319 root 1.63 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
320 root 1.16 {
321 root 1.98 object *tmp = t->item->instance ();
322 root 1.41
323 root 1.16 if (t->nrof && tmp->nrof <= 1)
324 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
325    
326 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
327     change_treasure (t, tmp);
328     put_treasure (tmp, op, flag);
329     }
330     }
331 root 1.12
332 root 1.41 if (t->next_yes)
333 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
334 elmex 1.1 }
335 root 1.41 else if (t->next_no)
336 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
337 root 1.12
338 root 1.41 if (t->next)
339 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
340 elmex 1.1 }
341    
342 root 1.41 static void
343 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
344 root 1.7 {
345 root 1.35 int value = rndm (tl->total_chance);
346 root 1.7 treasure *t;
347 elmex 1.1
348 root 1.7 if (tries++ > 100)
349     {
350     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
351     return;
352     }
353 root 1.12
354 root 1.41 for (t = tl->items; t; t = t->next)
355 root 1.7 {
356     value -= t->chance;
357 root 1.12
358 root 1.7 if (value < 0)
359 root 1.16 break;
360 root 1.7 }
361 elmex 1.1
362 root 1.7 if (!t || value >= 0)
363 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
364 root 1.12
365 root 1.7 if (t->name)
366     {
367     if (difficulty >= t->magic)
368 elmex 1.26 {
369 root 1.41 treasurelist *tl = treasurelist::find (t->name);
370 elmex 1.26 if (tl)
371     create_treasure (tl, op, flag, difficulty, tries);
372     }
373 root 1.7 else if (t->nrof)
374 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
375 elmex 1.1 }
376 root 1.63 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
377 root 1.7 {
378 root 1.98 if (object *tmp = t->item->instance ())
379 root 1.41 {
380     if (t->nrof && tmp->nrof <= 1)
381     tmp->nrof = rndm (t->nrof) + 1;
382 root 1.12
383 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
384     change_treasure (t, tmp);
385     put_treasure (tmp, op, flag);
386     }
387 elmex 1.1 }
388     }
389    
390 root 1.57 void
391     object::create_treasure (treasurelist *tl, int flags)
392     {
393     ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
394     }
395    
396 elmex 1.1 /* This calls the appropriate treasure creation function. tries is passed
397     * to determine how many list transitions or attempts to create treasure
398     * have been made. It is really in place to prevent infinite loops with
399     * list transitions, or so that excessively good treasure will not be
400     * created on weak maps, because it will exceed the number of allowed tries
401     * to do that.
402     */
403 root 1.7 void
404 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
405 elmex 1.1 {
406 root 1.41 // empty treasurelists are legal
407     if (!tl->items)
408     return;
409    
410 root 1.7 if (tries++ > 100)
411     {
412     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
413     return;
414     }
415 root 1.37
416 root 1.58 if (op->flag [FLAG_TREASURE_ENV])
417 root 1.59 {
418     // do not generate items when there already is something above the object
419     if (op->flag [FLAG_IS_FLOOR] && op->above)
420     return;
421    
422     flag |= GT_ENVIRONMENT;
423     }
424 root 1.58
425 elmex 1.30 if (tl->total_chance)
426     create_one_treasure (tl, op, flag, difficulty, tries);
427 root 1.7 else
428 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
429 elmex 1.1 }
430    
431     /* This is similar to the old generate treasure function. However,
432     * it instead takes a treasurelist. It is really just a wrapper around
433     * create_treasure. We create a dummy object that the treasure gets
434     * inserted into, and then return that treausre
435     */
436 root 1.7 object *
437 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
438 elmex 1.1 {
439 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
440    
441 root 1.50 object *ob = object::create ();
442 elmex 1.1
443 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
444 elmex 1.1
445 root 1.7 /* Don't want to free the object we are about to return */
446 root 1.50 object *tmp = ob->inv;
447     if (tmp)
448 root 1.23 tmp->remove ();
449 root 1.21
450 root 1.7 if (ob->inv)
451 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
452    
453 root 1.82 ob->destroy ();
454 root 1.80
455 root 1.7 return tmp;
456 elmex 1.1 }
457    
458     /*
459     * This is a new way of calculating the chance for an item to have
460     * a specific magical bonus.
461     * The array has two arguments, the difficulty of the level, and the
462     * magical bonus "wanted".
463     */
464    
465 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
466 root 1.42 // chance of magic difficulty
467     // +0 +1 +2 +3 +4
468     {95, 2, 2, 1, 0}, // 1
469     {92, 5, 2, 1, 0}, // 2
470     {85, 10, 4, 1, 0}, // 3
471     {80, 14, 4, 2, 0}, // 4
472     {75, 17, 5, 2, 1}, // 5
473     {70, 18, 8, 3, 1}, // 6
474     {65, 21, 10, 3, 1}, // 7
475     {60, 22, 12, 4, 2}, // 8
476     {55, 25, 14, 4, 2}, // 9
477     {50, 27, 16, 5, 2}, // 10
478     {45, 28, 18, 6, 3}, // 11
479     {42, 28, 20, 7, 3}, // 12
480     {40, 27, 21, 8, 4}, // 13
481     {38, 25, 22, 10, 5}, // 14
482     {36, 23, 23, 12, 6}, // 15
483     {33, 21, 24, 14, 8}, // 16
484     {31, 19, 25, 16, 9}, // 17
485     {27, 15, 30, 18, 10}, // 18
486     {20, 12, 30, 25, 13}, // 19
487     {15, 10, 28, 30, 17}, // 20
488     {13, 9, 27, 28, 23}, // 21
489     {10, 8, 25, 28, 29}, // 22
490     { 8, 7, 23, 26, 36}, // 23
491     { 6, 6, 20, 22, 46}, // 24
492     { 4, 5, 17, 18, 56}, // 25
493     { 2, 4, 12, 14, 68}, // 26
494     { 0, 3, 7, 10, 80}, // 27
495     { 0, 0, 3, 7, 90}, // 28
496     { 0, 0, 0, 3, 97}, // 29
497     { 0, 0, 0, 0, 100}, // 30
498     { 0, 0, 0, 0, 100}, // 31
499 elmex 1.1 };
500    
501 root 1.119 /* calculate the appropriate level for wands staves and scrolls.
502 elmex 1.1 * This code presumes that op has had its spell object created (in op->inv)
503     *
504     * elmex Wed Aug 9 17:44:59 CEST 2006:
505     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
506     */
507 root 1.89 static int
508 root 1.16 level_for_item (const object *op, int difficulty)
509 elmex 1.1 {
510     if (!op->inv)
511     {
512 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
513     return 0;
514 elmex 1.1 }
515    
516 root 1.67 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
517 elmex 1.1
518     if (olevel <= 0)
519 root 1.67 olevel = rndm (1, op->inv->level);
520 elmex 1.1
521 root 1.105 return min (olevel, MAXLEVEL_TREASURE);
522 elmex 1.1 }
523    
524     /*
525     * Based upon the specified difficulty and upon the difftomagic_list array,
526     * a random magical bonus is returned. This is used when determine
527     * the magical bonus created on specific maps.
528     *
529     * elmex Thu Aug 10 18:45:44 CEST 2006:
530     * Scaling difficulty by max_level, as difficulty is a level and not some
531     * weird integer between 1-31.
532     *
533     */
534 root 1.89 static int
535 root 1.7 magic_from_difficulty (int difficulty)
536 elmex 1.1 {
537 root 1.107 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
538     scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
539 elmex 1.1
540 root 1.107 int percent = rndm (100);
541     int magic;
542 elmex 1.1
543 root 1.107 for (magic = 0; magic <= MAXMAGIC; 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 root 1.107 if (magic > MAXMAGIC)
552 elmex 1.1 {
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 root 1.7 void
570 root 1.16 set_abs_magic (object *op, int magic)
571 root 1.7 {
572     if (!magic)
573 elmex 1.1 return;
574    
575 root 1.7 op->magic = magic;
576     if (op->arch)
577     {
578     if (op->type == ARMOUR)
579 root 1.63 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
580 root 1.7
581 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
582 root 1.16 magic = (-magic);
583 root 1.78
584 root 1.63 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
585 root 1.7 }
586     else
587     {
588     if (op->type == ARMOUR)
589 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590 root 1.78
591 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
592 root 1.16 magic = (-magic);
593 root 1.78
594 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
595     }
596 elmex 1.1 }
597    
598     /*
599     * Sets a random magical bonus in the given object based upon
600     * the given difficulty, and the given max possible bonus.
601     */
602    
603 root 1.7 static void
604 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
605 elmex 1.1 {
606 root 1.107 int i = magic_from_difficulty (difficulty);
607 root 1.16
608 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
609 root 1.7 i = -i;
610 root 1.107
611     i = min (i, max_magic);
612    
613 root 1.7 set_abs_magic (op, i);
614 elmex 1.1 if (i < 0)
615 root 1.104 op->set_flag (FLAG_CURSED);
616 elmex 1.1 }
617    
618     /*
619     * Randomly adds one magical ability to the given object.
620     * Modified for Partial Resistance in many ways:
621     * 1) Since rings can have multiple bonuses, if the same bonus
622     * is rolled again, increase it - the bonuses now stack with
623     * other bonuses previously rolled and ones the item might natively have.
624     * 2) Add code to deal with new PR method.
625     */
626 root 1.89 static void
627 root 1.16 set_ring_bonus (object *op, int bonus)
628 root 1.7 {
629 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
630 elmex 1.1
631 root 1.7 if (op->type == AMULET)
632 root 1.107 if (!rndm (21))
633     r = 20 + rndm (2);
634     else if (rndm (2))
635     r = 10;
636     else
637     r = 11 + rndm (9);
638 root 1.7
639     switch (r)
640     {
641 root 1.107 /* Redone by MSW 2000-11-26 to have much less code. Also,
642     * bonuses and penalties will stack and add to existing values.
643     * of the item.
644     */
645 root 1.16 case 0:
646     case 1:
647     case 2:
648     case 3:
649     case 4:
650     case 5:
651     case 6:
652 root 1.60 op->stats.stat (r) += bonus;
653 root 1.16 break;
654    
655     case 7:
656     op->stats.dam += bonus;
657     break;
658    
659     case 8:
660     op->stats.wc += bonus;
661     break;
662    
663     case 9:
664     op->stats.food += bonus; /* hunger/sustenance */
665     break;
666    
667     case 10:
668     op->stats.ac += bonus;
669     break;
670    
671     /* Item that gives protections/vulnerabilities */
672     case 11:
673     case 12:
674     case 13:
675     case 14:
676     case 15:
677     case 16:
678     case 17:
679     case 18:
680     case 19:
681     {
682 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
683 root 1.16
684     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
685 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
686 root 1.16
687     /* Cursed items need to have higher negative values to equal out with
688     * positive values for how protections work out. Put another
689     * little random element in since that they don't always end up with
690     * even values.
691     */
692     if (bonus < 0)
693 root 1.35 val = 2 * -val - rndm (b);
694 root 1.107
695     val = min (35, val); /* Upper limit */
696    
697 root 1.16 b = 0;
698 root 1.34
699 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
700 root 1.34 resist = rndm (num_resist_table);
701    
702 root 1.16 if (b == 4)
703     return; /* Not able to find a free resistance */
704 root 1.34
705 root 1.16 op->resist[resist_table[resist]] = val;
706     /* We should probably do something more clever here to adjust value
707     * based on how good a resistance we gave.
708     */
709     break;
710     }
711     case 20:
712     if (op->type == AMULET)
713     {
714 root 1.104 op->set_flag (FLAG_REFL_SPELL);
715 root 1.16 op->value *= 11;
716     }
717     else
718     {
719     op->stats.hp = 1; /* regenerate hit points */
720     op->value *= 4;
721     }
722     break;
723    
724     case 21:
725     if (op->type == AMULET)
726     {
727 root 1.104 op->set_flag (FLAG_REFL_MISSILE);
728 root 1.16 op->value *= 9;
729     }
730     else
731     {
732     op->stats.sp = 1; /* regenerate spell points */
733     op->value *= 3;
734     }
735     break;
736    
737     case 22:
738     op->stats.exp += bonus; /* Speed! */
739 root 1.107 op->value = op->value * 2 / 3;
740 root 1.16 break;
741 root 1.7 }
742 root 1.34
743 root 1.7 if (bonus > 0)
744 root 1.107 op->value = 2 * op->value * bonus;
745 root 1.7 else
746 root 1.107 op->value = -2 * op->value * bonus / 3;
747 elmex 1.1 }
748    
749     /*
750     * get_magic(diff) will return a random number between 0 and 4.
751     * diff can be any value above 2. The higher the diff-variable, the
752     * higher is the chance of returning a low number.
753     * It is only used in fix_generated_treasure() to set bonuses on
754     * rings and amulets.
755     * Another scheme is used to calculate the magic of weapons and armours.
756     */
757 root 1.89 static int
758 root 1.7 get_magic (int diff)
759     {
760 root 1.107 diff = min (3, diff);
761 root 1.35
762 root 1.107 for (int i = 0; i < 4; i++)
763 root 1.35 if (rndm (diff))
764 root 1.7 return i;
765 root 1.35
766 elmex 1.1 return 4;
767     }
768    
769 root 1.88 /* special_potion() - so that old potion code is still done right. */
770 root 1.89 static int
771 root 1.88 special_potion (object *op)
772     {
773     if (op->attacktype)
774     return 1;
775    
776     if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
777     return 1;
778    
779     for (int i = 0; i < NROFATTACKS; i++)
780     if (op->resist[i])
781     return 1;
782    
783     return 0;
784     }
785    
786 elmex 1.110 static double
787     value_factor_from_spell_item (object *spell, object *item)
788     {
789     double factor =
790     pow ((spell->value > 0 ? spell->value : 1)
791     * spell->level, 1.5);
792    
793     if (item) // this if for: wands/staffs/rods:
794     {
795     /* Old crossfire comment ahead:
796     * Add 50 to both level an divisor to keep prices a little more
797     * reasonable. Otherwise, a high level version of a low level
798     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
799     * 10 time multiplier). This way, the value are a bit more reasonable.
800     */
801    
802     factor *= item->level + 50;
803     factor /= item->inv->level + 50;
804     }
805    
806     return factor;
807     }
808    
809 root 1.107 #define DICE2 (get_magic(2) == 2 ? 2 : 1)
810 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
811 elmex 1.1
812     /*
813     * fix_generated_item(): This is called after an item is generated, in
814     * order to set it up right. This produced magical bonuses, puts spells
815     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
816     */
817 root 1.16
818 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
819 root 1.119 * op->type. Right now, which stuff the creator passes on is object type
820     * dependant. I know this is a spagetti manuever, but is there a cleaner
821 elmex 1.1 * way to do this? b.t. */
822 root 1.16
823 elmex 1.1 /*
824     * ! (flags & GT_ENVIRONMENT):
825     * Automatically calls fix_flesh_item().
826     *
827     * flags:
828     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
829     * value.
830     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
831     * a working object - don't change magic, value, etc, but set it material
832     * type as appropriate, for objects that need spell objects, set those, etc
833     */
834 root 1.7 void
835 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
836 elmex 1.1 {
837     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
838    
839     if (!creator || creator->type == op->type)
840 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
841 elmex 1.1
842     /* If we make an artifact, this information will be destroyed */
843     save_item_power = op->item_power;
844     op->item_power = 0;
845    
846     if (op->randomitems && op->type != SPELL)
847     {
848 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
849 elmex 1.1 /* So the treasure doesn't get created again */
850 root 1.42 op->randomitems = 0;
851 elmex 1.1 }
852    
853 root 1.96 max_it (difficulty, 1);
854 elmex 1.1
855 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
856     ARG_OBJECT (creator != op ? creator : 0),
857     ARG_INT (difficulty), ARG_INT (max_magic),
858     ARG_INT (flags)))
859     return;
860    
861 elmex 1.1 if (!(flags & GT_MINIMAL))
862     {
863 root 1.72 if (IS_ARCH (op->arch, crown))
864 root 1.16 {
865     set_magic (difficulty, op, max_magic, flags);
866     num_enchantments = calc_item_power (op, 1);
867     generate_artifact (op, difficulty);
868     }
869 elmex 1.1 else
870 root 1.16 {
871     if (!op->magic && max_magic)
872     set_magic (difficulty, op, max_magic, flags);
873    
874     num_enchantments = calc_item_power (op, 1);
875    
876 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
877     || op->type == HORN
878 root 1.72 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
879 root 1.16 generate_artifact (op, difficulty);
880     }
881 elmex 1.1
882     /* Object was made an artifact. Calculate its item_power rating.
883     * the item_power in the object is what the artfiact adds.
884     */
885     if (op->title)
886 root 1.16 {
887     /* if save_item_power is set, then most likely we started with an
888     * artifact and have added new abilities to it - this is rare, but
889     * but I have seen things like 'strange rings of fire'. So just figure
890     * out the power from the base power plus what this one adds. Note
891     * that since item_power is not quite linear, this actually ends up
892     * being somewhat of a bonus
893     */
894     if (save_item_power)
895     op->item_power = save_item_power + get_power_from_ench (op->item_power);
896     else
897     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
898     }
899 elmex 1.1 else if (save_item_power)
900 root 1.16 {
901     /* restore the item_power field to the object if we haven't changed it.
902     * we don't care about num_enchantments - that will basically just
903     * have calculated some value from the base attributes of the archetype.
904     */
905     op->item_power = save_item_power;
906     }
907 elmex 1.1 else
908 root 1.16 {
909     /* item_power was zero. This is suspicious, as it may be because it
910     * was never previously calculated. Let's compute a value and see if
911     * it is non-zero. If it indeed is, then assign it as the new
912     * item_power value.
913     * - gros, 21th of July 2006.
914     */
915     op->item_power = calc_item_power (op, 0);
916     save_item_power = op->item_power; /* Just in case it would get used
917     * again below */
918     }
919 elmex 1.1 }
920    
921     /* materialtype modifications. Note we allow this on artifacts. */
922 root 1.93 select_material (op, difficulty);
923 elmex 1.1
924     if (flags & GT_MINIMAL)
925     {
926     if (op->type == POTION)
927 root 1.16 /* Handle healing and magic power potions */
928     if (op->stats.sp && !op->randomitems)
929     {
930 root 1.113 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
931 root 1.16 insert_ob_in_ob (tmp, op);
932     op->stats.sp = 0;
933     }
934 elmex 1.1 }
935 root 1.16 else if (!op->title) /* Only modify object if not special */
936 elmex 1.1 switch (op->type)
937     {
938 root 1.16 case WEAPON:
939     case ARMOUR:
940     case SHIELD:
941     case HELMET:
942     case CLOAK:
943 root 1.104 if (op->flag [FLAG_CURSED] && !(rndm (4)))
944 root 1.16 set_ring_bonus (op, -DICE2);
945     break;
946    
947     case BRACERS:
948 root 1.104 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
949 root 1.16 {
950 root 1.104 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
951     if (!op->flag [FLAG_CURSED])
952 root 1.16 op->value *= 3;
953     }
954     break;
955    
956     case POTION:
957     {
958 root 1.115 int too_many_tries = 0;
959 root 1.16
960     /* Handle healing and magic power potions */
961     if (op->stats.sp && !op->randomitems)
962     {
963 root 1.113 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
964 root 1.16 insert_ob_in_ob (tmp, op);
965     op->stats.sp = 0;
966     }
967    
968 root 1.115 while (!special_potion (op) && !op->inv)
969 root 1.16 {
970     generate_artifact (op, difficulty);
971     if (too_many_tries++ > 10)
972     break;
973     }
974    
975     /* don't want to change value for healing/magic power potions,
976     * since the value set on those is already correct.
977     */
978     if (op->inv && op->randomitems)
979     {
980     /* value multiplier is same as for scrolls */
981 root 1.96 op->value *= op->inv->value;
982 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
983 root 1.16 }
984     else
985     {
986 root 1.107 op->name = shstr_potion;
987     op->name_pl = shstr_potions;
988 root 1.16 }
989    
990 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
991 root 1.104 op->set_flag (FLAG_CURSED);
992 root 1.96
993 root 1.16 break;
994     }
995    
996     case AMULET:
997 root 1.72 if (IS_ARCH (op->arch, amulet))
998 root 1.16 op->value *= 5; /* Since it's not just decoration */
999    
1000     case RING:
1001 root 1.72 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1002 root 1.16 break;
1003    
1004 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1005 root 1.104 op->set_flag (FLAG_CURSED);
1006 root 1.16
1007 root 1.104 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1008 root 1.16
1009     if (op->type != RING) /* Amulets have only one ability */
1010     break;
1011    
1012 root 1.107 if (!rndm (4))
1013 root 1.16 {
1014 root 1.104 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1015 root 1.16
1016     if (d > 0)
1017     op->value *= 3;
1018    
1019     set_ring_bonus (op, d);
1020    
1021 root 1.107 if (!rndm (4))
1022 root 1.16 {
1023 root 1.104 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1024 root 1.16
1025     if (d > 0)
1026     op->value *= 5;
1027 root 1.107
1028 root 1.16 set_ring_bonus (op, d);
1029     }
1030     }
1031    
1032 root 1.85 if (op->animation_id)
1033     op->set_anim_frame (rndm (op->anim_frames ()));
1034 root 1.16
1035     break;
1036    
1037     case BOOK:
1038     /* Is it an empty book?, if yes lets make a special·
1039     * msg for it, and tailor its properties based on the·
1040     * creator and/or map level we found it on.
1041     */
1042 root 1.33 if (!op->msg && rndm (10))
1043 root 1.16 {
1044     /* set the book level properly */
1045 root 1.104 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1046 root 1.16 {
1047     if (op->map && op->map->difficulty)
1048 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1049 root 1.16 else
1050 root 1.33 op->level = rndm (20) + 1;
1051 root 1.16 }
1052     else
1053 root 1.35 op->level = rndm (creator->level);
1054 root 1.16
1055     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1056     /* books w/ info are worth more! */
1057     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1058    
1059     /* add exp so reading it gives xp (once) */
1060     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1061     }
1062 sf-marcmagus 1.87
1063     /* creator related stuff */
1064    
1065     /* for library, chained books. Note that some monsters have no_pick
1066     * set - we don't want to set no pick in that case.
1067     */
1068 root 1.104 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1069     op->set_flag (FLAG_NO_PICK);
1070 sf-marcmagus 1.87 if (creator->slaying && !op->slaying) /* for check_inv floors */
1071     op->slaying = creator->slaying;
1072 root 1.16 break;
1073    
1074     case SPELLBOOK:
1075 elmex 1.110 op->value *= value_factor_from_spell_item (op->inv, 0);
1076 root 1.107
1077 root 1.16 /* add exp so learning gives xp */
1078     op->level = op->inv->level;
1079     op->stats.exp = op->value;
1080     break;
1081    
1082     case WAND:
1083     /* nrof in the treasure list is number of charges,
1084     * not number of wands. So copy that into food (charges),
1085     * and reset nrof.
1086     */
1087     op->stats.food = op->inv->nrof;
1088     op->nrof = 1;
1089     /* If the spell changes by level, choose a random level
1090 elmex 1.110 * for it.
1091 root 1.16 */
1092 elmex 1.110 if (op->inv->duration_modifier
1093     || op->inv->dam_modifier
1094     || op->inv->range_modifier)
1095     op->level = level_for_item (op, difficulty);
1096 root 1.16 else
1097 elmex 1.110 op->level = op->inv->level;
1098    
1099     op->value *= value_factor_from_spell_item (op->inv, op);
1100 root 1.16 break;
1101    
1102     case ROD:
1103     op->level = level_for_item (op, difficulty);
1104 elmex 1.110 op->value *= value_factor_from_spell_item (op->inv, op);
1105 root 1.107
1106 root 1.16 /* maxhp is used to denote how many 'charges' the rod holds before */
1107     if (op->stats.maxhp)
1108 root 1.92 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1109 root 1.16 else
1110 root 1.92 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1111 root 1.16
1112     op->stats.hp = op->stats.maxhp;
1113     break;
1114    
1115     case SCROLL:
1116     op->level = level_for_item (op, difficulty);
1117 elmex 1.110 op->value *= value_factor_from_spell_item (op->inv, op);
1118 root 1.16
1119     /* add exp so reading them properly gives xp */
1120     op->stats.exp = op->value / 5;
1121     op->nrof = op->inv->nrof;
1122     break;
1123    
1124     case RUNE:
1125     trap_adjust (op, difficulty);
1126     break;
1127    
1128     case TRAP:
1129     trap_adjust (op, difficulty);
1130     break;
1131     } /* switch type */
1132 elmex 1.1
1133     if (flags & GT_STARTEQUIP)
1134     {
1135 root 1.104 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1136     op->set_flag (FLAG_STARTEQUIP);
1137 elmex 1.1 else if (op->type != MONEY)
1138 root 1.16 op->value = 0;
1139 elmex 1.1 }
1140    
1141     if (!(flags & GT_ENVIRONMENT))
1142     fix_flesh_item (op, creator);
1143     }
1144    
1145     /*
1146     *
1147     *
1148     * CODE DEALING WITH ARTIFACTS STARTS HERE
1149     *
1150     *
1151     */
1152    
1153     /*
1154     * Allocate and return the pointer to an empty artifactlist structure.
1155     */
1156 root 1.7 static artifactlist *
1157 root 1.97 get_empty_artifactlist ()
1158 root 1.7 {
1159 root 1.69 return salloc0<artifactlist> ();
1160 elmex 1.1 }
1161    
1162     /*
1163     * Allocate and return the pointer to an empty artifact structure.
1164     */
1165 root 1.7 static artifact *
1166 root 1.97 get_empty_artifact ()
1167 root 1.7 {
1168 root 1.69 return salloc0<artifact> ();
1169 elmex 1.1 }
1170    
1171     /*
1172     * Searches the artifact lists and returns one that has the same type
1173     * of objects on it.
1174     */
1175 root 1.7 artifactlist *
1176     find_artifactlist (int type)
1177     {
1178 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1179 root 1.7 if (al->type == type)
1180     return al;
1181 root 1.38
1182     return 0;
1183 elmex 1.1 }
1184    
1185     /*
1186     * Builds up the lists of artifacts from the file in the libdir.
1187     */
1188 root 1.7 void
1189 root 1.97 init_artifacts ()
1190 root 1.7 {
1191     static int has_been_inited = 0;
1192     artifact *art = NULL;
1193     artifactlist *al;
1194    
1195     if (has_been_inited)
1196     return;
1197     else
1198     has_been_inited = 1;
1199 elmex 1.1
1200 root 1.108 object_thawer f (settings.datadir, "artifacts");
1201 elmex 1.1
1202 root 1.38 if (!f)
1203 root 1.7 return;
1204 elmex 1.1
1205 root 1.38 for (;;)
1206 root 1.7 {
1207 root 1.38 switch (f.kw)
1208     {
1209     case KW_allowed:
1210     if (!art)
1211 root 1.47 art = get_empty_artifact ();
1212 root 1.7
1213 root 1.16 {
1214 root 1.38 if (!strcmp (f.get_str (), "all"))
1215     break;
1216    
1217 root 1.95 const char *cp = f.get_str ();
1218     char *next;
1219 root 1.38 do
1220     {
1221 root 1.99 if ((next = (char *)strchr (cp, ',')))
1222 root 1.38 *next++ = '\0';
1223    
1224     linked_char *tmp = new linked_char;
1225    
1226     tmp->name = cp;
1227     tmp->next = art->allowed;
1228     art->allowed = tmp;
1229     }
1230     while ((cp = next));
1231 root 1.16 }
1232 root 1.38 break;
1233    
1234     case KW_chance:
1235     f.get (art->chance);
1236     break;
1237    
1238     case KW_difficulty:
1239     f.get (art->difficulty);
1240     break;
1241 root 1.16
1242 root 1.38 case KW_object:
1243 root 1.16 {
1244 root 1.38 art->item = object::create ();
1245 root 1.49 f.get (art->item->name);
1246     f.next ();
1247 root 1.38
1248     if (!art->item->parse_kv (f))
1249     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1250    
1251     al = find_artifactlist (art->item->type);
1252    
1253     if (!al)
1254     {
1255     al = get_empty_artifactlist ();
1256     al->type = art->item->type;
1257     al->next = first_artifactlist;
1258     first_artifactlist = al;
1259     }
1260    
1261     art->next = al->items;
1262     al->items = art;
1263     art = 0;
1264 root 1.16 }
1265 root 1.38 continue;
1266 root 1.10
1267 root 1.38 case KW_EOF:
1268     goto done;
1269 root 1.10
1270 root 1.38 default:
1271     if (!f.parse_error ("artifacts file"))
1272     cleanup ("artifacts file required");
1273     break;
1274 root 1.16 }
1275 root 1.38
1276     f.next ();
1277 root 1.7 }
1278 root 1.3
1279 root 1.38 done:
1280     for (al = first_artifactlist; al; al = al->next)
1281 root 1.7 {
1282 root 1.47 al->total_chance = 0;
1283    
1284 root 1.38 for (art = al->items; art; art = art->next)
1285 root 1.16 {
1286     if (!art->chance)
1287     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1288     else
1289     al->total_chance += art->chance;
1290     }
1291 elmex 1.1 #if 0
1292 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1293 elmex 1.1 #endif
1294     }
1295     }
1296    
1297     /*
1298     * Used in artifact generation. The bonuses of the first object
1299     * is modified by the bonuses of the second object.
1300     */
1301 root 1.7 void
1302 root 1.16 add_abilities (object *op, object *change)
1303 root 1.7 {
1304     if (change->face != blank_face)
1305 root 1.109 op->face = change->face;
1306 elmex 1.1
1307 root 1.107 for (int i = 0; i < NUM_STATS; i++)
1308 root 1.60 change_attr_value (&(op->stats), i, change->stats.stat (i));
1309 root 1.7
1310 root 1.107 op->attacktype |= change->attacktype;
1311     op->path_attuned |= change->path_attuned;
1312 root 1.7 op->path_repelled |= change->path_repelled;
1313 root 1.107 op->path_denied |= change->path_denied;
1314     op->move_type |= change->move_type;
1315     op->stats.luck += change->stats.luck;
1316    
1317     static const struct copyflags : object::flags_t
1318     {
1319     copyflags ()
1320     {
1321     set (FLAG_CURSED);
1322     set (FLAG_DAMNED);
1323     set (FLAG_LIFESAVE);
1324     set (FLAG_REFL_SPELL);
1325     set (FLAG_STEALTH);
1326     set (FLAG_XRAYS);
1327     set (FLAG_BLIND);
1328     set (FLAG_SEE_IN_DARK);
1329     set (FLAG_REFL_MISSILE);
1330     set (FLAG_MAKE_INVIS);
1331     }
1332     } copyflags;
1333    
1334     // we might want to just copy, but or'ing is what the original code did
1335     op->flag |= change->flag & copyflags;
1336 root 1.7
1337 root 1.104 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1338 root 1.7 set_abs_magic (op, -op->magic);
1339    
1340 root 1.104 if (change->flag [FLAG_STAND_STILL])
1341 root 1.7 {
1342 root 1.104 op->clr_flag (FLAG_ANIMATE);
1343 root 1.107
1344 root 1.7 /* so artifacts will join */
1345 root 1.104 if (!op->flag [FLAG_ALIVE])
1346 root 1.107 op->speed = 0.;
1347 root 1.12
1348 root 1.28 op->set_speed (op->speed);
1349 elmex 1.1 }
1350 root 1.7
1351     if (change->nrof)
1352 root 1.35 op->nrof = rndm (change->nrof) + 1;
1353 root 1.7
1354 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1355 root 1.107 op->stats.wc += change->stats.wc;
1356     op->stats.ac += change->stats.ac;
1357 root 1.7
1358     if (change->other_arch)
1359     {
1360     /* Basically, for horns & potions, the other_arch field is the spell
1361     * to cast. So convert that to into a spell and put it into
1362     * this object.
1363     */
1364     if (op->type == HORN || op->type == POTION)
1365 root 1.16 {
1366     /* Remove any spells this object currently has in it */
1367 root 1.81 op->destroy_inv (false);
1368 root 1.16
1369 root 1.98 object *tmp = change->other_arch->instance ();
1370 root 1.80 insert_ob_in_ob (tmp, op);
1371 root 1.16 }
1372 root 1.102
1373 root 1.7 /* No harm setting this for potions/horns */
1374     op->other_arch = change->other_arch;
1375     }
1376    
1377     if (change->stats.hp < 0)
1378     op->stats.hp = -change->stats.hp;
1379     else
1380     op->stats.hp += change->stats.hp;
1381    
1382     if (change->stats.maxhp < 0)
1383     op->stats.maxhp = -change->stats.maxhp;
1384     else
1385     op->stats.maxhp += change->stats.maxhp;
1386    
1387     if (change->stats.sp < 0)
1388     op->stats.sp = -change->stats.sp;
1389     else
1390     op->stats.sp += change->stats.sp;
1391    
1392     if (change->stats.maxsp < 0)
1393     op->stats.maxsp = -change->stats.maxsp;
1394     else
1395     op->stats.maxsp += change->stats.maxsp;
1396    
1397     if (change->stats.food < 0)
1398 root 1.107 op->stats.food = -change->stats.food;
1399 root 1.7 else
1400     op->stats.food += change->stats.food;
1401    
1402     if (change->level < 0)
1403 root 1.107 op->level = -change->level;
1404 root 1.7 else
1405     op->level += change->level;
1406    
1407     if (change->gen_sp_armour < 0)
1408 root 1.107 op->gen_sp_armour = -change->gen_sp_armour;
1409 root 1.7 else
1410 root 1.107 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1411 root 1.7
1412     op->item_power = change->item_power;
1413    
1414 root 1.107 for (int i = 0; i < NROFATTACKS; i++)
1415     op->resist[i] += change->resist[i];
1416 root 1.7
1417     if (change->stats.dam)
1418     {
1419     if (change->stats.dam < 0)
1420 root 1.107 op->stats.dam = -change->stats.dam;
1421 root 1.7 else if (op->stats.dam)
1422 root 1.16 {
1423 root 1.107 int tmp = op->stats.dam * change->stats.dam / 10;
1424    
1425 root 1.16 if (tmp == op->stats.dam)
1426     {
1427     if (change->stats.dam < 10)
1428     op->stats.dam--;
1429     else
1430     op->stats.dam++;
1431     }
1432     else
1433     op->stats.dam = tmp;
1434     }
1435 root 1.7 }
1436    
1437     if (change->weight)
1438     {
1439     if (change->weight < 0)
1440 root 1.107 op->weight = -change->weight;
1441 root 1.7 else
1442 root 1.107 op->weight = op->weight * change->weight / 100;
1443 root 1.7 }
1444    
1445     if (change->last_sp)
1446     {
1447     if (change->last_sp < 0)
1448 root 1.107 op->last_sp = -change->last_sp;
1449 root 1.7 else
1450 root 1.107 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1451 root 1.7 }
1452    
1453     if (change->gen_sp_armour)
1454     {
1455     if (change->gen_sp_armour < 0)
1456 root 1.107 op->gen_sp_armour = -change->gen_sp_armour;
1457 root 1.7 else
1458 root 1.107 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1459 root 1.7 }
1460    
1461     op->value *= change->value;
1462    
1463 root 1.36 if (change->materials)
1464     op->materials = change->materials;
1465 root 1.7
1466 root 1.94 if (change->material != MATERIAL_NULL)
1467 root 1.93 op->material = change->material;
1468 root 1.7
1469     if (change->slaying)
1470     op->slaying = change->slaying;
1471    
1472     if (change->race)
1473     op->race = change->race;
1474    
1475     if (change->msg)
1476     op->msg = change->msg;
1477 elmex 1.1 }
1478    
1479 root 1.7 static int
1480 root 1.52 legal_artifact_combination (object *op, artifact *art)
1481 root 1.7 {
1482 elmex 1.1 int neg, success = 0;
1483     linked_char *tmp;
1484     const char *name;
1485    
1486 root 1.52 if (!art->allowed)
1487 root 1.16 return 1; /* Ie, "all" */
1488 root 1.52
1489 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1490     {
1491 elmex 1.1 #ifdef TREASURE_VERBOSE
1492 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1493 elmex 1.1 #endif
1494 root 1.7 if (*tmp->name == '!')
1495 root 1.16 name = tmp->name + 1, neg = 1;
1496 root 1.7 else
1497 root 1.16 name = tmp->name, neg = 0;
1498 root 1.7
1499     /* If we match name, then return the opposite of 'neg' */
1500 root 1.111 if (!strcmp (name, op->arch->archname))
1501 root 1.16 return !neg;
1502 root 1.7
1503     /* Set success as true, since if the match was an inverse, it means
1504     * everything is allowed except what we match
1505     */
1506     else if (neg)
1507 root 1.16 success = 1;
1508 root 1.7 }
1509 root 1.52
1510 elmex 1.1 return success;
1511     }
1512    
1513     /*
1514     * Fixes the given object, giving it the abilities and titles
1515     * it should have due to the second artifact-template.
1516     */
1517    
1518 root 1.7 void
1519 root 1.12 give_artifact_abilities (object *op, object *artifct)
1520 root 1.7 {
1521 root 1.107 op->title = format ("of %s", &artifct->name);
1522 elmex 1.1
1523 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1524 elmex 1.1
1525 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1526 elmex 1.1 {
1527 root 1.104 char identified = op->flag [FLAG_IDENTIFIED];
1528 root 1.16
1529 root 1.104 op->set_flag (FLAG_IDENTIFIED);
1530 root 1.7 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1531 elmex 1.1 if (!identified)
1532 root 1.104 op->clr_flag (FLAG_IDENTIFIED);
1533 elmex 1.1 }
1534     #endif
1535     return;
1536     }
1537    
1538     /*
1539     * Decides randomly which artifact the object should be
1540     * turned into. Makes sure that the item can become that
1541     * artifact (means magic, difficulty, and Allowed fields properly).
1542     * Then calls give_artifact_abilities in order to actually create
1543     * the artifact.
1544     */
1545    
1546     /* Give 1 re-roll attempt per artifact */
1547     #define ARTIFACT_TRIES 2
1548    
1549 root 1.7 void
1550 root 1.16 generate_artifact (object *op, int difficulty)
1551 root 1.7 {
1552 elmex 1.1 artifact *art;
1553    
1554 root 1.107 artifactlist *al = find_artifactlist (op->type);
1555 root 1.7
1556     if (al == NULL)
1557     {
1558 root 1.16 #if 0 /* This is too verbose, usually */
1559 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1560 elmex 1.1 #endif
1561 root 1.7 return;
1562     }
1563    
1564 root 1.107 for (int i = 0; i < ARTIFACT_TRIES; i++)
1565 root 1.7 {
1566 root 1.35 int roll = rndm (al->total_chance);
1567 elmex 1.1
1568 root 1.35 for (art = al->items; art; art = art->next)
1569 root 1.16 {
1570     roll -= art->chance;
1571     if (roll < 0)
1572     break;
1573     }
1574 elmex 1.1
1575 root 1.7 if (art == NULL || roll >= 0)
1576 root 1.16 {
1577 elmex 1.1 #if 1
1578 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1579 elmex 1.1 #endif
1580 root 1.16 return;
1581     }
1582 root 1.84
1583     if (art->item->name == shstr_NONE)
1584 root 1.16 return;
1585 root 1.84
1586     if (fabs (op->magic) < art->item->magic)
1587 root 1.16 continue; /* Not magic enough to be this item */
1588 root 1.7
1589     /* Map difficulty not high enough */
1590     if (difficulty < art->difficulty)
1591 root 1.16 continue;
1592 elmex 1.1
1593 root 1.7 if (!legal_artifact_combination (op, art))
1594 root 1.16 {
1595 elmex 1.1 #ifdef TREASURE_VERBOSE
1596 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1597 elmex 1.1 #endif
1598 root 1.16 continue;
1599     }
1600 root 1.42
1601 root 1.7 give_artifact_abilities (op, art->item);
1602     return;
1603 elmex 1.1 }
1604     }
1605    
1606     /* fix_flesh_item() - objects of type FLESH are similar to type
1607     * FOOD, except they inherit properties (name, food value, etc).
1608     * based on the original owner (or 'donor' if you like). -b.t.
1609     */
1610    
1611 root 1.7 void
1612 root 1.16 fix_flesh_item (object *item, object *donor)
1613 root 1.7 {
1614     if (item->type == FLESH && donor)
1615     {
1616     /* change the name */
1617 root 1.107 item->name = format ("%s's %s", &donor->name, &item->name);
1618     item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1619 root 1.7
1620     /* weight is FLESH weight/100 * donor */
1621 root 1.107 item->weight = max (1, item->weight * donor->weight / 100);
1622 root 1.7
1623     /* value is multiplied by level of donor */
1624     item->value *= isqrt (donor->level * 2);
1625    
1626     /* food value */
1627 root 1.107 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1628 root 1.7
1629     /* flesh items inherit some abilities of donor, but not
1630     * full effect.
1631     */
1632 root 1.107 for (int i = 0; i < NROFATTACKS; i++)
1633 root 1.16 item->resist[i] = donor->resist[i] / 2;
1634 root 1.7
1635     /* item inherits donor's level (important for quezals) */
1636     item->level = donor->level;
1637    
1638     /* if donor has some attacktypes, the flesh is poisonous */
1639     if (donor->attacktype & AT_POISON)
1640 root 1.16 item->type = POISON;
1641 root 1.83
1642 root 1.7 if (donor->attacktype & AT_ACID)
1643 root 1.107 item->stats.hp = -item->stats.food;
1644 root 1.83
1645 root 1.104 item->set_flag (FLAG_NO_STEAL);
1646 elmex 1.1 }
1647     }
1648    
1649 root 1.89 static void
1650 root 1.16 free_treasurestruct (treasure *t)
1651 elmex 1.1 {
1652 root 1.41 if (t->next) free_treasurestruct (t->next);
1653     if (t->next_yes) free_treasurestruct (t->next_yes);
1654     if (t->next_no) free_treasurestruct (t->next_no);
1655 root 1.8
1656     delete t;
1657 elmex 1.1 }
1658    
1659 root 1.89 static void
1660 root 1.16 free_charlinks (linked_char *lc)
1661 elmex 1.1 {
1662 root 1.7 if (lc->next)
1663     free_charlinks (lc->next);
1664    
1665     delete lc;
1666 elmex 1.1 }
1667    
1668 root 1.89 static void
1669 root 1.41 free_artifact (artifact *at)
1670 elmex 1.1 {
1671 root 1.41 if (at->next) free_artifact (at->next);
1672     if (at->allowed) free_charlinks (at->allowed);
1673 root 1.7
1674 root 1.82 at->item->destroy ();
1675 root 1.7
1676 root 1.41 sfree (at);
1677 elmex 1.1 }
1678