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Revision: 1.124
Committed: Sat Dec 1 20:22:12 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.123: +1 -1 lines
Log Message:
slight cleanup

File Contents

# 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 1.123 typedef ska::flat_hash_map
52     <
53     const char *,
54     treasurelist *,
55     str_hash,
56     str_equal,
57     slice_allocator< std::pair<const char *const, treasurelist *> >
58     > tl_map_t;
59 root 1.41
60     static tl_map_t tl_map;
61 elmex 1.1
62 root 1.88 //TODO: class method
63 root 1.89 static void free_treasurestruct (treasure *t); // bleh desu
64 root 1.88 static void
65     clear (treasurelist *tl)
66     {
67     if (tl->items)
68     {
69     free_treasurestruct (tl->items);
70     tl->items = 0;
71     }
72    
73     tl->total_chance = 0;
74     }
75    
76 elmex 1.1 /*
77 root 1.44 * Searches for the given treasurelist
78 elmex 1.1 */
79 root 1.41 treasurelist *
80     treasurelist::find (const char *name)
81     {
82     if (!name)
83     return 0;
84    
85 root 1.124 auto i = tl_map.find (name);
86 elmex 1.1
87 root 1.41 if (i == tl_map.end ())
88     return 0;
89    
90     return i->second;
91 elmex 1.1 }
92    
93     /*
94 root 1.41 * Searches for the given treasurelist in the globally linked list
95     * of treasurelists which has been built by load_treasures().
96 elmex 1.1 */
97 root 1.41 treasurelist *
98     treasurelist::get (const char *name)
99 root 1.7 {
100 root 1.41 treasurelist *tl = find (name);
101    
102     if (!tl)
103     {
104     tl = new treasurelist;
105    
106     tl->name = name;
107     tl->next = first_treasurelist;
108     first_treasurelist = tl;
109 root 1.7
110 root 1.41 tl_map.insert (std::make_pair (tl->name, tl));
111     }
112 elmex 1.1
113 root 1.41 return tl;
114     }
115    
116 root 1.47 #ifdef TREASURE_DEBUG
117     /* recursived checks the linked list. Treasurelist is passed only
118     * so that the treasure name can be printed out
119     */
120     static void
121     check_treasurelist (const treasure *t, const treasurelist * tl)
122     {
123     if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
124     LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
125    
126     if (t->next)
127     check_treasurelist (t->next, tl);
128    
129     if (t->next_yes)
130     check_treasurelist (t->next_yes, tl);
131    
132     if (t->next_no)
133     check_treasurelist (t->next_no, tl);
134     }
135     #endif
136    
137 elmex 1.1 /*
138     * Reads the lib/treasure file from disk, and parses the contents
139     * into an internal treasure structure (very linked lists)
140     */
141 root 1.7 static treasure *
142 root 1.47 read_treasure (object_thawer &f)
143 root 1.7 {
144 root 1.41 treasure *t = new treasure;
145 root 1.7
146 root 1.47 f.next ();
147 root 1.42
148     for (;;)
149 root 1.7 {
150 root 1.70 coroapi::cede_to_tick ();
151 root 1.7
152 root 1.42 switch (f.kw)
153 root 1.16 {
154 root 1.42 case KW_arch:
155 root 1.72 t->item = archetype::find (f.get_str ());
156 root 1.73
157 root 1.72 if (!t->item)
158     {
159     f.parse_warn ("treasure references unknown archetype");
160 root 1.73 t->item = archetype::empty;
161 root 1.72 }
162    
163 root 1.42 break;
164    
165     case KW_list: f.get (t->name); break;
166     case KW_change_name: f.get (t->change_arch.name); break;
167     case KW_change_title: f.get (t->change_arch.title); break;
168     case KW_change_slaying: f.get (t->change_arch.slaying); break;
169     case KW_chance: f.get (t->chance); break;
170     case KW_nrof: f.get (t->nrof); break;
171     case KW_magic: f.get (t->magic); break;
172    
173 root 1.47 case KW_yes: t->next_yes = read_treasure (f); continue;
174     case KW_no: t->next_no = read_treasure (f); continue;
175 root 1.42
176     case KW_end:
177 root 1.47 f.next ();
178 root 1.42 return t;
179    
180     case KW_more:
181 root 1.47 t->next = read_treasure (f);
182 root 1.42 return t;
183    
184     default:
185 root 1.47 if (!f.parse_error ("treasurelist", t->name))
186 root 1.72 goto error;
187 root 1.42
188     return t;
189 root 1.16 }
190 root 1.47
191     f.next ();
192 elmex 1.1 }
193 root 1.72
194     // not reached
195    
196     error:
197     delete t;
198     return 0;
199 elmex 1.1 }
200    
201     /*
202     * Each treasure is parsed with the help of load_treasure().
203     */
204 root 1.47 treasurelist *
205     treasurelist::read (object_thawer &f)
206 root 1.7 {
207 root 1.47 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
208 root 1.7
209 root 1.47 bool one = f.kw == KW_treasureone;
210     treasurelist *tl = treasurelist::get (f.get_str ());
211     clear (tl);
212     tl->items = read_treasure (f);
213     if (!tl->items)
214     return 0;
215 root 1.42
216 root 1.47 /* This is a one of the many items on the list should be generated.
217     * Add up the chance total, and check to make sure the yes & no
218     * fields of the treasures are not being used.
219     */
220     if (one)
221 root 1.7 {
222 root 1.47 for (treasure *t = tl->items; t; t = t->next)
223 root 1.16 {
224 root 1.47 if (t->next_yes || t->next_no)
225 root 1.42 {
226 root 1.62 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
227 root 1.47 LOG (llevError, " the next_yes or next_no field is set\n");
228 root 1.16 }
229 elmex 1.1
230 root 1.47 tl->total_chance += t->chance;
231 root 1.42 }
232 root 1.47 }
233 root 1.42
234 root 1.47 return tl;
235 elmex 1.1 }
236    
237     /*
238     * Generates the objects specified by the given treasure.
239     * It goes recursively through the rest of the linked list.
240     * If there is a certain percental chance for a treasure to be generated,
241     * this is taken into consideration.
242     * The second argument specifies for which object the treasure is
243     * being generated.
244     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
245     * abilities. This is used by summon spells, thus no summoned monsters
246     * start with equipment, but only their abilities).
247     */
248 root 1.7 static void
249 root 1.16 put_treasure (object *op, object *creator, int flags)
250 elmex 1.1 {
251 root 1.56 if (flags & GT_ENVIRONMENT)
252 root 1.7 {
253 root 1.56 /* Bit of a hack - spells should never be put onto the map. The entire
254     * treasure stuff is a problem - there is no clear idea of knowing
255     * this is the original object, or if this is an object that should be created
256     * by another object.
257     */
258     //TODO: flag such as objects... as such (no drop, anybody?)
259     if (op->type == SPELL)
260     {
261 root 1.82 op->destroy ();
262 root 1.56 return;
263     }
264    
265 root 1.53 op->expand_tail ();
266    
267 root 1.103 if (!creator->is_on_map ()
268     || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
269 root 1.82 op->destroy ();
270 root 1.51 else
271     {
272 root 1.103 op->flag [FLAG_OBJ_ORIGINAL] = true;
273 root 1.51 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
274     }
275 root 1.7 }
276     else
277     {
278 root 1.29 op = creator->insert (op);
279 root 1.27
280 root 1.104 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
281 root 1.16 monster_check_apply (creator, op);
282 elmex 1.1 }
283     }
284    
285     /* if there are change_xxx commands in the treasure, we include the changes
286     * in the generated object
287     */
288 root 1.7 static void
289 root 1.12 change_treasure (treasure *t, object *op)
290 elmex 1.1 {
291 root 1.7 /* CMD: change_name xxxx */
292     if (t->change_arch.name)
293 elmex 1.1 {
294 root 1.7 op->name = t->change_arch.name;
295     op->name_pl = t->change_arch.name;
296 elmex 1.1 }
297    
298 root 1.7 if (t->change_arch.title)
299     op->title = t->change_arch.title;
300    
301     if (t->change_arch.slaying)
302     op->slaying = t->change_arch.slaying;
303     }
304    
305 root 1.41 static void
306 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
307 root 1.7 {
308 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
309 elmex 1.1 {
310 root 1.7 if (t->name)
311 root 1.16 {
312 elmex 1.30 if (difficulty >= t->magic)
313 root 1.47 if (treasurelist *tl = treasurelist::find (t->name))
314     create_treasure (tl, op, flag, difficulty, tries);
315     else
316     LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
317 root 1.16 }
318 root 1.7 else
319 root 1.16 {
320 root 1.63 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
321 root 1.16 {
322 root 1.98 object *tmp = t->item->instance ();
323 root 1.41
324 root 1.16 if (t->nrof && tmp->nrof <= 1)
325 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
326    
327 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
328     change_treasure (t, tmp);
329     put_treasure (tmp, op, flag);
330     }
331     }
332 root 1.12
333 root 1.41 if (t->next_yes)
334 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
335 elmex 1.1 }
336 root 1.41 else if (t->next_no)
337 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
338 root 1.12
339 root 1.41 if (t->next)
340 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
341 elmex 1.1 }
342    
343 root 1.41 static void
344 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
345 root 1.7 {
346 root 1.35 int value = rndm (tl->total_chance);
347 root 1.7 treasure *t;
348 elmex 1.1
349 root 1.7 if (tries++ > 100)
350     {
351     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
352     return;
353     }
354 root 1.12
355 root 1.41 for (t = tl->items; t; t = t->next)
356 root 1.7 {
357     value -= t->chance;
358 root 1.12
359 root 1.7 if (value < 0)
360 root 1.16 break;
361 root 1.7 }
362 elmex 1.1
363 root 1.7 if (!t || value >= 0)
364 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
365 root 1.12
366 root 1.7 if (t->name)
367     {
368     if (difficulty >= t->magic)
369 elmex 1.26 {
370 root 1.41 treasurelist *tl = treasurelist::find (t->name);
371 elmex 1.26 if (tl)
372     create_treasure (tl, op, flag, difficulty, tries);
373     }
374 root 1.7 else if (t->nrof)
375 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
376 elmex 1.1 }
377 root 1.63 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
378 root 1.7 {
379 root 1.98 if (object *tmp = t->item->instance ())
380 root 1.41 {
381     if (t->nrof && tmp->nrof <= 1)
382     tmp->nrof = rndm (t->nrof) + 1;
383 root 1.12
384 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
385     change_treasure (t, tmp);
386     put_treasure (tmp, op, flag);
387     }
388 elmex 1.1 }
389     }
390    
391 root 1.57 void
392     object::create_treasure (treasurelist *tl, int flags)
393     {
394     ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
395     }
396    
397 elmex 1.1 /* This calls the appropriate treasure creation function. tries is passed
398     * to determine how many list transitions or attempts to create treasure
399     * have been made. It is really in place to prevent infinite loops with
400     * list transitions, or so that excessively good treasure will not be
401     * created on weak maps, because it will exceed the number of allowed tries
402     * to do that.
403     */
404 root 1.7 void
405 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
406 elmex 1.1 {
407 root 1.41 // empty treasurelists are legal
408     if (!tl->items)
409     return;
410    
411 root 1.7 if (tries++ > 100)
412     {
413     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
414     return;
415     }
416 root 1.37
417 root 1.58 if (op->flag [FLAG_TREASURE_ENV])
418 root 1.59 {
419     // do not generate items when there already is something above the object
420     if (op->flag [FLAG_IS_FLOOR] && op->above)
421     return;
422    
423     flag |= GT_ENVIRONMENT;
424     }
425 root 1.58
426 elmex 1.30 if (tl->total_chance)
427     create_one_treasure (tl, op, flag, difficulty, tries);
428 root 1.7 else
429 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
430 elmex 1.1 }
431    
432     /* This is similar to the old generate treasure function. However,
433     * it instead takes a treasurelist. It is really just a wrapper around
434     * create_treasure. We create a dummy object that the treasure gets
435     * inserted into, and then return that treausre
436     */
437 root 1.7 object *
438 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
439 elmex 1.1 {
440 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
441    
442 root 1.50 object *ob = object::create ();
443 elmex 1.1
444 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
445 elmex 1.1
446 root 1.7 /* Don't want to free the object we are about to return */
447 root 1.50 object *tmp = ob->inv;
448     if (tmp)
449 root 1.23 tmp->remove ();
450 root 1.21
451 root 1.7 if (ob->inv)
452 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
453    
454 root 1.82 ob->destroy ();
455 root 1.80
456 root 1.7 return tmp;
457 elmex 1.1 }
458    
459     /*
460     * This is a new way of calculating the chance for an item to have
461     * a specific magical bonus.
462     * The array has two arguments, the difficulty of the level, and the
463     * magical bonus "wanted".
464     */
465    
466 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
467 root 1.42 // chance of magic difficulty
468     // +0 +1 +2 +3 +4
469     {95, 2, 2, 1, 0}, // 1
470     {92, 5, 2, 1, 0}, // 2
471     {85, 10, 4, 1, 0}, // 3
472     {80, 14, 4, 2, 0}, // 4
473     {75, 17, 5, 2, 1}, // 5
474     {70, 18, 8, 3, 1}, // 6
475     {65, 21, 10, 3, 1}, // 7
476     {60, 22, 12, 4, 2}, // 8
477     {55, 25, 14, 4, 2}, // 9
478     {50, 27, 16, 5, 2}, // 10
479     {45, 28, 18, 6, 3}, // 11
480     {42, 28, 20, 7, 3}, // 12
481     {40, 27, 21, 8, 4}, // 13
482     {38, 25, 22, 10, 5}, // 14
483     {36, 23, 23, 12, 6}, // 15
484     {33, 21, 24, 14, 8}, // 16
485     {31, 19, 25, 16, 9}, // 17
486     {27, 15, 30, 18, 10}, // 18
487     {20, 12, 30, 25, 13}, // 19
488     {15, 10, 28, 30, 17}, // 20
489     {13, 9, 27, 28, 23}, // 21
490     {10, 8, 25, 28, 29}, // 22
491     { 8, 7, 23, 26, 36}, // 23
492     { 6, 6, 20, 22, 46}, // 24
493     { 4, 5, 17, 18, 56}, // 25
494     { 2, 4, 12, 14, 68}, // 26
495     { 0, 3, 7, 10, 80}, // 27
496     { 0, 0, 3, 7, 90}, // 28
497     { 0, 0, 0, 3, 97}, // 29
498     { 0, 0, 0, 0, 100}, // 30
499     { 0, 0, 0, 0, 100}, // 31
500 elmex 1.1 };
501    
502 root 1.119 /* calculate the appropriate level for wands staves and scrolls.
503 elmex 1.1 * This code presumes that op has had its spell object created (in op->inv)
504     *
505     * elmex Wed Aug 9 17:44:59 CEST 2006:
506     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
507     */
508 root 1.89 static int
509 root 1.16 level_for_item (const object *op, int difficulty)
510 elmex 1.1 {
511     if (!op->inv)
512     {
513 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
514     return 0;
515 elmex 1.1 }
516    
517 root 1.67 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
518 elmex 1.1
519     if (olevel <= 0)
520 root 1.67 olevel = rndm (1, op->inv->level);
521 elmex 1.1
522 root 1.105 return min (olevel, MAXLEVEL_TREASURE);
523 elmex 1.1 }
524    
525     /*
526     * Based upon the specified difficulty and upon the difftomagic_list array,
527     * a random magical bonus is returned. This is used when determine
528     * the magical bonus created on specific maps.
529     *
530     * elmex Thu Aug 10 18:45:44 CEST 2006:
531     * Scaling difficulty by max_level, as difficulty is a level and not some
532     * weird integer between 1-31.
533     *
534     */
535 root 1.89 static int
536 root 1.7 magic_from_difficulty (int difficulty)
537 elmex 1.1 {
538 root 1.107 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
539     scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
540 elmex 1.1
541 root 1.107 int percent = rndm (100);
542     int magic;
543 elmex 1.1
544 root 1.107 for (magic = 0; magic <= MAXMAGIC; magic++)
545 elmex 1.1 {
546     percent -= difftomagic_list[scaled_diff][magic];
547    
548     if (percent < 0)
549 root 1.16 break;
550 elmex 1.1 }
551    
552 root 1.107 if (magic > MAXMAGIC)
553 elmex 1.1 {
554 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
555 elmex 1.1 magic = 0;
556     }
557    
558 root 1.33 magic = (rndm (3)) ? magic : -magic;
559 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
560    
561     return magic;
562     }
563    
564     /*
565     * Sets magical bonus in an object, and recalculates the effect on
566     * the armour variable, and the effect on speed of armour.
567     * This function doesn't work properly, should add use of archetypes
568     * to make it truly absolute.
569     */
570 root 1.7 void
571 root 1.16 set_abs_magic (object *op, int magic)
572 root 1.7 {
573     if (!magic)
574 elmex 1.1 return;
575    
576 root 1.7 op->magic = magic;
577     if (op->arch)
578     {
579     if (op->type == ARMOUR)
580 root 1.63 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
581 root 1.7
582 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
583 root 1.16 magic = (-magic);
584 root 1.78
585 root 1.63 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
586 root 1.7 }
587     else
588     {
589     if (op->type == ARMOUR)
590 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591 root 1.78
592 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
593 root 1.16 magic = (-magic);
594 root 1.78
595 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
596     }
597 elmex 1.1 }
598    
599     /*
600     * Sets a random magical bonus in the given object based upon
601     * the given difficulty, and the given max possible bonus.
602     */
603    
604 root 1.7 static void
605 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
606 elmex 1.1 {
607 root 1.107 int i = magic_from_difficulty (difficulty);
608 root 1.16
609 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
610 root 1.7 i = -i;
611 root 1.107
612     i = min (i, max_magic);
613    
614 root 1.7 set_abs_magic (op, i);
615 elmex 1.1 if (i < 0)
616 root 1.104 op->set_flag (FLAG_CURSED);
617 elmex 1.1 }
618    
619     /*
620     * Randomly adds one magical ability to the given object.
621     * Modified for Partial Resistance in many ways:
622     * 1) Since rings can have multiple bonuses, if the same bonus
623     * is rolled again, increase it - the bonuses now stack with
624     * other bonuses previously rolled and ones the item might natively have.
625     * 2) Add code to deal with new PR method.
626     */
627 root 1.89 static void
628 root 1.16 set_ring_bonus (object *op, int bonus)
629 root 1.7 {
630 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
631 elmex 1.1
632 root 1.7 if (op->type == AMULET)
633 root 1.107 if (!rndm (21))
634     r = 20 + rndm (2);
635     else if (rndm (2))
636     r = 10;
637     else
638     r = 11 + rndm (9);
639 root 1.7
640     switch (r)
641     {
642 root 1.107 /* Redone by MSW 2000-11-26 to have much less code. Also,
643     * bonuses and penalties will stack and add to existing values.
644     * of the item.
645     */
646 root 1.16 case 0:
647     case 1:
648     case 2:
649     case 3:
650     case 4:
651     case 5:
652     case 6:
653 root 1.60 op->stats.stat (r) += bonus;
654 root 1.16 break;
655    
656     case 7:
657     op->stats.dam += bonus;
658     break;
659    
660     case 8:
661     op->stats.wc += bonus;
662     break;
663    
664     case 9:
665     op->stats.food += bonus; /* hunger/sustenance */
666     break;
667    
668     case 10:
669     op->stats.ac += bonus;
670     break;
671    
672     /* Item that gives protections/vulnerabilities */
673     case 11:
674     case 12:
675     case 13:
676     case 14:
677     case 15:
678     case 16:
679     case 17:
680     case 18:
681     case 19:
682     {
683 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
684 root 1.16
685     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
686 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
687 root 1.16
688     /* Cursed items need to have higher negative values to equal out with
689     * positive values for how protections work out. Put another
690     * little random element in since that they don't always end up with
691     * even values.
692     */
693     if (bonus < 0)
694 root 1.35 val = 2 * -val - rndm (b);
695 root 1.107
696     val = min (35, val); /* Upper limit */
697    
698 root 1.16 b = 0;
699 root 1.34
700 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
701 root 1.34 resist = rndm (num_resist_table);
702    
703 root 1.16 if (b == 4)
704     return; /* Not able to find a free resistance */
705 root 1.34
706 root 1.16 op->resist[resist_table[resist]] = val;
707     /* We should probably do something more clever here to adjust value
708     * based on how good a resistance we gave.
709     */
710     break;
711     }
712     case 20:
713     if (op->type == AMULET)
714     {
715 root 1.104 op->set_flag (FLAG_REFL_SPELL);
716 root 1.16 op->value *= 11;
717     }
718     else
719     {
720     op->stats.hp = 1; /* regenerate hit points */
721     op->value *= 4;
722     }
723     break;
724    
725     case 21:
726     if (op->type == AMULET)
727     {
728 root 1.104 op->set_flag (FLAG_REFL_MISSILE);
729 root 1.16 op->value *= 9;
730     }
731     else
732     {
733     op->stats.sp = 1; /* regenerate spell points */
734     op->value *= 3;
735     }
736     break;
737    
738     case 22:
739     op->stats.exp += bonus; /* Speed! */
740 root 1.107 op->value = op->value * 2 / 3;
741 root 1.16 break;
742 root 1.7 }
743 root 1.34
744 root 1.7 if (bonus > 0)
745 root 1.107 op->value = 2 * op->value * bonus;
746 root 1.7 else
747 root 1.107 op->value = -2 * op->value * bonus / 3;
748 elmex 1.1 }
749    
750     /*
751     * get_magic(diff) will return a random number between 0 and 4.
752     * diff can be any value above 2. The higher the diff-variable, the
753     * higher is the chance of returning a low number.
754     * It is only used in fix_generated_treasure() to set bonuses on
755     * rings and amulets.
756     * Another scheme is used to calculate the magic of weapons and armours.
757     */
758 root 1.89 static int
759 root 1.7 get_magic (int diff)
760     {
761 root 1.107 diff = min (3, diff);
762 root 1.35
763 root 1.107 for (int i = 0; i < 4; i++)
764 root 1.35 if (rndm (diff))
765 root 1.7 return i;
766 root 1.35
767 elmex 1.1 return 4;
768     }
769    
770 root 1.88 /* special_potion() - so that old potion code is still done right. */
771 root 1.89 static int
772 root 1.88 special_potion (object *op)
773     {
774     if (op->attacktype)
775     return 1;
776    
777     if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
778     return 1;
779    
780     for (int i = 0; i < NROFATTACKS; i++)
781     if (op->resist[i])
782     return 1;
783    
784     return 0;
785     }
786    
787 elmex 1.110 static double
788     value_factor_from_spell_item (object *spell, object *item)
789     {
790     double factor =
791     pow ((spell->value > 0 ? spell->value : 1)
792     * spell->level, 1.5);
793    
794     if (item) // this if for: wands/staffs/rods:
795     {
796     /* Old crossfire comment ahead:
797     * Add 50 to both level an divisor to keep prices a little more
798     * reasonable. Otherwise, a high level version of a low level
799     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
800     * 10 time multiplier). This way, the value are a bit more reasonable.
801     */
802    
803     factor *= item->level + 50;
804     factor /= item->inv->level + 50;
805     }
806    
807     return factor;
808     }
809    
810 root 1.107 #define DICE2 (get_magic(2) == 2 ? 2 : 1)
811 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
812 elmex 1.1
813     /*
814     * fix_generated_item(): This is called after an item is generated, in
815     * order to set it up right. This produced magical bonuses, puts spells
816     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
817     */
818 root 1.16
819 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
820 root 1.119 * op->type. Right now, which stuff the creator passes on is object type
821     * dependant. I know this is a spagetti manuever, but is there a cleaner
822 elmex 1.1 * way to do this? b.t. */
823 root 1.16
824 elmex 1.1 /*
825     * ! (flags & GT_ENVIRONMENT):
826     * Automatically calls fix_flesh_item().
827     *
828     * flags:
829     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
830     * value.
831     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
832     * a working object - don't change magic, value, etc, but set it material
833     * type as appropriate, for objects that need spell objects, set those, etc
834     */
835 root 1.7 void
836 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837 elmex 1.1 {
838     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839    
840     if (!creator || creator->type == op->type)
841 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
842 elmex 1.1
843     /* If we make an artifact, this information will be destroyed */
844     save_item_power = op->item_power;
845     op->item_power = 0;
846    
847     if (op->randomitems && op->type != SPELL)
848     {
849 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
850 elmex 1.1 /* So the treasure doesn't get created again */
851 root 1.42 op->randomitems = 0;
852 elmex 1.1 }
853    
854 root 1.96 max_it (difficulty, 1);
855 elmex 1.1
856 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
857     ARG_OBJECT (creator != op ? creator : 0),
858     ARG_INT (difficulty), ARG_INT (max_magic),
859     ARG_INT (flags)))
860     return;
861    
862 elmex 1.1 if (!(flags & GT_MINIMAL))
863     {
864 root 1.72 if (IS_ARCH (op->arch, crown))
865 root 1.16 {
866     set_magic (difficulty, op, max_magic, flags);
867     num_enchantments = calc_item_power (op, 1);
868     generate_artifact (op, difficulty);
869     }
870 elmex 1.1 else
871 root 1.16 {
872     if (!op->magic && max_magic)
873     set_magic (difficulty, op, max_magic, flags);
874    
875     num_enchantments = calc_item_power (op, 1);
876    
877 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
878     || op->type == HORN
879 root 1.72 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
880 root 1.16 generate_artifact (op, difficulty);
881     }
882 elmex 1.1
883     /* Object was made an artifact. Calculate its item_power rating.
884     * the item_power in the object is what the artfiact adds.
885     */
886     if (op->title)
887 root 1.16 {
888     /* if save_item_power is set, then most likely we started with an
889     * artifact and have added new abilities to it - this is rare, but
890     * but I have seen things like 'strange rings of fire'. So just figure
891     * out the power from the base power plus what this one adds. Note
892     * that since item_power is not quite linear, this actually ends up
893     * being somewhat of a bonus
894     */
895     if (save_item_power)
896     op->item_power = save_item_power + get_power_from_ench (op->item_power);
897     else
898     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
899     }
900 elmex 1.1 else if (save_item_power)
901 root 1.16 {
902     /* restore the item_power field to the object if we haven't changed it.
903     * we don't care about num_enchantments - that will basically just
904     * have calculated some value from the base attributes of the archetype.
905     */
906     op->item_power = save_item_power;
907     }
908 elmex 1.1 else
909 root 1.16 {
910     /* item_power was zero. This is suspicious, as it may be because it
911     * was never previously calculated. Let's compute a value and see if
912     * it is non-zero. If it indeed is, then assign it as the new
913     * item_power value.
914     * - gros, 21th of July 2006.
915     */
916     op->item_power = calc_item_power (op, 0);
917     save_item_power = op->item_power; /* Just in case it would get used
918     * again below */
919     }
920 elmex 1.1 }
921    
922     /* materialtype modifications. Note we allow this on artifacts. */
923 root 1.93 select_material (op, difficulty);
924 elmex 1.1
925     if (flags & GT_MINIMAL)
926     {
927     if (op->type == POTION)
928 root 1.16 /* Handle healing and magic power potions */
929     if (op->stats.sp && !op->randomitems)
930     {
931 root 1.113 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
932 root 1.16 insert_ob_in_ob (tmp, op);
933     op->stats.sp = 0;
934     }
935 elmex 1.1 }
936 root 1.16 else if (!op->title) /* Only modify object if not special */
937 elmex 1.1 switch (op->type)
938     {
939 root 1.16 case WEAPON:
940     case ARMOUR:
941     case SHIELD:
942     case HELMET:
943     case CLOAK:
944 root 1.104 if (op->flag [FLAG_CURSED] && !(rndm (4)))
945 root 1.16 set_ring_bonus (op, -DICE2);
946     break;
947    
948     case BRACERS:
949 root 1.104 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
950 root 1.16 {
951 root 1.104 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
952     if (!op->flag [FLAG_CURSED])
953 root 1.16 op->value *= 3;
954     }
955     break;
956    
957     case POTION:
958     {
959 root 1.115 int too_many_tries = 0;
960 root 1.16
961     /* Handle healing and magic power potions */
962     if (op->stats.sp && !op->randomitems)
963     {
964 root 1.113 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
965 root 1.16 insert_ob_in_ob (tmp, op);
966     op->stats.sp = 0;
967     }
968    
969 root 1.115 while (!special_potion (op) && !op->inv)
970 root 1.16 {
971     generate_artifact (op, difficulty);
972     if (too_many_tries++ > 10)
973     break;
974     }
975    
976     /* don't want to change value for healing/magic power potions,
977     * since the value set on those is already correct.
978     */
979     if (op->inv && op->randomitems)
980     {
981     /* value multiplier is same as for scrolls */
982 root 1.96 op->value *= op->inv->value;
983 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
984 root 1.16 }
985     else
986     {
987 root 1.107 op->name = shstr_potion;
988     op->name_pl = shstr_potions;
989 root 1.16 }
990    
991 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
992 root 1.104 op->set_flag (FLAG_CURSED);
993 root 1.96
994 root 1.16 break;
995     }
996    
997     case AMULET:
998 root 1.72 if (IS_ARCH (op->arch, amulet))
999 root 1.16 op->value *= 5; /* Since it's not just decoration */
1000    
1001     case RING:
1002 root 1.72 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1003 root 1.16 break;
1004    
1005 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1006 root 1.104 op->set_flag (FLAG_CURSED);
1007 root 1.16
1008 root 1.104 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1009 root 1.16
1010     if (op->type != RING) /* Amulets have only one ability */
1011     break;
1012    
1013 root 1.107 if (!rndm (4))
1014 root 1.16 {
1015 root 1.104 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1016 root 1.16
1017     if (d > 0)
1018     op->value *= 3;
1019    
1020     set_ring_bonus (op, d);
1021    
1022 root 1.107 if (!rndm (4))
1023 root 1.16 {
1024 root 1.104 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1025 root 1.16
1026     if (d > 0)
1027     op->value *= 5;
1028 root 1.107
1029 root 1.16 set_ring_bonus (op, d);
1030     }
1031     }
1032    
1033 root 1.85 if (op->animation_id)
1034     op->set_anim_frame (rndm (op->anim_frames ()));
1035 root 1.16
1036     break;
1037    
1038     case BOOK:
1039     /* Is it an empty book?, if yes lets make a special·
1040     * msg for it, and tailor its properties based on the·
1041     * creator and/or map level we found it on.
1042     */
1043 root 1.33 if (!op->msg && rndm (10))
1044 root 1.16 {
1045     /* set the book level properly */
1046 root 1.104 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1047 root 1.16 {
1048     if (op->map && op->map->difficulty)
1049 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1050 root 1.16 else
1051 root 1.33 op->level = rndm (20) + 1;
1052 root 1.16 }
1053     else
1054 root 1.35 op->level = rndm (creator->level);
1055 root 1.16
1056     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057     /* books w/ info are worth more! */
1058     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1059    
1060     /* add exp so reading it gives xp (once) */
1061     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062     }
1063 sf-marcmagus 1.87
1064     /* creator related stuff */
1065    
1066     /* for library, chained books. Note that some monsters have no_pick
1067     * set - we don't want to set no pick in that case.
1068     */
1069 root 1.104 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1070     op->set_flag (FLAG_NO_PICK);
1071 sf-marcmagus 1.87 if (creator->slaying && !op->slaying) /* for check_inv floors */
1072     op->slaying = creator->slaying;
1073 root 1.16 break;
1074    
1075     case SPELLBOOK:
1076 elmex 1.110 op->value *= value_factor_from_spell_item (op->inv, 0);
1077 root 1.107
1078 root 1.16 /* add exp so learning gives xp */
1079     op->level = op->inv->level;
1080     op->stats.exp = op->value;
1081     break;
1082    
1083     case WAND:
1084     /* nrof in the treasure list is number of charges,
1085     * not number of wands. So copy that into food (charges),
1086     * and reset nrof.
1087     */
1088     op->stats.food = op->inv->nrof;
1089     op->nrof = 1;
1090     /* If the spell changes by level, choose a random level
1091 elmex 1.110 * for it.
1092 root 1.16 */
1093 elmex 1.110 if (op->inv->duration_modifier
1094     || op->inv->dam_modifier
1095     || op->inv->range_modifier)
1096     op->level = level_for_item (op, difficulty);
1097 root 1.16 else
1098 elmex 1.110 op->level = op->inv->level;
1099    
1100     op->value *= value_factor_from_spell_item (op->inv, op);
1101 root 1.16 break;
1102    
1103     case ROD:
1104     op->level = level_for_item (op, difficulty);
1105 elmex 1.110 op->value *= value_factor_from_spell_item (op->inv, op);
1106 root 1.107
1107 root 1.16 /* maxhp is used to denote how many 'charges' the rod holds before */
1108     if (op->stats.maxhp)
1109 root 1.92 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1110 root 1.16 else
1111 root 1.92 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1112 root 1.16
1113     op->stats.hp = op->stats.maxhp;
1114     break;
1115    
1116     case SCROLL:
1117     op->level = level_for_item (op, difficulty);
1118 elmex 1.110 op->value *= value_factor_from_spell_item (op->inv, op);
1119 root 1.16
1120     /* add exp so reading them properly gives xp */
1121     op->stats.exp = op->value / 5;
1122     op->nrof = op->inv->nrof;
1123     break;
1124    
1125     case RUNE:
1126     trap_adjust (op, difficulty);
1127     break;
1128    
1129     case TRAP:
1130     trap_adjust (op, difficulty);
1131     break;
1132     } /* switch type */
1133 elmex 1.1
1134     if (flags & GT_STARTEQUIP)
1135     {
1136 root 1.104 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1137     op->set_flag (FLAG_STARTEQUIP);
1138 elmex 1.1 else if (op->type != MONEY)
1139 root 1.16 op->value = 0;
1140 elmex 1.1 }
1141    
1142     if (!(flags & GT_ENVIRONMENT))
1143     fix_flesh_item (op, creator);
1144     }
1145    
1146     /*
1147     *
1148     *
1149     * CODE DEALING WITH ARTIFACTS STARTS HERE
1150     *
1151     *
1152     */
1153    
1154     /*
1155     * Allocate and return the pointer to an empty artifactlist structure.
1156     */
1157 root 1.7 static artifactlist *
1158 root 1.97 get_empty_artifactlist ()
1159 root 1.7 {
1160 root 1.69 return salloc0<artifactlist> ();
1161 elmex 1.1 }
1162    
1163     /*
1164     * Allocate and return the pointer to an empty artifact structure.
1165     */
1166 root 1.7 static artifact *
1167 root 1.97 get_empty_artifact ()
1168 root 1.7 {
1169 root 1.69 return salloc0<artifact> ();
1170 elmex 1.1 }
1171    
1172     /*
1173     * Searches the artifact lists and returns one that has the same type
1174     * of objects on it.
1175     */
1176 root 1.7 artifactlist *
1177     find_artifactlist (int type)
1178     {
1179 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1180 root 1.7 if (al->type == type)
1181     return al;
1182 root 1.38
1183     return 0;
1184 elmex 1.1 }
1185    
1186     /*
1187     * Builds up the lists of artifacts from the file in the libdir.
1188     */
1189 root 1.7 void
1190 root 1.97 init_artifacts ()
1191 root 1.7 {
1192     static int has_been_inited = 0;
1193     artifact *art = NULL;
1194     artifactlist *al;
1195    
1196     if (has_been_inited)
1197     return;
1198     else
1199     has_been_inited = 1;
1200 elmex 1.1
1201 root 1.108 object_thawer f (settings.datadir, "artifacts");
1202 elmex 1.1
1203 root 1.38 if (!f)
1204 root 1.7 return;
1205 elmex 1.1
1206 root 1.38 for (;;)
1207 root 1.7 {
1208 root 1.38 switch (f.kw)
1209     {
1210     case KW_allowed:
1211     if (!art)
1212 root 1.47 art = get_empty_artifact ();
1213 root 1.7
1214 root 1.16 {
1215 root 1.38 if (!strcmp (f.get_str (), "all"))
1216     break;
1217    
1218 root 1.95 const char *cp = f.get_str ();
1219     char *next;
1220 root 1.38 do
1221     {
1222 root 1.99 if ((next = (char *)strchr (cp, ',')))
1223 root 1.38 *next++ = '\0';
1224    
1225     linked_char *tmp = new linked_char;
1226    
1227     tmp->name = cp;
1228     tmp->next = art->allowed;
1229     art->allowed = tmp;
1230     }
1231     while ((cp = next));
1232 root 1.16 }
1233 root 1.38 break;
1234    
1235     case KW_chance:
1236     f.get (art->chance);
1237     break;
1238    
1239     case KW_difficulty:
1240     f.get (art->difficulty);
1241     break;
1242 root 1.16
1243 root 1.38 case KW_object:
1244 root 1.16 {
1245 root 1.38 art->item = object::create ();
1246 root 1.49 f.get (art->item->name);
1247     f.next ();
1248 root 1.38
1249     if (!art->item->parse_kv (f))
1250     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1251    
1252     al = find_artifactlist (art->item->type);
1253    
1254     if (!al)
1255     {
1256     al = get_empty_artifactlist ();
1257     al->type = art->item->type;
1258     al->next = first_artifactlist;
1259     first_artifactlist = al;
1260     }
1261    
1262     art->next = al->items;
1263     al->items = art;
1264     art = 0;
1265 root 1.16 }
1266 root 1.38 continue;
1267 root 1.10
1268 root 1.38 case KW_EOF:
1269     goto done;
1270 root 1.10
1271 root 1.38 default:
1272     if (!f.parse_error ("artifacts file"))
1273     cleanup ("artifacts file required");
1274     break;
1275 root 1.16 }
1276 root 1.38
1277     f.next ();
1278 root 1.7 }
1279 root 1.3
1280 root 1.38 done:
1281     for (al = first_artifactlist; al; al = al->next)
1282 root 1.7 {
1283 root 1.47 al->total_chance = 0;
1284    
1285 root 1.38 for (art = al->items; art; art = art->next)
1286 root 1.16 {
1287     if (!art->chance)
1288     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1289     else
1290     al->total_chance += art->chance;
1291     }
1292 elmex 1.1 #if 0
1293 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1294 elmex 1.1 #endif
1295     }
1296     }
1297    
1298     /*
1299     * Used in artifact generation. The bonuses of the first object
1300     * is modified by the bonuses of the second object.
1301     */
1302 root 1.7 void
1303 root 1.16 add_abilities (object *op, object *change)
1304 root 1.7 {
1305     if (change->face != blank_face)
1306 root 1.109 op->face = change->face;
1307 elmex 1.1
1308 root 1.107 for (int i = 0; i < NUM_STATS; i++)
1309 root 1.60 change_attr_value (&(op->stats), i, change->stats.stat (i));
1310 root 1.7
1311 root 1.107 op->attacktype |= change->attacktype;
1312     op->path_attuned |= change->path_attuned;
1313 root 1.7 op->path_repelled |= change->path_repelled;
1314 root 1.107 op->path_denied |= change->path_denied;
1315     op->move_type |= change->move_type;
1316     op->stats.luck += change->stats.luck;
1317    
1318     static const struct copyflags : object::flags_t
1319     {
1320     copyflags ()
1321     {
1322     set (FLAG_CURSED);
1323     set (FLAG_DAMNED);
1324     set (FLAG_LIFESAVE);
1325     set (FLAG_REFL_SPELL);
1326     set (FLAG_STEALTH);
1327     set (FLAG_XRAYS);
1328     set (FLAG_BLIND);
1329     set (FLAG_SEE_IN_DARK);
1330     set (FLAG_REFL_MISSILE);
1331     set (FLAG_MAKE_INVIS);
1332     }
1333     } copyflags;
1334    
1335     // we might want to just copy, but or'ing is what the original code did
1336     op->flag |= change->flag & copyflags;
1337 root 1.7
1338 root 1.104 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1339 root 1.7 set_abs_magic (op, -op->magic);
1340    
1341 root 1.104 if (change->flag [FLAG_STAND_STILL])
1342 root 1.7 {
1343 root 1.104 op->clr_flag (FLAG_ANIMATE);
1344 root 1.107
1345 root 1.7 /* so artifacts will join */
1346 root 1.104 if (!op->flag [FLAG_ALIVE])
1347 root 1.107 op->speed = 0.;
1348 root 1.12
1349 root 1.28 op->set_speed (op->speed);
1350 elmex 1.1 }
1351 root 1.7
1352     if (change->nrof)
1353 root 1.35 op->nrof = rndm (change->nrof) + 1;
1354 root 1.7
1355 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1356 root 1.107 op->stats.wc += change->stats.wc;
1357     op->stats.ac += change->stats.ac;
1358 root 1.7
1359     if (change->other_arch)
1360     {
1361     /* Basically, for horns & potions, the other_arch field is the spell
1362     * to cast. So convert that to into a spell and put it into
1363     * this object.
1364     */
1365     if (op->type == HORN || op->type == POTION)
1366 root 1.16 {
1367     /* Remove any spells this object currently has in it */
1368 root 1.81 op->destroy_inv (false);
1369 root 1.16
1370 root 1.98 object *tmp = change->other_arch->instance ();
1371 root 1.80 insert_ob_in_ob (tmp, op);
1372 root 1.16 }
1373 root 1.102
1374 root 1.7 /* No harm setting this for potions/horns */
1375     op->other_arch = change->other_arch;
1376     }
1377    
1378     if (change->stats.hp < 0)
1379     op->stats.hp = -change->stats.hp;
1380     else
1381     op->stats.hp += change->stats.hp;
1382    
1383     if (change->stats.maxhp < 0)
1384     op->stats.maxhp = -change->stats.maxhp;
1385     else
1386     op->stats.maxhp += change->stats.maxhp;
1387    
1388     if (change->stats.sp < 0)
1389     op->stats.sp = -change->stats.sp;
1390     else
1391     op->stats.sp += change->stats.sp;
1392    
1393     if (change->stats.maxsp < 0)
1394     op->stats.maxsp = -change->stats.maxsp;
1395     else
1396     op->stats.maxsp += change->stats.maxsp;
1397    
1398     if (change->stats.food < 0)
1399 root 1.107 op->stats.food = -change->stats.food;
1400 root 1.7 else
1401     op->stats.food += change->stats.food;
1402    
1403     if (change->level < 0)
1404 root 1.107 op->level = -change->level;
1405 root 1.7 else
1406     op->level += change->level;
1407    
1408     if (change->gen_sp_armour < 0)
1409 root 1.107 op->gen_sp_armour = -change->gen_sp_armour;
1410 root 1.7 else
1411 root 1.107 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1412 root 1.7
1413     op->item_power = change->item_power;
1414    
1415 root 1.107 for (int i = 0; i < NROFATTACKS; i++)
1416     op->resist[i] += change->resist[i];
1417 root 1.7
1418     if (change->stats.dam)
1419     {
1420     if (change->stats.dam < 0)
1421 root 1.107 op->stats.dam = -change->stats.dam;
1422 root 1.7 else if (op->stats.dam)
1423 root 1.16 {
1424 root 1.107 int tmp = op->stats.dam * change->stats.dam / 10;
1425    
1426 root 1.16 if (tmp == op->stats.dam)
1427     {
1428     if (change->stats.dam < 10)
1429     op->stats.dam--;
1430     else
1431     op->stats.dam++;
1432     }
1433     else
1434     op->stats.dam = tmp;
1435     }
1436 root 1.7 }
1437    
1438     if (change->weight)
1439     {
1440     if (change->weight < 0)
1441 root 1.107 op->weight = -change->weight;
1442 root 1.7 else
1443 root 1.107 op->weight = op->weight * change->weight / 100;
1444 root 1.7 }
1445    
1446     if (change->last_sp)
1447     {
1448     if (change->last_sp < 0)
1449 root 1.107 op->last_sp = -change->last_sp;
1450 root 1.7 else
1451 root 1.107 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1452 root 1.7 }
1453    
1454     if (change->gen_sp_armour)
1455     {
1456     if (change->gen_sp_armour < 0)
1457 root 1.107 op->gen_sp_armour = -change->gen_sp_armour;
1458 root 1.7 else
1459 root 1.107 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1460 root 1.7 }
1461    
1462     op->value *= change->value;
1463    
1464 root 1.36 if (change->materials)
1465     op->materials = change->materials;
1466 root 1.7
1467 root 1.94 if (change->material != MATERIAL_NULL)
1468 root 1.93 op->material = change->material;
1469 root 1.7
1470     if (change->slaying)
1471     op->slaying = change->slaying;
1472    
1473     if (change->race)
1474     op->race = change->race;
1475    
1476     if (change->msg)
1477     op->msg = change->msg;
1478 elmex 1.1 }
1479    
1480 root 1.7 static int
1481 root 1.52 legal_artifact_combination (object *op, artifact *art)
1482 root 1.7 {
1483 elmex 1.1 int neg, success = 0;
1484     linked_char *tmp;
1485     const char *name;
1486    
1487 root 1.52 if (!art->allowed)
1488 root 1.16 return 1; /* Ie, "all" */
1489 root 1.52
1490 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1491     {
1492 elmex 1.1 #ifdef TREASURE_VERBOSE
1493 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1494 elmex 1.1 #endif
1495 root 1.7 if (*tmp->name == '!')
1496 root 1.16 name = tmp->name + 1, neg = 1;
1497 root 1.7 else
1498 root 1.16 name = tmp->name, neg = 0;
1499 root 1.7
1500     /* If we match name, then return the opposite of 'neg' */
1501 root 1.111 if (!strcmp (name, op->arch->archname))
1502 root 1.16 return !neg;
1503 root 1.7
1504     /* Set success as true, since if the match was an inverse, it means
1505     * everything is allowed except what we match
1506     */
1507     else if (neg)
1508 root 1.16 success = 1;
1509 root 1.7 }
1510 root 1.52
1511 elmex 1.1 return success;
1512     }
1513    
1514     /*
1515     * Fixes the given object, giving it the abilities and titles
1516     * it should have due to the second artifact-template.
1517     */
1518    
1519 root 1.7 void
1520 root 1.12 give_artifact_abilities (object *op, object *artifct)
1521 root 1.7 {
1522 root 1.107 op->title = format ("of %s", &artifct->name);
1523 elmex 1.1
1524 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1525 elmex 1.1
1526 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1527 elmex 1.1 {
1528 root 1.104 char identified = op->flag [FLAG_IDENTIFIED];
1529 root 1.16
1530 root 1.104 op->set_flag (FLAG_IDENTIFIED);
1531 root 1.7 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1532 elmex 1.1 if (!identified)
1533 root 1.104 op->clr_flag (FLAG_IDENTIFIED);
1534 elmex 1.1 }
1535     #endif
1536     return;
1537     }
1538    
1539     /*
1540     * Decides randomly which artifact the object should be
1541     * turned into. Makes sure that the item can become that
1542     * artifact (means magic, difficulty, and Allowed fields properly).
1543     * Then calls give_artifact_abilities in order to actually create
1544     * the artifact.
1545     */
1546    
1547     /* Give 1 re-roll attempt per artifact */
1548     #define ARTIFACT_TRIES 2
1549    
1550 root 1.7 void
1551 root 1.16 generate_artifact (object *op, int difficulty)
1552 root 1.7 {
1553 elmex 1.1 artifact *art;
1554    
1555 root 1.107 artifactlist *al = find_artifactlist (op->type);
1556 root 1.7
1557     if (al == NULL)
1558     {
1559 root 1.16 #if 0 /* This is too verbose, usually */
1560 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1561 elmex 1.1 #endif
1562 root 1.7 return;
1563     }
1564    
1565 root 1.107 for (int i = 0; i < ARTIFACT_TRIES; i++)
1566 root 1.7 {
1567 root 1.35 int roll = rndm (al->total_chance);
1568 elmex 1.1
1569 root 1.35 for (art = al->items; art; art = art->next)
1570 root 1.16 {
1571     roll -= art->chance;
1572     if (roll < 0)
1573     break;
1574     }
1575 elmex 1.1
1576 root 1.7 if (art == NULL || roll >= 0)
1577 root 1.16 {
1578 elmex 1.1 #if 1
1579 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1580 elmex 1.1 #endif
1581 root 1.16 return;
1582     }
1583 root 1.84
1584     if (art->item->name == shstr_NONE)
1585 root 1.16 return;
1586 root 1.84
1587     if (fabs (op->magic) < art->item->magic)
1588 root 1.16 continue; /* Not magic enough to be this item */
1589 root 1.7
1590     /* Map difficulty not high enough */
1591     if (difficulty < art->difficulty)
1592 root 1.16 continue;
1593 elmex 1.1
1594 root 1.7 if (!legal_artifact_combination (op, art))
1595 root 1.16 {
1596 elmex 1.1 #ifdef TREASURE_VERBOSE
1597 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1598 elmex 1.1 #endif
1599 root 1.16 continue;
1600     }
1601 root 1.42
1602 root 1.7 give_artifact_abilities (op, art->item);
1603     return;
1604 elmex 1.1 }
1605     }
1606    
1607     /* fix_flesh_item() - objects of type FLESH are similar to type
1608     * FOOD, except they inherit properties (name, food value, etc).
1609     * based on the original owner (or 'donor' if you like). -b.t.
1610     */
1611    
1612 root 1.7 void
1613 root 1.16 fix_flesh_item (object *item, object *donor)
1614 root 1.7 {
1615     if (item->type == FLESH && donor)
1616     {
1617     /* change the name */
1618 root 1.107 item->name = format ("%s's %s", &donor->name, &item->name);
1619     item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1620 root 1.7
1621     /* weight is FLESH weight/100 * donor */
1622 root 1.107 item->weight = max (1, item->weight * donor->weight / 100);
1623 root 1.7
1624     /* value is multiplied by level of donor */
1625     item->value *= isqrt (donor->level * 2);
1626    
1627     /* food value */
1628 root 1.107 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1629 root 1.7
1630     /* flesh items inherit some abilities of donor, but not
1631     * full effect.
1632     */
1633 root 1.107 for (int i = 0; i < NROFATTACKS; i++)
1634 root 1.16 item->resist[i] = donor->resist[i] / 2;
1635 root 1.7
1636     /* item inherits donor's level (important for quezals) */
1637     item->level = donor->level;
1638    
1639     /* if donor has some attacktypes, the flesh is poisonous */
1640     if (donor->attacktype & AT_POISON)
1641 root 1.16 item->type = POISON;
1642 root 1.83
1643 root 1.7 if (donor->attacktype & AT_ACID)
1644 root 1.107 item->stats.hp = -item->stats.food;
1645 root 1.83
1646 root 1.104 item->set_flag (FLAG_NO_STEAL);
1647 elmex 1.1 }
1648     }
1649    
1650 root 1.89 static void
1651 root 1.16 free_treasurestruct (treasure *t)
1652 elmex 1.1 {
1653 root 1.41 if (t->next) free_treasurestruct (t->next);
1654     if (t->next_yes) free_treasurestruct (t->next_yes);
1655     if (t->next_no) free_treasurestruct (t->next_no);
1656 root 1.8
1657     delete t;
1658 elmex 1.1 }
1659    
1660 root 1.89 static void
1661 root 1.16 free_charlinks (linked_char *lc)
1662 elmex 1.1 {
1663 root 1.7 if (lc->next)
1664     free_charlinks (lc->next);
1665    
1666     delete lc;
1667 elmex 1.1 }
1668    
1669 root 1.89 static void
1670 root 1.41 free_artifact (artifact *at)
1671 elmex 1.1 {
1672 root 1.41 if (at->next) free_artifact (at->next);
1673     if (at->allowed) free_charlinks (at->allowed);
1674 root 1.7
1675 root 1.82 at->item->destroy ();
1676 root 1.7
1677 root 1.41 sfree (at);
1678 elmex 1.1 }
1679