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Revision: 1.47
Committed: Tue Apr 17 18:24:30 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.46: +60 -105 lines
Log Message:
- treasurelists and regions can now be freely mixed within the same
  generic resource file. more to come.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.32 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     /* TREASURE_DEBUG does some checking on the treasurelists after loading.
26     * It is useful for finding bugs in the treasures file. Since it only
27     * slows the startup some (and not actual game play), it is by default
28     * left on
29     */
30     #define TREASURE_DEBUG
31    
32     /* TREASURE_VERBOSE enables copious output concerning artifact generation */
33 root 1.16
34 root 1.42 //#define TREASURE_VERBOSE
35 root 1.7
36 elmex 1.1 #include <global.h>
37     #include <treasure.h>
38     #include <funcpoint.h>
39     #include <loader.h>
40    
41 root 1.41 extern char *spell_mapping[];
42    
43     static treasurelist *first_treasurelist;
44 elmex 1.1
45 root 1.16 static void change_treasure (treasure *t, object *op); /* overrule default values */
46 root 1.41
47     typedef std::tr1::unordered_map<
48     const char *,
49     treasurelist *,
50     str_hash,
51     str_equal,
52     slice_allocator< std::pair<const char *const, treasurelist *> >,
53     true
54     > tl_map_t;
55    
56     static tl_map_t tl_map;
57 elmex 1.1
58     /*
59     * Initialize global archtype pointers:
60     */
61 root 1.7 void
62     init_archetype_pointers ()
63     {
64 elmex 1.1 int prev_warn = warn_archetypes;
65 root 1.16
66 elmex 1.1 warn_archetypes = 1;
67 root 1.41
68 elmex 1.1 if (ring_arch == NULL)
69 root 1.18 ring_arch = archetype::find ("ring");
70 elmex 1.1 if (amulet_arch == NULL)
71 root 1.18 amulet_arch = archetype::find ("amulet");
72 elmex 1.1 if (staff_arch == NULL)
73 root 1.18 staff_arch = archetype::find ("staff");
74 elmex 1.1 if (crown_arch == NULL)
75 root 1.18 crown_arch = archetype::find ("crown");
76 root 1.41
77 elmex 1.1 warn_archetypes = prev_warn;
78     }
79    
80     /*
81 root 1.44 * Searches for the given treasurelist
82 elmex 1.1 */
83 root 1.41 treasurelist *
84     treasurelist::find (const char *name)
85     {
86     if (!name)
87     return 0;
88    
89 root 1.45 auto (i, tl_map.find (name));
90 elmex 1.1
91 root 1.41 if (i == tl_map.end ())
92     return 0;
93    
94     return i->second;
95 elmex 1.1 }
96    
97     /*
98 root 1.41 * Searches for the given treasurelist in the globally linked list
99     * of treasurelists which has been built by load_treasures().
100 elmex 1.1 */
101 root 1.41 treasurelist *
102     treasurelist::get (const char *name)
103 root 1.7 {
104 root 1.41 treasurelist *tl = find (name);
105    
106     if (!tl)
107     {
108     tl = new treasurelist;
109    
110     tl->name = name;
111     tl->next = first_treasurelist;
112     first_treasurelist = tl;
113 root 1.7
114 root 1.41 tl_map.insert (std::make_pair (tl->name, tl));
115     }
116 elmex 1.1
117 root 1.41 return tl;
118     }
119    
120     //TODO: class method
121     void
122     clear (treasurelist *tl)
123     {
124     if (tl->items)
125     {
126     free_treasurestruct (tl->items);
127     tl->items = 0;
128     }
129 root 1.44
130     tl->total_chance = 0;
131 elmex 1.1 }
132    
133 root 1.47 #ifdef TREASURE_DEBUG
134     /* recursived checks the linked list. Treasurelist is passed only
135     * so that the treasure name can be printed out
136     */
137     static void
138     check_treasurelist (const treasure *t, const treasurelist * tl)
139     {
140     if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
141     LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
142    
143     if (t->next)
144     check_treasurelist (t->next, tl);
145    
146     if (t->next_yes)
147     check_treasurelist (t->next_yes, tl);
148    
149     if (t->next_no)
150     check_treasurelist (t->next_no, tl);
151     }
152     #endif
153    
154 elmex 1.1 /*
155     * Reads the lib/treasure file from disk, and parses the contents
156     * into an internal treasure structure (very linked lists)
157     */
158 root 1.7 static treasure *
159 root 1.47 read_treasure (object_thawer &f)
160 root 1.7 {
161 root 1.41 treasure *t = new treasure;
162 root 1.7
163 root 1.47 f.next ();
164 root 1.42
165     for (;;)
166 root 1.7 {
167 root 1.46 coroapi::cede_to_tick_every (10);
168 root 1.7
169 root 1.42 switch (f.kw)
170 root 1.16 {
171 root 1.42 case KW_arch:
172     if (!(t->item = archetype::find (f.get_str ())))
173     LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
174     break;
175    
176     case KW_list: f.get (t->name); break;
177     case KW_change_name: f.get (t->change_arch.name); break;
178     case KW_change_title: f.get (t->change_arch.title); break;
179     case KW_change_slaying: f.get (t->change_arch.slaying); break;
180     case KW_chance: f.get (t->chance); break;
181     case KW_nrof: f.get (t->nrof); break;
182     case KW_magic: f.get (t->magic); break;
183    
184 root 1.47 case KW_yes: t->next_yes = read_treasure (f); continue;
185     case KW_no: t->next_no = read_treasure (f); continue;
186 root 1.42
187     case KW_end:
188 root 1.47 f.next ();
189 root 1.42 return t;
190    
191     case KW_more:
192 root 1.47 t->next = read_treasure (f);
193 root 1.42 return t;
194    
195     default:
196 root 1.47 if (!f.parse_error ("treasurelist", t->name))
197     return 0;
198 root 1.42
199     return t;
200 root 1.16 }
201 root 1.47
202     f.next ();
203 elmex 1.1 }
204     }
205    
206     /*
207     * Each treasure is parsed with the help of load_treasure().
208     */
209 root 1.47 treasurelist *
210     treasurelist::read (object_thawer &f)
211 root 1.7 {
212 root 1.47 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
213 root 1.7
214 root 1.47 bool one = f.kw == KW_treasureone;
215     treasurelist *tl = treasurelist::get (f.get_str ());
216     clear (tl);
217     tl->items = read_treasure (f);
218     if (!tl->items)
219     return 0;
220 root 1.42
221 root 1.47 /* This is a one of the many items on the list should be generated.
222     * Add up the chance total, and check to make sure the yes & no
223     * fields of the treasures are not being used.
224     */
225     tl->total_chance = 0;
226 root 1.42
227 root 1.47 if (one)
228 root 1.7 {
229 root 1.47 for (treasure *t = tl->items; t; t = t->next)
230 root 1.16 {
231 root 1.47 if (t->next_yes || t->next_no)
232 root 1.42 {
233 root 1.47 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
234     LOG (llevError, " the next_yes or next_no field is set\n");
235 root 1.16 }
236 elmex 1.1
237 root 1.47 tl->total_chance += t->chance;
238 root 1.42 }
239 root 1.47 }
240 root 1.42
241 root 1.47 return tl;
242 elmex 1.1 }
243    
244     /*
245     * Generates the objects specified by the given treasure.
246     * It goes recursively through the rest of the linked list.
247     * If there is a certain percental chance for a treasure to be generated,
248     * this is taken into consideration.
249     * The second argument specifies for which object the treasure is
250     * being generated.
251     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
252     * abilities. This is used by summon spells, thus no summoned monsters
253     * start with equipment, but only their abilities).
254     */
255 root 1.7 static void
256 root 1.16 put_treasure (object *op, object *creator, int flags)
257 elmex 1.1 {
258 root 1.7 object *tmp;
259 elmex 1.1
260 root 1.7 /* Bit of a hack - spells should never be put onto the map. The entire
261     * treasure stuff is a problem - there is no clear idea of knowing
262     * this is the original object, or if this is an object that should be created
263     * by another object.
264     */
265     if (flags & GT_ENVIRONMENT && op->type != SPELL)
266     {
267     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
268 root 1.29 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
269 root 1.7 }
270     else
271     {
272 root 1.29 op = creator->insert (op);
273 root 1.27
274 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
275 root 1.16 monster_check_apply (creator, op);
276 root 1.27
277     if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
278 root 1.16 esrv_send_item (tmp, op);
279 elmex 1.1 }
280     }
281    
282     /* if there are change_xxx commands in the treasure, we include the changes
283     * in the generated object
284     */
285 root 1.7 static void
286 root 1.12 change_treasure (treasure *t, object *op)
287 elmex 1.1 {
288 root 1.7 /* CMD: change_name xxxx */
289     if (t->change_arch.name)
290 elmex 1.1 {
291 root 1.7 op->name = t->change_arch.name;
292     op->name_pl = t->change_arch.name;
293 elmex 1.1 }
294    
295 root 1.7 if (t->change_arch.title)
296     op->title = t->change_arch.title;
297    
298     if (t->change_arch.slaying)
299     op->slaying = t->change_arch.slaying;
300     }
301    
302 root 1.41 static void
303 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
304 root 1.7 {
305 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
306 elmex 1.1 {
307 root 1.7 if (t->name)
308 root 1.16 {
309 elmex 1.30 if (difficulty >= t->magic)
310 root 1.47 if (treasurelist *tl = treasurelist::find (t->name))
311     create_treasure (tl, op, flag, difficulty, tries);
312     else
313     LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
314 root 1.16 }
315 root 1.7 else
316 root 1.16 {
317 elmex 1.30 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
318 root 1.16 {
319 root 1.41 object *tmp = arch_to_object (t->item);
320    
321 root 1.16 if (t->nrof && tmp->nrof <= 1)
322 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
323    
324 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
325     change_treasure (t, tmp);
326     put_treasure (tmp, op, flag);
327     }
328     }
329 root 1.12
330 root 1.41 if (t->next_yes)
331 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
332 elmex 1.1 }
333 root 1.41 else if (t->next_no)
334 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
335 root 1.12
336 root 1.41 if (t->next)
337 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
338 elmex 1.1 }
339    
340 root 1.41 static void
341 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
342 root 1.7 {
343 root 1.35 int value = rndm (tl->total_chance);
344 root 1.7 treasure *t;
345 elmex 1.1
346 root 1.7 if (tries++ > 100)
347     {
348     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
349     return;
350     }
351 root 1.12
352 root 1.41 for (t = tl->items; t; t = t->next)
353 root 1.7 {
354     value -= t->chance;
355 root 1.12
356 root 1.7 if (value < 0)
357 root 1.16 break;
358 root 1.7 }
359 elmex 1.1
360 root 1.7 if (!t || value >= 0)
361 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
362 root 1.12
363 root 1.7 if (t->name)
364     {
365     if (difficulty >= t->magic)
366 elmex 1.26 {
367 root 1.41 treasurelist *tl = treasurelist::find (t->name);
368 elmex 1.26 if (tl)
369     create_treasure (tl, op, flag, difficulty, tries);
370     }
371 root 1.7 else if (t->nrof)
372 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
373 elmex 1.1 }
374 root 1.41 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
375 root 1.7 {
376 root 1.41 if (object *tmp = arch_to_object (t->item))
377     {
378     if (t->nrof && tmp->nrof <= 1)
379     tmp->nrof = rndm (t->nrof) + 1;
380 root 1.12
381 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
382     change_treasure (t, tmp);
383     put_treasure (tmp, op, flag);
384     }
385 elmex 1.1 }
386     }
387    
388     /* This calls the appropriate treasure creation function. tries is passed
389     * to determine how many list transitions or attempts to create treasure
390     * have been made. It is really in place to prevent infinite loops with
391     * list transitions, or so that excessively good treasure will not be
392     * created on weak maps, because it will exceed the number of allowed tries
393     * to do that.
394     */
395 root 1.7 void
396 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
397 elmex 1.1 {
398 root 1.41 // empty treasurelists are legal
399     if (!tl->items)
400     return;
401    
402 root 1.7 if (tries++ > 100)
403     {
404     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
405     return;
406     }
407 root 1.37
408 elmex 1.30 if (tl->total_chance)
409     create_one_treasure (tl, op, flag, difficulty, tries);
410 root 1.7 else
411 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
412 elmex 1.1 }
413    
414     /* This is similar to the old generate treasure function. However,
415     * it instead takes a treasurelist. It is really just a wrapper around
416     * create_treasure. We create a dummy object that the treasure gets
417     * inserted into, and then return that treausre
418     */
419 root 1.7 object *
420 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
421 elmex 1.1 {
422 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
423    
424 root 1.24 object *ob = object::create (), *tmp;
425 elmex 1.1
426 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
427 elmex 1.1
428 root 1.7 /* Don't want to free the object we are about to return */
429     tmp = ob->inv;
430     if (tmp != NULL)
431 root 1.23 tmp->remove ();
432 root 1.21
433 root 1.7 if (ob->inv)
434 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
435    
436 root 1.24 ob->destroy ();
437 root 1.7 return tmp;
438 elmex 1.1 }
439    
440     /*
441     * This is a new way of calculating the chance for an item to have
442     * a specific magical bonus.
443     * The array has two arguments, the difficulty of the level, and the
444     * magical bonus "wanted".
445     */
446    
447 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
448 root 1.16
449 root 1.42 // chance of magic difficulty
450     // +0 +1 +2 +3 +4
451     {95, 2, 2, 1, 0}, // 1
452     {92, 5, 2, 1, 0}, // 2
453     {85, 10, 4, 1, 0}, // 3
454     {80, 14, 4, 2, 0}, // 4
455     {75, 17, 5, 2, 1}, // 5
456     {70, 18, 8, 3, 1}, // 6
457     {65, 21, 10, 3, 1}, // 7
458     {60, 22, 12, 4, 2}, // 8
459     {55, 25, 14, 4, 2}, // 9
460     {50, 27, 16, 5, 2}, // 10
461     {45, 28, 18, 6, 3}, // 11
462     {42, 28, 20, 7, 3}, // 12
463     {40, 27, 21, 8, 4}, // 13
464     {38, 25, 22, 10, 5}, // 14
465     {36, 23, 23, 12, 6}, // 15
466     {33, 21, 24, 14, 8}, // 16
467     {31, 19, 25, 16, 9}, // 17
468     {27, 15, 30, 18, 10}, // 18
469     {20, 12, 30, 25, 13}, // 19
470     {15, 10, 28, 30, 17}, // 20
471     {13, 9, 27, 28, 23}, // 21
472     {10, 8, 25, 28, 29}, // 22
473     { 8, 7, 23, 26, 36}, // 23
474     { 6, 6, 20, 22, 46}, // 24
475     { 4, 5, 17, 18, 56}, // 25
476     { 2, 4, 12, 14, 68}, // 26
477     { 0, 3, 7, 10, 80}, // 27
478     { 0, 0, 3, 7, 90}, // 28
479     { 0, 0, 0, 3, 97}, // 29
480     { 0, 0, 0, 0, 100}, // 30
481     { 0, 0, 0, 0, 100}, // 31
482 elmex 1.1 };
483    
484    
485     /* calculate the appropriate level for wands staves and scrolls.
486     * This code presumes that op has had its spell object created (in op->inv)
487     *
488     * elmex Wed Aug 9 17:44:59 CEST 2006:
489     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
490     */
491    
492 root 1.7 int
493 root 1.16 level_for_item (const object *op, int difficulty)
494 elmex 1.1 {
495 pippijn 1.14 int olevel = 0;
496 elmex 1.1
497     if (!op->inv)
498     {
499 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
500     return 0;
501 elmex 1.1 }
502    
503     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
504    
505     if (olevel <= 0)
506     olevel = rndm (1, MIN (op->inv->level, 1));
507    
508     if (olevel > MAXLEVEL)
509     olevel = MAXLEVEL;
510    
511     return olevel;
512     }
513    
514     /*
515     * Based upon the specified difficulty and upon the difftomagic_list array,
516     * a random magical bonus is returned. This is used when determine
517     * the magical bonus created on specific maps.
518     *
519     * elmex Thu Aug 10 18:45:44 CEST 2006:
520     * Scaling difficulty by max_level, as difficulty is a level and not some
521     * weird integer between 1-31.
522     *
523     */
524 root 1.7 int
525     magic_from_difficulty (int difficulty)
526 elmex 1.1 {
527     int percent = 0, magic = 0;
528     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
529    
530     scaled_diff--;
531    
532 root 1.7 if (scaled_diff < 0)
533 elmex 1.1 scaled_diff = 0;
534    
535     if (scaled_diff >= DIFFLEVELS)
536 root 1.7 scaled_diff = DIFFLEVELS - 1;
537 elmex 1.1
538 root 1.33 percent = rndm (100);
539 elmex 1.1
540 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
541 elmex 1.1 {
542     percent -= difftomagic_list[scaled_diff][magic];
543    
544     if (percent < 0)
545 root 1.16 break;
546 elmex 1.1 }
547    
548     if (magic == (MAXMAGIC + 1))
549     {
550 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
551 elmex 1.1 magic = 0;
552     }
553    
554 root 1.33 magic = (rndm (3)) ? magic : -magic;
555 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
556    
557     return magic;
558     }
559    
560     /*
561     * Sets magical bonus in an object, and recalculates the effect on
562     * the armour variable, and the effect on speed of armour.
563     * This function doesn't work properly, should add use of archetypes
564     * to make it truly absolute.
565     */
566    
567 root 1.7 void
568 root 1.16 set_abs_magic (object *op, int magic)
569 root 1.7 {
570     if (!magic)
571 elmex 1.1 return;
572    
573 root 1.7 op->magic = magic;
574     if (op->arch)
575     {
576     if (op->type == ARMOUR)
577 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
578 root 1.7
579 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 root 1.16 magic = (-magic);
581 root 1.7 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
582     }
583     else
584     {
585     if (op->type == ARMOUR)
586 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
587 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
588 root 1.16 magic = (-magic);
589 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
590     }
591 elmex 1.1 }
592    
593     /*
594     * Sets a random magical bonus in the given object based upon
595     * the given difficulty, and the given max possible bonus.
596     */
597    
598 root 1.7 static void
599 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
600 elmex 1.1 {
601     int i;
602 root 1.16
603 root 1.7 i = magic_from_difficulty (difficulty);
604 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
605 root 1.7 i = -i;
606     if (i > max_magic)
607 elmex 1.1 i = max_magic;
608 root 1.7 set_abs_magic (op, i);
609 elmex 1.1 if (i < 0)
610 root 1.7 SET_FLAG (op, FLAG_CURSED);
611 elmex 1.1 }
612    
613     /*
614     * Randomly adds one magical ability to the given object.
615     * Modified for Partial Resistance in many ways:
616     * 1) Since rings can have multiple bonuses, if the same bonus
617     * is rolled again, increase it - the bonuses now stack with
618     * other bonuses previously rolled and ones the item might natively have.
619     * 2) Add code to deal with new PR method.
620     */
621 root 1.7 void
622 root 1.16 set_ring_bonus (object *op, int bonus)
623 root 1.7 {
624 elmex 1.1
625 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
626 elmex 1.1
627 root 1.7 if (op->type == AMULET)
628     {
629 root 1.33 if (!(rndm (21)))
630     r = 20 + rndm (2);
631 root 1.7 else
632 root 1.16 {
633 root 1.35 if (rndm (2))
634 root 1.16 r = 10;
635     else
636 root 1.33 r = 11 + rndm (9);
637 root 1.16 }
638 root 1.7 }
639    
640     switch (r)
641     {
642 root 1.16 /* 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     case 0:
647     case 1:
648     case 2:
649     case 3:
650     case 4:
651     case 5:
652     case 6:
653     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
654     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 1.16 if (val > 35)
696     val = 35; /* Upper limit */
697     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     SET_FLAG (op, FLAG_REFL_SPELL);
715     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     SET_FLAG (op, FLAG_REFL_MISSILE);
728     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     op->value = (op->value * 2) / 3;
740     break;
741 root 1.7 }
742 root 1.34
743 root 1.7 if (bonus > 0)
744     op->value *= 2 * bonus;
745     else
746     op->value = -(op->value * 2 * 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 1.7 int
758     get_magic (int diff)
759     {
760 elmex 1.1 int i;
761 root 1.16
762 root 1.7 if (diff < 3)
763     diff = 3;
764 root 1.35
765 root 1.7 for (i = 0; i < 4; i++)
766 root 1.35 if (rndm (diff))
767 root 1.7 return i;
768 root 1.35
769 elmex 1.1 return 4;
770     }
771    
772     #define DICE2 (get_magic(2)==2?2:1)
773 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
774 elmex 1.1
775     /*
776     * fix_generated_item(): This is called after an item is generated, in
777     * order to set it up right. This produced magical bonuses, puts spells
778     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
779     */
780 root 1.16
781 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
782     * op->type. Right now, which stuff the creator passes on is object type
783     * dependant. I know this is a spagetti manuever, but is there a cleaner
784     * way to do this? b.t. */
785 root 1.16
786 elmex 1.1 /*
787     * ! (flags & GT_ENVIRONMENT):
788     * Automatically calls fix_flesh_item().
789     *
790     * flags:
791     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
792     * value.
793     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
794     * a working object - don't change magic, value, etc, but set it material
795     * type as appropriate, for objects that need spell objects, set those, etc
796     */
797 root 1.7 void
798 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
799 elmex 1.1 {
800     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
801    
802     if (!creator || creator->type == op->type)
803 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
804 elmex 1.1
805     /* If we make an artifact, this information will be destroyed */
806     save_item_power = op->item_power;
807     op->item_power = 0;
808    
809     if (op->randomitems && op->type != SPELL)
810     {
811     create_treasure (op->randomitems, op, flags, difficulty, 0);
812     if (!op->inv)
813 root 1.42 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
814 elmex 1.1
815     /* So the treasure doesn't get created again */
816 root 1.42 op->randomitems = 0;
817 elmex 1.1 }
818    
819     if (difficulty < 1)
820     difficulty = 1;
821    
822 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
823     ARG_OBJECT (creator != op ? creator : 0),
824     ARG_INT (difficulty), ARG_INT (max_magic),
825     ARG_INT (flags)))
826     return;
827    
828 elmex 1.1 if (!(flags & GT_MINIMAL))
829     {
830     if (op->arch == crown_arch)
831 root 1.16 {
832     set_magic (difficulty, op, max_magic, flags);
833     num_enchantments = calc_item_power (op, 1);
834     generate_artifact (op, difficulty);
835     }
836 elmex 1.1 else
837 root 1.16 {
838     if (!op->magic && max_magic)
839     set_magic (difficulty, op, max_magic, flags);
840    
841     num_enchantments = calc_item_power (op, 1);
842    
843 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
844     || op->type == HORN
845     || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
846 root 1.16 * used for shop_floors or treasures */
847     generate_artifact (op, difficulty);
848     }
849 elmex 1.1
850     /* Object was made an artifact. Calculate its item_power rating.
851     * the item_power in the object is what the artfiact adds.
852     */
853     if (op->title)
854 root 1.16 {
855     /* if save_item_power is set, then most likely we started with an
856     * artifact and have added new abilities to it - this is rare, but
857     * but I have seen things like 'strange rings of fire'. So just figure
858     * out the power from the base power plus what this one adds. Note
859     * that since item_power is not quite linear, this actually ends up
860     * being somewhat of a bonus
861     */
862     if (save_item_power)
863     op->item_power = save_item_power + get_power_from_ench (op->item_power);
864     else
865     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
866     }
867 elmex 1.1 else if (save_item_power)
868 root 1.16 {
869     /* restore the item_power field to the object if we haven't changed it.
870     * we don't care about num_enchantments - that will basically just
871     * have calculated some value from the base attributes of the archetype.
872     */
873     op->item_power = save_item_power;
874     }
875 elmex 1.1 else
876 root 1.16 {
877     /* item_power was zero. This is suspicious, as it may be because it
878     * was never previously calculated. Let's compute a value and see if
879     * it is non-zero. If it indeed is, then assign it as the new
880     * item_power value.
881     * - gros, 21th of July 2006.
882     */
883     op->item_power = calc_item_power (op, 0);
884     save_item_power = op->item_power; /* Just in case it would get used
885     * again below */
886     }
887 elmex 1.1 }
888    
889     /* materialtype modifications. Note we allow this on artifacts. */
890     set_materialname (op, difficulty, NULL);
891    
892     if (flags & GT_MINIMAL)
893     {
894     if (op->type == POTION)
895 root 1.16 /* Handle healing and magic power potions */
896     if (op->stats.sp && !op->randomitems)
897     {
898     object *tmp;
899    
900     tmp = get_archetype (spell_mapping[op->stats.sp]);
901     insert_ob_in_ob (tmp, op);
902     op->stats.sp = 0;
903     }
904 elmex 1.1 }
905 root 1.16 else if (!op->title) /* Only modify object if not special */
906 elmex 1.1 switch (op->type)
907     {
908 root 1.16 case WEAPON:
909     case ARMOUR:
910     case SHIELD:
911     case HELMET:
912     case CLOAK:
913 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
914 root 1.16 set_ring_bonus (op, -DICE2);
915     break;
916    
917     case BRACERS:
918 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
919 root 1.16 {
920     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
921     if (!QUERY_FLAG (op, FLAG_CURSED))
922     op->value *= 3;
923     }
924     break;
925    
926     case POTION:
927     {
928     int too_many_tries = 0, is_special = 0;
929    
930     /* Handle healing and magic power potions */
931     if (op->stats.sp && !op->randomitems)
932     {
933     object *tmp;
934    
935     tmp = get_archetype (spell_mapping[op->stats.sp]);
936     insert_ob_in_ob (tmp, op);
937     op->stats.sp = 0;
938     }
939    
940     while (!(is_special = special_potion (op)) && !op->inv)
941     {
942     generate_artifact (op, difficulty);
943     if (too_many_tries++ > 10)
944     break;
945     }
946    
947     /* don't want to change value for healing/magic power potions,
948     * since the value set on those is already correct.
949     */
950     if (op->inv && op->randomitems)
951     {
952     /* value multiplier is same as for scrolls */
953     op->value = (op->value * op->inv->value);
954 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
955 root 1.16 }
956     else
957     {
958     op->name = "potion";
959     op->name_pl = "potions";
960     }
961    
962 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
963 root 1.16 SET_FLAG (op, FLAG_CURSED);
964     break;
965     }
966    
967     case AMULET:
968     if (op->arch == amulet_arch)
969     op->value *= 5; /* Since it's not just decoration */
970    
971     case RING:
972     if (op->arch == NULL)
973     {
974 root 1.24 op->destroy ();
975     op = 0;
976 root 1.16 break;
977     }
978    
979     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
980     break;
981    
982 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
983 root 1.16 SET_FLAG (op, FLAG_CURSED);
984    
985     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
986    
987     if (op->type != RING) /* Amulets have only one ability */
988     break;
989    
990 root 1.33 if (!(rndm (4)))
991 root 1.16 {
992 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
993 root 1.16
994     if (d > 0)
995     op->value *= 3;
996    
997     set_ring_bonus (op, d);
998    
999 root 1.33 if (!(rndm (4)))
1000 root 1.16 {
1001 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1002 root 1.16
1003     if (d > 0)
1004     op->value *= 5;
1005     set_ring_bonus (op, d);
1006     }
1007     }
1008    
1009     if (GET_ANIM_ID (op))
1010 root 1.35 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1011 root 1.16
1012     break;
1013    
1014     case BOOK:
1015     /* Is it an empty book?, if yes lets make a special·
1016     * msg for it, and tailor its properties based on the·
1017     * creator and/or map level we found it on.
1018     */
1019 root 1.33 if (!op->msg && rndm (10))
1020 root 1.16 {
1021     /* set the book level properly */
1022     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1023     {
1024     if (op->map && op->map->difficulty)
1025 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1026 root 1.16 else
1027 root 1.33 op->level = rndm (20) + 1;
1028 root 1.16 }
1029     else
1030 root 1.35 op->level = rndm (creator->level);
1031 root 1.16
1032     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1033     /* books w/ info are worth more! */
1034     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1035     /* creator related stuff */
1036    
1037     /* for library, chained books. Note that some monsters have no_pick
1038     * set - we don't want to set no pick in that case.
1039     */
1040     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1041     SET_FLAG (op, FLAG_NO_PICK);
1042     if (creator->slaying && !op->slaying) /* for check_inv floors */
1043     op->slaying = creator->slaying;
1044    
1045     /* add exp so reading it gives xp (once) */
1046     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1047     }
1048     break;
1049    
1050     case SPELLBOOK:
1051     op->value = op->value * op->inv->value;
1052     /* add exp so learning gives xp */
1053     op->level = op->inv->level;
1054     op->stats.exp = op->value;
1055     break;
1056    
1057     case WAND:
1058     /* nrof in the treasure list is number of charges,
1059     * not number of wands. So copy that into food (charges),
1060     * and reset nrof.
1061     */
1062     op->stats.food = op->inv->nrof;
1063     op->nrof = 1;
1064     /* If the spell changes by level, choose a random level
1065     * for it, and adjust price. If the spell doesn't
1066     * change by level, just set the wand to the level of
1067     * the spell, and value calculation is simpler.
1068     */
1069     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1070     {
1071     op->level = level_for_item (op, difficulty);
1072     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1073     }
1074     else
1075     {
1076     op->level = op->inv->level;
1077     op->value = op->value * op->inv->value;
1078     }
1079     break;
1080    
1081     case ROD:
1082     op->level = level_for_item (op, difficulty);
1083     /* Add 50 to both level an divisor to keep prices a little more
1084     * reasonable. Otherwise, a high level version of a low level
1085     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1086     * 10 time multiplier). This way, the value are a bit more reasonable.
1087     */
1088     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1089     /* maxhp is used to denote how many 'charges' the rod holds before */
1090     if (op->stats.maxhp)
1091     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1092     else
1093     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1094    
1095     op->stats.hp = op->stats.maxhp;
1096     break;
1097    
1098     case SCROLL:
1099     op->level = level_for_item (op, difficulty);
1100     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1101    
1102     /* add exp so reading them properly gives xp */
1103     op->stats.exp = op->value / 5;
1104     op->nrof = op->inv->nrof;
1105     break;
1106    
1107     case RUNE:
1108     trap_adjust (op, difficulty);
1109     break;
1110    
1111     case TRAP:
1112     trap_adjust (op, difficulty);
1113     break;
1114     } /* switch type */
1115 elmex 1.1
1116     if (flags & GT_STARTEQUIP)
1117     {
1118 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1119 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1120 elmex 1.1 else if (op->type != MONEY)
1121 root 1.16 op->value = 0;
1122 elmex 1.1 }
1123    
1124     if (!(flags & GT_ENVIRONMENT))
1125     fix_flesh_item (op, creator);
1126     }
1127    
1128     /*
1129     *
1130     *
1131     * CODE DEALING WITH ARTIFACTS STARTS HERE
1132     *
1133     *
1134     */
1135    
1136     /*
1137     * Allocate and return the pointer to an empty artifactlist structure.
1138     */
1139 root 1.7 static artifactlist *
1140     get_empty_artifactlist (void)
1141     {
1142 root 1.41 return salloc0 <artifactlist> ();
1143 elmex 1.1 }
1144    
1145     /*
1146     * Allocate and return the pointer to an empty artifact structure.
1147     */
1148 root 1.7 static artifact *
1149     get_empty_artifact (void)
1150     {
1151 root 1.41 return salloc0 <artifact> ();
1152 elmex 1.1 }
1153    
1154     /*
1155     * Searches the artifact lists and returns one that has the same type
1156     * of objects on it.
1157     */
1158 root 1.7 artifactlist *
1159     find_artifactlist (int type)
1160     {
1161 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1162 root 1.7 if (al->type == type)
1163     return al;
1164 root 1.38
1165     return 0;
1166 elmex 1.1 }
1167    
1168     /*
1169     * For debugging purposes. Dumps all tables.
1170     */
1171 root 1.7 void
1172     dump_artifacts (void)
1173     {
1174 elmex 1.1 artifactlist *al;
1175     artifact *art;
1176     linked_char *next;
1177    
1178 root 1.7 fprintf (logfile, "\n");
1179     for (al = first_artifactlist; al != NULL; al = al->next)
1180     {
1181     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1182     for (art = al->items; art != NULL; art = art->next)
1183 root 1.16 {
1184     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1185     if (art->allowed != NULL)
1186     {
1187 root 1.38 fprintf (logfile, "\tallowed combinations:");
1188 root 1.16 for (next = art->allowed; next != NULL; next = next->next)
1189     fprintf (logfile, "%s,", &next->name);
1190     fprintf (logfile, "\n");
1191     }
1192     }
1193 elmex 1.1 }
1194 root 1.7 fprintf (logfile, "\n");
1195 elmex 1.1 }
1196    
1197     /*
1198     * For debugging purposes. Dumps all treasures recursively (see below).
1199     */
1200 root 1.7 void
1201 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1202 elmex 1.1 {
1203     treasurelist *tl;
1204 root 1.7 int i;
1205 elmex 1.1
1206     if (depth > 100)
1207     return;
1208 root 1.41
1209 elmex 1.30 while (t)
1210 elmex 1.1 {
1211 elmex 1.30 if (t->name)
1212 root 1.16 {
1213     for (i = 0; i < depth; i++)
1214     fprintf (logfile, " ");
1215 root 1.41
1216 root 1.16 fprintf (logfile, "{ (list: %s)\n", &t->name);
1217 root 1.41
1218     tl = treasurelist::find (t->name);
1219 elmex 1.26 if (tl)
1220     dump_monster_treasure_rec (name, tl->items, depth + 2);
1221 root 1.41
1222 root 1.16 for (i = 0; i < depth; i++)
1223     fprintf (logfile, " ");
1224 root 1.41
1225 root 1.16 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1226     }
1227 elmex 1.1 else
1228 root 1.16 {
1229     for (i = 0; i < depth; i++)
1230     fprintf (logfile, " ");
1231 root 1.41
1232 elmex 1.30 if (t->item && t->item->clone.type == FLESH)
1233 root 1.16 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1234     else
1235     fprintf (logfile, "%s\n", &t->item->clone.name);
1236     }
1237 elmex 1.30
1238     if (t->next_yes)
1239 root 1.16 {
1240     for (i = 0; i < depth; i++)
1241     fprintf (logfile, " ");
1242 root 1.41
1243 root 1.16 fprintf (logfile, " (if yes)\n");
1244     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1245     }
1246 elmex 1.30
1247     if (t->next_no)
1248 root 1.16 {
1249     for (i = 0; i < depth; i++)
1250     fprintf (logfile, " ");
1251 root 1.41
1252 root 1.16 fprintf (logfile, " (if no)\n");
1253     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1254     }
1255 elmex 1.30
1256 elmex 1.1 t = t->next;
1257     }
1258     }
1259    
1260     /*
1261     * For debugging purposes. Dumps all treasures for a given monster.
1262     * Created originally by Raphael Quinet for debugging the alchemy code.
1263     */
1264 root 1.7 void
1265     dump_monster_treasure (const char *name)
1266 elmex 1.1 {
1267     archetype *at;
1268 root 1.7 int found;
1269 elmex 1.1
1270     found = 0;
1271     fprintf (logfile, "\n");
1272 root 1.38
1273 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1274     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1275 elmex 1.1 {
1276 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1277     if (at->clone.randomitems != NULL)
1278     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1279     else
1280     fprintf (logfile, "(nothing)\n");
1281 root 1.38
1282 root 1.16 fprintf (logfile, "\n");
1283     found++;
1284 elmex 1.1 }
1285 root 1.38
1286 elmex 1.1 if (found == 0)
1287     fprintf (logfile, "No objects have the name %s!\n\n", name);
1288     }
1289    
1290     /*
1291     * Builds up the lists of artifacts from the file in the libdir.
1292     */
1293 root 1.7 void
1294     init_artifacts (void)
1295     {
1296     static int has_been_inited = 0;
1297 pippijn 1.39 char filename[MAX_BUF];
1298 root 1.7 artifact *art = NULL;
1299     artifactlist *al;
1300    
1301     if (has_been_inited)
1302     return;
1303     else
1304     has_been_inited = 1;
1305 elmex 1.1
1306 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1307 root 1.38 object_thawer f (filename);
1308 elmex 1.1
1309 root 1.38 if (!f)
1310 root 1.7 return;
1311 elmex 1.1
1312 root 1.38 f.next ();
1313    
1314     for (;;)
1315 root 1.7 {
1316 root 1.38 switch (f.kw)
1317     {
1318     case KW_allowed:
1319     if (!art)
1320 root 1.47 art = get_empty_artifact ();
1321 root 1.7
1322 root 1.16 {
1323 root 1.38 if (!strcmp (f.get_str (), "all"))
1324     break;
1325    
1326     char *next, *cp = f.get_str ();
1327    
1328     do
1329     {
1330     if ((next = strchr (cp, ',')))
1331     *next++ = '\0';
1332    
1333     linked_char *tmp = new linked_char;
1334    
1335     tmp->name = cp;
1336     tmp->next = art->allowed;
1337     art->allowed = tmp;
1338     }
1339     while ((cp = next));
1340 root 1.16 }
1341 root 1.38 break;
1342    
1343     case KW_chance:
1344     f.get (art->chance);
1345     break;
1346    
1347     case KW_difficulty:
1348     f.get (art->difficulty);
1349     break;
1350 root 1.16
1351 root 1.38 case KW_object:
1352 root 1.16 {
1353 root 1.38 art->item = object::create ();
1354    
1355     if (!art->item->parse_kv (f))
1356     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1357    
1358     al = find_artifactlist (art->item->type);
1359    
1360     if (!al)
1361     {
1362     al = get_empty_artifactlist ();
1363     al->type = art->item->type;
1364     al->next = first_artifactlist;
1365     first_artifactlist = al;
1366     }
1367    
1368     art->next = al->items;
1369     al->items = art;
1370     art = 0;
1371 root 1.16 }
1372 root 1.38 continue;
1373 root 1.10
1374 root 1.38 case KW_EOF:
1375     goto done;
1376 root 1.10
1377 root 1.38 default:
1378     if (!f.parse_error ("artifacts file"))
1379     cleanup ("artifacts file required");
1380     break;
1381 root 1.16 }
1382 root 1.38
1383     f.next ();
1384 root 1.7 }
1385 root 1.3
1386 root 1.38 done:
1387     for (al = first_artifactlist; al; al = al->next)
1388 root 1.7 {
1389 root 1.47 al->total_chance = 0;
1390    
1391 root 1.38 for (art = al->items; art; art = art->next)
1392 root 1.16 {
1393     if (!art->chance)
1394     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1395     else
1396     al->total_chance += art->chance;
1397     }
1398 elmex 1.1 #if 0
1399 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1400 elmex 1.1 #endif
1401     }
1402    
1403 root 1.7 LOG (llevDebug, "done.\n");
1404 elmex 1.1 }
1405    
1406     /*
1407     * Used in artifact generation. The bonuses of the first object
1408     * is modified by the bonuses of the second object.
1409     */
1410 root 1.7 void
1411 root 1.16 add_abilities (object *op, object *change)
1412 root 1.7 {
1413 pippijn 1.14 int i, tmp;
1414 elmex 1.1
1415 root 1.7 if (change->face != blank_face)
1416     {
1417 elmex 1.1 #ifdef TREASURE_VERBOSE
1418 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1419 elmex 1.1 #endif
1420 root 1.7 op->face = change->face;
1421 elmex 1.1 }
1422    
1423 root 1.7 for (i = 0; i < NUM_STATS; i++)
1424     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1425    
1426     op->attacktype |= change->attacktype;
1427     op->path_attuned |= change->path_attuned;
1428     op->path_repelled |= change->path_repelled;
1429     op->path_denied |= change->path_denied;
1430     op->move_type |= change->move_type;
1431     op->stats.luck += change->stats.luck;
1432    
1433     if (QUERY_FLAG (change, FLAG_CURSED))
1434     SET_FLAG (op, FLAG_CURSED);
1435     if (QUERY_FLAG (change, FLAG_DAMNED))
1436     SET_FLAG (op, FLAG_DAMNED);
1437     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1438     set_abs_magic (op, -op->magic);
1439    
1440     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1441     SET_FLAG (op, FLAG_LIFESAVE);
1442     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1443     SET_FLAG (op, FLAG_REFL_SPELL);
1444     if (QUERY_FLAG (change, FLAG_STEALTH))
1445     SET_FLAG (op, FLAG_STEALTH);
1446     if (QUERY_FLAG (change, FLAG_XRAYS))
1447     SET_FLAG (op, FLAG_XRAYS);
1448     if (QUERY_FLAG (change, FLAG_BLIND))
1449     SET_FLAG (op, FLAG_BLIND);
1450     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1451     SET_FLAG (op, FLAG_SEE_IN_DARK);
1452     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1453     SET_FLAG (op, FLAG_REFL_MISSILE);
1454     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1455     SET_FLAG (op, FLAG_MAKE_INVIS);
1456    
1457     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1458     {
1459     CLEAR_FLAG (op, FLAG_ANIMATE);
1460     /* so artifacts will join */
1461     if (!QUERY_FLAG (op, FLAG_ALIVE))
1462 root 1.16 op->speed = 0.0;
1463 root 1.12
1464 root 1.28 op->set_speed (op->speed);
1465 elmex 1.1 }
1466 root 1.7
1467     if (change->nrof)
1468 root 1.35 op->nrof = rndm (change->nrof) + 1;
1469 root 1.7
1470 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1471 root 1.7 op->stats.wc += change->stats.wc;
1472     op->stats.ac += change->stats.ac;
1473    
1474     if (change->other_arch)
1475     {
1476     /* Basically, for horns & potions, the other_arch field is the spell
1477     * to cast. So convert that to into a spell and put it into
1478     * this object.
1479     */
1480     if (op->type == HORN || op->type == POTION)
1481 root 1.16 {
1482     object *tmp_obj;
1483    
1484     /* Remove any spells this object currently has in it */
1485     while (op->inv)
1486 root 1.24 op->inv->destroy ();
1487 root 1.16
1488     tmp_obj = arch_to_object (change->other_arch);
1489     insert_ob_in_ob (tmp_obj, op);
1490     }
1491 root 1.7 /* No harm setting this for potions/horns */
1492     op->other_arch = change->other_arch;
1493     }
1494    
1495     if (change->stats.hp < 0)
1496     op->stats.hp = -change->stats.hp;
1497     else
1498     op->stats.hp += change->stats.hp;
1499    
1500     if (change->stats.maxhp < 0)
1501     op->stats.maxhp = -change->stats.maxhp;
1502     else
1503     op->stats.maxhp += change->stats.maxhp;
1504    
1505     if (change->stats.sp < 0)
1506     op->stats.sp = -change->stats.sp;
1507     else
1508     op->stats.sp += change->stats.sp;
1509    
1510     if (change->stats.maxsp < 0)
1511     op->stats.maxsp = -change->stats.maxsp;
1512     else
1513     op->stats.maxsp += change->stats.maxsp;
1514    
1515     if (change->stats.food < 0)
1516     op->stats.food = -(change->stats.food);
1517     else
1518     op->stats.food += change->stats.food;
1519    
1520     if (change->level < 0)
1521     op->level = -(change->level);
1522     else
1523     op->level += change->level;
1524    
1525     if (change->gen_sp_armour < 0)
1526     op->gen_sp_armour = -(change->gen_sp_armour);
1527     else
1528     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1529    
1530     op->item_power = change->item_power;
1531    
1532     for (i = 0; i < NROFATTACKS; i++)
1533 root 1.20 if (change->resist[i])
1534     op->resist[i] += change->resist[i];
1535 root 1.7
1536     if (change->stats.dam)
1537     {
1538     if (change->stats.dam < 0)
1539 root 1.16 op->stats.dam = (-change->stats.dam);
1540 root 1.7 else if (op->stats.dam)
1541 root 1.16 {
1542     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1543     if (tmp == op->stats.dam)
1544     {
1545     if (change->stats.dam < 10)
1546     op->stats.dam--;
1547     else
1548     op->stats.dam++;
1549     }
1550     else
1551     op->stats.dam = tmp;
1552     }
1553 root 1.7 }
1554    
1555     if (change->weight)
1556     {
1557     if (change->weight < 0)
1558 root 1.16 op->weight = (-change->weight);
1559 root 1.7 else
1560 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1561 root 1.7 }
1562    
1563     if (change->last_sp)
1564     {
1565     if (change->last_sp < 0)
1566 root 1.16 op->last_sp = (-change->last_sp);
1567 root 1.7 else
1568 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1569 root 1.7 }
1570    
1571     if (change->gen_sp_armour)
1572     {
1573     if (change->gen_sp_armour < 0)
1574 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1575 root 1.7 else
1576 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1577 root 1.7 }
1578    
1579     op->value *= change->value;
1580    
1581 root 1.36 if (change->materials)
1582     op->materials = change->materials;
1583 root 1.7
1584     if (change->materialname)
1585     op->materialname = change->materialname;
1586    
1587     if (change->slaying)
1588     op->slaying = change->slaying;
1589    
1590     if (change->race)
1591     op->race = change->race;
1592    
1593     if (change->msg)
1594     op->msg = change->msg;
1595 elmex 1.1 }
1596    
1597 root 1.7 static int
1598 root 1.16 legal_artifact_combination (object *op, artifact * art)
1599 root 1.7 {
1600 elmex 1.1 int neg, success = 0;
1601     linked_char *tmp;
1602     const char *name;
1603    
1604     if (art->allowed == (linked_char *) NULL)
1605 root 1.16 return 1; /* Ie, "all" */
1606 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1607     {
1608 elmex 1.1 #ifdef TREASURE_VERBOSE
1609 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1610 elmex 1.1 #endif
1611 root 1.7 if (*tmp->name == '!')
1612 root 1.16 name = tmp->name + 1, neg = 1;
1613 root 1.7 else
1614 root 1.16 name = tmp->name, neg = 0;
1615 root 1.7
1616     /* If we match name, then return the opposite of 'neg' */
1617     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1618 root 1.16 return !neg;
1619 root 1.7
1620     /* Set success as true, since if the match was an inverse, it means
1621     * everything is allowed except what we match
1622     */
1623     else if (neg)
1624 root 1.16 success = 1;
1625 root 1.7 }
1626 elmex 1.1 return success;
1627     }
1628    
1629     /*
1630     * Fixes the given object, giving it the abilities and titles
1631     * it should have due to the second artifact-template.
1632     */
1633    
1634 root 1.7 void
1635 root 1.12 give_artifact_abilities (object *op, object *artifct)
1636 root 1.7 {
1637 elmex 1.1 char new_name[MAX_BUF];
1638    
1639 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1640     op->title = new_name;
1641 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1642 elmex 1.1
1643 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1644 elmex 1.1 {
1645 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1646 root 1.16
1647 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1648     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1649 elmex 1.1 if (!identified)
1650 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1651 elmex 1.1 }
1652     #endif
1653     return;
1654     }
1655    
1656     /*
1657     * Decides randomly which artifact the object should be
1658     * turned into. Makes sure that the item can become that
1659     * artifact (means magic, difficulty, and Allowed fields properly).
1660     * Then calls give_artifact_abilities in order to actually create
1661     * the artifact.
1662     */
1663    
1664     /* Give 1 re-roll attempt per artifact */
1665     #define ARTIFACT_TRIES 2
1666    
1667 root 1.7 void
1668 root 1.16 generate_artifact (object *op, int difficulty)
1669 root 1.7 {
1670 elmex 1.1 artifactlist *al;
1671     artifact *art;
1672     int i;
1673    
1674 root 1.7 al = find_artifactlist (op->type);
1675    
1676     if (al == NULL)
1677     {
1678 root 1.16 #if 0 /* This is too verbose, usually */
1679 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1680 elmex 1.1 #endif
1681 root 1.7 return;
1682     }
1683    
1684     for (i = 0; i < ARTIFACT_TRIES; i++)
1685     {
1686 root 1.35 int roll = rndm (al->total_chance);
1687 elmex 1.1
1688 root 1.35 for (art = al->items; art; art = art->next)
1689 root 1.16 {
1690     roll -= art->chance;
1691     if (roll < 0)
1692     break;
1693     }
1694 elmex 1.1
1695 root 1.7 if (art == NULL || roll >= 0)
1696 root 1.16 {
1697 elmex 1.1 #if 1
1698 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1699 elmex 1.1 #endif
1700 root 1.16 return;
1701     }
1702 root 1.7 if (!strcmp (art->item->name, "NONE"))
1703 root 1.16 return;
1704 root 1.7 if (FABS (op->magic) < art->item->magic)
1705 root 1.16 continue; /* Not magic enough to be this item */
1706 root 1.7
1707     /* Map difficulty not high enough */
1708     if (difficulty < art->difficulty)
1709 root 1.16 continue;
1710 elmex 1.1
1711 root 1.7 if (!legal_artifact_combination (op, art))
1712 root 1.16 {
1713 elmex 1.1 #ifdef TREASURE_VERBOSE
1714 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1715 elmex 1.1 #endif
1716 root 1.16 continue;
1717     }
1718 root 1.42
1719 root 1.7 give_artifact_abilities (op, art->item);
1720     return;
1721 elmex 1.1 }
1722     }
1723    
1724     /* fix_flesh_item() - objects of type FLESH are similar to type
1725     * FOOD, except they inherit properties (name, food value, etc).
1726     * based on the original owner (or 'donor' if you like). -b.t.
1727     */
1728    
1729 root 1.7 void
1730 root 1.16 fix_flesh_item (object *item, object *donor)
1731 root 1.7 {
1732     char tmpbuf[MAX_BUF];
1733     int i;
1734    
1735     if (item->type == FLESH && donor)
1736     {
1737     /* change the name */
1738 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1739     item->name = tmpbuf;
1740     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1741     item->name_pl = tmpbuf;
1742 root 1.7
1743     /* weight is FLESH weight/100 * donor */
1744     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1745 root 1.16 item->weight = 1;
1746 root 1.7
1747     /* value is multiplied by level of donor */
1748     item->value *= isqrt (donor->level * 2);
1749    
1750     /* food value */
1751     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1752    
1753     /* flesh items inherit some abilities of donor, but not
1754     * full effect.
1755     */
1756     for (i = 0; i < NROFATTACKS; i++)
1757 root 1.16 item->resist[i] = donor->resist[i] / 2;
1758 root 1.7
1759     /* item inherits donor's level (important for quezals) */
1760     item->level = donor->level;
1761    
1762     /* if donor has some attacktypes, the flesh is poisonous */
1763     if (donor->attacktype & AT_POISON)
1764 root 1.16 item->type = POISON;
1765 root 1.7 if (donor->attacktype & AT_ACID)
1766 root 1.16 item->stats.hp = -1 * item->stats.food;
1767 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1768 elmex 1.1 }
1769     }
1770    
1771     /* special_potion() - so that old potion code is still done right. */
1772 root 1.7 int
1773 root 1.16 special_potion (object *op)
1774 root 1.7 {
1775     if (op->attacktype)
1776     return 1;
1777 elmex 1.1
1778 root 1.7 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1779     return 1;
1780 elmex 1.1
1781 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1782 root 1.7 if (op->resist[i])
1783     return 1;
1784 elmex 1.1
1785 root 1.7 return 0;
1786 elmex 1.1 }
1787    
1788 root 1.7 void
1789 root 1.16 free_treasurestruct (treasure *t)
1790 elmex 1.1 {
1791 root 1.41 if (t->next) free_treasurestruct (t->next);
1792     if (t->next_yes) free_treasurestruct (t->next_yes);
1793     if (t->next_no) free_treasurestruct (t->next_no);
1794 root 1.8
1795     delete t;
1796 elmex 1.1 }
1797    
1798 root 1.7 void
1799 root 1.16 free_charlinks (linked_char *lc)
1800 elmex 1.1 {
1801 root 1.7 if (lc->next)
1802     free_charlinks (lc->next);
1803    
1804     delete lc;
1805 elmex 1.1 }
1806    
1807 root 1.7 void
1808 root 1.41 free_artifact (artifact *at)
1809 elmex 1.1 {
1810 root 1.41 if (at->next) free_artifact (at->next);
1811     if (at->allowed) free_charlinks (at->allowed);
1812 root 1.7
1813 root 1.21 at->item->destroy (1);
1814 root 1.7
1815 root 1.41 sfree (at);
1816 elmex 1.1 }
1817    
1818 root 1.7 void
1819 root 1.41 free_artifactlist (artifactlist *al)
1820 elmex 1.1 {
1821 root 1.7 artifactlist *nextal;
1822 root 1.15
1823 root 1.21 for (al = first_artifactlist; al; al = nextal)
1824 root 1.7 {
1825     nextal = al->next;
1826 root 1.15
1827 root 1.7 if (al->items)
1828 root 1.16 free_artifact (al->items);
1829 root 1.15
1830 root 1.41 sfree (al);
1831 elmex 1.1 }
1832     }
1833    
1834 root 1.7 void
1835     free_all_treasures (void)
1836     {
1837     treasurelist *tl, *next;
1838 elmex 1.1
1839 root 1.41 for (tl = first_treasurelist; tl; tl = next)
1840     {
1841     clear (tl);
1842 elmex 1.1
1843 root 1.7 next = tl->next;
1844     delete tl;
1845 elmex 1.1 }
1846 root 1.41
1847 root 1.7 free_artifactlist (first_artifactlist);
1848 elmex 1.1 }