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Revision: 1.48
Committed: Tue Apr 17 18:40:31 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.47: +0 -22 lines
Log Message:
- load_resource_file cna now load archetypes, regions and treasures
  freely intermingled. archetypes and treasures makes a lot of actual
  sense, too.

(this has not been tested, but unlikely not to work :)

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 root 1.44 * Searches for the given treasurelist
60 elmex 1.1 */
61 root 1.41 treasurelist *
62     treasurelist::find (const char *name)
63     {
64     if (!name)
65     return 0;
66    
67 root 1.45 auto (i, tl_map.find (name));
68 elmex 1.1
69 root 1.41 if (i == tl_map.end ())
70     return 0;
71    
72     return i->second;
73 elmex 1.1 }
74    
75     /*
76 root 1.41 * Searches for the given treasurelist in the globally linked list
77     * of treasurelists which has been built by load_treasures().
78 elmex 1.1 */
79 root 1.41 treasurelist *
80     treasurelist::get (const char *name)
81 root 1.7 {
82 root 1.41 treasurelist *tl = find (name);
83    
84     if (!tl)
85     {
86     tl = new treasurelist;
87    
88     tl->name = name;
89     tl->next = first_treasurelist;
90     first_treasurelist = tl;
91 root 1.7
92 root 1.41 tl_map.insert (std::make_pair (tl->name, tl));
93     }
94 elmex 1.1
95 root 1.41 return tl;
96     }
97    
98     //TODO: class method
99     void
100     clear (treasurelist *tl)
101     {
102     if (tl->items)
103     {
104     free_treasurestruct (tl->items);
105     tl->items = 0;
106     }
107 root 1.44
108     tl->total_chance = 0;
109 elmex 1.1 }
110    
111 root 1.47 #ifdef TREASURE_DEBUG
112     /* recursived checks the linked list. Treasurelist is passed only
113     * so that the treasure name can be printed out
114     */
115     static void
116     check_treasurelist (const treasure *t, const treasurelist * tl)
117     {
118     if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119     LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120    
121     if (t->next)
122     check_treasurelist (t->next, tl);
123    
124     if (t->next_yes)
125     check_treasurelist (t->next_yes, tl);
126    
127     if (t->next_no)
128     check_treasurelist (t->next_no, tl);
129     }
130     #endif
131    
132 elmex 1.1 /*
133     * Reads the lib/treasure file from disk, and parses the contents
134     * into an internal treasure structure (very linked lists)
135     */
136 root 1.7 static treasure *
137 root 1.47 read_treasure (object_thawer &f)
138 root 1.7 {
139 root 1.41 treasure *t = new treasure;
140 root 1.7
141 root 1.47 f.next ();
142 root 1.42
143     for (;;)
144 root 1.7 {
145 root 1.46 coroapi::cede_to_tick_every (10);
146 root 1.7
147 root 1.42 switch (f.kw)
148 root 1.16 {
149 root 1.42 case KW_arch:
150     if (!(t->item = archetype::find (f.get_str ())))
151     LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
152     break;
153    
154     case KW_list: f.get (t->name); break;
155     case KW_change_name: f.get (t->change_arch.name); break;
156     case KW_change_title: f.get (t->change_arch.title); break;
157     case KW_change_slaying: f.get (t->change_arch.slaying); break;
158     case KW_chance: f.get (t->chance); break;
159     case KW_nrof: f.get (t->nrof); break;
160     case KW_magic: f.get (t->magic); break;
161    
162 root 1.47 case KW_yes: t->next_yes = read_treasure (f); continue;
163     case KW_no: t->next_no = read_treasure (f); continue;
164 root 1.42
165     case KW_end:
166 root 1.47 f.next ();
167 root 1.42 return t;
168    
169     case KW_more:
170 root 1.47 t->next = read_treasure (f);
171 root 1.42 return t;
172    
173     default:
174 root 1.47 if (!f.parse_error ("treasurelist", t->name))
175     return 0;
176 root 1.42
177     return t;
178 root 1.16 }
179 root 1.47
180     f.next ();
181 elmex 1.1 }
182     }
183    
184     /*
185     * Each treasure is parsed with the help of load_treasure().
186     */
187 root 1.47 treasurelist *
188     treasurelist::read (object_thawer &f)
189 root 1.7 {
190 root 1.47 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
191 root 1.7
192 root 1.47 bool one = f.kw == KW_treasureone;
193     treasurelist *tl = treasurelist::get (f.get_str ());
194     clear (tl);
195     tl->items = read_treasure (f);
196     if (!tl->items)
197     return 0;
198 root 1.42
199 root 1.47 /* This is a one of the many items on the list should be generated.
200     * Add up the chance total, and check to make sure the yes & no
201     * fields of the treasures are not being used.
202     */
203     tl->total_chance = 0;
204 root 1.42
205 root 1.47 if (one)
206 root 1.7 {
207 root 1.47 for (treasure *t = tl->items; t; t = t->next)
208 root 1.16 {
209 root 1.47 if (t->next_yes || t->next_no)
210 root 1.42 {
211 root 1.47 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
212     LOG (llevError, " the next_yes or next_no field is set\n");
213 root 1.16 }
214 elmex 1.1
215 root 1.47 tl->total_chance += t->chance;
216 root 1.42 }
217 root 1.47 }
218 root 1.42
219 root 1.47 return tl;
220 elmex 1.1 }
221    
222     /*
223     * Generates the objects specified by the given treasure.
224     * It goes recursively through the rest of the linked list.
225     * If there is a certain percental chance for a treasure to be generated,
226     * this is taken into consideration.
227     * The second argument specifies for which object the treasure is
228     * being generated.
229     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
230     * abilities. This is used by summon spells, thus no summoned monsters
231     * start with equipment, but only their abilities).
232     */
233 root 1.7 static void
234 root 1.16 put_treasure (object *op, object *creator, int flags)
235 elmex 1.1 {
236 root 1.7 object *tmp;
237 elmex 1.1
238 root 1.7 /* Bit of a hack - spells should never be put onto the map. The entire
239     * treasure stuff is a problem - there is no clear idea of knowing
240     * this is the original object, or if this is an object that should be created
241     * by another object.
242     */
243     if (flags & GT_ENVIRONMENT && op->type != SPELL)
244     {
245     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
246 root 1.29 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
247 root 1.7 }
248     else
249     {
250 root 1.29 op = creator->insert (op);
251 root 1.27
252 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
253 root 1.16 monster_check_apply (creator, op);
254 root 1.27
255     if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
256 root 1.16 esrv_send_item (tmp, op);
257 elmex 1.1 }
258     }
259    
260     /* if there are change_xxx commands in the treasure, we include the changes
261     * in the generated object
262     */
263 root 1.7 static void
264 root 1.12 change_treasure (treasure *t, object *op)
265 elmex 1.1 {
266 root 1.7 /* CMD: change_name xxxx */
267     if (t->change_arch.name)
268 elmex 1.1 {
269 root 1.7 op->name = t->change_arch.name;
270     op->name_pl = t->change_arch.name;
271 elmex 1.1 }
272    
273 root 1.7 if (t->change_arch.title)
274     op->title = t->change_arch.title;
275    
276     if (t->change_arch.slaying)
277     op->slaying = t->change_arch.slaying;
278     }
279    
280 root 1.41 static void
281 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
282 root 1.7 {
283 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
284 elmex 1.1 {
285 root 1.7 if (t->name)
286 root 1.16 {
287 elmex 1.30 if (difficulty >= t->magic)
288 root 1.47 if (treasurelist *tl = treasurelist::find (t->name))
289     create_treasure (tl, op, flag, difficulty, tries);
290     else
291     LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
292 root 1.16 }
293 root 1.7 else
294 root 1.16 {
295 elmex 1.30 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
296 root 1.16 {
297 root 1.41 object *tmp = arch_to_object (t->item);
298    
299 root 1.16 if (t->nrof && tmp->nrof <= 1)
300 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
301    
302 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
303     change_treasure (t, tmp);
304     put_treasure (tmp, op, flag);
305     }
306     }
307 root 1.12
308 root 1.41 if (t->next_yes)
309 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
310 elmex 1.1 }
311 root 1.41 else if (t->next_no)
312 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
313 root 1.12
314 root 1.41 if (t->next)
315 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
316 elmex 1.1 }
317    
318 root 1.41 static void
319 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
320 root 1.7 {
321 root 1.35 int value = rndm (tl->total_chance);
322 root 1.7 treasure *t;
323 elmex 1.1
324 root 1.7 if (tries++ > 100)
325     {
326     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
327     return;
328     }
329 root 1.12
330 root 1.41 for (t = tl->items; t; t = t->next)
331 root 1.7 {
332     value -= t->chance;
333 root 1.12
334 root 1.7 if (value < 0)
335 root 1.16 break;
336 root 1.7 }
337 elmex 1.1
338 root 1.7 if (!t || value >= 0)
339 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
340 root 1.12
341 root 1.7 if (t->name)
342     {
343     if (difficulty >= t->magic)
344 elmex 1.26 {
345 root 1.41 treasurelist *tl = treasurelist::find (t->name);
346 elmex 1.26 if (tl)
347     create_treasure (tl, op, flag, difficulty, tries);
348     }
349 root 1.7 else if (t->nrof)
350 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
351 elmex 1.1 }
352 root 1.41 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
353 root 1.7 {
354 root 1.41 if (object *tmp = arch_to_object (t->item))
355     {
356     if (t->nrof && tmp->nrof <= 1)
357     tmp->nrof = rndm (t->nrof) + 1;
358 root 1.12
359 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360     change_treasure (t, tmp);
361     put_treasure (tmp, op, flag);
362     }
363 elmex 1.1 }
364     }
365    
366     /* This calls the appropriate treasure creation function. tries is passed
367     * to determine how many list transitions or attempts to create treasure
368     * have been made. It is really in place to prevent infinite loops with
369     * list transitions, or so that excessively good treasure will not be
370     * created on weak maps, because it will exceed the number of allowed tries
371     * to do that.
372     */
373 root 1.7 void
374 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
375 elmex 1.1 {
376 root 1.41 // empty treasurelists are legal
377     if (!tl->items)
378     return;
379    
380 root 1.7 if (tries++ > 100)
381     {
382     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
383     return;
384     }
385 root 1.37
386 elmex 1.30 if (tl->total_chance)
387     create_one_treasure (tl, op, flag, difficulty, tries);
388 root 1.7 else
389 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
390 elmex 1.1 }
391    
392     /* This is similar to the old generate treasure function. However,
393     * it instead takes a treasurelist. It is really just a wrapper around
394     * create_treasure. We create a dummy object that the treasure gets
395     * inserted into, and then return that treausre
396     */
397 root 1.7 object *
398 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
399 elmex 1.1 {
400 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
401    
402 root 1.24 object *ob = object::create (), *tmp;
403 elmex 1.1
404 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
405 elmex 1.1
406 root 1.7 /* Don't want to free the object we are about to return */
407     tmp = ob->inv;
408     if (tmp != NULL)
409 root 1.23 tmp->remove ();
410 root 1.21
411 root 1.7 if (ob->inv)
412 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
413    
414 root 1.24 ob->destroy ();
415 root 1.7 return tmp;
416 elmex 1.1 }
417    
418     /*
419     * This is a new way of calculating the chance for an item to have
420     * a specific magical bonus.
421     * The array has two arguments, the difficulty of the level, and the
422     * magical bonus "wanted".
423     */
424    
425 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
426 root 1.16
427 root 1.42 // chance of magic difficulty
428     // +0 +1 +2 +3 +4
429     {95, 2, 2, 1, 0}, // 1
430     {92, 5, 2, 1, 0}, // 2
431     {85, 10, 4, 1, 0}, // 3
432     {80, 14, 4, 2, 0}, // 4
433     {75, 17, 5, 2, 1}, // 5
434     {70, 18, 8, 3, 1}, // 6
435     {65, 21, 10, 3, 1}, // 7
436     {60, 22, 12, 4, 2}, // 8
437     {55, 25, 14, 4, 2}, // 9
438     {50, 27, 16, 5, 2}, // 10
439     {45, 28, 18, 6, 3}, // 11
440     {42, 28, 20, 7, 3}, // 12
441     {40, 27, 21, 8, 4}, // 13
442     {38, 25, 22, 10, 5}, // 14
443     {36, 23, 23, 12, 6}, // 15
444     {33, 21, 24, 14, 8}, // 16
445     {31, 19, 25, 16, 9}, // 17
446     {27, 15, 30, 18, 10}, // 18
447     {20, 12, 30, 25, 13}, // 19
448     {15, 10, 28, 30, 17}, // 20
449     {13, 9, 27, 28, 23}, // 21
450     {10, 8, 25, 28, 29}, // 22
451     { 8, 7, 23, 26, 36}, // 23
452     { 6, 6, 20, 22, 46}, // 24
453     { 4, 5, 17, 18, 56}, // 25
454     { 2, 4, 12, 14, 68}, // 26
455     { 0, 3, 7, 10, 80}, // 27
456     { 0, 0, 3, 7, 90}, // 28
457     { 0, 0, 0, 3, 97}, // 29
458     { 0, 0, 0, 0, 100}, // 30
459     { 0, 0, 0, 0, 100}, // 31
460 elmex 1.1 };
461    
462    
463     /* calculate the appropriate level for wands staves and scrolls.
464     * This code presumes that op has had its spell object created (in op->inv)
465     *
466     * elmex Wed Aug 9 17:44:59 CEST 2006:
467     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
468     */
469    
470 root 1.7 int
471 root 1.16 level_for_item (const object *op, int difficulty)
472 elmex 1.1 {
473 pippijn 1.14 int olevel = 0;
474 elmex 1.1
475     if (!op->inv)
476     {
477 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
478     return 0;
479 elmex 1.1 }
480    
481     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
482    
483     if (olevel <= 0)
484     olevel = rndm (1, MIN (op->inv->level, 1));
485    
486     if (olevel > MAXLEVEL)
487     olevel = MAXLEVEL;
488    
489     return olevel;
490     }
491    
492     /*
493     * Based upon the specified difficulty and upon the difftomagic_list array,
494     * a random magical bonus is returned. This is used when determine
495     * the magical bonus created on specific maps.
496     *
497     * elmex Thu Aug 10 18:45:44 CEST 2006:
498     * Scaling difficulty by max_level, as difficulty is a level and not some
499     * weird integer between 1-31.
500     *
501     */
502 root 1.7 int
503     magic_from_difficulty (int difficulty)
504 elmex 1.1 {
505     int percent = 0, magic = 0;
506     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
507    
508     scaled_diff--;
509    
510 root 1.7 if (scaled_diff < 0)
511 elmex 1.1 scaled_diff = 0;
512    
513     if (scaled_diff >= DIFFLEVELS)
514 root 1.7 scaled_diff = DIFFLEVELS - 1;
515 elmex 1.1
516 root 1.33 percent = rndm (100);
517 elmex 1.1
518 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
519 elmex 1.1 {
520     percent -= difftomagic_list[scaled_diff][magic];
521    
522     if (percent < 0)
523 root 1.16 break;
524 elmex 1.1 }
525    
526     if (magic == (MAXMAGIC + 1))
527     {
528 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
529 elmex 1.1 magic = 0;
530     }
531    
532 root 1.33 magic = (rndm (3)) ? magic : -magic;
533 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
534    
535     return magic;
536     }
537    
538     /*
539     * Sets magical bonus in an object, and recalculates the effect on
540     * the armour variable, and the effect on speed of armour.
541     * This function doesn't work properly, should add use of archetypes
542     * to make it truly absolute.
543     */
544    
545 root 1.7 void
546 root 1.16 set_abs_magic (object *op, int magic)
547 root 1.7 {
548     if (!magic)
549 elmex 1.1 return;
550    
551 root 1.7 op->magic = magic;
552     if (op->arch)
553     {
554     if (op->type == ARMOUR)
555 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
556 root 1.7
557 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
558 root 1.16 magic = (-magic);
559 root 1.7 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
560     }
561     else
562     {
563     if (op->type == ARMOUR)
564 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
565 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
566 root 1.16 magic = (-magic);
567 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
568     }
569 elmex 1.1 }
570    
571     /*
572     * Sets a random magical bonus in the given object based upon
573     * the given difficulty, and the given max possible bonus.
574     */
575    
576 root 1.7 static void
577 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
578 elmex 1.1 {
579     int i;
580 root 1.16
581 root 1.7 i = magic_from_difficulty (difficulty);
582 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
583 root 1.7 i = -i;
584     if (i > max_magic)
585 elmex 1.1 i = max_magic;
586 root 1.7 set_abs_magic (op, i);
587 elmex 1.1 if (i < 0)
588 root 1.7 SET_FLAG (op, FLAG_CURSED);
589 elmex 1.1 }
590    
591     /*
592     * Randomly adds one magical ability to the given object.
593     * Modified for Partial Resistance in many ways:
594     * 1) Since rings can have multiple bonuses, if the same bonus
595     * is rolled again, increase it - the bonuses now stack with
596     * other bonuses previously rolled and ones the item might natively have.
597     * 2) Add code to deal with new PR method.
598     */
599 root 1.7 void
600 root 1.16 set_ring_bonus (object *op, int bonus)
601 root 1.7 {
602 elmex 1.1
603 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
604 elmex 1.1
605 root 1.7 if (op->type == AMULET)
606     {
607 root 1.33 if (!(rndm (21)))
608     r = 20 + rndm (2);
609 root 1.7 else
610 root 1.16 {
611 root 1.35 if (rndm (2))
612 root 1.16 r = 10;
613     else
614 root 1.33 r = 11 + rndm (9);
615 root 1.16 }
616 root 1.7 }
617    
618     switch (r)
619     {
620 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
621     * bonuses and penalties will stack and add to existing values.
622     * of the item.
623     */
624     case 0:
625     case 1:
626     case 2:
627     case 3:
628     case 4:
629     case 5:
630     case 6:
631     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
632     break;
633    
634     case 7:
635     op->stats.dam += bonus;
636     break;
637    
638     case 8:
639     op->stats.wc += bonus;
640     break;
641    
642     case 9:
643     op->stats.food += bonus; /* hunger/sustenance */
644     break;
645    
646     case 10:
647     op->stats.ac += bonus;
648     break;
649    
650     /* Item that gives protections/vulnerabilities */
651     case 11:
652     case 12:
653     case 13:
654     case 14:
655     case 15:
656     case 16:
657     case 17:
658     case 18:
659     case 19:
660     {
661 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
662 root 1.16
663     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
664 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
665 root 1.16
666     /* Cursed items need to have higher negative values to equal out with
667     * positive values for how protections work out. Put another
668     * little random element in since that they don't always end up with
669     * even values.
670     */
671     if (bonus < 0)
672 root 1.35 val = 2 * -val - rndm (b);
673 root 1.16 if (val > 35)
674     val = 35; /* Upper limit */
675     b = 0;
676 root 1.34
677 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
678 root 1.34 resist = rndm (num_resist_table);
679    
680 root 1.16 if (b == 4)
681     return; /* Not able to find a free resistance */
682 root 1.34
683 root 1.16 op->resist[resist_table[resist]] = val;
684     /* We should probably do something more clever here to adjust value
685     * based on how good a resistance we gave.
686     */
687     break;
688     }
689     case 20:
690     if (op->type == AMULET)
691     {
692     SET_FLAG (op, FLAG_REFL_SPELL);
693     op->value *= 11;
694     }
695     else
696     {
697     op->stats.hp = 1; /* regenerate hit points */
698     op->value *= 4;
699     }
700     break;
701    
702     case 21:
703     if (op->type == AMULET)
704     {
705     SET_FLAG (op, FLAG_REFL_MISSILE);
706     op->value *= 9;
707     }
708     else
709     {
710     op->stats.sp = 1; /* regenerate spell points */
711     op->value *= 3;
712     }
713     break;
714    
715     case 22:
716     op->stats.exp += bonus; /* Speed! */
717     op->value = (op->value * 2) / 3;
718     break;
719 root 1.7 }
720 root 1.34
721 root 1.7 if (bonus > 0)
722     op->value *= 2 * bonus;
723     else
724     op->value = -(op->value * 2 * bonus) / 3;
725 elmex 1.1 }
726    
727     /*
728     * get_magic(diff) will return a random number between 0 and 4.
729     * diff can be any value above 2. The higher the diff-variable, the
730     * higher is the chance of returning a low number.
731     * It is only used in fix_generated_treasure() to set bonuses on
732     * rings and amulets.
733     * Another scheme is used to calculate the magic of weapons and armours.
734     */
735 root 1.7 int
736     get_magic (int diff)
737     {
738 elmex 1.1 int i;
739 root 1.16
740 root 1.7 if (diff < 3)
741     diff = 3;
742 root 1.35
743 root 1.7 for (i = 0; i < 4; i++)
744 root 1.35 if (rndm (diff))
745 root 1.7 return i;
746 root 1.35
747 elmex 1.1 return 4;
748     }
749    
750     #define DICE2 (get_magic(2)==2?2:1)
751 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
752 elmex 1.1
753     /*
754     * fix_generated_item(): This is called after an item is generated, in
755     * order to set it up right. This produced magical bonuses, puts spells
756     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
757     */
758 root 1.16
759 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
760     * op->type. Right now, which stuff the creator passes on is object type
761     * dependant. I know this is a spagetti manuever, but is there a cleaner
762     * way to do this? b.t. */
763 root 1.16
764 elmex 1.1 /*
765     * ! (flags & GT_ENVIRONMENT):
766     * Automatically calls fix_flesh_item().
767     *
768     * flags:
769     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
770     * value.
771     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
772     * a working object - don't change magic, value, etc, but set it material
773     * type as appropriate, for objects that need spell objects, set those, etc
774     */
775 root 1.7 void
776 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
777 elmex 1.1 {
778     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
779    
780     if (!creator || creator->type == op->type)
781 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
782 elmex 1.1
783     /* If we make an artifact, this information will be destroyed */
784     save_item_power = op->item_power;
785     op->item_power = 0;
786    
787     if (op->randomitems && op->type != SPELL)
788     {
789     create_treasure (op->randomitems, op, flags, difficulty, 0);
790     if (!op->inv)
791 root 1.42 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
792 elmex 1.1
793     /* So the treasure doesn't get created again */
794 root 1.42 op->randomitems = 0;
795 elmex 1.1 }
796    
797     if (difficulty < 1)
798     difficulty = 1;
799    
800 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
801     ARG_OBJECT (creator != op ? creator : 0),
802     ARG_INT (difficulty), ARG_INT (max_magic),
803     ARG_INT (flags)))
804     return;
805    
806 elmex 1.1 if (!(flags & GT_MINIMAL))
807     {
808     if (op->arch == crown_arch)
809 root 1.16 {
810     set_magic (difficulty, op, max_magic, flags);
811     num_enchantments = calc_item_power (op, 1);
812     generate_artifact (op, difficulty);
813     }
814 elmex 1.1 else
815 root 1.16 {
816     if (!op->magic && max_magic)
817     set_magic (difficulty, op, max_magic, flags);
818    
819     num_enchantments = calc_item_power (op, 1);
820    
821 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
822     || op->type == HORN
823     || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
824 root 1.16 * used for shop_floors or treasures */
825     generate_artifact (op, difficulty);
826     }
827 elmex 1.1
828     /* Object was made an artifact. Calculate its item_power rating.
829     * the item_power in the object is what the artfiact adds.
830     */
831     if (op->title)
832 root 1.16 {
833     /* if save_item_power is set, then most likely we started with an
834     * artifact and have added new abilities to it - this is rare, but
835     * but I have seen things like 'strange rings of fire'. So just figure
836     * out the power from the base power plus what this one adds. Note
837     * that since item_power is not quite linear, this actually ends up
838     * being somewhat of a bonus
839     */
840     if (save_item_power)
841     op->item_power = save_item_power + get_power_from_ench (op->item_power);
842     else
843     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
844     }
845 elmex 1.1 else if (save_item_power)
846 root 1.16 {
847     /* restore the item_power field to the object if we haven't changed it.
848     * we don't care about num_enchantments - that will basically just
849     * have calculated some value from the base attributes of the archetype.
850     */
851     op->item_power = save_item_power;
852     }
853 elmex 1.1 else
854 root 1.16 {
855     /* item_power was zero. This is suspicious, as it may be because it
856     * was never previously calculated. Let's compute a value and see if
857     * it is non-zero. If it indeed is, then assign it as the new
858     * item_power value.
859     * - gros, 21th of July 2006.
860     */
861     op->item_power = calc_item_power (op, 0);
862     save_item_power = op->item_power; /* Just in case it would get used
863     * again below */
864     }
865 elmex 1.1 }
866    
867     /* materialtype modifications. Note we allow this on artifacts. */
868     set_materialname (op, difficulty, NULL);
869    
870     if (flags & GT_MINIMAL)
871     {
872     if (op->type == POTION)
873 root 1.16 /* Handle healing and magic power potions */
874     if (op->stats.sp && !op->randomitems)
875     {
876     object *tmp;
877    
878     tmp = get_archetype (spell_mapping[op->stats.sp]);
879     insert_ob_in_ob (tmp, op);
880     op->stats.sp = 0;
881     }
882 elmex 1.1 }
883 root 1.16 else if (!op->title) /* Only modify object if not special */
884 elmex 1.1 switch (op->type)
885     {
886 root 1.16 case WEAPON:
887     case ARMOUR:
888     case SHIELD:
889     case HELMET:
890     case CLOAK:
891 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
892 root 1.16 set_ring_bonus (op, -DICE2);
893     break;
894    
895     case BRACERS:
896 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
897 root 1.16 {
898     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
899     if (!QUERY_FLAG (op, FLAG_CURSED))
900     op->value *= 3;
901     }
902     break;
903    
904     case POTION:
905     {
906     int too_many_tries = 0, is_special = 0;
907    
908     /* Handle healing and magic power potions */
909     if (op->stats.sp && !op->randomitems)
910     {
911     object *tmp;
912    
913     tmp = get_archetype (spell_mapping[op->stats.sp]);
914     insert_ob_in_ob (tmp, op);
915     op->stats.sp = 0;
916     }
917    
918     while (!(is_special = special_potion (op)) && !op->inv)
919     {
920     generate_artifact (op, difficulty);
921     if (too_many_tries++ > 10)
922     break;
923     }
924    
925     /* don't want to change value for healing/magic power potions,
926     * since the value set on those is already correct.
927     */
928     if (op->inv && op->randomitems)
929     {
930     /* value multiplier is same as for scrolls */
931     op->value = (op->value * op->inv->value);
932 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
933 root 1.16 }
934     else
935     {
936     op->name = "potion";
937     op->name_pl = "potions";
938     }
939    
940 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
941 root 1.16 SET_FLAG (op, FLAG_CURSED);
942     break;
943     }
944    
945     case AMULET:
946     if (op->arch == amulet_arch)
947     op->value *= 5; /* Since it's not just decoration */
948    
949     case RING:
950     if (op->arch == NULL)
951     {
952 root 1.24 op->destroy ();
953     op = 0;
954 root 1.16 break;
955     }
956    
957     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
958     break;
959    
960 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
961 root 1.16 SET_FLAG (op, FLAG_CURSED);
962    
963     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
964    
965     if (op->type != RING) /* Amulets have only one ability */
966     break;
967    
968 root 1.33 if (!(rndm (4)))
969 root 1.16 {
970 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
971 root 1.16
972     if (d > 0)
973     op->value *= 3;
974    
975     set_ring_bonus (op, d);
976    
977 root 1.33 if (!(rndm (4)))
978 root 1.16 {
979 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
980 root 1.16
981     if (d > 0)
982     op->value *= 5;
983     set_ring_bonus (op, d);
984     }
985     }
986    
987     if (GET_ANIM_ID (op))
988 root 1.35 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
989 root 1.16
990     break;
991    
992     case BOOK:
993     /* Is it an empty book?, if yes lets make a special·
994     * msg for it, and tailor its properties based on the·
995     * creator and/or map level we found it on.
996     */
997 root 1.33 if (!op->msg && rndm (10))
998 root 1.16 {
999     /* set the book level properly */
1000     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1001     {
1002     if (op->map && op->map->difficulty)
1003 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1004 root 1.16 else
1005 root 1.33 op->level = rndm (20) + 1;
1006 root 1.16 }
1007     else
1008 root 1.35 op->level = rndm (creator->level);
1009 root 1.16
1010     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1011     /* books w/ info are worth more! */
1012     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1013     /* creator related stuff */
1014    
1015     /* for library, chained books. Note that some monsters have no_pick
1016     * set - we don't want to set no pick in that case.
1017     */
1018     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1019     SET_FLAG (op, FLAG_NO_PICK);
1020     if (creator->slaying && !op->slaying) /* for check_inv floors */
1021     op->slaying = creator->slaying;
1022    
1023     /* add exp so reading it gives xp (once) */
1024     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1025     }
1026     break;
1027    
1028     case SPELLBOOK:
1029     op->value = op->value * op->inv->value;
1030     /* add exp so learning gives xp */
1031     op->level = op->inv->level;
1032     op->stats.exp = op->value;
1033     break;
1034    
1035     case WAND:
1036     /* nrof in the treasure list is number of charges,
1037     * not number of wands. So copy that into food (charges),
1038     * and reset nrof.
1039     */
1040     op->stats.food = op->inv->nrof;
1041     op->nrof = 1;
1042     /* If the spell changes by level, choose a random level
1043     * for it, and adjust price. If the spell doesn't
1044     * change by level, just set the wand to the level of
1045     * the spell, and value calculation is simpler.
1046     */
1047     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1048     {
1049     op->level = level_for_item (op, difficulty);
1050     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1051     }
1052     else
1053     {
1054     op->level = op->inv->level;
1055     op->value = op->value * op->inv->value;
1056     }
1057     break;
1058    
1059     case ROD:
1060     op->level = level_for_item (op, difficulty);
1061     /* Add 50 to both level an divisor to keep prices a little more
1062     * reasonable. Otherwise, a high level version of a low level
1063     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1064     * 10 time multiplier). This way, the value are a bit more reasonable.
1065     */
1066     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1067     /* maxhp is used to denote how many 'charges' the rod holds before */
1068     if (op->stats.maxhp)
1069     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1070     else
1071     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1072    
1073     op->stats.hp = op->stats.maxhp;
1074     break;
1075    
1076     case SCROLL:
1077     op->level = level_for_item (op, difficulty);
1078     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1079    
1080     /* add exp so reading them properly gives xp */
1081     op->stats.exp = op->value / 5;
1082     op->nrof = op->inv->nrof;
1083     break;
1084    
1085     case RUNE:
1086     trap_adjust (op, difficulty);
1087     break;
1088    
1089     case TRAP:
1090     trap_adjust (op, difficulty);
1091     break;
1092     } /* switch type */
1093 elmex 1.1
1094     if (flags & GT_STARTEQUIP)
1095     {
1096 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1097 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1098 elmex 1.1 else if (op->type != MONEY)
1099 root 1.16 op->value = 0;
1100 elmex 1.1 }
1101    
1102     if (!(flags & GT_ENVIRONMENT))
1103     fix_flesh_item (op, creator);
1104     }
1105    
1106     /*
1107     *
1108     *
1109     * CODE DEALING WITH ARTIFACTS STARTS HERE
1110     *
1111     *
1112     */
1113    
1114     /*
1115     * Allocate and return the pointer to an empty artifactlist structure.
1116     */
1117 root 1.7 static artifactlist *
1118     get_empty_artifactlist (void)
1119     {
1120 root 1.41 return salloc0 <artifactlist> ();
1121 elmex 1.1 }
1122    
1123     /*
1124     * Allocate and return the pointer to an empty artifact structure.
1125     */
1126 root 1.7 static artifact *
1127     get_empty_artifact (void)
1128     {
1129 root 1.41 return salloc0 <artifact> ();
1130 elmex 1.1 }
1131    
1132     /*
1133     * Searches the artifact lists and returns one that has the same type
1134     * of objects on it.
1135     */
1136 root 1.7 artifactlist *
1137     find_artifactlist (int type)
1138     {
1139 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1140 root 1.7 if (al->type == type)
1141     return al;
1142 root 1.38
1143     return 0;
1144 elmex 1.1 }
1145    
1146     /*
1147     * For debugging purposes. Dumps all tables.
1148     */
1149 root 1.7 void
1150     dump_artifacts (void)
1151     {
1152 elmex 1.1 artifactlist *al;
1153     artifact *art;
1154     linked_char *next;
1155    
1156 root 1.7 fprintf (logfile, "\n");
1157     for (al = first_artifactlist; al != NULL; al = al->next)
1158     {
1159     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1160     for (art = al->items; art != NULL; art = art->next)
1161 root 1.16 {
1162     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1163     if (art->allowed != NULL)
1164     {
1165 root 1.38 fprintf (logfile, "\tallowed combinations:");
1166 root 1.16 for (next = art->allowed; next != NULL; next = next->next)
1167     fprintf (logfile, "%s,", &next->name);
1168     fprintf (logfile, "\n");
1169     }
1170     }
1171 elmex 1.1 }
1172 root 1.7 fprintf (logfile, "\n");
1173 elmex 1.1 }
1174    
1175     /*
1176     * For debugging purposes. Dumps all treasures recursively (see below).
1177     */
1178 root 1.7 void
1179 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1180 elmex 1.1 {
1181     treasurelist *tl;
1182 root 1.7 int i;
1183 elmex 1.1
1184     if (depth > 100)
1185     return;
1186 root 1.41
1187 elmex 1.30 while (t)
1188 elmex 1.1 {
1189 elmex 1.30 if (t->name)
1190 root 1.16 {
1191     for (i = 0; i < depth; i++)
1192     fprintf (logfile, " ");
1193 root 1.41
1194 root 1.16 fprintf (logfile, "{ (list: %s)\n", &t->name);
1195 root 1.41
1196     tl = treasurelist::find (t->name);
1197 elmex 1.26 if (tl)
1198     dump_monster_treasure_rec (name, tl->items, depth + 2);
1199 root 1.41
1200 root 1.16 for (i = 0; i < depth; i++)
1201     fprintf (logfile, " ");
1202 root 1.41
1203 root 1.16 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1204     }
1205 elmex 1.1 else
1206 root 1.16 {
1207     for (i = 0; i < depth; i++)
1208     fprintf (logfile, " ");
1209 root 1.41
1210 elmex 1.30 if (t->item && t->item->clone.type == FLESH)
1211 root 1.16 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1212     else
1213     fprintf (logfile, "%s\n", &t->item->clone.name);
1214     }
1215 elmex 1.30
1216     if (t->next_yes)
1217 root 1.16 {
1218     for (i = 0; i < depth; i++)
1219     fprintf (logfile, " ");
1220 root 1.41
1221 root 1.16 fprintf (logfile, " (if yes)\n");
1222     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1223     }
1224 elmex 1.30
1225     if (t->next_no)
1226 root 1.16 {
1227     for (i = 0; i < depth; i++)
1228     fprintf (logfile, " ");
1229 root 1.41
1230 root 1.16 fprintf (logfile, " (if no)\n");
1231     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1232     }
1233 elmex 1.30
1234 elmex 1.1 t = t->next;
1235     }
1236     }
1237    
1238     /*
1239     * For debugging purposes. Dumps all treasures for a given monster.
1240     * Created originally by Raphael Quinet for debugging the alchemy code.
1241     */
1242 root 1.7 void
1243     dump_monster_treasure (const char *name)
1244 elmex 1.1 {
1245     archetype *at;
1246 root 1.7 int found;
1247 elmex 1.1
1248     found = 0;
1249     fprintf (logfile, "\n");
1250 root 1.38
1251 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1252     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1253 elmex 1.1 {
1254 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1255     if (at->clone.randomitems != NULL)
1256     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1257     else
1258     fprintf (logfile, "(nothing)\n");
1259 root 1.38
1260 root 1.16 fprintf (logfile, "\n");
1261     found++;
1262 elmex 1.1 }
1263 root 1.38
1264 elmex 1.1 if (found == 0)
1265     fprintf (logfile, "No objects have the name %s!\n\n", name);
1266     }
1267    
1268     /*
1269     * Builds up the lists of artifacts from the file in the libdir.
1270     */
1271 root 1.7 void
1272     init_artifacts (void)
1273     {
1274     static int has_been_inited = 0;
1275 pippijn 1.39 char filename[MAX_BUF];
1276 root 1.7 artifact *art = NULL;
1277     artifactlist *al;
1278    
1279     if (has_been_inited)
1280     return;
1281     else
1282     has_been_inited = 1;
1283 elmex 1.1
1284 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1285 root 1.38 object_thawer f (filename);
1286 elmex 1.1
1287 root 1.38 if (!f)
1288 root 1.7 return;
1289 elmex 1.1
1290 root 1.38 f.next ();
1291    
1292     for (;;)
1293 root 1.7 {
1294 root 1.38 switch (f.kw)
1295     {
1296     case KW_allowed:
1297     if (!art)
1298 root 1.47 art = get_empty_artifact ();
1299 root 1.7
1300 root 1.16 {
1301 root 1.38 if (!strcmp (f.get_str (), "all"))
1302     break;
1303    
1304     char *next, *cp = f.get_str ();
1305    
1306     do
1307     {
1308     if ((next = strchr (cp, ',')))
1309     *next++ = '\0';
1310    
1311     linked_char *tmp = new linked_char;
1312    
1313     tmp->name = cp;
1314     tmp->next = art->allowed;
1315     art->allowed = tmp;
1316     }
1317     while ((cp = next));
1318 root 1.16 }
1319 root 1.38 break;
1320    
1321     case KW_chance:
1322     f.get (art->chance);
1323     break;
1324    
1325     case KW_difficulty:
1326     f.get (art->difficulty);
1327     break;
1328 root 1.16
1329 root 1.38 case KW_object:
1330 root 1.16 {
1331 root 1.38 art->item = object::create ();
1332    
1333     if (!art->item->parse_kv (f))
1334     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1335    
1336     al = find_artifactlist (art->item->type);
1337    
1338     if (!al)
1339     {
1340     al = get_empty_artifactlist ();
1341     al->type = art->item->type;
1342     al->next = first_artifactlist;
1343     first_artifactlist = al;
1344     }
1345    
1346     art->next = al->items;
1347     al->items = art;
1348     art = 0;
1349 root 1.16 }
1350 root 1.38 continue;
1351 root 1.10
1352 root 1.38 case KW_EOF:
1353     goto done;
1354 root 1.10
1355 root 1.38 default:
1356     if (!f.parse_error ("artifacts file"))
1357     cleanup ("artifacts file required");
1358     break;
1359 root 1.16 }
1360 root 1.38
1361     f.next ();
1362 root 1.7 }
1363 root 1.3
1364 root 1.38 done:
1365     for (al = first_artifactlist; al; al = al->next)
1366 root 1.7 {
1367 root 1.47 al->total_chance = 0;
1368    
1369 root 1.38 for (art = al->items; art; art = art->next)
1370 root 1.16 {
1371     if (!art->chance)
1372     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1373     else
1374     al->total_chance += art->chance;
1375     }
1376 elmex 1.1 #if 0
1377 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1378 elmex 1.1 #endif
1379     }
1380    
1381 root 1.7 LOG (llevDebug, "done.\n");
1382 elmex 1.1 }
1383    
1384     /*
1385     * Used in artifact generation. The bonuses of the first object
1386     * is modified by the bonuses of the second object.
1387     */
1388 root 1.7 void
1389 root 1.16 add_abilities (object *op, object *change)
1390 root 1.7 {
1391 pippijn 1.14 int i, tmp;
1392 elmex 1.1
1393 root 1.7 if (change->face != blank_face)
1394     {
1395 elmex 1.1 #ifdef TREASURE_VERBOSE
1396 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1397 elmex 1.1 #endif
1398 root 1.7 op->face = change->face;
1399 elmex 1.1 }
1400    
1401 root 1.7 for (i = 0; i < NUM_STATS; i++)
1402     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1403    
1404     op->attacktype |= change->attacktype;
1405     op->path_attuned |= change->path_attuned;
1406     op->path_repelled |= change->path_repelled;
1407     op->path_denied |= change->path_denied;
1408     op->move_type |= change->move_type;
1409     op->stats.luck += change->stats.luck;
1410    
1411     if (QUERY_FLAG (change, FLAG_CURSED))
1412     SET_FLAG (op, FLAG_CURSED);
1413     if (QUERY_FLAG (change, FLAG_DAMNED))
1414     SET_FLAG (op, FLAG_DAMNED);
1415     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1416     set_abs_magic (op, -op->magic);
1417    
1418     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1419     SET_FLAG (op, FLAG_LIFESAVE);
1420     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1421     SET_FLAG (op, FLAG_REFL_SPELL);
1422     if (QUERY_FLAG (change, FLAG_STEALTH))
1423     SET_FLAG (op, FLAG_STEALTH);
1424     if (QUERY_FLAG (change, FLAG_XRAYS))
1425     SET_FLAG (op, FLAG_XRAYS);
1426     if (QUERY_FLAG (change, FLAG_BLIND))
1427     SET_FLAG (op, FLAG_BLIND);
1428     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1429     SET_FLAG (op, FLAG_SEE_IN_DARK);
1430     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1431     SET_FLAG (op, FLAG_REFL_MISSILE);
1432     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1433     SET_FLAG (op, FLAG_MAKE_INVIS);
1434    
1435     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1436     {
1437     CLEAR_FLAG (op, FLAG_ANIMATE);
1438     /* so artifacts will join */
1439     if (!QUERY_FLAG (op, FLAG_ALIVE))
1440 root 1.16 op->speed = 0.0;
1441 root 1.12
1442 root 1.28 op->set_speed (op->speed);
1443 elmex 1.1 }
1444 root 1.7
1445     if (change->nrof)
1446 root 1.35 op->nrof = rndm (change->nrof) + 1;
1447 root 1.7
1448 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1449 root 1.7 op->stats.wc += change->stats.wc;
1450     op->stats.ac += change->stats.ac;
1451    
1452     if (change->other_arch)
1453     {
1454     /* Basically, for horns & potions, the other_arch field is the spell
1455     * to cast. So convert that to into a spell and put it into
1456     * this object.
1457     */
1458     if (op->type == HORN || op->type == POTION)
1459 root 1.16 {
1460     object *tmp_obj;
1461    
1462     /* Remove any spells this object currently has in it */
1463     while (op->inv)
1464 root 1.24 op->inv->destroy ();
1465 root 1.16
1466     tmp_obj = arch_to_object (change->other_arch);
1467     insert_ob_in_ob (tmp_obj, op);
1468     }
1469 root 1.7 /* No harm setting this for potions/horns */
1470     op->other_arch = change->other_arch;
1471     }
1472    
1473     if (change->stats.hp < 0)
1474     op->stats.hp = -change->stats.hp;
1475     else
1476     op->stats.hp += change->stats.hp;
1477    
1478     if (change->stats.maxhp < 0)
1479     op->stats.maxhp = -change->stats.maxhp;
1480     else
1481     op->stats.maxhp += change->stats.maxhp;
1482    
1483     if (change->stats.sp < 0)
1484     op->stats.sp = -change->stats.sp;
1485     else
1486     op->stats.sp += change->stats.sp;
1487    
1488     if (change->stats.maxsp < 0)
1489     op->stats.maxsp = -change->stats.maxsp;
1490     else
1491     op->stats.maxsp += change->stats.maxsp;
1492    
1493     if (change->stats.food < 0)
1494     op->stats.food = -(change->stats.food);
1495     else
1496     op->stats.food += change->stats.food;
1497    
1498     if (change->level < 0)
1499     op->level = -(change->level);
1500     else
1501     op->level += change->level;
1502    
1503     if (change->gen_sp_armour < 0)
1504     op->gen_sp_armour = -(change->gen_sp_armour);
1505     else
1506     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1507    
1508     op->item_power = change->item_power;
1509    
1510     for (i = 0; i < NROFATTACKS; i++)
1511 root 1.20 if (change->resist[i])
1512     op->resist[i] += change->resist[i];
1513 root 1.7
1514     if (change->stats.dam)
1515     {
1516     if (change->stats.dam < 0)
1517 root 1.16 op->stats.dam = (-change->stats.dam);
1518 root 1.7 else if (op->stats.dam)
1519 root 1.16 {
1520     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1521     if (tmp == op->stats.dam)
1522     {
1523     if (change->stats.dam < 10)
1524     op->stats.dam--;
1525     else
1526     op->stats.dam++;
1527     }
1528     else
1529     op->stats.dam = tmp;
1530     }
1531 root 1.7 }
1532    
1533     if (change->weight)
1534     {
1535     if (change->weight < 0)
1536 root 1.16 op->weight = (-change->weight);
1537 root 1.7 else
1538 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1539 root 1.7 }
1540    
1541     if (change->last_sp)
1542     {
1543     if (change->last_sp < 0)
1544 root 1.16 op->last_sp = (-change->last_sp);
1545 root 1.7 else
1546 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1547 root 1.7 }
1548    
1549     if (change->gen_sp_armour)
1550     {
1551     if (change->gen_sp_armour < 0)
1552 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1553 root 1.7 else
1554 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1555 root 1.7 }
1556    
1557     op->value *= change->value;
1558    
1559 root 1.36 if (change->materials)
1560     op->materials = change->materials;
1561 root 1.7
1562     if (change->materialname)
1563     op->materialname = change->materialname;
1564    
1565     if (change->slaying)
1566     op->slaying = change->slaying;
1567    
1568     if (change->race)
1569     op->race = change->race;
1570    
1571     if (change->msg)
1572     op->msg = change->msg;
1573 elmex 1.1 }
1574    
1575 root 1.7 static int
1576 root 1.16 legal_artifact_combination (object *op, artifact * art)
1577 root 1.7 {
1578 elmex 1.1 int neg, success = 0;
1579     linked_char *tmp;
1580     const char *name;
1581    
1582     if (art->allowed == (linked_char *) NULL)
1583 root 1.16 return 1; /* Ie, "all" */
1584 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1585     {
1586 elmex 1.1 #ifdef TREASURE_VERBOSE
1587 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1588 elmex 1.1 #endif
1589 root 1.7 if (*tmp->name == '!')
1590 root 1.16 name = tmp->name + 1, neg = 1;
1591 root 1.7 else
1592 root 1.16 name = tmp->name, neg = 0;
1593 root 1.7
1594     /* If we match name, then return the opposite of 'neg' */
1595     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1596 root 1.16 return !neg;
1597 root 1.7
1598     /* Set success as true, since if the match was an inverse, it means
1599     * everything is allowed except what we match
1600     */
1601     else if (neg)
1602 root 1.16 success = 1;
1603 root 1.7 }
1604 elmex 1.1 return success;
1605     }
1606    
1607     /*
1608     * Fixes the given object, giving it the abilities and titles
1609     * it should have due to the second artifact-template.
1610     */
1611    
1612 root 1.7 void
1613 root 1.12 give_artifact_abilities (object *op, object *artifct)
1614 root 1.7 {
1615 elmex 1.1 char new_name[MAX_BUF];
1616    
1617 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1618     op->title = new_name;
1619 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1620 elmex 1.1
1621 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1622 elmex 1.1 {
1623 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1624 root 1.16
1625 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1626     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1627 elmex 1.1 if (!identified)
1628 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1629 elmex 1.1 }
1630     #endif
1631     return;
1632     }
1633    
1634     /*
1635     * Decides randomly which artifact the object should be
1636     * turned into. Makes sure that the item can become that
1637     * artifact (means magic, difficulty, and Allowed fields properly).
1638     * Then calls give_artifact_abilities in order to actually create
1639     * the artifact.
1640     */
1641    
1642     /* Give 1 re-roll attempt per artifact */
1643     #define ARTIFACT_TRIES 2
1644    
1645 root 1.7 void
1646 root 1.16 generate_artifact (object *op, int difficulty)
1647 root 1.7 {
1648 elmex 1.1 artifactlist *al;
1649     artifact *art;
1650     int i;
1651    
1652 root 1.7 al = find_artifactlist (op->type);
1653    
1654     if (al == NULL)
1655     {
1656 root 1.16 #if 0 /* This is too verbose, usually */
1657 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1658 elmex 1.1 #endif
1659 root 1.7 return;
1660     }
1661    
1662     for (i = 0; i < ARTIFACT_TRIES; i++)
1663     {
1664 root 1.35 int roll = rndm (al->total_chance);
1665 elmex 1.1
1666 root 1.35 for (art = al->items; art; art = art->next)
1667 root 1.16 {
1668     roll -= art->chance;
1669     if (roll < 0)
1670     break;
1671     }
1672 elmex 1.1
1673 root 1.7 if (art == NULL || roll >= 0)
1674 root 1.16 {
1675 elmex 1.1 #if 1
1676 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1677 elmex 1.1 #endif
1678 root 1.16 return;
1679     }
1680 root 1.7 if (!strcmp (art->item->name, "NONE"))
1681 root 1.16 return;
1682 root 1.7 if (FABS (op->magic) < art->item->magic)
1683 root 1.16 continue; /* Not magic enough to be this item */
1684 root 1.7
1685     /* Map difficulty not high enough */
1686     if (difficulty < art->difficulty)
1687 root 1.16 continue;
1688 elmex 1.1
1689 root 1.7 if (!legal_artifact_combination (op, art))
1690 root 1.16 {
1691 elmex 1.1 #ifdef TREASURE_VERBOSE
1692 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1693 elmex 1.1 #endif
1694 root 1.16 continue;
1695     }
1696 root 1.42
1697 root 1.7 give_artifact_abilities (op, art->item);
1698     return;
1699 elmex 1.1 }
1700     }
1701    
1702     /* fix_flesh_item() - objects of type FLESH are similar to type
1703     * FOOD, except they inherit properties (name, food value, etc).
1704     * based on the original owner (or 'donor' if you like). -b.t.
1705     */
1706    
1707 root 1.7 void
1708 root 1.16 fix_flesh_item (object *item, object *donor)
1709 root 1.7 {
1710     char tmpbuf[MAX_BUF];
1711     int i;
1712    
1713     if (item->type == FLESH && donor)
1714     {
1715     /* change the name */
1716 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1717     item->name = tmpbuf;
1718     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1719     item->name_pl = tmpbuf;
1720 root 1.7
1721     /* weight is FLESH weight/100 * donor */
1722     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1723 root 1.16 item->weight = 1;
1724 root 1.7
1725     /* value is multiplied by level of donor */
1726     item->value *= isqrt (donor->level * 2);
1727    
1728     /* food value */
1729     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1730    
1731     /* flesh items inherit some abilities of donor, but not
1732     * full effect.
1733     */
1734     for (i = 0; i < NROFATTACKS; i++)
1735 root 1.16 item->resist[i] = donor->resist[i] / 2;
1736 root 1.7
1737     /* item inherits donor's level (important for quezals) */
1738     item->level = donor->level;
1739    
1740     /* if donor has some attacktypes, the flesh is poisonous */
1741     if (donor->attacktype & AT_POISON)
1742 root 1.16 item->type = POISON;
1743 root 1.7 if (donor->attacktype & AT_ACID)
1744 root 1.16 item->stats.hp = -1 * item->stats.food;
1745 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1746 elmex 1.1 }
1747     }
1748    
1749     /* special_potion() - so that old potion code is still done right. */
1750 root 1.7 int
1751 root 1.16 special_potion (object *op)
1752 root 1.7 {
1753     if (op->attacktype)
1754     return 1;
1755 elmex 1.1
1756 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)
1757     return 1;
1758 elmex 1.1
1759 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1760 root 1.7 if (op->resist[i])
1761     return 1;
1762 elmex 1.1
1763 root 1.7 return 0;
1764 elmex 1.1 }
1765    
1766 root 1.7 void
1767 root 1.16 free_treasurestruct (treasure *t)
1768 elmex 1.1 {
1769 root 1.41 if (t->next) free_treasurestruct (t->next);
1770     if (t->next_yes) free_treasurestruct (t->next_yes);
1771     if (t->next_no) free_treasurestruct (t->next_no);
1772 root 1.8
1773     delete t;
1774 elmex 1.1 }
1775    
1776 root 1.7 void
1777 root 1.16 free_charlinks (linked_char *lc)
1778 elmex 1.1 {
1779 root 1.7 if (lc->next)
1780     free_charlinks (lc->next);
1781    
1782     delete lc;
1783 elmex 1.1 }
1784    
1785 root 1.7 void
1786 root 1.41 free_artifact (artifact *at)
1787 elmex 1.1 {
1788 root 1.41 if (at->next) free_artifact (at->next);
1789     if (at->allowed) free_charlinks (at->allowed);
1790 root 1.7
1791 root 1.21 at->item->destroy (1);
1792 root 1.7
1793 root 1.41 sfree (at);
1794 elmex 1.1 }
1795    
1796 root 1.7 void
1797 root 1.41 free_artifactlist (artifactlist *al)
1798 elmex 1.1 {
1799 root 1.7 artifactlist *nextal;
1800 root 1.15
1801 root 1.21 for (al = first_artifactlist; al; al = nextal)
1802 root 1.7 {
1803     nextal = al->next;
1804 root 1.15
1805 root 1.7 if (al->items)
1806 root 1.16 free_artifact (al->items);
1807 root 1.15
1808 root 1.41 sfree (al);
1809 elmex 1.1 }
1810     }
1811    
1812 root 1.7 void
1813     free_all_treasures (void)
1814     {
1815     treasurelist *tl, *next;
1816 elmex 1.1
1817 root 1.41 for (tl = first_treasurelist; tl; tl = next)
1818     {
1819     clear (tl);
1820 elmex 1.1
1821 root 1.7 next = tl->next;
1822     delete tl;
1823 elmex 1.1 }
1824 root 1.41
1825 root 1.7 free_artifactlist (first_artifactlist);
1826 elmex 1.1 }