ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
Revision: 1.50
Committed: Thu Apr 19 16:23:46 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.49: +5 -12 lines
Log Message:
- implement "random encounters" by simply populating the
  worldmap randomly by region.
- allow treasurelists to silently forward-reference archetypes
  (should have an extra checkign path for never-defined archetypes)
- fix GT_ENVIRONMENT, which had the semantics of putting treasure
  items _and_ their inventory on the floor, now only puts the
  items themselves on the floor.
- remove warning about generated inventory - some items simply
  can come with an empty inventory.
- do some other minor improvements.

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 root 1.50 t->item = archetype::get (f.get_str ());
151 root 1.42 break;
152    
153     case KW_list: f.get (t->name); break;
154     case KW_change_name: f.get (t->change_arch.name); break;
155     case KW_change_title: f.get (t->change_arch.title); break;
156     case KW_change_slaying: f.get (t->change_arch.slaying); break;
157     case KW_chance: f.get (t->chance); break;
158     case KW_nrof: f.get (t->nrof); break;
159     case KW_magic: f.get (t->magic); break;
160    
161 root 1.47 case KW_yes: t->next_yes = read_treasure (f); continue;
162     case KW_no: t->next_no = read_treasure (f); continue;
163 root 1.42
164     case KW_end:
165 root 1.47 f.next ();
166 root 1.42 return t;
167    
168     case KW_more:
169 root 1.47 t->next = read_treasure (f);
170 root 1.42 return t;
171    
172     default:
173 root 1.47 if (!f.parse_error ("treasurelist", t->name))
174     return 0;
175 root 1.42
176     return t;
177 root 1.16 }
178 root 1.47
179     f.next ();
180 elmex 1.1 }
181     }
182    
183     /*
184     * Each treasure is parsed with the help of load_treasure().
185     */
186 root 1.47 treasurelist *
187     treasurelist::read (object_thawer &f)
188 root 1.7 {
189 root 1.47 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
190 root 1.7
191 root 1.47 bool one = f.kw == KW_treasureone;
192     treasurelist *tl = treasurelist::get (f.get_str ());
193     clear (tl);
194     tl->items = read_treasure (f);
195     if (!tl->items)
196     return 0;
197 root 1.42
198 root 1.47 /* This is a one of the many items on the list should be generated.
199     * Add up the chance total, and check to make sure the yes & no
200     * fields of the treasures are not being used.
201     */
202     tl->total_chance = 0;
203 root 1.42
204 root 1.47 if (one)
205 root 1.7 {
206 root 1.47 for (treasure *t = tl->items; t; t = t->next)
207 root 1.16 {
208 root 1.47 if (t->next_yes || t->next_no)
209 root 1.42 {
210 root 1.47 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
211     LOG (llevError, " the next_yes or next_no field is set\n");
212 root 1.16 }
213 elmex 1.1
214 root 1.47 tl->total_chance += t->chance;
215 root 1.42 }
216 root 1.47 }
217 root 1.42
218 root 1.47 return tl;
219 elmex 1.1 }
220    
221     /*
222     * Generates the objects specified by the given treasure.
223     * It goes recursively through the rest of the linked list.
224     * If there is a certain percental chance for a treasure to be generated,
225     * this is taken into consideration.
226     * The second argument specifies for which object the treasure is
227     * being generated.
228     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
229     * abilities. This is used by summon spells, thus no summoned monsters
230     * start with equipment, but only their abilities).
231     */
232 root 1.7 static void
233 root 1.16 put_treasure (object *op, object *creator, int flags)
234 elmex 1.1 {
235 root 1.7 object *tmp;
236 elmex 1.1
237 root 1.7 /* Bit of a hack - spells should never be put onto the map. The entire
238     * treasure stuff is a problem - there is no clear idea of knowing
239     * this is the original object, or if this is an object that should be created
240     * by another object.
241     */
242     if (flags & GT_ENVIRONMENT && op->type != SPELL)
243     {
244     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
245 root 1.29 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
246 root 1.7 }
247     else
248     {
249 root 1.29 op = creator->insert (op);
250 root 1.27
251 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
252 root 1.16 monster_check_apply (creator, op);
253 root 1.27
254     if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
255 root 1.16 esrv_send_item (tmp, op);
256 elmex 1.1 }
257     }
258    
259     /* if there are change_xxx commands in the treasure, we include the changes
260     * in the generated object
261     */
262 root 1.7 static void
263 root 1.12 change_treasure (treasure *t, object *op)
264 elmex 1.1 {
265 root 1.7 /* CMD: change_name xxxx */
266     if (t->change_arch.name)
267 elmex 1.1 {
268 root 1.7 op->name = t->change_arch.name;
269     op->name_pl = t->change_arch.name;
270 elmex 1.1 }
271    
272 root 1.7 if (t->change_arch.title)
273     op->title = t->change_arch.title;
274    
275     if (t->change_arch.slaying)
276     op->slaying = t->change_arch.slaying;
277     }
278    
279 root 1.41 static void
280 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
281 root 1.7 {
282 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
283 elmex 1.1 {
284 root 1.7 if (t->name)
285 root 1.16 {
286 elmex 1.30 if (difficulty >= t->magic)
287 root 1.47 if (treasurelist *tl = treasurelist::find (t->name))
288     create_treasure (tl, op, flag, difficulty, tries);
289     else
290     LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
291 root 1.16 }
292 root 1.7 else
293 root 1.16 {
294 elmex 1.30 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
295 root 1.16 {
296 root 1.41 object *tmp = arch_to_object (t->item);
297    
298 root 1.16 if (t->nrof && tmp->nrof <= 1)
299 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
300    
301 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
302     change_treasure (t, tmp);
303     put_treasure (tmp, op, flag);
304     }
305     }
306 root 1.12
307 root 1.41 if (t->next_yes)
308 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
309 elmex 1.1 }
310 root 1.41 else if (t->next_no)
311 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
312 root 1.12
313 root 1.41 if (t->next)
314 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
315 elmex 1.1 }
316    
317 root 1.41 static void
318 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
319 root 1.7 {
320 root 1.35 int value = rndm (tl->total_chance);
321 root 1.7 treasure *t;
322 elmex 1.1
323 root 1.7 if (tries++ > 100)
324     {
325     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
326     return;
327     }
328 root 1.12
329 root 1.41 for (t = tl->items; t; t = t->next)
330 root 1.7 {
331     value -= t->chance;
332 root 1.12
333 root 1.7 if (value < 0)
334 root 1.16 break;
335 root 1.7 }
336 elmex 1.1
337 root 1.7 if (!t || value >= 0)
338 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
339 root 1.12
340 root 1.7 if (t->name)
341     {
342     if (difficulty >= t->magic)
343 elmex 1.26 {
344 root 1.41 treasurelist *tl = treasurelist::find (t->name);
345 elmex 1.26 if (tl)
346     create_treasure (tl, op, flag, difficulty, tries);
347     }
348 root 1.7 else if (t->nrof)
349 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
350 elmex 1.1 }
351 root 1.41 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
352 root 1.7 {
353 root 1.41 if (object *tmp = arch_to_object (t->item))
354     {
355     if (t->nrof && tmp->nrof <= 1)
356     tmp->nrof = rndm (t->nrof) + 1;
357 root 1.12
358 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
359     change_treasure (t, tmp);
360     put_treasure (tmp, op, flag);
361     }
362 elmex 1.1 }
363     }
364    
365     /* This calls the appropriate treasure creation function. tries is passed
366     * to determine how many list transitions or attempts to create treasure
367     * have been made. It is really in place to prevent infinite loops with
368     * list transitions, or so that excessively good treasure will not be
369     * created on weak maps, because it will exceed the number of allowed tries
370     * to do that.
371     */
372 root 1.7 void
373 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
374 elmex 1.1 {
375 root 1.41 // empty treasurelists are legal
376     if (!tl->items)
377     return;
378    
379 root 1.7 if (tries++ > 100)
380     {
381     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
382     return;
383     }
384 root 1.37
385 elmex 1.30 if (tl->total_chance)
386     create_one_treasure (tl, op, flag, difficulty, tries);
387 root 1.7 else
388 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
389 elmex 1.1 }
390    
391     /* This is similar to the old generate treasure function. However,
392     * it instead takes a treasurelist. It is really just a wrapper around
393     * create_treasure. We create a dummy object that the treasure gets
394     * inserted into, and then return that treausre
395     */
396 root 1.7 object *
397 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
398 elmex 1.1 {
399 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
400    
401 root 1.50 object *ob = object::create ();
402 elmex 1.1
403 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
404 elmex 1.1
405 root 1.7 /* Don't want to free the object we are about to return */
406 root 1.50 object *tmp = ob->inv;
407     if (tmp)
408 root 1.23 tmp->remove ();
409 root 1.21
410 root 1.7 if (ob->inv)
411 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
412    
413 root 1.24 ob->destroy ();
414 root 1.7 return tmp;
415 elmex 1.1 }
416    
417     /*
418     * This is a new way of calculating the chance for an item to have
419     * a specific magical bonus.
420     * The array has two arguments, the difficulty of the level, and the
421     * magical bonus "wanted".
422     */
423    
424 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
425 root 1.42 // chance of magic difficulty
426     // +0 +1 +2 +3 +4
427     {95, 2, 2, 1, 0}, // 1
428     {92, 5, 2, 1, 0}, // 2
429     {85, 10, 4, 1, 0}, // 3
430     {80, 14, 4, 2, 0}, // 4
431     {75, 17, 5, 2, 1}, // 5
432     {70, 18, 8, 3, 1}, // 6
433     {65, 21, 10, 3, 1}, // 7
434     {60, 22, 12, 4, 2}, // 8
435     {55, 25, 14, 4, 2}, // 9
436     {50, 27, 16, 5, 2}, // 10
437     {45, 28, 18, 6, 3}, // 11
438     {42, 28, 20, 7, 3}, // 12
439     {40, 27, 21, 8, 4}, // 13
440     {38, 25, 22, 10, 5}, // 14
441     {36, 23, 23, 12, 6}, // 15
442     {33, 21, 24, 14, 8}, // 16
443     {31, 19, 25, 16, 9}, // 17
444     {27, 15, 30, 18, 10}, // 18
445     {20, 12, 30, 25, 13}, // 19
446     {15, 10, 28, 30, 17}, // 20
447     {13, 9, 27, 28, 23}, // 21
448     {10, 8, 25, 28, 29}, // 22
449     { 8, 7, 23, 26, 36}, // 23
450     { 6, 6, 20, 22, 46}, // 24
451     { 4, 5, 17, 18, 56}, // 25
452     { 2, 4, 12, 14, 68}, // 26
453     { 0, 3, 7, 10, 80}, // 27
454     { 0, 0, 3, 7, 90}, // 28
455     { 0, 0, 0, 3, 97}, // 29
456     { 0, 0, 0, 0, 100}, // 30
457     { 0, 0, 0, 0, 100}, // 31
458 elmex 1.1 };
459    
460     /* calculate the appropriate level for wands staves and scrolls.
461     * This code presumes that op has had its spell object created (in op->inv)
462     *
463     * elmex Wed Aug 9 17:44:59 CEST 2006:
464     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
465     */
466 root 1.7 int
467 root 1.16 level_for_item (const object *op, int difficulty)
468 elmex 1.1 {
469 pippijn 1.14 int olevel = 0;
470 elmex 1.1
471     if (!op->inv)
472     {
473 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
474     return 0;
475 elmex 1.1 }
476    
477     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
478    
479     if (olevel <= 0)
480     olevel = rndm (1, MIN (op->inv->level, 1));
481    
482     if (olevel > MAXLEVEL)
483     olevel = MAXLEVEL;
484    
485     return olevel;
486     }
487    
488     /*
489     * Based upon the specified difficulty and upon the difftomagic_list array,
490     * a random magical bonus is returned. This is used when determine
491     * the magical bonus created on specific maps.
492     *
493     * elmex Thu Aug 10 18:45:44 CEST 2006:
494     * Scaling difficulty by max_level, as difficulty is a level and not some
495     * weird integer between 1-31.
496     *
497     */
498 root 1.7 int
499     magic_from_difficulty (int difficulty)
500 elmex 1.1 {
501     int percent = 0, magic = 0;
502     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
503    
504     scaled_diff--;
505    
506 root 1.7 if (scaled_diff < 0)
507 elmex 1.1 scaled_diff = 0;
508    
509     if (scaled_diff >= DIFFLEVELS)
510 root 1.7 scaled_diff = DIFFLEVELS - 1;
511 elmex 1.1
512 root 1.33 percent = rndm (100);
513 elmex 1.1
514 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
515 elmex 1.1 {
516     percent -= difftomagic_list[scaled_diff][magic];
517    
518     if (percent < 0)
519 root 1.16 break;
520 elmex 1.1 }
521    
522     if (magic == (MAXMAGIC + 1))
523     {
524 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
525 elmex 1.1 magic = 0;
526     }
527    
528 root 1.33 magic = (rndm (3)) ? magic : -magic;
529 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
530    
531     return magic;
532     }
533    
534     /*
535     * Sets magical bonus in an object, and recalculates the effect on
536     * the armour variable, and the effect on speed of armour.
537     * This function doesn't work properly, should add use of archetypes
538     * to make it truly absolute.
539     */
540    
541 root 1.7 void
542 root 1.16 set_abs_magic (object *op, int magic)
543 root 1.7 {
544     if (!magic)
545 elmex 1.1 return;
546    
547 root 1.7 op->magic = magic;
548     if (op->arch)
549     {
550     if (op->type == ARMOUR)
551 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
552 root 1.7
553 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
554 root 1.16 magic = (-magic);
555 root 1.7 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
556     }
557     else
558     {
559     if (op->type == ARMOUR)
560 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
561 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
562 root 1.16 magic = (-magic);
563 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
564     }
565 elmex 1.1 }
566    
567     /*
568     * Sets a random magical bonus in the given object based upon
569     * the given difficulty, and the given max possible bonus.
570     */
571    
572 root 1.7 static void
573 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
574 elmex 1.1 {
575     int i;
576 root 1.16
577 root 1.7 i = magic_from_difficulty (difficulty);
578 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
579 root 1.7 i = -i;
580     if (i > max_magic)
581 elmex 1.1 i = max_magic;
582 root 1.7 set_abs_magic (op, i);
583 elmex 1.1 if (i < 0)
584 root 1.7 SET_FLAG (op, FLAG_CURSED);
585 elmex 1.1 }
586    
587     /*
588     * Randomly adds one magical ability to the given object.
589     * Modified for Partial Resistance in many ways:
590     * 1) Since rings can have multiple bonuses, if the same bonus
591     * is rolled again, increase it - the bonuses now stack with
592     * other bonuses previously rolled and ones the item might natively have.
593     * 2) Add code to deal with new PR method.
594     */
595 root 1.7 void
596 root 1.16 set_ring_bonus (object *op, int bonus)
597 root 1.7 {
598 elmex 1.1
599 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
600 elmex 1.1
601 root 1.7 if (op->type == AMULET)
602     {
603 root 1.33 if (!(rndm (21)))
604     r = 20 + rndm (2);
605 root 1.7 else
606 root 1.16 {
607 root 1.35 if (rndm (2))
608 root 1.16 r = 10;
609     else
610 root 1.33 r = 11 + rndm (9);
611 root 1.16 }
612 root 1.7 }
613    
614     switch (r)
615     {
616 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
617     * bonuses and penalties will stack and add to existing values.
618     * of the item.
619     */
620     case 0:
621     case 1:
622     case 2:
623     case 3:
624     case 4:
625     case 5:
626     case 6:
627     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
628     break;
629    
630     case 7:
631     op->stats.dam += bonus;
632     break;
633    
634     case 8:
635     op->stats.wc += bonus;
636     break;
637    
638     case 9:
639     op->stats.food += bonus; /* hunger/sustenance */
640     break;
641    
642     case 10:
643     op->stats.ac += bonus;
644     break;
645    
646     /* Item that gives protections/vulnerabilities */
647     case 11:
648     case 12:
649     case 13:
650     case 14:
651     case 15:
652     case 16:
653     case 17:
654     case 18:
655     case 19:
656     {
657 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
658 root 1.16
659     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
660 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
661 root 1.16
662     /* Cursed items need to have higher negative values to equal out with
663     * positive values for how protections work out. Put another
664     * little random element in since that they don't always end up with
665     * even values.
666     */
667     if (bonus < 0)
668 root 1.35 val = 2 * -val - rndm (b);
669 root 1.16 if (val > 35)
670     val = 35; /* Upper limit */
671     b = 0;
672 root 1.34
673 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
674 root 1.34 resist = rndm (num_resist_table);
675    
676 root 1.16 if (b == 4)
677     return; /* Not able to find a free resistance */
678 root 1.34
679 root 1.16 op->resist[resist_table[resist]] = val;
680     /* We should probably do something more clever here to adjust value
681     * based on how good a resistance we gave.
682     */
683     break;
684     }
685     case 20:
686     if (op->type == AMULET)
687     {
688     SET_FLAG (op, FLAG_REFL_SPELL);
689     op->value *= 11;
690     }
691     else
692     {
693     op->stats.hp = 1; /* regenerate hit points */
694     op->value *= 4;
695     }
696     break;
697    
698     case 21:
699     if (op->type == AMULET)
700     {
701     SET_FLAG (op, FLAG_REFL_MISSILE);
702     op->value *= 9;
703     }
704     else
705     {
706     op->stats.sp = 1; /* regenerate spell points */
707     op->value *= 3;
708     }
709     break;
710    
711     case 22:
712     op->stats.exp += bonus; /* Speed! */
713     op->value = (op->value * 2) / 3;
714     break;
715 root 1.7 }
716 root 1.34
717 root 1.7 if (bonus > 0)
718     op->value *= 2 * bonus;
719     else
720     op->value = -(op->value * 2 * bonus) / 3;
721 elmex 1.1 }
722    
723     /*
724     * get_magic(diff) will return a random number between 0 and 4.
725     * diff can be any value above 2. The higher the diff-variable, the
726     * higher is the chance of returning a low number.
727     * It is only used in fix_generated_treasure() to set bonuses on
728     * rings and amulets.
729     * Another scheme is used to calculate the magic of weapons and armours.
730     */
731 root 1.7 int
732     get_magic (int diff)
733     {
734 elmex 1.1 int i;
735 root 1.16
736 root 1.7 if (diff < 3)
737     diff = 3;
738 root 1.35
739 root 1.7 for (i = 0; i < 4; i++)
740 root 1.35 if (rndm (diff))
741 root 1.7 return i;
742 root 1.35
743 elmex 1.1 return 4;
744     }
745    
746     #define DICE2 (get_magic(2)==2?2:1)
747 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
748 elmex 1.1
749     /*
750     * fix_generated_item(): This is called after an item is generated, in
751     * order to set it up right. This produced magical bonuses, puts spells
752     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
753     */
754 root 1.16
755 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
756     * op->type. Right now, which stuff the creator passes on is object type
757     * dependant. I know this is a spagetti manuever, but is there a cleaner
758     * way to do this? b.t. */
759 root 1.16
760 elmex 1.1 /*
761     * ! (flags & GT_ENVIRONMENT):
762     * Automatically calls fix_flesh_item().
763     *
764     * flags:
765     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
766     * value.
767     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
768     * a working object - don't change magic, value, etc, but set it material
769     * type as appropriate, for objects that need spell objects, set those, etc
770     */
771 root 1.7 void
772 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
773 elmex 1.1 {
774     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
775    
776     if (!creator || creator->type == op->type)
777 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
778 elmex 1.1
779     /* If we make an artifact, this information will be destroyed */
780     save_item_power = op->item_power;
781     op->item_power = 0;
782    
783     if (op->randomitems && op->type != SPELL)
784     {
785 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
786 elmex 1.1 /* So the treasure doesn't get created again */
787 root 1.42 op->randomitems = 0;
788 elmex 1.1 }
789    
790     if (difficulty < 1)
791     difficulty = 1;
792    
793 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
794     ARG_OBJECT (creator != op ? creator : 0),
795     ARG_INT (difficulty), ARG_INT (max_magic),
796     ARG_INT (flags)))
797     return;
798    
799 elmex 1.1 if (!(flags & GT_MINIMAL))
800     {
801     if (op->arch == crown_arch)
802 root 1.16 {
803     set_magic (difficulty, op, max_magic, flags);
804     num_enchantments = calc_item_power (op, 1);
805     generate_artifact (op, difficulty);
806     }
807 elmex 1.1 else
808 root 1.16 {
809     if (!op->magic && max_magic)
810     set_magic (difficulty, op, max_magic, flags);
811    
812     num_enchantments = calc_item_power (op, 1);
813    
814 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
815     || op->type == HORN
816     || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
817 root 1.16 * used for shop_floors or treasures */
818     generate_artifact (op, difficulty);
819     }
820 elmex 1.1
821     /* Object was made an artifact. Calculate its item_power rating.
822     * the item_power in the object is what the artfiact adds.
823     */
824     if (op->title)
825 root 1.16 {
826     /* if save_item_power is set, then most likely we started with an
827     * artifact and have added new abilities to it - this is rare, but
828     * but I have seen things like 'strange rings of fire'. So just figure
829     * out the power from the base power plus what this one adds. Note
830     * that since item_power is not quite linear, this actually ends up
831     * being somewhat of a bonus
832     */
833     if (save_item_power)
834     op->item_power = save_item_power + get_power_from_ench (op->item_power);
835     else
836     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
837     }
838 elmex 1.1 else if (save_item_power)
839 root 1.16 {
840     /* restore the item_power field to the object if we haven't changed it.
841     * we don't care about num_enchantments - that will basically just
842     * have calculated some value from the base attributes of the archetype.
843     */
844     op->item_power = save_item_power;
845     }
846 elmex 1.1 else
847 root 1.16 {
848     /* item_power was zero. This is suspicious, as it may be because it
849     * was never previously calculated. Let's compute a value and see if
850     * it is non-zero. If it indeed is, then assign it as the new
851     * item_power value.
852     * - gros, 21th of July 2006.
853     */
854     op->item_power = calc_item_power (op, 0);
855     save_item_power = op->item_power; /* Just in case it would get used
856     * again below */
857     }
858 elmex 1.1 }
859    
860     /* materialtype modifications. Note we allow this on artifacts. */
861     set_materialname (op, difficulty, NULL);
862    
863     if (flags & GT_MINIMAL)
864     {
865     if (op->type == POTION)
866 root 1.16 /* Handle healing and magic power potions */
867     if (op->stats.sp && !op->randomitems)
868     {
869     object *tmp;
870    
871     tmp = get_archetype (spell_mapping[op->stats.sp]);
872     insert_ob_in_ob (tmp, op);
873     op->stats.sp = 0;
874     }
875 elmex 1.1 }
876 root 1.16 else if (!op->title) /* Only modify object if not special */
877 elmex 1.1 switch (op->type)
878     {
879 root 1.16 case WEAPON:
880     case ARMOUR:
881     case SHIELD:
882     case HELMET:
883     case CLOAK:
884 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
885 root 1.16 set_ring_bonus (op, -DICE2);
886     break;
887    
888     case BRACERS:
889 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
890 root 1.16 {
891     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
892     if (!QUERY_FLAG (op, FLAG_CURSED))
893     op->value *= 3;
894     }
895     break;
896    
897     case POTION:
898     {
899     int too_many_tries = 0, is_special = 0;
900    
901     /* Handle healing and magic power potions */
902     if (op->stats.sp && !op->randomitems)
903     {
904     object *tmp;
905    
906     tmp = get_archetype (spell_mapping[op->stats.sp]);
907     insert_ob_in_ob (tmp, op);
908     op->stats.sp = 0;
909     }
910    
911     while (!(is_special = special_potion (op)) && !op->inv)
912     {
913     generate_artifact (op, difficulty);
914     if (too_many_tries++ > 10)
915     break;
916     }
917    
918     /* don't want to change value for healing/magic power potions,
919     * since the value set on those is already correct.
920     */
921     if (op->inv && op->randomitems)
922     {
923     /* value multiplier is same as for scrolls */
924     op->value = (op->value * op->inv->value);
925 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
926 root 1.16 }
927     else
928     {
929     op->name = "potion";
930     op->name_pl = "potions";
931     }
932    
933 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
934 root 1.16 SET_FLAG (op, FLAG_CURSED);
935     break;
936     }
937    
938     case AMULET:
939     if (op->arch == amulet_arch)
940     op->value *= 5; /* Since it's not just decoration */
941    
942     case RING:
943     if (op->arch == NULL)
944     {
945 root 1.24 op->destroy ();
946     op = 0;
947 root 1.16 break;
948     }
949    
950     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
951     break;
952    
953 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
954 root 1.16 SET_FLAG (op, FLAG_CURSED);
955    
956     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
957    
958     if (op->type != RING) /* Amulets have only one ability */
959     break;
960    
961 root 1.33 if (!(rndm (4)))
962 root 1.16 {
963 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
964 root 1.16
965     if (d > 0)
966     op->value *= 3;
967    
968     set_ring_bonus (op, d);
969    
970 root 1.33 if (!(rndm (4)))
971 root 1.16 {
972 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
973 root 1.16
974     if (d > 0)
975     op->value *= 5;
976     set_ring_bonus (op, d);
977     }
978     }
979    
980     if (GET_ANIM_ID (op))
981 root 1.35 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
982 root 1.16
983     break;
984    
985     case BOOK:
986     /* Is it an empty book?, if yes lets make a special·
987     * msg for it, and tailor its properties based on the·
988     * creator and/or map level we found it on.
989     */
990 root 1.33 if (!op->msg && rndm (10))
991 root 1.16 {
992     /* set the book level properly */
993     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
994     {
995     if (op->map && op->map->difficulty)
996 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
997 root 1.16 else
998 root 1.33 op->level = rndm (20) + 1;
999 root 1.16 }
1000     else
1001 root 1.35 op->level = rndm (creator->level);
1002 root 1.16
1003     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1004     /* books w/ info are worth more! */
1005     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1006     /* creator related stuff */
1007    
1008     /* for library, chained books. Note that some monsters have no_pick
1009     * set - we don't want to set no pick in that case.
1010     */
1011     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1012     SET_FLAG (op, FLAG_NO_PICK);
1013     if (creator->slaying && !op->slaying) /* for check_inv floors */
1014     op->slaying = creator->slaying;
1015    
1016     /* add exp so reading it gives xp (once) */
1017     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1018     }
1019     break;
1020    
1021     case SPELLBOOK:
1022     op->value = op->value * op->inv->value;
1023     /* add exp so learning gives xp */
1024     op->level = op->inv->level;
1025     op->stats.exp = op->value;
1026     break;
1027    
1028     case WAND:
1029     /* nrof in the treasure list is number of charges,
1030     * not number of wands. So copy that into food (charges),
1031     * and reset nrof.
1032     */
1033     op->stats.food = op->inv->nrof;
1034     op->nrof = 1;
1035     /* If the spell changes by level, choose a random level
1036     * for it, and adjust price. If the spell doesn't
1037     * change by level, just set the wand to the level of
1038     * the spell, and value calculation is simpler.
1039     */
1040     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1041     {
1042     op->level = level_for_item (op, difficulty);
1043     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1044     }
1045     else
1046     {
1047     op->level = op->inv->level;
1048     op->value = op->value * op->inv->value;
1049     }
1050     break;
1051    
1052     case ROD:
1053     op->level = level_for_item (op, difficulty);
1054     /* Add 50 to both level an divisor to keep prices a little more
1055     * reasonable. Otherwise, a high level version of a low level
1056     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1057     * 10 time multiplier). This way, the value are a bit more reasonable.
1058     */
1059     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1060     /* maxhp is used to denote how many 'charges' the rod holds before */
1061     if (op->stats.maxhp)
1062     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1063     else
1064     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1065    
1066     op->stats.hp = op->stats.maxhp;
1067     break;
1068    
1069     case SCROLL:
1070     op->level = level_for_item (op, difficulty);
1071     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1072    
1073     /* add exp so reading them properly gives xp */
1074     op->stats.exp = op->value / 5;
1075     op->nrof = op->inv->nrof;
1076     break;
1077    
1078     case RUNE:
1079     trap_adjust (op, difficulty);
1080     break;
1081    
1082     case TRAP:
1083     trap_adjust (op, difficulty);
1084     break;
1085     } /* switch type */
1086 elmex 1.1
1087     if (flags & GT_STARTEQUIP)
1088     {
1089 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1090 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1091 elmex 1.1 else if (op->type != MONEY)
1092 root 1.16 op->value = 0;
1093 elmex 1.1 }
1094    
1095     if (!(flags & GT_ENVIRONMENT))
1096     fix_flesh_item (op, creator);
1097     }
1098    
1099     /*
1100     *
1101     *
1102     * CODE DEALING WITH ARTIFACTS STARTS HERE
1103     *
1104     *
1105     */
1106    
1107     /*
1108     * Allocate and return the pointer to an empty artifactlist structure.
1109     */
1110 root 1.7 static artifactlist *
1111     get_empty_artifactlist (void)
1112     {
1113 root 1.41 return salloc0 <artifactlist> ();
1114 elmex 1.1 }
1115    
1116     /*
1117     * Allocate and return the pointer to an empty artifact structure.
1118     */
1119 root 1.7 static artifact *
1120     get_empty_artifact (void)
1121     {
1122 root 1.41 return salloc0 <artifact> ();
1123 elmex 1.1 }
1124    
1125     /*
1126     * Searches the artifact lists and returns one that has the same type
1127     * of objects on it.
1128     */
1129 root 1.7 artifactlist *
1130     find_artifactlist (int type)
1131     {
1132 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1133 root 1.7 if (al->type == type)
1134     return al;
1135 root 1.38
1136     return 0;
1137 elmex 1.1 }
1138    
1139     /*
1140     * For debugging purposes. Dumps all tables.
1141     */
1142 root 1.7 void
1143     dump_artifacts (void)
1144     {
1145 elmex 1.1 artifactlist *al;
1146     artifact *art;
1147     linked_char *next;
1148    
1149 root 1.7 fprintf (logfile, "\n");
1150     for (al = first_artifactlist; al != NULL; al = al->next)
1151     {
1152     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1153     for (art = al->items; art != NULL; art = art->next)
1154 root 1.16 {
1155     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1156     if (art->allowed != NULL)
1157     {
1158 root 1.38 fprintf (logfile, "\tallowed combinations:");
1159 root 1.16 for (next = art->allowed; next != NULL; next = next->next)
1160     fprintf (logfile, "%s,", &next->name);
1161     fprintf (logfile, "\n");
1162     }
1163     }
1164 elmex 1.1 }
1165 root 1.7 fprintf (logfile, "\n");
1166 elmex 1.1 }
1167    
1168     /*
1169     * For debugging purposes. Dumps all treasures recursively (see below).
1170     */
1171 root 1.7 void
1172 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1173 elmex 1.1 {
1174     treasurelist *tl;
1175 root 1.7 int i;
1176 elmex 1.1
1177     if (depth > 100)
1178     return;
1179 root 1.41
1180 elmex 1.30 while (t)
1181 elmex 1.1 {
1182 elmex 1.30 if (t->name)
1183 root 1.16 {
1184     for (i = 0; i < depth; i++)
1185     fprintf (logfile, " ");
1186 root 1.41
1187 root 1.16 fprintf (logfile, "{ (list: %s)\n", &t->name);
1188 root 1.41
1189     tl = treasurelist::find (t->name);
1190 elmex 1.26 if (tl)
1191     dump_monster_treasure_rec (name, tl->items, depth + 2);
1192 root 1.41
1193 root 1.16 for (i = 0; i < depth; i++)
1194     fprintf (logfile, " ");
1195 root 1.41
1196 root 1.16 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1197     }
1198 elmex 1.1 else
1199 root 1.16 {
1200     for (i = 0; i < depth; i++)
1201     fprintf (logfile, " ");
1202 root 1.41
1203 elmex 1.30 if (t->item && t->item->clone.type == FLESH)
1204 root 1.16 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1205     else
1206     fprintf (logfile, "%s\n", &t->item->clone.name);
1207     }
1208 elmex 1.30
1209     if (t->next_yes)
1210 root 1.16 {
1211     for (i = 0; i < depth; i++)
1212     fprintf (logfile, " ");
1213 root 1.41
1214 root 1.16 fprintf (logfile, " (if yes)\n");
1215     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1216     }
1217 elmex 1.30
1218     if (t->next_no)
1219 root 1.16 {
1220     for (i = 0; i < depth; i++)
1221     fprintf (logfile, " ");
1222 root 1.41
1223 root 1.16 fprintf (logfile, " (if no)\n");
1224     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1225     }
1226 elmex 1.30
1227 elmex 1.1 t = t->next;
1228     }
1229     }
1230    
1231     /*
1232     * For debugging purposes. Dumps all treasures for a given monster.
1233     * Created originally by Raphael Quinet for debugging the alchemy code.
1234     */
1235 root 1.7 void
1236     dump_monster_treasure (const char *name)
1237 elmex 1.1 {
1238     archetype *at;
1239 root 1.7 int found;
1240 elmex 1.1
1241     found = 0;
1242     fprintf (logfile, "\n");
1243 root 1.38
1244 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1245     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1246 elmex 1.1 {
1247 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1248     if (at->clone.randomitems != NULL)
1249     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1250     else
1251     fprintf (logfile, "(nothing)\n");
1252 root 1.38
1253 root 1.16 fprintf (logfile, "\n");
1254     found++;
1255 elmex 1.1 }
1256 root 1.38
1257 elmex 1.1 if (found == 0)
1258     fprintf (logfile, "No objects have the name %s!\n\n", name);
1259     }
1260    
1261     /*
1262     * Builds up the lists of artifacts from the file in the libdir.
1263     */
1264 root 1.7 void
1265     init_artifacts (void)
1266     {
1267     static int has_been_inited = 0;
1268 pippijn 1.39 char filename[MAX_BUF];
1269 root 1.7 artifact *art = NULL;
1270     artifactlist *al;
1271    
1272     if (has_been_inited)
1273     return;
1274     else
1275     has_been_inited = 1;
1276 elmex 1.1
1277 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1278 root 1.38 object_thawer f (filename);
1279 elmex 1.1
1280 root 1.38 if (!f)
1281 root 1.7 return;
1282 elmex 1.1
1283 root 1.38 f.next ();
1284    
1285     for (;;)
1286 root 1.7 {
1287 root 1.38 switch (f.kw)
1288     {
1289     case KW_allowed:
1290     if (!art)
1291 root 1.47 art = get_empty_artifact ();
1292 root 1.7
1293 root 1.16 {
1294 root 1.38 if (!strcmp (f.get_str (), "all"))
1295     break;
1296    
1297     char *next, *cp = f.get_str ();
1298    
1299     do
1300     {
1301     if ((next = strchr (cp, ',')))
1302     *next++ = '\0';
1303    
1304     linked_char *tmp = new linked_char;
1305    
1306     tmp->name = cp;
1307     tmp->next = art->allowed;
1308     art->allowed = tmp;
1309     }
1310     while ((cp = next));
1311 root 1.16 }
1312 root 1.38 break;
1313    
1314     case KW_chance:
1315     f.get (art->chance);
1316     break;
1317    
1318     case KW_difficulty:
1319     f.get (art->difficulty);
1320     break;
1321 root 1.16
1322 root 1.38 case KW_object:
1323 root 1.16 {
1324 root 1.38 art->item = object::create ();
1325 root 1.49 f.get (art->item->name);
1326     f.next ();
1327 root 1.38
1328     if (!art->item->parse_kv (f))
1329     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1330    
1331     al = find_artifactlist (art->item->type);
1332    
1333     if (!al)
1334     {
1335     al = get_empty_artifactlist ();
1336     al->type = art->item->type;
1337     al->next = first_artifactlist;
1338     first_artifactlist = al;
1339     }
1340    
1341     art->next = al->items;
1342     al->items = art;
1343     art = 0;
1344 root 1.16 }
1345 root 1.38 continue;
1346 root 1.10
1347 root 1.38 case KW_EOF:
1348     goto done;
1349 root 1.10
1350 root 1.38 default:
1351     if (!f.parse_error ("artifacts file"))
1352     cleanup ("artifacts file required");
1353     break;
1354 root 1.16 }
1355 root 1.38
1356     f.next ();
1357 root 1.7 }
1358 root 1.3
1359 root 1.38 done:
1360     for (al = first_artifactlist; al; al = al->next)
1361 root 1.7 {
1362 root 1.47 al->total_chance = 0;
1363    
1364 root 1.38 for (art = al->items; art; art = art->next)
1365 root 1.16 {
1366     if (!art->chance)
1367     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1368     else
1369     al->total_chance += art->chance;
1370     }
1371 elmex 1.1 #if 0
1372 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1373 elmex 1.1 #endif
1374     }
1375    
1376 root 1.7 LOG (llevDebug, "done.\n");
1377 elmex 1.1 }
1378    
1379     /*
1380     * Used in artifact generation. The bonuses of the first object
1381     * is modified by the bonuses of the second object.
1382     */
1383 root 1.7 void
1384 root 1.16 add_abilities (object *op, object *change)
1385 root 1.7 {
1386 pippijn 1.14 int i, tmp;
1387 elmex 1.1
1388 root 1.7 if (change->face != blank_face)
1389     {
1390 elmex 1.1 #ifdef TREASURE_VERBOSE
1391 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1392 elmex 1.1 #endif
1393 root 1.7 op->face = change->face;
1394 elmex 1.1 }
1395    
1396 root 1.7 for (i = 0; i < NUM_STATS; i++)
1397     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1398    
1399     op->attacktype |= change->attacktype;
1400     op->path_attuned |= change->path_attuned;
1401     op->path_repelled |= change->path_repelled;
1402     op->path_denied |= change->path_denied;
1403     op->move_type |= change->move_type;
1404     op->stats.luck += change->stats.luck;
1405    
1406     if (QUERY_FLAG (change, FLAG_CURSED))
1407     SET_FLAG (op, FLAG_CURSED);
1408     if (QUERY_FLAG (change, FLAG_DAMNED))
1409     SET_FLAG (op, FLAG_DAMNED);
1410     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1411     set_abs_magic (op, -op->magic);
1412    
1413     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1414     SET_FLAG (op, FLAG_LIFESAVE);
1415     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1416     SET_FLAG (op, FLAG_REFL_SPELL);
1417     if (QUERY_FLAG (change, FLAG_STEALTH))
1418     SET_FLAG (op, FLAG_STEALTH);
1419     if (QUERY_FLAG (change, FLAG_XRAYS))
1420     SET_FLAG (op, FLAG_XRAYS);
1421     if (QUERY_FLAG (change, FLAG_BLIND))
1422     SET_FLAG (op, FLAG_BLIND);
1423     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1424     SET_FLAG (op, FLAG_SEE_IN_DARK);
1425     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1426     SET_FLAG (op, FLAG_REFL_MISSILE);
1427     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1428     SET_FLAG (op, FLAG_MAKE_INVIS);
1429    
1430     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1431     {
1432     CLEAR_FLAG (op, FLAG_ANIMATE);
1433     /* so artifacts will join */
1434     if (!QUERY_FLAG (op, FLAG_ALIVE))
1435 root 1.16 op->speed = 0.0;
1436 root 1.12
1437 root 1.28 op->set_speed (op->speed);
1438 elmex 1.1 }
1439 root 1.7
1440     if (change->nrof)
1441 root 1.35 op->nrof = rndm (change->nrof) + 1;
1442 root 1.7
1443 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1444 root 1.7 op->stats.wc += change->stats.wc;
1445     op->stats.ac += change->stats.ac;
1446    
1447     if (change->other_arch)
1448     {
1449     /* Basically, for horns & potions, the other_arch field is the spell
1450     * to cast. So convert that to into a spell and put it into
1451     * this object.
1452     */
1453     if (op->type == HORN || op->type == POTION)
1454 root 1.16 {
1455     object *tmp_obj;
1456    
1457     /* Remove any spells this object currently has in it */
1458     while (op->inv)
1459 root 1.24 op->inv->destroy ();
1460 root 1.16
1461     tmp_obj = arch_to_object (change->other_arch);
1462     insert_ob_in_ob (tmp_obj, op);
1463     }
1464 root 1.7 /* No harm setting this for potions/horns */
1465     op->other_arch = change->other_arch;
1466     }
1467    
1468     if (change->stats.hp < 0)
1469     op->stats.hp = -change->stats.hp;
1470     else
1471     op->stats.hp += change->stats.hp;
1472    
1473     if (change->stats.maxhp < 0)
1474     op->stats.maxhp = -change->stats.maxhp;
1475     else
1476     op->stats.maxhp += change->stats.maxhp;
1477    
1478     if (change->stats.sp < 0)
1479     op->stats.sp = -change->stats.sp;
1480     else
1481     op->stats.sp += change->stats.sp;
1482    
1483     if (change->stats.maxsp < 0)
1484     op->stats.maxsp = -change->stats.maxsp;
1485     else
1486     op->stats.maxsp += change->stats.maxsp;
1487    
1488     if (change->stats.food < 0)
1489     op->stats.food = -(change->stats.food);
1490     else
1491     op->stats.food += change->stats.food;
1492    
1493     if (change->level < 0)
1494     op->level = -(change->level);
1495     else
1496     op->level += change->level;
1497    
1498     if (change->gen_sp_armour < 0)
1499     op->gen_sp_armour = -(change->gen_sp_armour);
1500     else
1501     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1502    
1503     op->item_power = change->item_power;
1504    
1505     for (i = 0; i < NROFATTACKS; i++)
1506 root 1.20 if (change->resist[i])
1507     op->resist[i] += change->resist[i];
1508 root 1.7
1509     if (change->stats.dam)
1510     {
1511     if (change->stats.dam < 0)
1512 root 1.16 op->stats.dam = (-change->stats.dam);
1513 root 1.7 else if (op->stats.dam)
1514 root 1.16 {
1515     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1516     if (tmp == op->stats.dam)
1517     {
1518     if (change->stats.dam < 10)
1519     op->stats.dam--;
1520     else
1521     op->stats.dam++;
1522     }
1523     else
1524     op->stats.dam = tmp;
1525     }
1526 root 1.7 }
1527    
1528     if (change->weight)
1529     {
1530     if (change->weight < 0)
1531 root 1.16 op->weight = (-change->weight);
1532 root 1.7 else
1533 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1534 root 1.7 }
1535    
1536     if (change->last_sp)
1537     {
1538     if (change->last_sp < 0)
1539 root 1.16 op->last_sp = (-change->last_sp);
1540 root 1.7 else
1541 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1542 root 1.7 }
1543    
1544     if (change->gen_sp_armour)
1545     {
1546     if (change->gen_sp_armour < 0)
1547 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1548 root 1.7 else
1549 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1550 root 1.7 }
1551    
1552     op->value *= change->value;
1553    
1554 root 1.36 if (change->materials)
1555     op->materials = change->materials;
1556 root 1.7
1557     if (change->materialname)
1558     op->materialname = change->materialname;
1559    
1560     if (change->slaying)
1561     op->slaying = change->slaying;
1562    
1563     if (change->race)
1564     op->race = change->race;
1565    
1566     if (change->msg)
1567     op->msg = change->msg;
1568 elmex 1.1 }
1569    
1570 root 1.7 static int
1571 root 1.16 legal_artifact_combination (object *op, artifact * art)
1572 root 1.7 {
1573 elmex 1.1 int neg, success = 0;
1574     linked_char *tmp;
1575     const char *name;
1576    
1577     if (art->allowed == (linked_char *) NULL)
1578 root 1.16 return 1; /* Ie, "all" */
1579 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1580     {
1581 elmex 1.1 #ifdef TREASURE_VERBOSE
1582 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1583 elmex 1.1 #endif
1584 root 1.7 if (*tmp->name == '!')
1585 root 1.16 name = tmp->name + 1, neg = 1;
1586 root 1.7 else
1587 root 1.16 name = tmp->name, neg = 0;
1588 root 1.7
1589     /* If we match name, then return the opposite of 'neg' */
1590     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1591 root 1.16 return !neg;
1592 root 1.7
1593     /* Set success as true, since if the match was an inverse, it means
1594     * everything is allowed except what we match
1595     */
1596     else if (neg)
1597 root 1.16 success = 1;
1598 root 1.7 }
1599 elmex 1.1 return success;
1600     }
1601    
1602     /*
1603     * Fixes the given object, giving it the abilities and titles
1604     * it should have due to the second artifact-template.
1605     */
1606    
1607 root 1.7 void
1608 root 1.12 give_artifact_abilities (object *op, object *artifct)
1609 root 1.7 {
1610 elmex 1.1 char new_name[MAX_BUF];
1611    
1612 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1613     op->title = new_name;
1614 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1615 elmex 1.1
1616 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1617 elmex 1.1 {
1618 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1619 root 1.16
1620 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1621     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1622 elmex 1.1 if (!identified)
1623 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1624 elmex 1.1 }
1625     #endif
1626     return;
1627     }
1628    
1629     /*
1630     * Decides randomly which artifact the object should be
1631     * turned into. Makes sure that the item can become that
1632     * artifact (means magic, difficulty, and Allowed fields properly).
1633     * Then calls give_artifact_abilities in order to actually create
1634     * the artifact.
1635     */
1636    
1637     /* Give 1 re-roll attempt per artifact */
1638     #define ARTIFACT_TRIES 2
1639    
1640 root 1.7 void
1641 root 1.16 generate_artifact (object *op, int difficulty)
1642 root 1.7 {
1643 elmex 1.1 artifactlist *al;
1644     artifact *art;
1645     int i;
1646    
1647 root 1.7 al = find_artifactlist (op->type);
1648    
1649     if (al == NULL)
1650     {
1651 root 1.16 #if 0 /* This is too verbose, usually */
1652 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1653 elmex 1.1 #endif
1654 root 1.7 return;
1655     }
1656    
1657     for (i = 0; i < ARTIFACT_TRIES; i++)
1658     {
1659 root 1.35 int roll = rndm (al->total_chance);
1660 elmex 1.1
1661 root 1.35 for (art = al->items; art; art = art->next)
1662 root 1.16 {
1663     roll -= art->chance;
1664     if (roll < 0)
1665     break;
1666     }
1667 elmex 1.1
1668 root 1.7 if (art == NULL || roll >= 0)
1669 root 1.16 {
1670 elmex 1.1 #if 1
1671 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1672 elmex 1.1 #endif
1673 root 1.16 return;
1674     }
1675 root 1.7 if (!strcmp (art->item->name, "NONE"))
1676 root 1.16 return;
1677 root 1.7 if (FABS (op->magic) < art->item->magic)
1678 root 1.16 continue; /* Not magic enough to be this item */
1679 root 1.7
1680     /* Map difficulty not high enough */
1681     if (difficulty < art->difficulty)
1682 root 1.16 continue;
1683 elmex 1.1
1684 root 1.7 if (!legal_artifact_combination (op, art))
1685 root 1.16 {
1686 elmex 1.1 #ifdef TREASURE_VERBOSE
1687 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1688 elmex 1.1 #endif
1689 root 1.16 continue;
1690     }
1691 root 1.42
1692 root 1.7 give_artifact_abilities (op, art->item);
1693     return;
1694 elmex 1.1 }
1695     }
1696    
1697     /* fix_flesh_item() - objects of type FLESH are similar to type
1698     * FOOD, except they inherit properties (name, food value, etc).
1699     * based on the original owner (or 'donor' if you like). -b.t.
1700     */
1701    
1702 root 1.7 void
1703 root 1.16 fix_flesh_item (object *item, object *donor)
1704 root 1.7 {
1705     char tmpbuf[MAX_BUF];
1706     int i;
1707    
1708     if (item->type == FLESH && donor)
1709     {
1710     /* change the name */
1711 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1712     item->name = tmpbuf;
1713     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1714     item->name_pl = tmpbuf;
1715 root 1.7
1716     /* weight is FLESH weight/100 * donor */
1717     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1718 root 1.16 item->weight = 1;
1719 root 1.7
1720     /* value is multiplied by level of donor */
1721     item->value *= isqrt (donor->level * 2);
1722    
1723     /* food value */
1724     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1725    
1726     /* flesh items inherit some abilities of donor, but not
1727     * full effect.
1728     */
1729     for (i = 0; i < NROFATTACKS; i++)
1730 root 1.16 item->resist[i] = donor->resist[i] / 2;
1731 root 1.7
1732     /* item inherits donor's level (important for quezals) */
1733     item->level = donor->level;
1734    
1735     /* if donor has some attacktypes, the flesh is poisonous */
1736     if (donor->attacktype & AT_POISON)
1737 root 1.16 item->type = POISON;
1738 root 1.7 if (donor->attacktype & AT_ACID)
1739 root 1.16 item->stats.hp = -1 * item->stats.food;
1740 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1741 elmex 1.1 }
1742     }
1743    
1744     /* special_potion() - so that old potion code is still done right. */
1745 root 1.7 int
1746 root 1.16 special_potion (object *op)
1747 root 1.7 {
1748     if (op->attacktype)
1749     return 1;
1750 elmex 1.1
1751 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)
1752     return 1;
1753 elmex 1.1
1754 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1755 root 1.7 if (op->resist[i])
1756     return 1;
1757 elmex 1.1
1758 root 1.7 return 0;
1759 elmex 1.1 }
1760    
1761 root 1.7 void
1762 root 1.16 free_treasurestruct (treasure *t)
1763 elmex 1.1 {
1764 root 1.41 if (t->next) free_treasurestruct (t->next);
1765     if (t->next_yes) free_treasurestruct (t->next_yes);
1766     if (t->next_no) free_treasurestruct (t->next_no);
1767 root 1.8
1768     delete t;
1769 elmex 1.1 }
1770    
1771 root 1.7 void
1772 root 1.16 free_charlinks (linked_char *lc)
1773 elmex 1.1 {
1774 root 1.7 if (lc->next)
1775     free_charlinks (lc->next);
1776    
1777     delete lc;
1778 elmex 1.1 }
1779    
1780 root 1.7 void
1781 root 1.41 free_artifact (artifact *at)
1782 elmex 1.1 {
1783 root 1.41 if (at->next) free_artifact (at->next);
1784     if (at->allowed) free_charlinks (at->allowed);
1785 root 1.7
1786 root 1.21 at->item->destroy (1);
1787 root 1.7
1788 root 1.41 sfree (at);
1789 elmex 1.1 }
1790    
1791 root 1.7 void
1792 root 1.41 free_artifactlist (artifactlist *al)
1793 elmex 1.1 {
1794 root 1.7 artifactlist *nextal;
1795 root 1.15
1796 root 1.21 for (al = first_artifactlist; al; al = nextal)
1797 root 1.7 {
1798     nextal = al->next;
1799 root 1.15
1800 root 1.7 if (al->items)
1801 root 1.16 free_artifact (al->items);
1802 root 1.15
1803 root 1.41 sfree (al);
1804 elmex 1.1 }
1805     }
1806    
1807 root 1.7 void
1808     free_all_treasures (void)
1809     {
1810     treasurelist *tl, *next;
1811 elmex 1.1
1812 root 1.41 for (tl = first_treasurelist; tl; tl = next)
1813     {
1814     clear (tl);
1815 elmex 1.1
1816 root 1.7 next = tl->next;
1817     delete tl;
1818 elmex 1.1 }
1819 root 1.41
1820 root 1.7 free_artifactlist (first_artifactlist);
1821 elmex 1.1 }