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Revision: 1.51
Committed: Thu Apr 19 16:36:00 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.50: +10 -6 lines
Log Message:
do not put treasure where it should not normally be

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 /* Bit of a hack - spells should never be put onto the map. The entire
236     * treasure stuff is a problem - there is no clear idea of knowing
237     * this is the original object, or if this is an object that should be created
238     * by another object.
239     */
240     if (flags & GT_ENVIRONMENT && op->type != SPELL)
241     {
242 root 1.51 if (ob_blocked (op, creator->map, creator->x, creator->y))
243     op->destroy ();
244     else
245     {
246     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
247     op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
248     }
249 root 1.7 }
250     else
251     {
252 root 1.29 op = creator->insert (op);
253 root 1.27
254 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
255 root 1.16 monster_check_apply (creator, op);
256 root 1.27
257 root 1.51 if (flags & GT_UPDATE_INV)
258     if (object *tmp = creator->in_player ())
259     esrv_send_item (tmp, op);
260 elmex 1.1 }
261     }
262    
263     /* if there are change_xxx commands in the treasure, we include the changes
264     * in the generated object
265     */
266 root 1.7 static void
267 root 1.12 change_treasure (treasure *t, object *op)
268 elmex 1.1 {
269 root 1.7 /* CMD: change_name xxxx */
270     if (t->change_arch.name)
271 elmex 1.1 {
272 root 1.7 op->name = t->change_arch.name;
273     op->name_pl = t->change_arch.name;
274 elmex 1.1 }
275    
276 root 1.7 if (t->change_arch.title)
277     op->title = t->change_arch.title;
278    
279     if (t->change_arch.slaying)
280     op->slaying = t->change_arch.slaying;
281     }
282    
283 root 1.41 static void
284 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
285 root 1.7 {
286 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
287 elmex 1.1 {
288 root 1.7 if (t->name)
289 root 1.16 {
290 elmex 1.30 if (difficulty >= t->magic)
291 root 1.47 if (treasurelist *tl = treasurelist::find (t->name))
292     create_treasure (tl, op, flag, difficulty, tries);
293     else
294     LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
295 root 1.16 }
296 root 1.7 else
297 root 1.16 {
298 elmex 1.30 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
299 root 1.16 {
300 root 1.41 object *tmp = arch_to_object (t->item);
301    
302 root 1.16 if (t->nrof && tmp->nrof <= 1)
303 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
304    
305 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
306     change_treasure (t, tmp);
307     put_treasure (tmp, op, flag);
308     }
309     }
310 root 1.12
311 root 1.41 if (t->next_yes)
312 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
313 elmex 1.1 }
314 root 1.41 else if (t->next_no)
315 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
316 root 1.12
317 root 1.41 if (t->next)
318 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
319 elmex 1.1 }
320    
321 root 1.41 static void
322 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
323 root 1.7 {
324 root 1.35 int value = rndm (tl->total_chance);
325 root 1.7 treasure *t;
326 elmex 1.1
327 root 1.7 if (tries++ > 100)
328     {
329     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
330     return;
331     }
332 root 1.12
333 root 1.41 for (t = tl->items; t; t = t->next)
334 root 1.7 {
335     value -= t->chance;
336 root 1.12
337 root 1.7 if (value < 0)
338 root 1.16 break;
339 root 1.7 }
340 elmex 1.1
341 root 1.7 if (!t || value >= 0)
342 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
343 root 1.12
344 root 1.7 if (t->name)
345     {
346     if (difficulty >= t->magic)
347 elmex 1.26 {
348 root 1.41 treasurelist *tl = treasurelist::find (t->name);
349 elmex 1.26 if (tl)
350     create_treasure (tl, op, flag, difficulty, tries);
351     }
352 root 1.7 else if (t->nrof)
353 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
354 elmex 1.1 }
355 root 1.41 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
356 root 1.7 {
357 root 1.41 if (object *tmp = arch_to_object (t->item))
358     {
359     if (t->nrof && tmp->nrof <= 1)
360     tmp->nrof = rndm (t->nrof) + 1;
361 root 1.12
362 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
363     change_treasure (t, tmp);
364     put_treasure (tmp, op, flag);
365     }
366 elmex 1.1 }
367     }
368    
369     /* This calls the appropriate treasure creation function. tries is passed
370     * to determine how many list transitions or attempts to create treasure
371     * have been made. It is really in place to prevent infinite loops with
372     * list transitions, or so that excessively good treasure will not be
373     * created on weak maps, because it will exceed the number of allowed tries
374     * to do that.
375     */
376 root 1.7 void
377 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
378 elmex 1.1 {
379 root 1.41 // empty treasurelists are legal
380     if (!tl->items)
381     return;
382    
383 root 1.7 if (tries++ > 100)
384     {
385     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
386     return;
387     }
388 root 1.37
389 elmex 1.30 if (tl->total_chance)
390     create_one_treasure (tl, op, flag, difficulty, tries);
391 root 1.7 else
392 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
393 elmex 1.1 }
394    
395     /* This is similar to the old generate treasure function. However,
396     * it instead takes a treasurelist. It is really just a wrapper around
397     * create_treasure. We create a dummy object that the treasure gets
398     * inserted into, and then return that treausre
399     */
400 root 1.7 object *
401 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
402 elmex 1.1 {
403 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
404    
405 root 1.50 object *ob = object::create ();
406 elmex 1.1
407 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
408 elmex 1.1
409 root 1.7 /* Don't want to free the object we are about to return */
410 root 1.50 object *tmp = ob->inv;
411     if (tmp)
412 root 1.23 tmp->remove ();
413 root 1.21
414 root 1.7 if (ob->inv)
415 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
416    
417 root 1.24 ob->destroy ();
418 root 1.7 return tmp;
419 elmex 1.1 }
420    
421     /*
422     * This is a new way of calculating the chance for an item to have
423     * a specific magical bonus.
424     * The array has two arguments, the difficulty of the level, and the
425     * magical bonus "wanted".
426     */
427    
428 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
429 root 1.42 // chance of magic difficulty
430     // +0 +1 +2 +3 +4
431     {95, 2, 2, 1, 0}, // 1
432     {92, 5, 2, 1, 0}, // 2
433     {85, 10, 4, 1, 0}, // 3
434     {80, 14, 4, 2, 0}, // 4
435     {75, 17, 5, 2, 1}, // 5
436     {70, 18, 8, 3, 1}, // 6
437     {65, 21, 10, 3, 1}, // 7
438     {60, 22, 12, 4, 2}, // 8
439     {55, 25, 14, 4, 2}, // 9
440     {50, 27, 16, 5, 2}, // 10
441     {45, 28, 18, 6, 3}, // 11
442     {42, 28, 20, 7, 3}, // 12
443     {40, 27, 21, 8, 4}, // 13
444     {38, 25, 22, 10, 5}, // 14
445     {36, 23, 23, 12, 6}, // 15
446     {33, 21, 24, 14, 8}, // 16
447     {31, 19, 25, 16, 9}, // 17
448     {27, 15, 30, 18, 10}, // 18
449     {20, 12, 30, 25, 13}, // 19
450     {15, 10, 28, 30, 17}, // 20
451     {13, 9, 27, 28, 23}, // 21
452     {10, 8, 25, 28, 29}, // 22
453     { 8, 7, 23, 26, 36}, // 23
454     { 6, 6, 20, 22, 46}, // 24
455     { 4, 5, 17, 18, 56}, // 25
456     { 2, 4, 12, 14, 68}, // 26
457     { 0, 3, 7, 10, 80}, // 27
458     { 0, 0, 3, 7, 90}, // 28
459     { 0, 0, 0, 3, 97}, // 29
460     { 0, 0, 0, 0, 100}, // 30
461     { 0, 0, 0, 0, 100}, // 31
462 elmex 1.1 };
463    
464     /* calculate the appropriate level for wands staves and scrolls.
465     * This code presumes that op has had its spell object created (in op->inv)
466     *
467     * elmex Wed Aug 9 17:44:59 CEST 2006:
468     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
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 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
790 elmex 1.1 /* So the treasure doesn't get created again */
791 root 1.42 op->randomitems = 0;
792 elmex 1.1 }
793    
794     if (difficulty < 1)
795     difficulty = 1;
796    
797 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
798     ARG_OBJECT (creator != op ? creator : 0),
799     ARG_INT (difficulty), ARG_INT (max_magic),
800     ARG_INT (flags)))
801     return;
802    
803 elmex 1.1 if (!(flags & GT_MINIMAL))
804     {
805     if (op->arch == crown_arch)
806 root 1.16 {
807     set_magic (difficulty, op, max_magic, flags);
808     num_enchantments = calc_item_power (op, 1);
809     generate_artifact (op, difficulty);
810     }
811 elmex 1.1 else
812 root 1.16 {
813     if (!op->magic && max_magic)
814     set_magic (difficulty, op, max_magic, flags);
815    
816     num_enchantments = calc_item_power (op, 1);
817    
818 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
819     || op->type == HORN
820     || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
821 root 1.16 * used for shop_floors or treasures */
822     generate_artifact (op, difficulty);
823     }
824 elmex 1.1
825     /* Object was made an artifact. Calculate its item_power rating.
826     * the item_power in the object is what the artfiact adds.
827     */
828     if (op->title)
829 root 1.16 {
830     /* if save_item_power is set, then most likely we started with an
831     * artifact and have added new abilities to it - this is rare, but
832     * but I have seen things like 'strange rings of fire'. So just figure
833     * out the power from the base power plus what this one adds. Note
834     * that since item_power is not quite linear, this actually ends up
835     * being somewhat of a bonus
836     */
837     if (save_item_power)
838     op->item_power = save_item_power + get_power_from_ench (op->item_power);
839     else
840     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
841     }
842 elmex 1.1 else if (save_item_power)
843 root 1.16 {
844     /* restore the item_power field to the object if we haven't changed it.
845     * we don't care about num_enchantments - that will basically just
846     * have calculated some value from the base attributes of the archetype.
847     */
848     op->item_power = save_item_power;
849     }
850 elmex 1.1 else
851 root 1.16 {
852     /* item_power was zero. This is suspicious, as it may be because it
853     * was never previously calculated. Let's compute a value and see if
854     * it is non-zero. If it indeed is, then assign it as the new
855     * item_power value.
856     * - gros, 21th of July 2006.
857     */
858     op->item_power = calc_item_power (op, 0);
859     save_item_power = op->item_power; /* Just in case it would get used
860     * again below */
861     }
862 elmex 1.1 }
863    
864     /* materialtype modifications. Note we allow this on artifacts. */
865     set_materialname (op, difficulty, NULL);
866    
867     if (flags & GT_MINIMAL)
868     {
869     if (op->type == POTION)
870 root 1.16 /* Handle healing and magic power potions */
871     if (op->stats.sp && !op->randomitems)
872     {
873     object *tmp;
874    
875     tmp = get_archetype (spell_mapping[op->stats.sp]);
876     insert_ob_in_ob (tmp, op);
877     op->stats.sp = 0;
878     }
879 elmex 1.1 }
880 root 1.16 else if (!op->title) /* Only modify object if not special */
881 elmex 1.1 switch (op->type)
882     {
883 root 1.16 case WEAPON:
884     case ARMOUR:
885     case SHIELD:
886     case HELMET:
887     case CLOAK:
888 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
889 root 1.16 set_ring_bonus (op, -DICE2);
890     break;
891    
892     case BRACERS:
893 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
894 root 1.16 {
895     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
896     if (!QUERY_FLAG (op, FLAG_CURSED))
897     op->value *= 3;
898     }
899     break;
900    
901     case POTION:
902     {
903     int too_many_tries = 0, is_special = 0;
904    
905     /* Handle healing and magic power potions */
906     if (op->stats.sp && !op->randomitems)
907     {
908     object *tmp;
909    
910     tmp = get_archetype (spell_mapping[op->stats.sp]);
911     insert_ob_in_ob (tmp, op);
912     op->stats.sp = 0;
913     }
914    
915     while (!(is_special = special_potion (op)) && !op->inv)
916     {
917     generate_artifact (op, difficulty);
918     if (too_many_tries++ > 10)
919     break;
920     }
921    
922     /* don't want to change value for healing/magic power potions,
923     * since the value set on those is already correct.
924     */
925     if (op->inv && op->randomitems)
926     {
927     /* value multiplier is same as for scrolls */
928     op->value = (op->value * op->inv->value);
929 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
930 root 1.16 }
931     else
932     {
933     op->name = "potion";
934     op->name_pl = "potions";
935     }
936    
937 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
938 root 1.16 SET_FLAG (op, FLAG_CURSED);
939     break;
940     }
941    
942     case AMULET:
943     if (op->arch == amulet_arch)
944     op->value *= 5; /* Since it's not just decoration */
945    
946     case RING:
947     if (op->arch == NULL)
948     {
949 root 1.24 op->destroy ();
950     op = 0;
951 root 1.16 break;
952     }
953    
954     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
955     break;
956    
957 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
958 root 1.16 SET_FLAG (op, FLAG_CURSED);
959    
960     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
961    
962     if (op->type != RING) /* Amulets have only one ability */
963     break;
964    
965 root 1.33 if (!(rndm (4)))
966 root 1.16 {
967 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
968 root 1.16
969     if (d > 0)
970     op->value *= 3;
971    
972     set_ring_bonus (op, d);
973    
974 root 1.33 if (!(rndm (4)))
975 root 1.16 {
976 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
977 root 1.16
978     if (d > 0)
979     op->value *= 5;
980     set_ring_bonus (op, d);
981     }
982     }
983    
984     if (GET_ANIM_ID (op))
985 root 1.35 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
986 root 1.16
987     break;
988    
989     case BOOK:
990     /* Is it an empty book?, if yes lets make a special·
991     * msg for it, and tailor its properties based on the·
992     * creator and/or map level we found it on.
993     */
994 root 1.33 if (!op->msg && rndm (10))
995 root 1.16 {
996     /* set the book level properly */
997     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
998     {
999     if (op->map && op->map->difficulty)
1000 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1001 root 1.16 else
1002 root 1.33 op->level = rndm (20) + 1;
1003 root 1.16 }
1004     else
1005 root 1.35 op->level = rndm (creator->level);
1006 root 1.16
1007     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1008     /* books w/ info are worth more! */
1009     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1010     /* creator related stuff */
1011    
1012     /* for library, chained books. Note that some monsters have no_pick
1013     * set - we don't want to set no pick in that case.
1014     */
1015     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1016     SET_FLAG (op, FLAG_NO_PICK);
1017     if (creator->slaying && !op->slaying) /* for check_inv floors */
1018     op->slaying = creator->slaying;
1019    
1020     /* add exp so reading it gives xp (once) */
1021     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1022     }
1023     break;
1024    
1025     case SPELLBOOK:
1026     op->value = op->value * op->inv->value;
1027     /* add exp so learning gives xp */
1028     op->level = op->inv->level;
1029     op->stats.exp = op->value;
1030     break;
1031    
1032     case WAND:
1033     /* nrof in the treasure list is number of charges,
1034     * not number of wands. So copy that into food (charges),
1035     * and reset nrof.
1036     */
1037     op->stats.food = op->inv->nrof;
1038     op->nrof = 1;
1039     /* If the spell changes by level, choose a random level
1040     * for it, and adjust price. If the spell doesn't
1041     * change by level, just set the wand to the level of
1042     * the spell, and value calculation is simpler.
1043     */
1044     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1045     {
1046     op->level = level_for_item (op, difficulty);
1047     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1048     }
1049     else
1050     {
1051     op->level = op->inv->level;
1052     op->value = op->value * op->inv->value;
1053     }
1054     break;
1055    
1056     case ROD:
1057     op->level = level_for_item (op, difficulty);
1058     /* Add 50 to both level an divisor to keep prices a little more
1059     * reasonable. Otherwise, a high level version of a low level
1060     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1061     * 10 time multiplier). This way, the value are a bit more reasonable.
1062     */
1063     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1064     /* maxhp is used to denote how many 'charges' the rod holds before */
1065     if (op->stats.maxhp)
1066     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1067     else
1068     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1069    
1070     op->stats.hp = op->stats.maxhp;
1071     break;
1072    
1073     case SCROLL:
1074     op->level = level_for_item (op, difficulty);
1075     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1076    
1077     /* add exp so reading them properly gives xp */
1078     op->stats.exp = op->value / 5;
1079     op->nrof = op->inv->nrof;
1080     break;
1081    
1082     case RUNE:
1083     trap_adjust (op, difficulty);
1084     break;
1085    
1086     case TRAP:
1087     trap_adjust (op, difficulty);
1088     break;
1089     } /* switch type */
1090 elmex 1.1
1091     if (flags & GT_STARTEQUIP)
1092     {
1093 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1094 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1095 elmex 1.1 else if (op->type != MONEY)
1096 root 1.16 op->value = 0;
1097 elmex 1.1 }
1098    
1099     if (!(flags & GT_ENVIRONMENT))
1100     fix_flesh_item (op, creator);
1101     }
1102    
1103     /*
1104     *
1105     *
1106     * CODE DEALING WITH ARTIFACTS STARTS HERE
1107     *
1108     *
1109     */
1110    
1111     /*
1112     * Allocate and return the pointer to an empty artifactlist structure.
1113     */
1114 root 1.7 static artifactlist *
1115     get_empty_artifactlist (void)
1116     {
1117 root 1.41 return salloc0 <artifactlist> ();
1118 elmex 1.1 }
1119    
1120     /*
1121     * Allocate and return the pointer to an empty artifact structure.
1122     */
1123 root 1.7 static artifact *
1124     get_empty_artifact (void)
1125     {
1126 root 1.41 return salloc0 <artifact> ();
1127 elmex 1.1 }
1128    
1129     /*
1130     * Searches the artifact lists and returns one that has the same type
1131     * of objects on it.
1132     */
1133 root 1.7 artifactlist *
1134     find_artifactlist (int type)
1135     {
1136 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1137 root 1.7 if (al->type == type)
1138     return al;
1139 root 1.38
1140     return 0;
1141 elmex 1.1 }
1142    
1143     /*
1144     * For debugging purposes. Dumps all tables.
1145     */
1146 root 1.7 void
1147     dump_artifacts (void)
1148     {
1149 elmex 1.1 artifactlist *al;
1150     artifact *art;
1151     linked_char *next;
1152    
1153 root 1.7 fprintf (logfile, "\n");
1154     for (al = first_artifactlist; al != NULL; al = al->next)
1155     {
1156     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1157     for (art = al->items; art != NULL; art = art->next)
1158 root 1.16 {
1159     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1160     if (art->allowed != NULL)
1161     {
1162 root 1.38 fprintf (logfile, "\tallowed combinations:");
1163 root 1.16 for (next = art->allowed; next != NULL; next = next->next)
1164     fprintf (logfile, "%s,", &next->name);
1165     fprintf (logfile, "\n");
1166     }
1167     }
1168 elmex 1.1 }
1169 root 1.7 fprintf (logfile, "\n");
1170 elmex 1.1 }
1171    
1172     /*
1173     * For debugging purposes. Dumps all treasures recursively (see below).
1174     */
1175 root 1.7 void
1176 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1177 elmex 1.1 {
1178     treasurelist *tl;
1179 root 1.7 int i;
1180 elmex 1.1
1181     if (depth > 100)
1182     return;
1183 root 1.41
1184 elmex 1.30 while (t)
1185 elmex 1.1 {
1186 elmex 1.30 if (t->name)
1187 root 1.16 {
1188     for (i = 0; i < depth; i++)
1189     fprintf (logfile, " ");
1190 root 1.41
1191 root 1.16 fprintf (logfile, "{ (list: %s)\n", &t->name);
1192 root 1.41
1193     tl = treasurelist::find (t->name);
1194 elmex 1.26 if (tl)
1195     dump_monster_treasure_rec (name, tl->items, depth + 2);
1196 root 1.41
1197 root 1.16 for (i = 0; i < depth; i++)
1198     fprintf (logfile, " ");
1199 root 1.41
1200 root 1.16 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1201     }
1202 elmex 1.1 else
1203 root 1.16 {
1204     for (i = 0; i < depth; i++)
1205     fprintf (logfile, " ");
1206 root 1.41
1207 elmex 1.30 if (t->item && t->item->clone.type == FLESH)
1208 root 1.16 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1209     else
1210     fprintf (logfile, "%s\n", &t->item->clone.name);
1211     }
1212 elmex 1.30
1213     if (t->next_yes)
1214 root 1.16 {
1215     for (i = 0; i < depth; i++)
1216     fprintf (logfile, " ");
1217 root 1.41
1218 root 1.16 fprintf (logfile, " (if yes)\n");
1219     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1220     }
1221 elmex 1.30
1222     if (t->next_no)
1223 root 1.16 {
1224     for (i = 0; i < depth; i++)
1225     fprintf (logfile, " ");
1226 root 1.41
1227 root 1.16 fprintf (logfile, " (if no)\n");
1228     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1229     }
1230 elmex 1.30
1231 elmex 1.1 t = t->next;
1232     }
1233     }
1234    
1235     /*
1236     * For debugging purposes. Dumps all treasures for a given monster.
1237     * Created originally by Raphael Quinet for debugging the alchemy code.
1238     */
1239 root 1.7 void
1240     dump_monster_treasure (const char *name)
1241 elmex 1.1 {
1242     archetype *at;
1243 root 1.7 int found;
1244 elmex 1.1
1245     found = 0;
1246     fprintf (logfile, "\n");
1247 root 1.38
1248 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1249     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1250 elmex 1.1 {
1251 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1252     if (at->clone.randomitems != NULL)
1253     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1254     else
1255     fprintf (logfile, "(nothing)\n");
1256 root 1.38
1257 root 1.16 fprintf (logfile, "\n");
1258     found++;
1259 elmex 1.1 }
1260 root 1.38
1261 elmex 1.1 if (found == 0)
1262     fprintf (logfile, "No objects have the name %s!\n\n", name);
1263     }
1264    
1265     /*
1266     * Builds up the lists of artifacts from the file in the libdir.
1267     */
1268 root 1.7 void
1269     init_artifacts (void)
1270     {
1271     static int has_been_inited = 0;
1272 pippijn 1.39 char filename[MAX_BUF];
1273 root 1.7 artifact *art = NULL;
1274     artifactlist *al;
1275    
1276     if (has_been_inited)
1277     return;
1278     else
1279     has_been_inited = 1;
1280 elmex 1.1
1281 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1282 root 1.38 object_thawer f (filename);
1283 elmex 1.1
1284 root 1.38 if (!f)
1285 root 1.7 return;
1286 elmex 1.1
1287 root 1.38 f.next ();
1288    
1289     for (;;)
1290 root 1.7 {
1291 root 1.38 switch (f.kw)
1292     {
1293     case KW_allowed:
1294     if (!art)
1295 root 1.47 art = get_empty_artifact ();
1296 root 1.7
1297 root 1.16 {
1298 root 1.38 if (!strcmp (f.get_str (), "all"))
1299     break;
1300    
1301     char *next, *cp = f.get_str ();
1302    
1303     do
1304     {
1305     if ((next = strchr (cp, ',')))
1306     *next++ = '\0';
1307    
1308     linked_char *tmp = new linked_char;
1309    
1310     tmp->name = cp;
1311     tmp->next = art->allowed;
1312     art->allowed = tmp;
1313     }
1314     while ((cp = next));
1315 root 1.16 }
1316 root 1.38 break;
1317    
1318     case KW_chance:
1319     f.get (art->chance);
1320     break;
1321    
1322     case KW_difficulty:
1323     f.get (art->difficulty);
1324     break;
1325 root 1.16
1326 root 1.38 case KW_object:
1327 root 1.16 {
1328 root 1.38 art->item = object::create ();
1329 root 1.49 f.get (art->item->name);
1330     f.next ();
1331 root 1.38
1332     if (!art->item->parse_kv (f))
1333     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1334    
1335     al = find_artifactlist (art->item->type);
1336    
1337     if (!al)
1338     {
1339     al = get_empty_artifactlist ();
1340     al->type = art->item->type;
1341     al->next = first_artifactlist;
1342     first_artifactlist = al;
1343     }
1344    
1345     art->next = al->items;
1346     al->items = art;
1347     art = 0;
1348 root 1.16 }
1349 root 1.38 continue;
1350 root 1.10
1351 root 1.38 case KW_EOF:
1352     goto done;
1353 root 1.10
1354 root 1.38 default:
1355     if (!f.parse_error ("artifacts file"))
1356     cleanup ("artifacts file required");
1357     break;
1358 root 1.16 }
1359 root 1.38
1360     f.next ();
1361 root 1.7 }
1362 root 1.3
1363 root 1.38 done:
1364     for (al = first_artifactlist; al; al = al->next)
1365 root 1.7 {
1366 root 1.47 al->total_chance = 0;
1367    
1368 root 1.38 for (art = al->items; art; art = art->next)
1369 root 1.16 {
1370     if (!art->chance)
1371     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1372     else
1373     al->total_chance += art->chance;
1374     }
1375 elmex 1.1 #if 0
1376 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1377 elmex 1.1 #endif
1378     }
1379    
1380 root 1.7 LOG (llevDebug, "done.\n");
1381 elmex 1.1 }
1382    
1383     /*
1384     * Used in artifact generation. The bonuses of the first object
1385     * is modified by the bonuses of the second object.
1386     */
1387 root 1.7 void
1388 root 1.16 add_abilities (object *op, object *change)
1389 root 1.7 {
1390 pippijn 1.14 int i, tmp;
1391 elmex 1.1
1392 root 1.7 if (change->face != blank_face)
1393     {
1394 elmex 1.1 #ifdef TREASURE_VERBOSE
1395 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1396 elmex 1.1 #endif
1397 root 1.7 op->face = change->face;
1398 elmex 1.1 }
1399    
1400 root 1.7 for (i = 0; i < NUM_STATS; i++)
1401     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1402    
1403     op->attacktype |= change->attacktype;
1404     op->path_attuned |= change->path_attuned;
1405     op->path_repelled |= change->path_repelled;
1406     op->path_denied |= change->path_denied;
1407     op->move_type |= change->move_type;
1408     op->stats.luck += change->stats.luck;
1409    
1410     if (QUERY_FLAG (change, FLAG_CURSED))
1411     SET_FLAG (op, FLAG_CURSED);
1412     if (QUERY_FLAG (change, FLAG_DAMNED))
1413     SET_FLAG (op, FLAG_DAMNED);
1414     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1415     set_abs_magic (op, -op->magic);
1416    
1417     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1418     SET_FLAG (op, FLAG_LIFESAVE);
1419     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1420     SET_FLAG (op, FLAG_REFL_SPELL);
1421     if (QUERY_FLAG (change, FLAG_STEALTH))
1422     SET_FLAG (op, FLAG_STEALTH);
1423     if (QUERY_FLAG (change, FLAG_XRAYS))
1424     SET_FLAG (op, FLAG_XRAYS);
1425     if (QUERY_FLAG (change, FLAG_BLIND))
1426     SET_FLAG (op, FLAG_BLIND);
1427     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1428     SET_FLAG (op, FLAG_SEE_IN_DARK);
1429     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1430     SET_FLAG (op, FLAG_REFL_MISSILE);
1431     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1432     SET_FLAG (op, FLAG_MAKE_INVIS);
1433    
1434     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1435     {
1436     CLEAR_FLAG (op, FLAG_ANIMATE);
1437     /* so artifacts will join */
1438     if (!QUERY_FLAG (op, FLAG_ALIVE))
1439 root 1.16 op->speed = 0.0;
1440 root 1.12
1441 root 1.28 op->set_speed (op->speed);
1442 elmex 1.1 }
1443 root 1.7
1444     if (change->nrof)
1445 root 1.35 op->nrof = rndm (change->nrof) + 1;
1446 root 1.7
1447 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1448 root 1.7 op->stats.wc += change->stats.wc;
1449     op->stats.ac += change->stats.ac;
1450    
1451     if (change->other_arch)
1452     {
1453     /* Basically, for horns & potions, the other_arch field is the spell
1454     * to cast. So convert that to into a spell and put it into
1455     * this object.
1456     */
1457     if (op->type == HORN || op->type == POTION)
1458 root 1.16 {
1459     object *tmp_obj;
1460    
1461     /* Remove any spells this object currently has in it */
1462     while (op->inv)
1463 root 1.24 op->inv->destroy ();
1464 root 1.16
1465     tmp_obj = arch_to_object (change->other_arch);
1466     insert_ob_in_ob (tmp_obj, op);
1467     }
1468 root 1.7 /* No harm setting this for potions/horns */
1469     op->other_arch = change->other_arch;
1470     }
1471    
1472     if (change->stats.hp < 0)
1473     op->stats.hp = -change->stats.hp;
1474     else
1475     op->stats.hp += change->stats.hp;
1476    
1477     if (change->stats.maxhp < 0)
1478     op->stats.maxhp = -change->stats.maxhp;
1479     else
1480     op->stats.maxhp += change->stats.maxhp;
1481    
1482     if (change->stats.sp < 0)
1483     op->stats.sp = -change->stats.sp;
1484     else
1485     op->stats.sp += change->stats.sp;
1486    
1487     if (change->stats.maxsp < 0)
1488     op->stats.maxsp = -change->stats.maxsp;
1489     else
1490     op->stats.maxsp += change->stats.maxsp;
1491    
1492     if (change->stats.food < 0)
1493     op->stats.food = -(change->stats.food);
1494     else
1495     op->stats.food += change->stats.food;
1496    
1497     if (change->level < 0)
1498     op->level = -(change->level);
1499     else
1500     op->level += change->level;
1501    
1502     if (change->gen_sp_armour < 0)
1503     op->gen_sp_armour = -(change->gen_sp_armour);
1504     else
1505     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1506    
1507     op->item_power = change->item_power;
1508    
1509     for (i = 0; i < NROFATTACKS; i++)
1510 root 1.20 if (change->resist[i])
1511     op->resist[i] += change->resist[i];
1512 root 1.7
1513     if (change->stats.dam)
1514     {
1515     if (change->stats.dam < 0)
1516 root 1.16 op->stats.dam = (-change->stats.dam);
1517 root 1.7 else if (op->stats.dam)
1518 root 1.16 {
1519     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1520     if (tmp == op->stats.dam)
1521     {
1522     if (change->stats.dam < 10)
1523     op->stats.dam--;
1524     else
1525     op->stats.dam++;
1526     }
1527     else
1528     op->stats.dam = tmp;
1529     }
1530 root 1.7 }
1531    
1532     if (change->weight)
1533     {
1534     if (change->weight < 0)
1535 root 1.16 op->weight = (-change->weight);
1536 root 1.7 else
1537 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1538 root 1.7 }
1539    
1540     if (change->last_sp)
1541     {
1542     if (change->last_sp < 0)
1543 root 1.16 op->last_sp = (-change->last_sp);
1544 root 1.7 else
1545 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1546 root 1.7 }
1547    
1548     if (change->gen_sp_armour)
1549     {
1550     if (change->gen_sp_armour < 0)
1551 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1552 root 1.7 else
1553 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1554 root 1.7 }
1555    
1556     op->value *= change->value;
1557    
1558 root 1.36 if (change->materials)
1559     op->materials = change->materials;
1560 root 1.7
1561     if (change->materialname)
1562     op->materialname = change->materialname;
1563    
1564     if (change->slaying)
1565     op->slaying = change->slaying;
1566    
1567     if (change->race)
1568     op->race = change->race;
1569    
1570     if (change->msg)
1571     op->msg = change->msg;
1572 elmex 1.1 }
1573    
1574 root 1.7 static int
1575 root 1.16 legal_artifact_combination (object *op, artifact * art)
1576 root 1.7 {
1577 elmex 1.1 int neg, success = 0;
1578     linked_char *tmp;
1579     const char *name;
1580    
1581     if (art->allowed == (linked_char *) NULL)
1582 root 1.16 return 1; /* Ie, "all" */
1583 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1584     {
1585 elmex 1.1 #ifdef TREASURE_VERBOSE
1586 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1587 elmex 1.1 #endif
1588 root 1.7 if (*tmp->name == '!')
1589 root 1.16 name = tmp->name + 1, neg = 1;
1590 root 1.7 else
1591 root 1.16 name = tmp->name, neg = 0;
1592 root 1.7
1593     /* If we match name, then return the opposite of 'neg' */
1594     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1595 root 1.16 return !neg;
1596 root 1.7
1597     /* Set success as true, since if the match was an inverse, it means
1598     * everything is allowed except what we match
1599     */
1600     else if (neg)
1601 root 1.16 success = 1;
1602 root 1.7 }
1603 elmex 1.1 return success;
1604     }
1605    
1606     /*
1607     * Fixes the given object, giving it the abilities and titles
1608     * it should have due to the second artifact-template.
1609     */
1610    
1611 root 1.7 void
1612 root 1.12 give_artifact_abilities (object *op, object *artifct)
1613 root 1.7 {
1614 elmex 1.1 char new_name[MAX_BUF];
1615    
1616 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1617     op->title = new_name;
1618 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1619 elmex 1.1
1620 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1621 elmex 1.1 {
1622 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1623 root 1.16
1624 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1625     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1626 elmex 1.1 if (!identified)
1627 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1628 elmex 1.1 }
1629     #endif
1630     return;
1631     }
1632    
1633     /*
1634     * Decides randomly which artifact the object should be
1635     * turned into. Makes sure that the item can become that
1636     * artifact (means magic, difficulty, and Allowed fields properly).
1637     * Then calls give_artifact_abilities in order to actually create
1638     * the artifact.
1639     */
1640    
1641     /* Give 1 re-roll attempt per artifact */
1642     #define ARTIFACT_TRIES 2
1643    
1644 root 1.7 void
1645 root 1.16 generate_artifact (object *op, int difficulty)
1646 root 1.7 {
1647 elmex 1.1 artifactlist *al;
1648     artifact *art;
1649     int i;
1650    
1651 root 1.7 al = find_artifactlist (op->type);
1652    
1653     if (al == NULL)
1654     {
1655 root 1.16 #if 0 /* This is too verbose, usually */
1656 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1657 elmex 1.1 #endif
1658 root 1.7 return;
1659     }
1660    
1661     for (i = 0; i < ARTIFACT_TRIES; i++)
1662     {
1663 root 1.35 int roll = rndm (al->total_chance);
1664 elmex 1.1
1665 root 1.35 for (art = al->items; art; art = art->next)
1666 root 1.16 {
1667     roll -= art->chance;
1668     if (roll < 0)
1669     break;
1670     }
1671 elmex 1.1
1672 root 1.7 if (art == NULL || roll >= 0)
1673 root 1.16 {
1674 elmex 1.1 #if 1
1675 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1676 elmex 1.1 #endif
1677 root 1.16 return;
1678     }
1679 root 1.7 if (!strcmp (art->item->name, "NONE"))
1680 root 1.16 return;
1681 root 1.7 if (FABS (op->magic) < art->item->magic)
1682 root 1.16 continue; /* Not magic enough to be this item */
1683 root 1.7
1684     /* Map difficulty not high enough */
1685     if (difficulty < art->difficulty)
1686 root 1.16 continue;
1687 elmex 1.1
1688 root 1.7 if (!legal_artifact_combination (op, art))
1689 root 1.16 {
1690 elmex 1.1 #ifdef TREASURE_VERBOSE
1691 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1692 elmex 1.1 #endif
1693 root 1.16 continue;
1694     }
1695 root 1.42
1696 root 1.7 give_artifact_abilities (op, art->item);
1697     return;
1698 elmex 1.1 }
1699     }
1700    
1701     /* fix_flesh_item() - objects of type FLESH are similar to type
1702     * FOOD, except they inherit properties (name, food value, etc).
1703     * based on the original owner (or 'donor' if you like). -b.t.
1704     */
1705    
1706 root 1.7 void
1707 root 1.16 fix_flesh_item (object *item, object *donor)
1708 root 1.7 {
1709     char tmpbuf[MAX_BUF];
1710     int i;
1711    
1712     if (item->type == FLESH && donor)
1713     {
1714     /* change the name */
1715 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1716     item->name = tmpbuf;
1717     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1718     item->name_pl = tmpbuf;
1719 root 1.7
1720     /* weight is FLESH weight/100 * donor */
1721     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1722 root 1.16 item->weight = 1;
1723 root 1.7
1724     /* value is multiplied by level of donor */
1725     item->value *= isqrt (donor->level * 2);
1726    
1727     /* food value */
1728     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1729    
1730     /* flesh items inherit some abilities of donor, but not
1731     * full effect.
1732     */
1733     for (i = 0; i < NROFATTACKS; i++)
1734 root 1.16 item->resist[i] = donor->resist[i] / 2;
1735 root 1.7
1736     /* item inherits donor's level (important for quezals) */
1737     item->level = donor->level;
1738    
1739     /* if donor has some attacktypes, the flesh is poisonous */
1740     if (donor->attacktype & AT_POISON)
1741 root 1.16 item->type = POISON;
1742 root 1.7 if (donor->attacktype & AT_ACID)
1743 root 1.16 item->stats.hp = -1 * item->stats.food;
1744 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1745 elmex 1.1 }
1746     }
1747    
1748     /* special_potion() - so that old potion code is still done right. */
1749 root 1.7 int
1750 root 1.16 special_potion (object *op)
1751 root 1.7 {
1752     if (op->attacktype)
1753     return 1;
1754 elmex 1.1
1755 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)
1756     return 1;
1757 elmex 1.1
1758 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1759 root 1.7 if (op->resist[i])
1760     return 1;
1761 elmex 1.1
1762 root 1.7 return 0;
1763 elmex 1.1 }
1764    
1765 root 1.7 void
1766 root 1.16 free_treasurestruct (treasure *t)
1767 elmex 1.1 {
1768 root 1.41 if (t->next) free_treasurestruct (t->next);
1769     if (t->next_yes) free_treasurestruct (t->next_yes);
1770     if (t->next_no) free_treasurestruct (t->next_no);
1771 root 1.8
1772     delete t;
1773 elmex 1.1 }
1774    
1775 root 1.7 void
1776 root 1.16 free_charlinks (linked_char *lc)
1777 elmex 1.1 {
1778 root 1.7 if (lc->next)
1779     free_charlinks (lc->next);
1780    
1781     delete lc;
1782 elmex 1.1 }
1783    
1784 root 1.7 void
1785 root 1.41 free_artifact (artifact *at)
1786 elmex 1.1 {
1787 root 1.41 if (at->next) free_artifact (at->next);
1788     if (at->allowed) free_charlinks (at->allowed);
1789 root 1.7
1790 root 1.21 at->item->destroy (1);
1791 root 1.7
1792 root 1.41 sfree (at);
1793 elmex 1.1 }
1794    
1795 root 1.7 void
1796 root 1.41 free_artifactlist (artifactlist *al)
1797 elmex 1.1 {
1798 root 1.7 artifactlist *nextal;
1799 root 1.15
1800 root 1.21 for (al = first_artifactlist; al; al = nextal)
1801 root 1.7 {
1802     nextal = al->next;
1803 root 1.15
1804 root 1.7 if (al->items)
1805 root 1.16 free_artifact (al->items);
1806 root 1.15
1807 root 1.41 sfree (al);
1808 elmex 1.1 }
1809     }
1810    
1811 root 1.7 void
1812     free_all_treasures (void)
1813     {
1814     treasurelist *tl, *next;
1815 elmex 1.1
1816 root 1.41 for (tl = first_treasurelist; tl; tl = next)
1817     {
1818     clear (tl);
1819 elmex 1.1
1820 root 1.7 next = tl->next;
1821     delete tl;
1822 elmex 1.1 }
1823 root 1.41
1824 root 1.7 free_artifactlist (first_artifactlist);
1825 elmex 1.1 }