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/cvs/deliantra/server/common/treasure.C
Revision: 1.53
Committed: Sat Apr 21 16:56:30 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.52: +3 -0 lines
Log Message:
having a) monsters as treasures b) multipart monsters as treasures
and c) multipart monsters as terasures on tiled maps... hit a big
pile of bugs again.

this change:

- implements a per-map active flag. when items are being inserted
  they are activated or deactivated according to that flag.
  this could get rid of most or even all of the explicit
  activate/deactivate calls.
- implement some glue to make instantiating multipart objects easier
  (this is used inside fix_multipart_objects and might make it possible
  to put multipart objects at map borders - those were winged before)
- do finer-grained locking as to not lead to deadlocks when insert
  recurses e.g. when loading tiled maps.

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 1.53 op->deactivate_recursive ();
243     op->expand_tail ();
244    
245 root 1.51 if (ob_blocked (op, creator->map, creator->x, creator->y))
246     op->destroy ();
247     else
248     {
249     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
250     op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
251     }
252 root 1.7 }
253     else
254     {
255 root 1.29 op = creator->insert (op);
256 root 1.27
257 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
258 root 1.16 monster_check_apply (creator, op);
259 root 1.27
260 root 1.51 if (flags & GT_UPDATE_INV)
261     if (object *tmp = creator->in_player ())
262     esrv_send_item (tmp, op);
263 elmex 1.1 }
264     }
265    
266     /* if there are change_xxx commands in the treasure, we include the changes
267     * in the generated object
268     */
269 root 1.7 static void
270 root 1.12 change_treasure (treasure *t, object *op)
271 elmex 1.1 {
272 root 1.7 /* CMD: change_name xxxx */
273     if (t->change_arch.name)
274 elmex 1.1 {
275 root 1.7 op->name = t->change_arch.name;
276     op->name_pl = t->change_arch.name;
277 elmex 1.1 }
278    
279 root 1.7 if (t->change_arch.title)
280     op->title = t->change_arch.title;
281    
282     if (t->change_arch.slaying)
283     op->slaying = t->change_arch.slaying;
284     }
285    
286 root 1.41 static void
287 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
288 root 1.7 {
289 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
290 elmex 1.1 {
291 root 1.7 if (t->name)
292 root 1.16 {
293 elmex 1.30 if (difficulty >= t->magic)
294 root 1.47 if (treasurelist *tl = treasurelist::find (t->name))
295     create_treasure (tl, op, flag, difficulty, tries);
296     else
297     LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
298 root 1.16 }
299 root 1.7 else
300 root 1.16 {
301 elmex 1.30 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
302 root 1.16 {
303 root 1.41 object *tmp = arch_to_object (t->item);
304    
305 root 1.16 if (t->nrof && tmp->nrof <= 1)
306 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
307    
308 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
309     change_treasure (t, tmp);
310     put_treasure (tmp, op, flag);
311     }
312     }
313 root 1.12
314 root 1.41 if (t->next_yes)
315 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
316 elmex 1.1 }
317 root 1.41 else if (t->next_no)
318 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
319 root 1.12
320 root 1.41 if (t->next)
321 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
322 elmex 1.1 }
323    
324 root 1.41 static void
325 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
326 root 1.7 {
327 root 1.35 int value = rndm (tl->total_chance);
328 root 1.7 treasure *t;
329 elmex 1.1
330 root 1.7 if (tries++ > 100)
331     {
332     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
333     return;
334     }
335 root 1.12
336 root 1.41 for (t = tl->items; t; t = t->next)
337 root 1.7 {
338     value -= t->chance;
339 root 1.12
340 root 1.7 if (value < 0)
341 root 1.16 break;
342 root 1.7 }
343 elmex 1.1
344 root 1.7 if (!t || value >= 0)
345 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
346 root 1.12
347 root 1.7 if (t->name)
348     {
349     if (difficulty >= t->magic)
350 elmex 1.26 {
351 root 1.41 treasurelist *tl = treasurelist::find (t->name);
352 elmex 1.26 if (tl)
353     create_treasure (tl, op, flag, difficulty, tries);
354     }
355 root 1.7 else if (t->nrof)
356 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
357 elmex 1.1 }
358 root 1.41 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
359 root 1.7 {
360 root 1.41 if (object *tmp = arch_to_object (t->item))
361     {
362     if (t->nrof && tmp->nrof <= 1)
363     tmp->nrof = rndm (t->nrof) + 1;
364 root 1.12
365 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366     change_treasure (t, tmp);
367     put_treasure (tmp, op, flag);
368     }
369 elmex 1.1 }
370     }
371    
372     /* This calls the appropriate treasure creation function. tries is passed
373     * to determine how many list transitions or attempts to create treasure
374     * have been made. It is really in place to prevent infinite loops with
375     * list transitions, or so that excessively good treasure will not be
376     * created on weak maps, because it will exceed the number of allowed tries
377     * to do that.
378     */
379 root 1.7 void
380 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381 elmex 1.1 {
382 root 1.41 // empty treasurelists are legal
383     if (!tl->items)
384     return;
385    
386 root 1.7 if (tries++ > 100)
387     {
388     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
389     return;
390     }
391 root 1.37
392 elmex 1.30 if (tl->total_chance)
393     create_one_treasure (tl, op, flag, difficulty, tries);
394 root 1.7 else
395 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
396 elmex 1.1 }
397    
398     /* This is similar to the old generate treasure function. However,
399     * it instead takes a treasurelist. It is really just a wrapper around
400     * create_treasure. We create a dummy object that the treasure gets
401     * inserted into, and then return that treausre
402     */
403 root 1.7 object *
404 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
405 elmex 1.1 {
406 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
407    
408 root 1.50 object *ob = object::create ();
409 elmex 1.1
410 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
411 elmex 1.1
412 root 1.7 /* Don't want to free the object we are about to return */
413 root 1.50 object *tmp = ob->inv;
414     if (tmp)
415 root 1.23 tmp->remove ();
416 root 1.21
417 root 1.7 if (ob->inv)
418 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
419    
420 root 1.24 ob->destroy ();
421 root 1.7 return tmp;
422 elmex 1.1 }
423    
424     /*
425     * This is a new way of calculating the chance for an item to have
426     * a specific magical bonus.
427     * The array has two arguments, the difficulty of the level, and the
428     * magical bonus "wanted".
429     */
430    
431 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
432 root 1.42 // chance of magic difficulty
433     // +0 +1 +2 +3 +4
434     {95, 2, 2, 1, 0}, // 1
435     {92, 5, 2, 1, 0}, // 2
436     {85, 10, 4, 1, 0}, // 3
437     {80, 14, 4, 2, 0}, // 4
438     {75, 17, 5, 2, 1}, // 5
439     {70, 18, 8, 3, 1}, // 6
440     {65, 21, 10, 3, 1}, // 7
441     {60, 22, 12, 4, 2}, // 8
442     {55, 25, 14, 4, 2}, // 9
443     {50, 27, 16, 5, 2}, // 10
444     {45, 28, 18, 6, 3}, // 11
445     {42, 28, 20, 7, 3}, // 12
446     {40, 27, 21, 8, 4}, // 13
447     {38, 25, 22, 10, 5}, // 14
448     {36, 23, 23, 12, 6}, // 15
449     {33, 21, 24, 14, 8}, // 16
450     {31, 19, 25, 16, 9}, // 17
451     {27, 15, 30, 18, 10}, // 18
452     {20, 12, 30, 25, 13}, // 19
453     {15, 10, 28, 30, 17}, // 20
454     {13, 9, 27, 28, 23}, // 21
455     {10, 8, 25, 28, 29}, // 22
456     { 8, 7, 23, 26, 36}, // 23
457     { 6, 6, 20, 22, 46}, // 24
458     { 4, 5, 17, 18, 56}, // 25
459     { 2, 4, 12, 14, 68}, // 26
460     { 0, 3, 7, 10, 80}, // 27
461     { 0, 0, 3, 7, 90}, // 28
462     { 0, 0, 0, 3, 97}, // 29
463     { 0, 0, 0, 0, 100}, // 30
464     { 0, 0, 0, 0, 100}, // 31
465 elmex 1.1 };
466    
467     /* calculate the appropriate level for wands staves and scrolls.
468     * This code presumes that op has had its spell object created (in op->inv)
469     *
470     * elmex Wed Aug 9 17:44:59 CEST 2006:
471     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
472     */
473 root 1.7 int
474 root 1.16 level_for_item (const object *op, int difficulty)
475 elmex 1.1 {
476 pippijn 1.14 int olevel = 0;
477 elmex 1.1
478     if (!op->inv)
479     {
480 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
481     return 0;
482 elmex 1.1 }
483    
484     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
485    
486     if (olevel <= 0)
487     olevel = rndm (1, MIN (op->inv->level, 1));
488    
489     if (olevel > MAXLEVEL)
490     olevel = MAXLEVEL;
491    
492     return olevel;
493     }
494    
495     /*
496     * Based upon the specified difficulty and upon the difftomagic_list array,
497     * a random magical bonus is returned. This is used when determine
498     * the magical bonus created on specific maps.
499     *
500     * elmex Thu Aug 10 18:45:44 CEST 2006:
501     * Scaling difficulty by max_level, as difficulty is a level and not some
502     * weird integer between 1-31.
503     *
504     */
505 root 1.7 int
506     magic_from_difficulty (int difficulty)
507 elmex 1.1 {
508     int percent = 0, magic = 0;
509     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
510    
511     scaled_diff--;
512    
513 root 1.7 if (scaled_diff < 0)
514 elmex 1.1 scaled_diff = 0;
515    
516     if (scaled_diff >= DIFFLEVELS)
517 root 1.7 scaled_diff = DIFFLEVELS - 1;
518 elmex 1.1
519 root 1.33 percent = rndm (100);
520 elmex 1.1
521 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
522 elmex 1.1 {
523     percent -= difftomagic_list[scaled_diff][magic];
524    
525     if (percent < 0)
526 root 1.16 break;
527 elmex 1.1 }
528    
529     if (magic == (MAXMAGIC + 1))
530     {
531 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
532 elmex 1.1 magic = 0;
533     }
534    
535 root 1.33 magic = (rndm (3)) ? magic : -magic;
536 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
537    
538     return magic;
539     }
540    
541     /*
542     * Sets magical bonus in an object, and recalculates the effect on
543     * the armour variable, and the effect on speed of armour.
544     * This function doesn't work properly, should add use of archetypes
545     * to make it truly absolute.
546     */
547    
548 root 1.7 void
549 root 1.16 set_abs_magic (object *op, int magic)
550 root 1.7 {
551     if (!magic)
552 elmex 1.1 return;
553    
554 root 1.7 op->magic = magic;
555     if (op->arch)
556     {
557     if (op->type == ARMOUR)
558 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
559 root 1.7
560 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
561 root 1.16 magic = (-magic);
562 root 1.7 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
563     }
564     else
565     {
566     if (op->type == ARMOUR)
567 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
568 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
569 root 1.16 magic = (-magic);
570 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
571     }
572 elmex 1.1 }
573    
574     /*
575     * Sets a random magical bonus in the given object based upon
576     * the given difficulty, and the given max possible bonus.
577     */
578    
579 root 1.7 static void
580 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
581 elmex 1.1 {
582     int i;
583 root 1.16
584 root 1.7 i = magic_from_difficulty (difficulty);
585 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
586 root 1.7 i = -i;
587     if (i > max_magic)
588 elmex 1.1 i = max_magic;
589 root 1.7 set_abs_magic (op, i);
590 elmex 1.1 if (i < 0)
591 root 1.7 SET_FLAG (op, FLAG_CURSED);
592 elmex 1.1 }
593    
594     /*
595     * Randomly adds one magical ability to the given object.
596     * Modified for Partial Resistance in many ways:
597     * 1) Since rings can have multiple bonuses, if the same bonus
598     * is rolled again, increase it - the bonuses now stack with
599     * other bonuses previously rolled and ones the item might natively have.
600     * 2) Add code to deal with new PR method.
601     */
602 root 1.7 void
603 root 1.16 set_ring_bonus (object *op, int bonus)
604 root 1.7 {
605 elmex 1.1
606 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
607 elmex 1.1
608 root 1.7 if (op->type == AMULET)
609     {
610 root 1.33 if (!(rndm (21)))
611     r = 20 + rndm (2);
612 root 1.7 else
613 root 1.16 {
614 root 1.35 if (rndm (2))
615 root 1.16 r = 10;
616     else
617 root 1.33 r = 11 + rndm (9);
618 root 1.16 }
619 root 1.7 }
620    
621     switch (r)
622     {
623 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
624     * bonuses and penalties will stack and add to existing values.
625     * of the item.
626     */
627     case 0:
628     case 1:
629     case 2:
630     case 3:
631     case 4:
632     case 5:
633     case 6:
634     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
635     break;
636    
637     case 7:
638     op->stats.dam += bonus;
639     break;
640    
641     case 8:
642     op->stats.wc += bonus;
643     break;
644    
645     case 9:
646     op->stats.food += bonus; /* hunger/sustenance */
647     break;
648    
649     case 10:
650     op->stats.ac += bonus;
651     break;
652    
653     /* Item that gives protections/vulnerabilities */
654     case 11:
655     case 12:
656     case 13:
657     case 14:
658     case 15:
659     case 16:
660     case 17:
661     case 18:
662     case 19:
663     {
664 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
665 root 1.16
666     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
667 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
668 root 1.16
669     /* Cursed items need to have higher negative values to equal out with
670     * positive values for how protections work out. Put another
671     * little random element in since that they don't always end up with
672     * even values.
673     */
674     if (bonus < 0)
675 root 1.35 val = 2 * -val - rndm (b);
676 root 1.16 if (val > 35)
677     val = 35; /* Upper limit */
678     b = 0;
679 root 1.34
680 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
681 root 1.34 resist = rndm (num_resist_table);
682    
683 root 1.16 if (b == 4)
684     return; /* Not able to find a free resistance */
685 root 1.34
686 root 1.16 op->resist[resist_table[resist]] = val;
687     /* We should probably do something more clever here to adjust value
688     * based on how good a resistance we gave.
689     */
690     break;
691     }
692     case 20:
693     if (op->type == AMULET)
694     {
695     SET_FLAG (op, FLAG_REFL_SPELL);
696     op->value *= 11;
697     }
698     else
699     {
700     op->stats.hp = 1; /* regenerate hit points */
701     op->value *= 4;
702     }
703     break;
704    
705     case 21:
706     if (op->type == AMULET)
707     {
708     SET_FLAG (op, FLAG_REFL_MISSILE);
709     op->value *= 9;
710     }
711     else
712     {
713     op->stats.sp = 1; /* regenerate spell points */
714     op->value *= 3;
715     }
716     break;
717    
718     case 22:
719     op->stats.exp += bonus; /* Speed! */
720     op->value = (op->value * 2) / 3;
721     break;
722 root 1.7 }
723 root 1.34
724 root 1.7 if (bonus > 0)
725     op->value *= 2 * bonus;
726     else
727     op->value = -(op->value * 2 * bonus) / 3;
728 elmex 1.1 }
729    
730     /*
731     * get_magic(diff) will return a random number between 0 and 4.
732     * diff can be any value above 2. The higher the diff-variable, the
733     * higher is the chance of returning a low number.
734     * It is only used in fix_generated_treasure() to set bonuses on
735     * rings and amulets.
736     * Another scheme is used to calculate the magic of weapons and armours.
737     */
738 root 1.7 int
739     get_magic (int diff)
740     {
741 elmex 1.1 int i;
742 root 1.16
743 root 1.7 if (diff < 3)
744     diff = 3;
745 root 1.35
746 root 1.7 for (i = 0; i < 4; i++)
747 root 1.35 if (rndm (diff))
748 root 1.7 return i;
749 root 1.35
750 elmex 1.1 return 4;
751     }
752    
753     #define DICE2 (get_magic(2)==2?2:1)
754 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
755 elmex 1.1
756     /*
757     * fix_generated_item(): This is called after an item is generated, in
758     * order to set it up right. This produced magical bonuses, puts spells
759     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
760     */
761 root 1.16
762 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
763     * op->type. Right now, which stuff the creator passes on is object type
764     * dependant. I know this is a spagetti manuever, but is there a cleaner
765     * way to do this? b.t. */
766 root 1.16
767 elmex 1.1 /*
768     * ! (flags & GT_ENVIRONMENT):
769     * Automatically calls fix_flesh_item().
770     *
771     * flags:
772     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
773     * value.
774     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
775     * a working object - don't change magic, value, etc, but set it material
776     * type as appropriate, for objects that need spell objects, set those, etc
777     */
778 root 1.7 void
779 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
780 elmex 1.1 {
781     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
782    
783     if (!creator || creator->type == op->type)
784 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
785 elmex 1.1
786     /* If we make an artifact, this information will be destroyed */
787     save_item_power = op->item_power;
788     op->item_power = 0;
789    
790     if (op->randomitems && op->type != SPELL)
791     {
792 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
793 elmex 1.1 /* So the treasure doesn't get created again */
794 root 1.42 op->randomitems = 0;
795 elmex 1.1 }
796    
797     if (difficulty < 1)
798     difficulty = 1;
799    
800 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
801     ARG_OBJECT (creator != op ? creator : 0),
802     ARG_INT (difficulty), ARG_INT (max_magic),
803     ARG_INT (flags)))
804     return;
805    
806 elmex 1.1 if (!(flags & GT_MINIMAL))
807     {
808     if (op->arch == crown_arch)
809 root 1.16 {
810     set_magic (difficulty, op, max_magic, flags);
811     num_enchantments = calc_item_power (op, 1);
812     generate_artifact (op, difficulty);
813     }
814 elmex 1.1 else
815 root 1.16 {
816     if (!op->magic && max_magic)
817     set_magic (difficulty, op, max_magic, flags);
818    
819     num_enchantments = calc_item_power (op, 1);
820    
821 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
822     || op->type == HORN
823     || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
824 root 1.16 * used for shop_floors or treasures */
825     generate_artifact (op, difficulty);
826     }
827 elmex 1.1
828     /* Object was made an artifact. Calculate its item_power rating.
829     * the item_power in the object is what the artfiact adds.
830     */
831     if (op->title)
832 root 1.16 {
833     /* if save_item_power is set, then most likely we started with an
834     * artifact and have added new abilities to it - this is rare, but
835     * but I have seen things like 'strange rings of fire'. So just figure
836     * out the power from the base power plus what this one adds. Note
837     * that since item_power is not quite linear, this actually ends up
838     * being somewhat of a bonus
839     */
840     if (save_item_power)
841     op->item_power = save_item_power + get_power_from_ench (op->item_power);
842     else
843     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
844     }
845 elmex 1.1 else if (save_item_power)
846 root 1.16 {
847     /* restore the item_power field to the object if we haven't changed it.
848     * we don't care about num_enchantments - that will basically just
849     * have calculated some value from the base attributes of the archetype.
850     */
851     op->item_power = save_item_power;
852     }
853 elmex 1.1 else
854 root 1.16 {
855     /* item_power was zero. This is suspicious, as it may be because it
856     * was never previously calculated. Let's compute a value and see if
857     * it is non-zero. If it indeed is, then assign it as the new
858     * item_power value.
859     * - gros, 21th of July 2006.
860     */
861     op->item_power = calc_item_power (op, 0);
862     save_item_power = op->item_power; /* Just in case it would get used
863     * again below */
864     }
865 elmex 1.1 }
866    
867     /* materialtype modifications. Note we allow this on artifacts. */
868     set_materialname (op, difficulty, NULL);
869    
870     if (flags & GT_MINIMAL)
871     {
872     if (op->type == POTION)
873 root 1.16 /* Handle healing and magic power potions */
874     if (op->stats.sp && !op->randomitems)
875     {
876     object *tmp;
877    
878     tmp = get_archetype (spell_mapping[op->stats.sp]);
879     insert_ob_in_ob (tmp, op);
880     op->stats.sp = 0;
881     }
882 elmex 1.1 }
883 root 1.16 else if (!op->title) /* Only modify object if not special */
884 elmex 1.1 switch (op->type)
885     {
886 root 1.16 case WEAPON:
887     case ARMOUR:
888     case SHIELD:
889     case HELMET:
890     case CLOAK:
891 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
892 root 1.16 set_ring_bonus (op, -DICE2);
893     break;
894    
895     case BRACERS:
896 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
897 root 1.16 {
898     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
899     if (!QUERY_FLAG (op, FLAG_CURSED))
900     op->value *= 3;
901     }
902     break;
903    
904     case POTION:
905     {
906     int too_many_tries = 0, is_special = 0;
907    
908     /* Handle healing and magic power potions */
909     if (op->stats.sp && !op->randomitems)
910     {
911     object *tmp;
912    
913     tmp = get_archetype (spell_mapping[op->stats.sp]);
914     insert_ob_in_ob (tmp, op);
915     op->stats.sp = 0;
916     }
917    
918     while (!(is_special = special_potion (op)) && !op->inv)
919     {
920     generate_artifact (op, difficulty);
921     if (too_many_tries++ > 10)
922     break;
923     }
924    
925     /* don't want to change value for healing/magic power potions,
926     * since the value set on those is already correct.
927     */
928     if (op->inv && op->randomitems)
929     {
930     /* value multiplier is same as for scrolls */
931     op->value = (op->value * op->inv->value);
932 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
933 root 1.16 }
934     else
935     {
936     op->name = "potion";
937     op->name_pl = "potions";
938     }
939    
940 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
941 root 1.16 SET_FLAG (op, FLAG_CURSED);
942     break;
943     }
944    
945     case AMULET:
946     if (op->arch == amulet_arch)
947     op->value *= 5; /* Since it's not just decoration */
948    
949     case RING:
950     if (op->arch == NULL)
951     {
952 root 1.24 op->destroy ();
953     op = 0;
954 root 1.16 break;
955     }
956    
957     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
958     break;
959    
960 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
961 root 1.16 SET_FLAG (op, FLAG_CURSED);
962    
963     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
964    
965     if (op->type != RING) /* Amulets have only one ability */
966     break;
967    
968 root 1.33 if (!(rndm (4)))
969 root 1.16 {
970 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
971 root 1.16
972     if (d > 0)
973     op->value *= 3;
974    
975     set_ring_bonus (op, d);
976    
977 root 1.33 if (!(rndm (4)))
978 root 1.16 {
979 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
980 root 1.16
981     if (d > 0)
982     op->value *= 5;
983     set_ring_bonus (op, d);
984     }
985     }
986    
987     if (GET_ANIM_ID (op))
988 root 1.35 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
989 root 1.16
990     break;
991    
992     case BOOK:
993     /* Is it an empty book?, if yes lets make a special·
994     * msg for it, and tailor its properties based on the·
995     * creator and/or map level we found it on.
996     */
997 root 1.33 if (!op->msg && rndm (10))
998 root 1.16 {
999     /* set the book level properly */
1000     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1001     {
1002     if (op->map && op->map->difficulty)
1003 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1004 root 1.16 else
1005 root 1.33 op->level = rndm (20) + 1;
1006 root 1.16 }
1007     else
1008 root 1.35 op->level = rndm (creator->level);
1009 root 1.16
1010     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1011     /* books w/ info are worth more! */
1012     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1013     /* creator related stuff */
1014    
1015     /* for library, chained books. Note that some monsters have no_pick
1016     * set - we don't want to set no pick in that case.
1017     */
1018     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1019     SET_FLAG (op, FLAG_NO_PICK);
1020     if (creator->slaying && !op->slaying) /* for check_inv floors */
1021     op->slaying = creator->slaying;
1022    
1023     /* add exp so reading it gives xp (once) */
1024     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1025     }
1026     break;
1027    
1028     case SPELLBOOK:
1029     op->value = op->value * op->inv->value;
1030     /* add exp so learning gives xp */
1031     op->level = op->inv->level;
1032     op->stats.exp = op->value;
1033     break;
1034    
1035     case WAND:
1036     /* nrof in the treasure list is number of charges,
1037     * not number of wands. So copy that into food (charges),
1038     * and reset nrof.
1039     */
1040     op->stats.food = op->inv->nrof;
1041     op->nrof = 1;
1042     /* If the spell changes by level, choose a random level
1043     * for it, and adjust price. If the spell doesn't
1044     * change by level, just set the wand to the level of
1045     * the spell, and value calculation is simpler.
1046     */
1047     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1048     {
1049     op->level = level_for_item (op, difficulty);
1050     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1051     }
1052     else
1053     {
1054     op->level = op->inv->level;
1055     op->value = op->value * op->inv->value;
1056     }
1057     break;
1058    
1059     case ROD:
1060     op->level = level_for_item (op, difficulty);
1061     /* Add 50 to both level an divisor to keep prices a little more
1062     * reasonable. Otherwise, a high level version of a low level
1063     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1064     * 10 time multiplier). This way, the value are a bit more reasonable.
1065     */
1066     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1067     /* maxhp is used to denote how many 'charges' the rod holds before */
1068     if (op->stats.maxhp)
1069     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1070     else
1071     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1072    
1073     op->stats.hp = op->stats.maxhp;
1074     break;
1075    
1076     case SCROLL:
1077     op->level = level_for_item (op, difficulty);
1078     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1079    
1080     /* add exp so reading them properly gives xp */
1081     op->stats.exp = op->value / 5;
1082     op->nrof = op->inv->nrof;
1083     break;
1084    
1085     case RUNE:
1086     trap_adjust (op, difficulty);
1087     break;
1088    
1089     case TRAP:
1090     trap_adjust (op, difficulty);
1091     break;
1092     } /* switch type */
1093 elmex 1.1
1094     if (flags & GT_STARTEQUIP)
1095     {
1096 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1097 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1098 elmex 1.1 else if (op->type != MONEY)
1099 root 1.16 op->value = 0;
1100 elmex 1.1 }
1101    
1102     if (!(flags & GT_ENVIRONMENT))
1103     fix_flesh_item (op, creator);
1104     }
1105    
1106     /*
1107     *
1108     *
1109     * CODE DEALING WITH ARTIFACTS STARTS HERE
1110     *
1111     *
1112     */
1113    
1114     /*
1115     * Allocate and return the pointer to an empty artifactlist structure.
1116     */
1117 root 1.7 static artifactlist *
1118     get_empty_artifactlist (void)
1119     {
1120 root 1.41 return salloc0 <artifactlist> ();
1121 elmex 1.1 }
1122    
1123     /*
1124     * Allocate and return the pointer to an empty artifact structure.
1125     */
1126 root 1.7 static artifact *
1127     get_empty_artifact (void)
1128     {
1129 root 1.41 return salloc0 <artifact> ();
1130 elmex 1.1 }
1131    
1132     /*
1133     * Searches the artifact lists and returns one that has the same type
1134     * of objects on it.
1135     */
1136 root 1.7 artifactlist *
1137     find_artifactlist (int type)
1138     {
1139 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1140 root 1.7 if (al->type == type)
1141     return al;
1142 root 1.38
1143     return 0;
1144 elmex 1.1 }
1145    
1146     /*
1147     * For debugging purposes. Dumps all tables.
1148     */
1149 root 1.7 void
1150     dump_artifacts (void)
1151     {
1152 elmex 1.1 artifactlist *al;
1153     artifact *art;
1154     linked_char *next;
1155    
1156 root 1.7 fprintf (logfile, "\n");
1157     for (al = first_artifactlist; al != NULL; al = al->next)
1158     {
1159     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1160     for (art = al->items; art != NULL; art = art->next)
1161 root 1.16 {
1162     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1163     if (art->allowed != NULL)
1164     {
1165 root 1.38 fprintf (logfile, "\tallowed combinations:");
1166 root 1.16 for (next = art->allowed; next != NULL; next = next->next)
1167     fprintf (logfile, "%s,", &next->name);
1168     fprintf (logfile, "\n");
1169     }
1170     }
1171 elmex 1.1 }
1172 root 1.7 fprintf (logfile, "\n");
1173 elmex 1.1 }
1174    
1175     /*
1176     * For debugging purposes. Dumps all treasures recursively (see below).
1177     */
1178 root 1.7 void
1179 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1180 elmex 1.1 {
1181     treasurelist *tl;
1182 root 1.7 int i;
1183 elmex 1.1
1184     if (depth > 100)
1185     return;
1186 root 1.41
1187 elmex 1.30 while (t)
1188 elmex 1.1 {
1189 elmex 1.30 if (t->name)
1190 root 1.16 {
1191     for (i = 0; i < depth; i++)
1192     fprintf (logfile, " ");
1193 root 1.41
1194 root 1.16 fprintf (logfile, "{ (list: %s)\n", &t->name);
1195 root 1.41
1196     tl = treasurelist::find (t->name);
1197 elmex 1.26 if (tl)
1198     dump_monster_treasure_rec (name, tl->items, depth + 2);
1199 root 1.41
1200 root 1.16 for (i = 0; i < depth; i++)
1201     fprintf (logfile, " ");
1202 root 1.41
1203 root 1.16 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1204     }
1205 elmex 1.1 else
1206 root 1.16 {
1207     for (i = 0; i < depth; i++)
1208     fprintf (logfile, " ");
1209 root 1.41
1210 elmex 1.30 if (t->item && t->item->clone.type == FLESH)
1211 root 1.16 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1212     else
1213     fprintf (logfile, "%s\n", &t->item->clone.name);
1214     }
1215 elmex 1.30
1216     if (t->next_yes)
1217 root 1.16 {
1218     for (i = 0; i < depth; i++)
1219     fprintf (logfile, " ");
1220 root 1.41
1221 root 1.16 fprintf (logfile, " (if yes)\n");
1222     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1223     }
1224 elmex 1.30
1225     if (t->next_no)
1226 root 1.16 {
1227     for (i = 0; i < depth; i++)
1228     fprintf (logfile, " ");
1229 root 1.41
1230 root 1.16 fprintf (logfile, " (if no)\n");
1231     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1232     }
1233 elmex 1.30
1234 elmex 1.1 t = t->next;
1235     }
1236     }
1237    
1238     /*
1239     * For debugging purposes. Dumps all treasures for a given monster.
1240     * Created originally by Raphael Quinet for debugging the alchemy code.
1241     */
1242 root 1.7 void
1243     dump_monster_treasure (const char *name)
1244 elmex 1.1 {
1245     archetype *at;
1246 root 1.7 int found;
1247 elmex 1.1
1248     found = 0;
1249     fprintf (logfile, "\n");
1250 root 1.38
1251 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1252     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1253 elmex 1.1 {
1254 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1255     if (at->clone.randomitems != NULL)
1256     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1257     else
1258     fprintf (logfile, "(nothing)\n");
1259 root 1.38
1260 root 1.16 fprintf (logfile, "\n");
1261     found++;
1262 elmex 1.1 }
1263 root 1.38
1264 elmex 1.1 if (found == 0)
1265     fprintf (logfile, "No objects have the name %s!\n\n", name);
1266     }
1267    
1268     /*
1269     * Builds up the lists of artifacts from the file in the libdir.
1270     */
1271 root 1.7 void
1272     init_artifacts (void)
1273     {
1274     static int has_been_inited = 0;
1275 pippijn 1.39 char filename[MAX_BUF];
1276 root 1.7 artifact *art = NULL;
1277     artifactlist *al;
1278    
1279     if (has_been_inited)
1280     return;
1281     else
1282     has_been_inited = 1;
1283 elmex 1.1
1284 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1285 root 1.38 object_thawer f (filename);
1286 elmex 1.1
1287 root 1.38 if (!f)
1288 root 1.7 return;
1289 elmex 1.1
1290 root 1.38 f.next ();
1291    
1292     for (;;)
1293 root 1.7 {
1294 root 1.38 switch (f.kw)
1295     {
1296     case KW_allowed:
1297     if (!art)
1298 root 1.47 art = get_empty_artifact ();
1299 root 1.7
1300 root 1.16 {
1301 root 1.38 if (!strcmp (f.get_str (), "all"))
1302     break;
1303    
1304     char *next, *cp = f.get_str ();
1305    
1306     do
1307     {
1308     if ((next = strchr (cp, ',')))
1309     *next++ = '\0';
1310    
1311     linked_char *tmp = new linked_char;
1312    
1313     tmp->name = cp;
1314     tmp->next = art->allowed;
1315     art->allowed = tmp;
1316     }
1317     while ((cp = next));
1318 root 1.16 }
1319 root 1.38 break;
1320    
1321     case KW_chance:
1322     f.get (art->chance);
1323     break;
1324    
1325     case KW_difficulty:
1326     f.get (art->difficulty);
1327     break;
1328 root 1.16
1329 root 1.38 case KW_object:
1330 root 1.16 {
1331 root 1.38 art->item = object::create ();
1332 root 1.49 f.get (art->item->name);
1333     f.next ();
1334 root 1.38
1335     if (!art->item->parse_kv (f))
1336     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1337    
1338     al = find_artifactlist (art->item->type);
1339    
1340     if (!al)
1341     {
1342     al = get_empty_artifactlist ();
1343     al->type = art->item->type;
1344     al->next = first_artifactlist;
1345     first_artifactlist = al;
1346     }
1347    
1348     art->next = al->items;
1349     al->items = art;
1350     art = 0;
1351 root 1.16 }
1352 root 1.38 continue;
1353 root 1.10
1354 root 1.38 case KW_EOF:
1355     goto done;
1356 root 1.10
1357 root 1.38 default:
1358     if (!f.parse_error ("artifacts file"))
1359     cleanup ("artifacts file required");
1360     break;
1361 root 1.16 }
1362 root 1.38
1363     f.next ();
1364 root 1.7 }
1365 root 1.3
1366 root 1.38 done:
1367     for (al = first_artifactlist; al; al = al->next)
1368 root 1.7 {
1369 root 1.47 al->total_chance = 0;
1370    
1371 root 1.38 for (art = al->items; art; art = art->next)
1372 root 1.16 {
1373     if (!art->chance)
1374     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1375     else
1376     al->total_chance += art->chance;
1377     }
1378 elmex 1.1 #if 0
1379 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1380 elmex 1.1 #endif
1381     }
1382    
1383 root 1.7 LOG (llevDebug, "done.\n");
1384 elmex 1.1 }
1385    
1386     /*
1387     * Used in artifact generation. The bonuses of the first object
1388     * is modified by the bonuses of the second object.
1389     */
1390 root 1.7 void
1391 root 1.16 add_abilities (object *op, object *change)
1392 root 1.7 {
1393 pippijn 1.14 int i, tmp;
1394 elmex 1.1
1395 root 1.7 if (change->face != blank_face)
1396     {
1397 elmex 1.1 #ifdef TREASURE_VERBOSE
1398 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1399 elmex 1.1 #endif
1400 root 1.7 op->face = change->face;
1401 elmex 1.1 }
1402    
1403 root 1.7 for (i = 0; i < NUM_STATS; i++)
1404     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1405    
1406     op->attacktype |= change->attacktype;
1407     op->path_attuned |= change->path_attuned;
1408     op->path_repelled |= change->path_repelled;
1409     op->path_denied |= change->path_denied;
1410     op->move_type |= change->move_type;
1411     op->stats.luck += change->stats.luck;
1412    
1413     if (QUERY_FLAG (change, FLAG_CURSED))
1414     SET_FLAG (op, FLAG_CURSED);
1415     if (QUERY_FLAG (change, FLAG_DAMNED))
1416     SET_FLAG (op, FLAG_DAMNED);
1417     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1418     set_abs_magic (op, -op->magic);
1419    
1420     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1421     SET_FLAG (op, FLAG_LIFESAVE);
1422     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1423     SET_FLAG (op, FLAG_REFL_SPELL);
1424     if (QUERY_FLAG (change, FLAG_STEALTH))
1425     SET_FLAG (op, FLAG_STEALTH);
1426     if (QUERY_FLAG (change, FLAG_XRAYS))
1427     SET_FLAG (op, FLAG_XRAYS);
1428     if (QUERY_FLAG (change, FLAG_BLIND))
1429     SET_FLAG (op, FLAG_BLIND);
1430     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1431     SET_FLAG (op, FLAG_SEE_IN_DARK);
1432     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1433     SET_FLAG (op, FLAG_REFL_MISSILE);
1434     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1435     SET_FLAG (op, FLAG_MAKE_INVIS);
1436    
1437     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1438     {
1439     CLEAR_FLAG (op, FLAG_ANIMATE);
1440     /* so artifacts will join */
1441     if (!QUERY_FLAG (op, FLAG_ALIVE))
1442 root 1.16 op->speed = 0.0;
1443 root 1.12
1444 root 1.28 op->set_speed (op->speed);
1445 elmex 1.1 }
1446 root 1.7
1447     if (change->nrof)
1448 root 1.35 op->nrof = rndm (change->nrof) + 1;
1449 root 1.7
1450 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1451 root 1.7 op->stats.wc += change->stats.wc;
1452     op->stats.ac += change->stats.ac;
1453    
1454     if (change->other_arch)
1455     {
1456     /* Basically, for horns & potions, the other_arch field is the spell
1457     * to cast. So convert that to into a spell and put it into
1458     * this object.
1459     */
1460     if (op->type == HORN || op->type == POTION)
1461 root 1.16 {
1462     object *tmp_obj;
1463    
1464     /* Remove any spells this object currently has in it */
1465     while (op->inv)
1466 root 1.24 op->inv->destroy ();
1467 root 1.16
1468     tmp_obj = arch_to_object (change->other_arch);
1469     insert_ob_in_ob (tmp_obj, op);
1470     }
1471 root 1.7 /* No harm setting this for potions/horns */
1472     op->other_arch = change->other_arch;
1473     }
1474    
1475     if (change->stats.hp < 0)
1476     op->stats.hp = -change->stats.hp;
1477     else
1478     op->stats.hp += change->stats.hp;
1479    
1480     if (change->stats.maxhp < 0)
1481     op->stats.maxhp = -change->stats.maxhp;
1482     else
1483     op->stats.maxhp += change->stats.maxhp;
1484    
1485     if (change->stats.sp < 0)
1486     op->stats.sp = -change->stats.sp;
1487     else
1488     op->stats.sp += change->stats.sp;
1489    
1490     if (change->stats.maxsp < 0)
1491     op->stats.maxsp = -change->stats.maxsp;
1492     else
1493     op->stats.maxsp += change->stats.maxsp;
1494    
1495     if (change->stats.food < 0)
1496     op->stats.food = -(change->stats.food);
1497     else
1498     op->stats.food += change->stats.food;
1499    
1500     if (change->level < 0)
1501     op->level = -(change->level);
1502     else
1503     op->level += change->level;
1504    
1505     if (change->gen_sp_armour < 0)
1506     op->gen_sp_armour = -(change->gen_sp_armour);
1507     else
1508     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1509    
1510     op->item_power = change->item_power;
1511    
1512     for (i = 0; i < NROFATTACKS; i++)
1513 root 1.20 if (change->resist[i])
1514     op->resist[i] += change->resist[i];
1515 root 1.7
1516     if (change->stats.dam)
1517     {
1518     if (change->stats.dam < 0)
1519 root 1.16 op->stats.dam = (-change->stats.dam);
1520 root 1.7 else if (op->stats.dam)
1521 root 1.16 {
1522     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1523     if (tmp == op->stats.dam)
1524     {
1525     if (change->stats.dam < 10)
1526     op->stats.dam--;
1527     else
1528     op->stats.dam++;
1529     }
1530     else
1531     op->stats.dam = tmp;
1532     }
1533 root 1.7 }
1534    
1535     if (change->weight)
1536     {
1537     if (change->weight < 0)
1538 root 1.16 op->weight = (-change->weight);
1539 root 1.7 else
1540 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1541 root 1.7 }
1542    
1543     if (change->last_sp)
1544     {
1545     if (change->last_sp < 0)
1546 root 1.16 op->last_sp = (-change->last_sp);
1547 root 1.7 else
1548 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1549 root 1.7 }
1550    
1551     if (change->gen_sp_armour)
1552     {
1553     if (change->gen_sp_armour < 0)
1554 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1555 root 1.7 else
1556 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1557 root 1.7 }
1558    
1559     op->value *= change->value;
1560    
1561 root 1.36 if (change->materials)
1562     op->materials = change->materials;
1563 root 1.7
1564     if (change->materialname)
1565     op->materialname = change->materialname;
1566    
1567     if (change->slaying)
1568     op->slaying = change->slaying;
1569    
1570     if (change->race)
1571     op->race = change->race;
1572    
1573     if (change->msg)
1574     op->msg = change->msg;
1575 elmex 1.1 }
1576    
1577 root 1.7 static int
1578 root 1.52 legal_artifact_combination (object *op, artifact *art)
1579 root 1.7 {
1580 elmex 1.1 int neg, success = 0;
1581     linked_char *tmp;
1582     const char *name;
1583    
1584 root 1.52 if (!art->allowed)
1585 root 1.16 return 1; /* Ie, "all" */
1586 root 1.52
1587 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1588     {
1589 elmex 1.1 #ifdef TREASURE_VERBOSE
1590 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1591 elmex 1.1 #endif
1592 root 1.7 if (*tmp->name == '!')
1593 root 1.16 name = tmp->name + 1, neg = 1;
1594 root 1.7 else
1595 root 1.16 name = tmp->name, neg = 0;
1596 root 1.7
1597     /* If we match name, then return the opposite of 'neg' */
1598     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1599 root 1.16 return !neg;
1600 root 1.7
1601     /* Set success as true, since if the match was an inverse, it means
1602     * everything is allowed except what we match
1603     */
1604     else if (neg)
1605 root 1.16 success = 1;
1606 root 1.7 }
1607 root 1.52
1608 elmex 1.1 return success;
1609     }
1610    
1611     /*
1612     * Fixes the given object, giving it the abilities and titles
1613     * it should have due to the second artifact-template.
1614     */
1615    
1616 root 1.7 void
1617 root 1.12 give_artifact_abilities (object *op, object *artifct)
1618 root 1.7 {
1619 elmex 1.1 char new_name[MAX_BUF];
1620    
1621 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1622     op->title = new_name;
1623 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1624 elmex 1.1
1625 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1626 elmex 1.1 {
1627 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1628 root 1.16
1629 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1630     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1631 elmex 1.1 if (!identified)
1632 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1633 elmex 1.1 }
1634     #endif
1635     return;
1636     }
1637    
1638     /*
1639     * Decides randomly which artifact the object should be
1640     * turned into. Makes sure that the item can become that
1641     * artifact (means magic, difficulty, and Allowed fields properly).
1642     * Then calls give_artifact_abilities in order to actually create
1643     * the artifact.
1644     */
1645    
1646     /* Give 1 re-roll attempt per artifact */
1647     #define ARTIFACT_TRIES 2
1648    
1649 root 1.7 void
1650 root 1.16 generate_artifact (object *op, int difficulty)
1651 root 1.7 {
1652 elmex 1.1 artifactlist *al;
1653     artifact *art;
1654     int i;
1655    
1656 root 1.7 al = find_artifactlist (op->type);
1657    
1658     if (al == NULL)
1659     {
1660 root 1.16 #if 0 /* This is too verbose, usually */
1661 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1662 elmex 1.1 #endif
1663 root 1.7 return;
1664     }
1665    
1666     for (i = 0; i < ARTIFACT_TRIES; i++)
1667     {
1668 root 1.35 int roll = rndm (al->total_chance);
1669 elmex 1.1
1670 root 1.35 for (art = al->items; art; art = art->next)
1671 root 1.16 {
1672     roll -= art->chance;
1673     if (roll < 0)
1674     break;
1675     }
1676 elmex 1.1
1677 root 1.7 if (art == NULL || roll >= 0)
1678 root 1.16 {
1679 elmex 1.1 #if 1
1680 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1681 elmex 1.1 #endif
1682 root 1.16 return;
1683     }
1684 root 1.7 if (!strcmp (art->item->name, "NONE"))
1685 root 1.16 return;
1686 root 1.7 if (FABS (op->magic) < art->item->magic)
1687 root 1.16 continue; /* Not magic enough to be this item */
1688 root 1.7
1689     /* Map difficulty not high enough */
1690     if (difficulty < art->difficulty)
1691 root 1.16 continue;
1692 elmex 1.1
1693 root 1.7 if (!legal_artifact_combination (op, art))
1694 root 1.16 {
1695 elmex 1.1 #ifdef TREASURE_VERBOSE
1696 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1697 elmex 1.1 #endif
1698 root 1.16 continue;
1699     }
1700 root 1.42
1701 root 1.7 give_artifact_abilities (op, art->item);
1702     return;
1703 elmex 1.1 }
1704     }
1705    
1706     /* fix_flesh_item() - objects of type FLESH are similar to type
1707     * FOOD, except they inherit properties (name, food value, etc).
1708     * based on the original owner (or 'donor' if you like). -b.t.
1709     */
1710    
1711 root 1.7 void
1712 root 1.16 fix_flesh_item (object *item, object *donor)
1713 root 1.7 {
1714     char tmpbuf[MAX_BUF];
1715     int i;
1716    
1717     if (item->type == FLESH && donor)
1718     {
1719     /* change the name */
1720 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1721     item->name = tmpbuf;
1722     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1723     item->name_pl = tmpbuf;
1724 root 1.7
1725     /* weight is FLESH weight/100 * donor */
1726     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1727 root 1.16 item->weight = 1;
1728 root 1.7
1729     /* value is multiplied by level of donor */
1730     item->value *= isqrt (donor->level * 2);
1731    
1732     /* food value */
1733     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1734    
1735     /* flesh items inherit some abilities of donor, but not
1736     * full effect.
1737     */
1738     for (i = 0; i < NROFATTACKS; i++)
1739 root 1.16 item->resist[i] = donor->resist[i] / 2;
1740 root 1.7
1741     /* item inherits donor's level (important for quezals) */
1742     item->level = donor->level;
1743    
1744     /* if donor has some attacktypes, the flesh is poisonous */
1745     if (donor->attacktype & AT_POISON)
1746 root 1.16 item->type = POISON;
1747 root 1.7 if (donor->attacktype & AT_ACID)
1748 root 1.16 item->stats.hp = -1 * item->stats.food;
1749 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1750 elmex 1.1 }
1751     }
1752    
1753     /* special_potion() - so that old potion code is still done right. */
1754 root 1.7 int
1755 root 1.16 special_potion (object *op)
1756 root 1.7 {
1757     if (op->attacktype)
1758     return 1;
1759 elmex 1.1
1760 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)
1761     return 1;
1762 elmex 1.1
1763 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1764 root 1.7 if (op->resist[i])
1765     return 1;
1766 elmex 1.1
1767 root 1.7 return 0;
1768 elmex 1.1 }
1769    
1770 root 1.7 void
1771 root 1.16 free_treasurestruct (treasure *t)
1772 elmex 1.1 {
1773 root 1.41 if (t->next) free_treasurestruct (t->next);
1774     if (t->next_yes) free_treasurestruct (t->next_yes);
1775     if (t->next_no) free_treasurestruct (t->next_no);
1776 root 1.8
1777     delete t;
1778 elmex 1.1 }
1779    
1780 root 1.7 void
1781 root 1.16 free_charlinks (linked_char *lc)
1782 elmex 1.1 {
1783 root 1.7 if (lc->next)
1784     free_charlinks (lc->next);
1785    
1786     delete lc;
1787 elmex 1.1 }
1788    
1789 root 1.7 void
1790 root 1.41 free_artifact (artifact *at)
1791 elmex 1.1 {
1792 root 1.41 if (at->next) free_artifact (at->next);
1793     if (at->allowed) free_charlinks (at->allowed);
1794 root 1.7
1795 root 1.21 at->item->destroy (1);
1796 root 1.7
1797 root 1.41 sfree (at);
1798 elmex 1.1 }
1799    
1800 root 1.7 void
1801 root 1.41 free_artifactlist (artifactlist *al)
1802 elmex 1.1 {
1803 root 1.7 artifactlist *nextal;
1804 root 1.15
1805 root 1.21 for (al = first_artifactlist; al; al = nextal)
1806 root 1.7 {
1807     nextal = al->next;
1808 root 1.15
1809 root 1.7 if (al->items)
1810 root 1.16 free_artifact (al->items);
1811 root 1.15
1812 root 1.41 sfree (al);
1813 elmex 1.1 }
1814     }
1815    
1816 root 1.7 void
1817     free_all_treasures (void)
1818     {
1819     treasurelist *tl, *next;
1820 elmex 1.1
1821 root 1.41 for (tl = first_treasurelist; tl; tl = next)
1822     {
1823     clear (tl);
1824 elmex 1.1
1825 root 1.7 next = tl->next;
1826     delete tl;
1827 elmex 1.1 }
1828 root 1.41
1829 root 1.7 free_artifactlist (first_artifactlist);
1830 elmex 1.1 }