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Revision: 1.54
Committed: Sat Apr 21 17:34:23 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.53: +0 -1 lines
Log Message:
slight revert, and more fixes

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