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Revision: 1.56
Committed: Sat Apr 21 22:12:59 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.55: +13 -6 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.55 * CrossFire, A Multiplayer game
3 pippijn 1.32 *
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 1.56 if (flags & GT_ENVIRONMENT)
236 root 1.7 {
237 root 1.56 /* Bit of a hack - spells should never be put onto the map. The entire
238     * treasure stuff is a problem - there is no clear idea of knowing
239     * this is the original object, or if this is an object that should be created
240     * by another object.
241     */
242     //TODO: flag such as objects... as such (no drop, anybody?)
243     if (op->type == SPELL)
244     {
245     op->destroy ();
246     return;
247     }
248    
249 root 1.53 op->expand_tail ();
250    
251 root 1.51 if (ob_blocked (op, creator->map, creator->x, creator->y))
252     op->destroy ();
253     else
254     {
255     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
256     op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257     }
258 root 1.7 }
259     else
260     {
261 root 1.29 op = creator->insert (op);
262 root 1.27
263 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
264 root 1.16 monster_check_apply (creator, op);
265 root 1.27
266 root 1.51 if (flags & GT_UPDATE_INV)
267     if (object *tmp = creator->in_player ())
268     esrv_send_item (tmp, op);
269 elmex 1.1 }
270     }
271    
272     /* if there are change_xxx commands in the treasure, we include the changes
273     * in the generated object
274     */
275 root 1.7 static void
276 root 1.12 change_treasure (treasure *t, object *op)
277 elmex 1.1 {
278 root 1.7 /* CMD: change_name xxxx */
279     if (t->change_arch.name)
280 elmex 1.1 {
281 root 1.7 op->name = t->change_arch.name;
282     op->name_pl = t->change_arch.name;
283 elmex 1.1 }
284    
285 root 1.7 if (t->change_arch.title)
286     op->title = t->change_arch.title;
287    
288     if (t->change_arch.slaying)
289     op->slaying = t->change_arch.slaying;
290     }
291    
292 root 1.41 static void
293 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
294 root 1.7 {
295 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
296 elmex 1.1 {
297 root 1.7 if (t->name)
298 root 1.16 {
299 elmex 1.30 if (difficulty >= t->magic)
300 root 1.47 if (treasurelist *tl = treasurelist::find (t->name))
301     create_treasure (tl, op, flag, difficulty, tries);
302     else
303     LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
304 root 1.16 }
305 root 1.7 else
306 root 1.16 {
307 elmex 1.30 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
308 root 1.16 {
309 root 1.41 object *tmp = arch_to_object (t->item);
310    
311 root 1.16 if (t->nrof && tmp->nrof <= 1)
312 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
313    
314 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
315     change_treasure (t, tmp);
316     put_treasure (tmp, op, flag);
317     }
318     }
319 root 1.12
320 root 1.41 if (t->next_yes)
321 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
322 elmex 1.1 }
323 root 1.41 else if (t->next_no)
324 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
325 root 1.12
326 root 1.41 if (t->next)
327 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
328 elmex 1.1 }
329    
330 root 1.41 static void
331 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
332 root 1.7 {
333 root 1.35 int value = rndm (tl->total_chance);
334 root 1.7 treasure *t;
335 elmex 1.1
336 root 1.7 if (tries++ > 100)
337     {
338     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
339     return;
340     }
341 root 1.12
342 root 1.41 for (t = tl->items; t; t = t->next)
343 root 1.7 {
344     value -= t->chance;
345 root 1.12
346 root 1.7 if (value < 0)
347 root 1.16 break;
348 root 1.7 }
349 elmex 1.1
350 root 1.7 if (!t || value >= 0)
351 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
352 root 1.12
353 root 1.7 if (t->name)
354     {
355     if (difficulty >= t->magic)
356 elmex 1.26 {
357 root 1.41 treasurelist *tl = treasurelist::find (t->name);
358 elmex 1.26 if (tl)
359     create_treasure (tl, op, flag, difficulty, tries);
360     }
361 root 1.7 else if (t->nrof)
362 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
363 elmex 1.1 }
364 root 1.41 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
365 root 1.7 {
366 root 1.41 if (object *tmp = arch_to_object (t->item))
367     {
368     if (t->nrof && tmp->nrof <= 1)
369     tmp->nrof = rndm (t->nrof) + 1;
370 root 1.12
371 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
372     change_treasure (t, tmp);
373     put_treasure (tmp, op, flag);
374     }
375 elmex 1.1 }
376     }
377    
378     /* This calls the appropriate treasure creation function. tries is passed
379     * to determine how many list transitions or attempts to create treasure
380     * have been made. It is really in place to prevent infinite loops with
381     * list transitions, or so that excessively good treasure will not be
382     * created on weak maps, because it will exceed the number of allowed tries
383     * to do that.
384     */
385 root 1.7 void
386 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
387 elmex 1.1 {
388 root 1.41 // empty treasurelists are legal
389     if (!tl->items)
390     return;
391    
392 root 1.7 if (tries++ > 100)
393     {
394     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
395     return;
396     }
397 root 1.37
398 elmex 1.30 if (tl->total_chance)
399     create_one_treasure (tl, op, flag, difficulty, tries);
400 root 1.7 else
401 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
402 elmex 1.1 }
403    
404     /* This is similar to the old generate treasure function. However,
405     * it instead takes a treasurelist. It is really just a wrapper around
406     * create_treasure. We create a dummy object that the treasure gets
407     * inserted into, and then return that treausre
408     */
409 root 1.7 object *
410 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
411 elmex 1.1 {
412 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
413    
414 root 1.50 object *ob = object::create ();
415 elmex 1.1
416 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
417 elmex 1.1
418 root 1.7 /* Don't want to free the object we are about to return */
419 root 1.50 object *tmp = ob->inv;
420     if (tmp)
421 root 1.23 tmp->remove ();
422 root 1.21
423 root 1.7 if (ob->inv)
424 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
425    
426 root 1.24 ob->destroy ();
427 root 1.7 return tmp;
428 elmex 1.1 }
429    
430     /*
431     * This is a new way of calculating the chance for an item to have
432     * a specific magical bonus.
433     * The array has two arguments, the difficulty of the level, and the
434     * magical bonus "wanted".
435     */
436    
437 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
438 root 1.42 // chance of magic difficulty
439     // +0 +1 +2 +3 +4
440     {95, 2, 2, 1, 0}, // 1
441     {92, 5, 2, 1, 0}, // 2
442     {85, 10, 4, 1, 0}, // 3
443     {80, 14, 4, 2, 0}, // 4
444     {75, 17, 5, 2, 1}, // 5
445     {70, 18, 8, 3, 1}, // 6
446     {65, 21, 10, 3, 1}, // 7
447     {60, 22, 12, 4, 2}, // 8
448     {55, 25, 14, 4, 2}, // 9
449     {50, 27, 16, 5, 2}, // 10
450     {45, 28, 18, 6, 3}, // 11
451     {42, 28, 20, 7, 3}, // 12
452     {40, 27, 21, 8, 4}, // 13
453     {38, 25, 22, 10, 5}, // 14
454     {36, 23, 23, 12, 6}, // 15
455     {33, 21, 24, 14, 8}, // 16
456     {31, 19, 25, 16, 9}, // 17
457     {27, 15, 30, 18, 10}, // 18
458     {20, 12, 30, 25, 13}, // 19
459     {15, 10, 28, 30, 17}, // 20
460     {13, 9, 27, 28, 23}, // 21
461     {10, 8, 25, 28, 29}, // 22
462     { 8, 7, 23, 26, 36}, // 23
463     { 6, 6, 20, 22, 46}, // 24
464     { 4, 5, 17, 18, 56}, // 25
465     { 2, 4, 12, 14, 68}, // 26
466     { 0, 3, 7, 10, 80}, // 27
467     { 0, 0, 3, 7, 90}, // 28
468     { 0, 0, 0, 3, 97}, // 29
469     { 0, 0, 0, 0, 100}, // 30
470     { 0, 0, 0, 0, 100}, // 31
471 elmex 1.1 };
472    
473     /* calculate the appropriate level for wands staves and scrolls.
474     * This code presumes that op has had its spell object created (in op->inv)
475     *
476     * elmex Wed Aug 9 17:44:59 CEST 2006:
477     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
478     */
479 root 1.7 int
480 root 1.16 level_for_item (const object *op, int difficulty)
481 elmex 1.1 {
482 pippijn 1.14 int olevel = 0;
483 elmex 1.1
484     if (!op->inv)
485     {
486 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
487     return 0;
488 elmex 1.1 }
489    
490     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
491    
492     if (olevel <= 0)
493     olevel = rndm (1, MIN (op->inv->level, 1));
494    
495     if (olevel > MAXLEVEL)
496     olevel = MAXLEVEL;
497    
498     return olevel;
499     }
500    
501     /*
502     * Based upon the specified difficulty and upon the difftomagic_list array,
503     * a random magical bonus is returned. This is used when determine
504     * the magical bonus created on specific maps.
505     *
506     * elmex Thu Aug 10 18:45:44 CEST 2006:
507     * Scaling difficulty by max_level, as difficulty is a level and not some
508     * weird integer between 1-31.
509     *
510     */
511 root 1.7 int
512     magic_from_difficulty (int difficulty)
513 elmex 1.1 {
514     int percent = 0, magic = 0;
515     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
516    
517     scaled_diff--;
518    
519 root 1.7 if (scaled_diff < 0)
520 elmex 1.1 scaled_diff = 0;
521    
522     if (scaled_diff >= DIFFLEVELS)
523 root 1.7 scaled_diff = DIFFLEVELS - 1;
524 elmex 1.1
525 root 1.33 percent = rndm (100);
526 elmex 1.1
527 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
528 elmex 1.1 {
529     percent -= difftomagic_list[scaled_diff][magic];
530    
531     if (percent < 0)
532 root 1.16 break;
533 elmex 1.1 }
534    
535     if (magic == (MAXMAGIC + 1))
536     {
537 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
538 elmex 1.1 magic = 0;
539     }
540    
541 root 1.33 magic = (rndm (3)) ? magic : -magic;
542 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
543    
544     return magic;
545     }
546    
547     /*
548     * Sets magical bonus in an object, and recalculates the effect on
549     * the armour variable, and the effect on speed of armour.
550     * This function doesn't work properly, should add use of archetypes
551     * to make it truly absolute.
552     */
553    
554 root 1.7 void
555 root 1.16 set_abs_magic (object *op, int magic)
556 root 1.7 {
557     if (!magic)
558 elmex 1.1 return;
559    
560 root 1.7 op->magic = magic;
561     if (op->arch)
562     {
563     if (op->type == ARMOUR)
564 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
565 root 1.7
566 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
567 root 1.16 magic = (-magic);
568 root 1.7 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
569     }
570     else
571     {
572     if (op->type == ARMOUR)
573 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
574 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
575 root 1.16 magic = (-magic);
576 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
577     }
578 elmex 1.1 }
579    
580     /*
581     * Sets a random magical bonus in the given object based upon
582     * the given difficulty, and the given max possible bonus.
583     */
584    
585 root 1.7 static void
586 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
587 elmex 1.1 {
588     int i;
589 root 1.16
590 root 1.7 i = magic_from_difficulty (difficulty);
591 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
592 root 1.7 i = -i;
593     if (i > max_magic)
594 elmex 1.1 i = max_magic;
595 root 1.7 set_abs_magic (op, i);
596 elmex 1.1 if (i < 0)
597 root 1.7 SET_FLAG (op, FLAG_CURSED);
598 elmex 1.1 }
599    
600     /*
601     * Randomly adds one magical ability to the given object.
602     * Modified for Partial Resistance in many ways:
603     * 1) Since rings can have multiple bonuses, if the same bonus
604     * is rolled again, increase it - the bonuses now stack with
605     * other bonuses previously rolled and ones the item might natively have.
606     * 2) Add code to deal with new PR method.
607     */
608 root 1.7 void
609 root 1.16 set_ring_bonus (object *op, int bonus)
610 root 1.7 {
611 elmex 1.1
612 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
613 elmex 1.1
614 root 1.7 if (op->type == AMULET)
615     {
616 root 1.33 if (!(rndm (21)))
617     r = 20 + rndm (2);
618 root 1.7 else
619 root 1.16 {
620 root 1.35 if (rndm (2))
621 root 1.16 r = 10;
622     else
623 root 1.33 r = 11 + rndm (9);
624 root 1.16 }
625 root 1.7 }
626    
627     switch (r)
628     {
629 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
630     * bonuses and penalties will stack and add to existing values.
631     * of the item.
632     */
633     case 0:
634     case 1:
635     case 2:
636     case 3:
637     case 4:
638     case 5:
639     case 6:
640     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
641     break;
642    
643     case 7:
644     op->stats.dam += bonus;
645     break;
646    
647     case 8:
648     op->stats.wc += bonus;
649     break;
650    
651     case 9:
652     op->stats.food += bonus; /* hunger/sustenance */
653     break;
654    
655     case 10:
656     op->stats.ac += bonus;
657     break;
658    
659     /* Item that gives protections/vulnerabilities */
660     case 11:
661     case 12:
662     case 13:
663     case 14:
664     case 15:
665     case 16:
666     case 17:
667     case 18:
668     case 19:
669     {
670 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
671 root 1.16
672     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
673 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
674 root 1.16
675     /* Cursed items need to have higher negative values to equal out with
676     * positive values for how protections work out. Put another
677     * little random element in since that they don't always end up with
678     * even values.
679     */
680     if (bonus < 0)
681 root 1.35 val = 2 * -val - rndm (b);
682 root 1.16 if (val > 35)
683     val = 35; /* Upper limit */
684     b = 0;
685 root 1.34
686 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
687 root 1.34 resist = rndm (num_resist_table);
688    
689 root 1.16 if (b == 4)
690     return; /* Not able to find a free resistance */
691 root 1.34
692 root 1.16 op->resist[resist_table[resist]] = val;
693     /* We should probably do something more clever here to adjust value
694     * based on how good a resistance we gave.
695     */
696     break;
697     }
698     case 20:
699     if (op->type == AMULET)
700     {
701     SET_FLAG (op, FLAG_REFL_SPELL);
702     op->value *= 11;
703     }
704     else
705     {
706     op->stats.hp = 1; /* regenerate hit points */
707     op->value *= 4;
708     }
709     break;
710    
711     case 21:
712     if (op->type == AMULET)
713     {
714     SET_FLAG (op, FLAG_REFL_MISSILE);
715     op->value *= 9;
716     }
717     else
718     {
719     op->stats.sp = 1; /* regenerate spell points */
720     op->value *= 3;
721     }
722     break;
723    
724     case 22:
725     op->stats.exp += bonus; /* Speed! */
726     op->value = (op->value * 2) / 3;
727     break;
728 root 1.7 }
729 root 1.34
730 root 1.7 if (bonus > 0)
731     op->value *= 2 * bonus;
732     else
733     op->value = -(op->value * 2 * bonus) / 3;
734 elmex 1.1 }
735    
736     /*
737     * get_magic(diff) will return a random number between 0 and 4.
738     * diff can be any value above 2. The higher the diff-variable, the
739     * higher is the chance of returning a low number.
740     * It is only used in fix_generated_treasure() to set bonuses on
741     * rings and amulets.
742     * Another scheme is used to calculate the magic of weapons and armours.
743     */
744 root 1.7 int
745     get_magic (int diff)
746     {
747 elmex 1.1 int i;
748 root 1.16
749 root 1.7 if (diff < 3)
750     diff = 3;
751 root 1.35
752 root 1.7 for (i = 0; i < 4; i++)
753 root 1.35 if (rndm (diff))
754 root 1.7 return i;
755 root 1.35
756 elmex 1.1 return 4;
757     }
758    
759     #define DICE2 (get_magic(2)==2?2:1)
760 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
761 elmex 1.1
762     /*
763     * fix_generated_item(): This is called after an item is generated, in
764     * order to set it up right. This produced magical bonuses, puts spells
765     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
766     */
767 root 1.16
768 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
769     * op->type. Right now, which stuff the creator passes on is object type
770     * dependant. I know this is a spagetti manuever, but is there a cleaner
771     * way to do this? b.t. */
772 root 1.16
773 elmex 1.1 /*
774     * ! (flags & GT_ENVIRONMENT):
775     * Automatically calls fix_flesh_item().
776     *
777     * flags:
778     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
779     * value.
780     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
781     * a working object - don't change magic, value, etc, but set it material
782     * type as appropriate, for objects that need spell objects, set those, etc
783     */
784 root 1.7 void
785 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
786 elmex 1.1 {
787     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
788    
789     if (!creator || creator->type == op->type)
790 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
791 elmex 1.1
792     /* If we make an artifact, this information will be destroyed */
793     save_item_power = op->item_power;
794     op->item_power = 0;
795    
796     if (op->randomitems && op->type != SPELL)
797     {
798 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
799 elmex 1.1 /* So the treasure doesn't get created again */
800 root 1.42 op->randomitems = 0;
801 elmex 1.1 }
802    
803     if (difficulty < 1)
804     difficulty = 1;
805    
806 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
807     ARG_OBJECT (creator != op ? creator : 0),
808     ARG_INT (difficulty), ARG_INT (max_magic),
809     ARG_INT (flags)))
810     return;
811    
812 elmex 1.1 if (!(flags & GT_MINIMAL))
813     {
814     if (op->arch == crown_arch)
815 root 1.16 {
816     set_magic (difficulty, op, max_magic, flags);
817     num_enchantments = calc_item_power (op, 1);
818     generate_artifact (op, difficulty);
819     }
820 elmex 1.1 else
821 root 1.16 {
822     if (!op->magic && max_magic)
823     set_magic (difficulty, op, max_magic, flags);
824    
825     num_enchantments = calc_item_power (op, 1);
826    
827 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
828     || op->type == HORN
829     || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
830 root 1.16 * used for shop_floors or treasures */
831     generate_artifact (op, difficulty);
832     }
833 elmex 1.1
834     /* Object was made an artifact. Calculate its item_power rating.
835     * the item_power in the object is what the artfiact adds.
836     */
837     if (op->title)
838 root 1.16 {
839     /* if save_item_power is set, then most likely we started with an
840     * artifact and have added new abilities to it - this is rare, but
841     * but I have seen things like 'strange rings of fire'. So just figure
842     * out the power from the base power plus what this one adds. Note
843     * that since item_power is not quite linear, this actually ends up
844     * being somewhat of a bonus
845     */
846     if (save_item_power)
847     op->item_power = save_item_power + get_power_from_ench (op->item_power);
848     else
849     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
850     }
851 elmex 1.1 else if (save_item_power)
852 root 1.16 {
853     /* restore the item_power field to the object if we haven't changed it.
854     * we don't care about num_enchantments - that will basically just
855     * have calculated some value from the base attributes of the archetype.
856     */
857     op->item_power = save_item_power;
858     }
859 elmex 1.1 else
860 root 1.16 {
861     /* item_power was zero. This is suspicious, as it may be because it
862     * was never previously calculated. Let's compute a value and see if
863     * it is non-zero. If it indeed is, then assign it as the new
864     * item_power value.
865     * - gros, 21th of July 2006.
866     */
867     op->item_power = calc_item_power (op, 0);
868     save_item_power = op->item_power; /* Just in case it would get used
869     * again below */
870     }
871 elmex 1.1 }
872    
873     /* materialtype modifications. Note we allow this on artifacts. */
874     set_materialname (op, difficulty, NULL);
875    
876     if (flags & GT_MINIMAL)
877     {
878     if (op->type == POTION)
879 root 1.16 /* Handle healing and magic power potions */
880     if (op->stats.sp && !op->randomitems)
881     {
882     object *tmp;
883    
884     tmp = get_archetype (spell_mapping[op->stats.sp]);
885     insert_ob_in_ob (tmp, op);
886     op->stats.sp = 0;
887     }
888 elmex 1.1 }
889 root 1.16 else if (!op->title) /* Only modify object if not special */
890 elmex 1.1 switch (op->type)
891     {
892 root 1.16 case WEAPON:
893     case ARMOUR:
894     case SHIELD:
895     case HELMET:
896     case CLOAK:
897 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
898 root 1.16 set_ring_bonus (op, -DICE2);
899     break;
900    
901     case BRACERS:
902 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
903 root 1.16 {
904     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
905     if (!QUERY_FLAG (op, FLAG_CURSED))
906     op->value *= 3;
907     }
908     break;
909    
910     case POTION:
911     {
912     int too_many_tries = 0, is_special = 0;
913    
914     /* Handle healing and magic power potions */
915     if (op->stats.sp && !op->randomitems)
916     {
917     object *tmp;
918    
919     tmp = get_archetype (spell_mapping[op->stats.sp]);
920     insert_ob_in_ob (tmp, op);
921     op->stats.sp = 0;
922     }
923    
924     while (!(is_special = special_potion (op)) && !op->inv)
925     {
926     generate_artifact (op, difficulty);
927     if (too_many_tries++ > 10)
928     break;
929     }
930    
931     /* don't want to change value for healing/magic power potions,
932     * since the value set on those is already correct.
933     */
934     if (op->inv && op->randomitems)
935     {
936     /* value multiplier is same as for scrolls */
937     op->value = (op->value * op->inv->value);
938 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
939 root 1.16 }
940     else
941     {
942     op->name = "potion";
943     op->name_pl = "potions";
944     }
945    
946 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
947 root 1.16 SET_FLAG (op, FLAG_CURSED);
948     break;
949     }
950    
951     case AMULET:
952     if (op->arch == amulet_arch)
953     op->value *= 5; /* Since it's not just decoration */
954    
955     case RING:
956     if (op->arch == NULL)
957     {
958 root 1.24 op->destroy ();
959     op = 0;
960 root 1.16 break;
961     }
962    
963     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
964     break;
965    
966 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
967 root 1.16 SET_FLAG (op, FLAG_CURSED);
968    
969     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
970    
971     if (op->type != RING) /* Amulets have only one ability */
972     break;
973    
974 root 1.33 if (!(rndm (4)))
975 root 1.16 {
976 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
977 root 1.16
978     if (d > 0)
979     op->value *= 3;
980    
981     set_ring_bonus (op, d);
982    
983 root 1.33 if (!(rndm (4)))
984 root 1.16 {
985 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
986 root 1.16
987     if (d > 0)
988     op->value *= 5;
989     set_ring_bonus (op, d);
990     }
991     }
992    
993     if (GET_ANIM_ID (op))
994 root 1.35 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
995 root 1.16
996     break;
997    
998     case BOOK:
999     /* Is it an empty book?, if yes lets make a special·
1000     * msg for it, and tailor its properties based on the·
1001     * creator and/or map level we found it on.
1002     */
1003 root 1.33 if (!op->msg && rndm (10))
1004 root 1.16 {
1005     /* set the book level properly */
1006     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1007     {
1008     if (op->map && op->map->difficulty)
1009 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1010 root 1.16 else
1011 root 1.33 op->level = rndm (20) + 1;
1012 root 1.16 }
1013     else
1014 root 1.35 op->level = rndm (creator->level);
1015 root 1.16
1016     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1017     /* books w/ info are worth more! */
1018     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1019     /* creator related stuff */
1020    
1021     /* for library, chained books. Note that some monsters have no_pick
1022     * set - we don't want to set no pick in that case.
1023     */
1024     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1025     SET_FLAG (op, FLAG_NO_PICK);
1026     if (creator->slaying && !op->slaying) /* for check_inv floors */
1027     op->slaying = creator->slaying;
1028    
1029     /* add exp so reading it gives xp (once) */
1030     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1031     }
1032     break;
1033    
1034     case SPELLBOOK:
1035     op->value = op->value * op->inv->value;
1036     /* add exp so learning gives xp */
1037     op->level = op->inv->level;
1038     op->stats.exp = op->value;
1039     break;
1040    
1041     case WAND:
1042     /* nrof in the treasure list is number of charges,
1043     * not number of wands. So copy that into food (charges),
1044     * and reset nrof.
1045     */
1046     op->stats.food = op->inv->nrof;
1047     op->nrof = 1;
1048     /* If the spell changes by level, choose a random level
1049     * for it, and adjust price. If the spell doesn't
1050     * change by level, just set the wand to the level of
1051     * the spell, and value calculation is simpler.
1052     */
1053     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1054     {
1055     op->level = level_for_item (op, difficulty);
1056     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1057     }
1058     else
1059     {
1060     op->level = op->inv->level;
1061     op->value = op->value * op->inv->value;
1062     }
1063     break;
1064    
1065     case ROD:
1066     op->level = level_for_item (op, difficulty);
1067     /* Add 50 to both level an divisor to keep prices a little more
1068     * reasonable. Otherwise, a high level version of a low level
1069     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1070     * 10 time multiplier). This way, the value are a bit more reasonable.
1071     */
1072     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1073     /* maxhp is used to denote how many 'charges' the rod holds before */
1074     if (op->stats.maxhp)
1075     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1076     else
1077     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1078    
1079     op->stats.hp = op->stats.maxhp;
1080     break;
1081    
1082     case SCROLL:
1083     op->level = level_for_item (op, difficulty);
1084     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1085    
1086     /* add exp so reading them properly gives xp */
1087     op->stats.exp = op->value / 5;
1088     op->nrof = op->inv->nrof;
1089     break;
1090    
1091     case RUNE:
1092     trap_adjust (op, difficulty);
1093     break;
1094    
1095     case TRAP:
1096     trap_adjust (op, difficulty);
1097     break;
1098     } /* switch type */
1099 elmex 1.1
1100     if (flags & GT_STARTEQUIP)
1101     {
1102 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1103 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1104 elmex 1.1 else if (op->type != MONEY)
1105 root 1.16 op->value = 0;
1106 elmex 1.1 }
1107    
1108     if (!(flags & GT_ENVIRONMENT))
1109     fix_flesh_item (op, creator);
1110     }
1111    
1112     /*
1113     *
1114     *
1115     * CODE DEALING WITH ARTIFACTS STARTS HERE
1116     *
1117     *
1118     */
1119    
1120     /*
1121     * Allocate and return the pointer to an empty artifactlist structure.
1122     */
1123 root 1.7 static artifactlist *
1124     get_empty_artifactlist (void)
1125     {
1126 root 1.41 return salloc0 <artifactlist> ();
1127 elmex 1.1 }
1128    
1129     /*
1130     * Allocate and return the pointer to an empty artifact structure.
1131     */
1132 root 1.7 static artifact *
1133     get_empty_artifact (void)
1134     {
1135 root 1.41 return salloc0 <artifact> ();
1136 elmex 1.1 }
1137    
1138     /*
1139     * Searches the artifact lists and returns one that has the same type
1140     * of objects on it.
1141     */
1142 root 1.7 artifactlist *
1143     find_artifactlist (int type)
1144     {
1145 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1146 root 1.7 if (al->type == type)
1147     return al;
1148 root 1.38
1149     return 0;
1150 elmex 1.1 }
1151    
1152     /*
1153     * For debugging purposes. Dumps all tables.
1154     */
1155 root 1.7 void
1156     dump_artifacts (void)
1157     {
1158 elmex 1.1 artifactlist *al;
1159     artifact *art;
1160     linked_char *next;
1161    
1162 root 1.7 fprintf (logfile, "\n");
1163     for (al = first_artifactlist; al != NULL; al = al->next)
1164     {
1165     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1166     for (art = al->items; art != NULL; art = art->next)
1167 root 1.16 {
1168     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1169     if (art->allowed != NULL)
1170     {
1171 root 1.38 fprintf (logfile, "\tallowed combinations:");
1172 root 1.16 for (next = art->allowed; next != NULL; next = next->next)
1173     fprintf (logfile, "%s,", &next->name);
1174     fprintf (logfile, "\n");
1175     }
1176     }
1177 elmex 1.1 }
1178 root 1.7 fprintf (logfile, "\n");
1179 elmex 1.1 }
1180    
1181     /*
1182     * For debugging purposes. Dumps all treasures recursively (see below).
1183     */
1184 root 1.7 void
1185 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1186 elmex 1.1 {
1187     treasurelist *tl;
1188 root 1.7 int i;
1189 elmex 1.1
1190     if (depth > 100)
1191     return;
1192 root 1.41
1193 elmex 1.30 while (t)
1194 elmex 1.1 {
1195 elmex 1.30 if (t->name)
1196 root 1.16 {
1197     for (i = 0; i < depth; i++)
1198     fprintf (logfile, " ");
1199 root 1.41
1200 root 1.16 fprintf (logfile, "{ (list: %s)\n", &t->name);
1201 root 1.41
1202     tl = treasurelist::find (t->name);
1203 elmex 1.26 if (tl)
1204     dump_monster_treasure_rec (name, tl->items, depth + 2);
1205 root 1.41
1206 root 1.16 for (i = 0; i < depth; i++)
1207     fprintf (logfile, " ");
1208 root 1.41
1209 root 1.16 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1210     }
1211 elmex 1.1 else
1212 root 1.16 {
1213     for (i = 0; i < depth; i++)
1214     fprintf (logfile, " ");
1215 root 1.41
1216 elmex 1.30 if (t->item && t->item->clone.type == FLESH)
1217 root 1.16 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1218     else
1219     fprintf (logfile, "%s\n", &t->item->clone.name);
1220     }
1221 elmex 1.30
1222     if (t->next_yes)
1223 root 1.16 {
1224     for (i = 0; i < depth; i++)
1225     fprintf (logfile, " ");
1226 root 1.41
1227 root 1.16 fprintf (logfile, " (if yes)\n");
1228     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1229     }
1230 elmex 1.30
1231     if (t->next_no)
1232 root 1.16 {
1233     for (i = 0; i < depth; i++)
1234     fprintf (logfile, " ");
1235 root 1.41
1236 root 1.16 fprintf (logfile, " (if no)\n");
1237     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1238     }
1239 elmex 1.30
1240 elmex 1.1 t = t->next;
1241     }
1242     }
1243    
1244     /*
1245     * For debugging purposes. Dumps all treasures for a given monster.
1246     * Created originally by Raphael Quinet for debugging the alchemy code.
1247     */
1248 root 1.7 void
1249     dump_monster_treasure (const char *name)
1250 elmex 1.1 {
1251     archetype *at;
1252 root 1.7 int found;
1253 elmex 1.1
1254     found = 0;
1255     fprintf (logfile, "\n");
1256 root 1.38
1257 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1258     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1259 elmex 1.1 {
1260 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1261     if (at->clone.randomitems != NULL)
1262     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1263     else
1264     fprintf (logfile, "(nothing)\n");
1265 root 1.38
1266 root 1.16 fprintf (logfile, "\n");
1267     found++;
1268 elmex 1.1 }
1269 root 1.38
1270 elmex 1.1 if (found == 0)
1271     fprintf (logfile, "No objects have the name %s!\n\n", name);
1272     }
1273    
1274     /*
1275     * Builds up the lists of artifacts from the file in the libdir.
1276     */
1277 root 1.7 void
1278     init_artifacts (void)
1279     {
1280     static int has_been_inited = 0;
1281 pippijn 1.39 char filename[MAX_BUF];
1282 root 1.7 artifact *art = NULL;
1283     artifactlist *al;
1284    
1285     if (has_been_inited)
1286     return;
1287     else
1288     has_been_inited = 1;
1289 elmex 1.1
1290 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1291 root 1.38 object_thawer f (filename);
1292 elmex 1.1
1293 root 1.38 if (!f)
1294 root 1.7 return;
1295 elmex 1.1
1296 root 1.38 f.next ();
1297    
1298     for (;;)
1299 root 1.7 {
1300 root 1.38 switch (f.kw)
1301     {
1302     case KW_allowed:
1303     if (!art)
1304 root 1.47 art = get_empty_artifact ();
1305 root 1.7
1306 root 1.16 {
1307 root 1.38 if (!strcmp (f.get_str (), "all"))
1308     break;
1309    
1310     char *next, *cp = f.get_str ();
1311    
1312     do
1313     {
1314     if ((next = strchr (cp, ',')))
1315     *next++ = '\0';
1316    
1317     linked_char *tmp = new linked_char;
1318    
1319     tmp->name = cp;
1320     tmp->next = art->allowed;
1321     art->allowed = tmp;
1322     }
1323     while ((cp = next));
1324 root 1.16 }
1325 root 1.38 break;
1326    
1327     case KW_chance:
1328     f.get (art->chance);
1329     break;
1330    
1331     case KW_difficulty:
1332     f.get (art->difficulty);
1333     break;
1334 root 1.16
1335 root 1.38 case KW_object:
1336 root 1.16 {
1337 root 1.38 art->item = object::create ();
1338 root 1.49 f.get (art->item->name);
1339     f.next ();
1340 root 1.38
1341     if (!art->item->parse_kv (f))
1342     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1343    
1344     al = find_artifactlist (art->item->type);
1345    
1346     if (!al)
1347     {
1348     al = get_empty_artifactlist ();
1349     al->type = art->item->type;
1350     al->next = first_artifactlist;
1351     first_artifactlist = al;
1352     }
1353    
1354     art->next = al->items;
1355     al->items = art;
1356     art = 0;
1357 root 1.16 }
1358 root 1.38 continue;
1359 root 1.10
1360 root 1.38 case KW_EOF:
1361     goto done;
1362 root 1.10
1363 root 1.38 default:
1364     if (!f.parse_error ("artifacts file"))
1365     cleanup ("artifacts file required");
1366     break;
1367 root 1.16 }
1368 root 1.38
1369     f.next ();
1370 root 1.7 }
1371 root 1.3
1372 root 1.38 done:
1373     for (al = first_artifactlist; al; al = al->next)
1374 root 1.7 {
1375 root 1.47 al->total_chance = 0;
1376    
1377 root 1.38 for (art = al->items; art; art = art->next)
1378 root 1.16 {
1379     if (!art->chance)
1380     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1381     else
1382     al->total_chance += art->chance;
1383     }
1384 elmex 1.1 #if 0
1385 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1386 elmex 1.1 #endif
1387     }
1388    
1389 root 1.7 LOG (llevDebug, "done.\n");
1390 elmex 1.1 }
1391    
1392     /*
1393     * Used in artifact generation. The bonuses of the first object
1394     * is modified by the bonuses of the second object.
1395     */
1396 root 1.7 void
1397 root 1.16 add_abilities (object *op, object *change)
1398 root 1.7 {
1399 pippijn 1.14 int i, tmp;
1400 elmex 1.1
1401 root 1.7 if (change->face != blank_face)
1402     {
1403 elmex 1.1 #ifdef TREASURE_VERBOSE
1404 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1405 elmex 1.1 #endif
1406 root 1.7 op->face = change->face;
1407 elmex 1.1 }
1408    
1409 root 1.7 for (i = 0; i < NUM_STATS; i++)
1410     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1411    
1412     op->attacktype |= change->attacktype;
1413     op->path_attuned |= change->path_attuned;
1414     op->path_repelled |= change->path_repelled;
1415     op->path_denied |= change->path_denied;
1416     op->move_type |= change->move_type;
1417     op->stats.luck += change->stats.luck;
1418    
1419     if (QUERY_FLAG (change, FLAG_CURSED))
1420     SET_FLAG (op, FLAG_CURSED);
1421     if (QUERY_FLAG (change, FLAG_DAMNED))
1422     SET_FLAG (op, FLAG_DAMNED);
1423     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1424     set_abs_magic (op, -op->magic);
1425    
1426     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1427     SET_FLAG (op, FLAG_LIFESAVE);
1428     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1429     SET_FLAG (op, FLAG_REFL_SPELL);
1430     if (QUERY_FLAG (change, FLAG_STEALTH))
1431     SET_FLAG (op, FLAG_STEALTH);
1432     if (QUERY_FLAG (change, FLAG_XRAYS))
1433     SET_FLAG (op, FLAG_XRAYS);
1434     if (QUERY_FLAG (change, FLAG_BLIND))
1435     SET_FLAG (op, FLAG_BLIND);
1436     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1437     SET_FLAG (op, FLAG_SEE_IN_DARK);
1438     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1439     SET_FLAG (op, FLAG_REFL_MISSILE);
1440     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1441     SET_FLAG (op, FLAG_MAKE_INVIS);
1442    
1443     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1444     {
1445     CLEAR_FLAG (op, FLAG_ANIMATE);
1446     /* so artifacts will join */
1447     if (!QUERY_FLAG (op, FLAG_ALIVE))
1448 root 1.16 op->speed = 0.0;
1449 root 1.12
1450 root 1.28 op->set_speed (op->speed);
1451 elmex 1.1 }
1452 root 1.7
1453     if (change->nrof)
1454 root 1.35 op->nrof = rndm (change->nrof) + 1;
1455 root 1.7
1456 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1457 root 1.7 op->stats.wc += change->stats.wc;
1458     op->stats.ac += change->stats.ac;
1459    
1460     if (change->other_arch)
1461     {
1462     /* Basically, for horns & potions, the other_arch field is the spell
1463     * to cast. So convert that to into a spell and put it into
1464     * this object.
1465     */
1466     if (op->type == HORN || op->type == POTION)
1467 root 1.16 {
1468     object *tmp_obj;
1469    
1470     /* Remove any spells this object currently has in it */
1471     while (op->inv)
1472 root 1.24 op->inv->destroy ();
1473 root 1.16
1474     tmp_obj = arch_to_object (change->other_arch);
1475     insert_ob_in_ob (tmp_obj, op);
1476     }
1477 root 1.7 /* No harm setting this for potions/horns */
1478     op->other_arch = change->other_arch;
1479     }
1480    
1481     if (change->stats.hp < 0)
1482     op->stats.hp = -change->stats.hp;
1483     else
1484     op->stats.hp += change->stats.hp;
1485    
1486     if (change->stats.maxhp < 0)
1487     op->stats.maxhp = -change->stats.maxhp;
1488     else
1489     op->stats.maxhp += change->stats.maxhp;
1490    
1491     if (change->stats.sp < 0)
1492     op->stats.sp = -change->stats.sp;
1493     else
1494     op->stats.sp += change->stats.sp;
1495    
1496     if (change->stats.maxsp < 0)
1497     op->stats.maxsp = -change->stats.maxsp;
1498     else
1499     op->stats.maxsp += change->stats.maxsp;
1500    
1501     if (change->stats.food < 0)
1502     op->stats.food = -(change->stats.food);
1503     else
1504     op->stats.food += change->stats.food;
1505    
1506     if (change->level < 0)
1507     op->level = -(change->level);
1508     else
1509     op->level += change->level;
1510    
1511     if (change->gen_sp_armour < 0)
1512     op->gen_sp_armour = -(change->gen_sp_armour);
1513     else
1514     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1515    
1516     op->item_power = change->item_power;
1517    
1518     for (i = 0; i < NROFATTACKS; i++)
1519 root 1.20 if (change->resist[i])
1520     op->resist[i] += change->resist[i];
1521 root 1.7
1522     if (change->stats.dam)
1523     {
1524     if (change->stats.dam < 0)
1525 root 1.16 op->stats.dam = (-change->stats.dam);
1526 root 1.7 else if (op->stats.dam)
1527 root 1.16 {
1528     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1529     if (tmp == op->stats.dam)
1530     {
1531     if (change->stats.dam < 10)
1532     op->stats.dam--;
1533     else
1534     op->stats.dam++;
1535     }
1536     else
1537     op->stats.dam = tmp;
1538     }
1539 root 1.7 }
1540    
1541     if (change->weight)
1542     {
1543     if (change->weight < 0)
1544 root 1.16 op->weight = (-change->weight);
1545 root 1.7 else
1546 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1547 root 1.7 }
1548    
1549     if (change->last_sp)
1550     {
1551     if (change->last_sp < 0)
1552 root 1.16 op->last_sp = (-change->last_sp);
1553 root 1.7 else
1554 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1555 root 1.7 }
1556    
1557     if (change->gen_sp_armour)
1558     {
1559     if (change->gen_sp_armour < 0)
1560 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1561 root 1.7 else
1562 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1563 root 1.7 }
1564    
1565     op->value *= change->value;
1566    
1567 root 1.36 if (change->materials)
1568     op->materials = change->materials;
1569 root 1.7
1570     if (change->materialname)
1571     op->materialname = change->materialname;
1572    
1573     if (change->slaying)
1574     op->slaying = change->slaying;
1575    
1576     if (change->race)
1577     op->race = change->race;
1578    
1579     if (change->msg)
1580     op->msg = change->msg;
1581 elmex 1.1 }
1582    
1583 root 1.7 static int
1584 root 1.52 legal_artifact_combination (object *op, artifact *art)
1585 root 1.7 {
1586 elmex 1.1 int neg, success = 0;
1587     linked_char *tmp;
1588     const char *name;
1589    
1590 root 1.52 if (!art->allowed)
1591 root 1.16 return 1; /* Ie, "all" */
1592 root 1.52
1593 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1594     {
1595 elmex 1.1 #ifdef TREASURE_VERBOSE
1596 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1597 elmex 1.1 #endif
1598 root 1.7 if (*tmp->name == '!')
1599 root 1.16 name = tmp->name + 1, neg = 1;
1600 root 1.7 else
1601 root 1.16 name = tmp->name, neg = 0;
1602 root 1.7
1603     /* If we match name, then return the opposite of 'neg' */
1604     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1605 root 1.16 return !neg;
1606 root 1.7
1607     /* Set success as true, since if the match was an inverse, it means
1608     * everything is allowed except what we match
1609     */
1610     else if (neg)
1611 root 1.16 success = 1;
1612 root 1.7 }
1613 root 1.52
1614 elmex 1.1 return success;
1615     }
1616    
1617     /*
1618     * Fixes the given object, giving it the abilities and titles
1619     * it should have due to the second artifact-template.
1620     */
1621    
1622 root 1.7 void
1623 root 1.12 give_artifact_abilities (object *op, object *artifct)
1624 root 1.7 {
1625 elmex 1.1 char new_name[MAX_BUF];
1626    
1627 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1628     op->title = new_name;
1629 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1630 elmex 1.1
1631 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1632 elmex 1.1 {
1633 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1634 root 1.16
1635 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1636     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1637 elmex 1.1 if (!identified)
1638 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1639 elmex 1.1 }
1640     #endif
1641     return;
1642     }
1643    
1644     /*
1645     * Decides randomly which artifact the object should be
1646     * turned into. Makes sure that the item can become that
1647     * artifact (means magic, difficulty, and Allowed fields properly).
1648     * Then calls give_artifact_abilities in order to actually create
1649     * the artifact.
1650     */
1651    
1652     /* Give 1 re-roll attempt per artifact */
1653     #define ARTIFACT_TRIES 2
1654    
1655 root 1.7 void
1656 root 1.16 generate_artifact (object *op, int difficulty)
1657 root 1.7 {
1658 elmex 1.1 artifactlist *al;
1659     artifact *art;
1660     int i;
1661    
1662 root 1.7 al = find_artifactlist (op->type);
1663    
1664     if (al == NULL)
1665     {
1666 root 1.16 #if 0 /* This is too verbose, usually */
1667 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1668 elmex 1.1 #endif
1669 root 1.7 return;
1670     }
1671    
1672     for (i = 0; i < ARTIFACT_TRIES; i++)
1673     {
1674 root 1.35 int roll = rndm (al->total_chance);
1675 elmex 1.1
1676 root 1.35 for (art = al->items; art; art = art->next)
1677 root 1.16 {
1678     roll -= art->chance;
1679     if (roll < 0)
1680     break;
1681     }
1682 elmex 1.1
1683 root 1.7 if (art == NULL || roll >= 0)
1684 root 1.16 {
1685 elmex 1.1 #if 1
1686 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1687 elmex 1.1 #endif
1688 root 1.16 return;
1689     }
1690 root 1.7 if (!strcmp (art->item->name, "NONE"))
1691 root 1.16 return;
1692 root 1.7 if (FABS (op->magic) < art->item->magic)
1693 root 1.16 continue; /* Not magic enough to be this item */
1694 root 1.7
1695     /* Map difficulty not high enough */
1696     if (difficulty < art->difficulty)
1697 root 1.16 continue;
1698 elmex 1.1
1699 root 1.7 if (!legal_artifact_combination (op, art))
1700 root 1.16 {
1701 elmex 1.1 #ifdef TREASURE_VERBOSE
1702 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1703 elmex 1.1 #endif
1704 root 1.16 continue;
1705     }
1706 root 1.42
1707 root 1.7 give_artifact_abilities (op, art->item);
1708     return;
1709 elmex 1.1 }
1710     }
1711    
1712     /* fix_flesh_item() - objects of type FLESH are similar to type
1713     * FOOD, except they inherit properties (name, food value, etc).
1714     * based on the original owner (or 'donor' if you like). -b.t.
1715     */
1716    
1717 root 1.7 void
1718 root 1.16 fix_flesh_item (object *item, object *donor)
1719 root 1.7 {
1720     char tmpbuf[MAX_BUF];
1721     int i;
1722    
1723     if (item->type == FLESH && donor)
1724     {
1725     /* change the name */
1726 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1727     item->name = tmpbuf;
1728     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1729     item->name_pl = tmpbuf;
1730 root 1.7
1731     /* weight is FLESH weight/100 * donor */
1732     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1733 root 1.16 item->weight = 1;
1734 root 1.7
1735     /* value is multiplied by level of donor */
1736     item->value *= isqrt (donor->level * 2);
1737    
1738     /* food value */
1739     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1740    
1741     /* flesh items inherit some abilities of donor, but not
1742     * full effect.
1743     */
1744     for (i = 0; i < NROFATTACKS; i++)
1745 root 1.16 item->resist[i] = donor->resist[i] / 2;
1746 root 1.7
1747     /* item inherits donor's level (important for quezals) */
1748     item->level = donor->level;
1749    
1750     /* if donor has some attacktypes, the flesh is poisonous */
1751     if (donor->attacktype & AT_POISON)
1752 root 1.16 item->type = POISON;
1753 root 1.7 if (donor->attacktype & AT_ACID)
1754 root 1.16 item->stats.hp = -1 * item->stats.food;
1755 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1756 elmex 1.1 }
1757     }
1758    
1759     /* special_potion() - so that old potion code is still done right. */
1760 root 1.7 int
1761 root 1.16 special_potion (object *op)
1762 root 1.7 {
1763     if (op->attacktype)
1764     return 1;
1765 elmex 1.1
1766 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)
1767     return 1;
1768 elmex 1.1
1769 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1770 root 1.7 if (op->resist[i])
1771     return 1;
1772 elmex 1.1
1773 root 1.7 return 0;
1774 elmex 1.1 }
1775    
1776 root 1.7 void
1777 root 1.16 free_treasurestruct (treasure *t)
1778 elmex 1.1 {
1779 root 1.41 if (t->next) free_treasurestruct (t->next);
1780     if (t->next_yes) free_treasurestruct (t->next_yes);
1781     if (t->next_no) free_treasurestruct (t->next_no);
1782 root 1.8
1783     delete t;
1784 elmex 1.1 }
1785    
1786 root 1.7 void
1787 root 1.16 free_charlinks (linked_char *lc)
1788 elmex 1.1 {
1789 root 1.7 if (lc->next)
1790     free_charlinks (lc->next);
1791    
1792     delete lc;
1793 elmex 1.1 }
1794    
1795 root 1.7 void
1796 root 1.41 free_artifact (artifact *at)
1797 elmex 1.1 {
1798 root 1.41 if (at->next) free_artifact (at->next);
1799     if (at->allowed) free_charlinks (at->allowed);
1800 root 1.7
1801 root 1.21 at->item->destroy (1);
1802 root 1.7
1803 root 1.41 sfree (at);
1804 elmex 1.1 }
1805    
1806 root 1.7 void
1807 root 1.41 free_artifactlist (artifactlist *al)
1808 elmex 1.1 {
1809 root 1.7 artifactlist *nextal;
1810 root 1.15
1811 root 1.21 for (al = first_artifactlist; al; al = nextal)
1812 root 1.7 {
1813     nextal = al->next;
1814 root 1.15
1815 root 1.7 if (al->items)
1816 root 1.16 free_artifact (al->items);
1817 root 1.15
1818 root 1.41 sfree (al);
1819 elmex 1.1 }
1820     }
1821    
1822 root 1.7 void
1823     free_all_treasures (void)
1824     {
1825     treasurelist *tl, *next;
1826 elmex 1.1
1827 root 1.41 for (tl = first_treasurelist; tl; tl = next)
1828     {
1829     clear (tl);
1830 elmex 1.1
1831 root 1.7 next = tl->next;
1832     delete tl;
1833 elmex 1.1 }
1834 root 1.41
1835 root 1.7 free_artifactlist (first_artifactlist);
1836 elmex 1.1 }