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/cvs/deliantra/server/common/treasure.C
Revision: 1.57
Committed: Tue Apr 24 00:42:02 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.56: +6 -0 lines
Log Message:
- implement a rudimentary framework for a "msg" command that
  replaces drawinfo and drawextinfo and allows for simpler usage
  in simple cases and extensibility for the less complex uses.
- moved the character race choosing logic into perl, making use
  of the new msg command if the client supports it.

File Contents

# 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 root 1.57 void
379     object::create_treasure (treasurelist *tl, int flags)
380     {
381     ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
382     }
383    
384 elmex 1.1 /* This calls the appropriate treasure creation function. tries is passed
385     * to determine how many list transitions or attempts to create treasure
386     * have been made. It is really in place to prevent infinite loops with
387     * list transitions, or so that excessively good treasure will not be
388     * created on weak maps, because it will exceed the number of allowed tries
389     * to do that.
390     */
391 root 1.7 void
392 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
393 elmex 1.1 {
394 root 1.41 // empty treasurelists are legal
395     if (!tl->items)
396     return;
397    
398 root 1.7 if (tries++ > 100)
399     {
400     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
401     return;
402     }
403 root 1.37
404 elmex 1.30 if (tl->total_chance)
405     create_one_treasure (tl, op, flag, difficulty, tries);
406 root 1.7 else
407 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
408 elmex 1.1 }
409    
410     /* This is similar to the old generate treasure function. However,
411     * it instead takes a treasurelist. It is really just a wrapper around
412     * create_treasure. We create a dummy object that the treasure gets
413     * inserted into, and then return that treausre
414     */
415 root 1.7 object *
416 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
417 elmex 1.1 {
418 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
419    
420 root 1.50 object *ob = object::create ();
421 elmex 1.1
422 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
423 elmex 1.1
424 root 1.7 /* Don't want to free the object we are about to return */
425 root 1.50 object *tmp = ob->inv;
426     if (tmp)
427 root 1.23 tmp->remove ();
428 root 1.21
429 root 1.7 if (ob->inv)
430 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
431    
432 root 1.24 ob->destroy ();
433 root 1.7 return tmp;
434 elmex 1.1 }
435    
436     /*
437     * This is a new way of calculating the chance for an item to have
438     * a specific magical bonus.
439     * The array has two arguments, the difficulty of the level, and the
440     * magical bonus "wanted".
441     */
442    
443 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
444 root 1.42 // chance of magic difficulty
445     // +0 +1 +2 +3 +4
446     {95, 2, 2, 1, 0}, // 1
447     {92, 5, 2, 1, 0}, // 2
448     {85, 10, 4, 1, 0}, // 3
449     {80, 14, 4, 2, 0}, // 4
450     {75, 17, 5, 2, 1}, // 5
451     {70, 18, 8, 3, 1}, // 6
452     {65, 21, 10, 3, 1}, // 7
453     {60, 22, 12, 4, 2}, // 8
454     {55, 25, 14, 4, 2}, // 9
455     {50, 27, 16, 5, 2}, // 10
456     {45, 28, 18, 6, 3}, // 11
457     {42, 28, 20, 7, 3}, // 12
458     {40, 27, 21, 8, 4}, // 13
459     {38, 25, 22, 10, 5}, // 14
460     {36, 23, 23, 12, 6}, // 15
461     {33, 21, 24, 14, 8}, // 16
462     {31, 19, 25, 16, 9}, // 17
463     {27, 15, 30, 18, 10}, // 18
464     {20, 12, 30, 25, 13}, // 19
465     {15, 10, 28, 30, 17}, // 20
466     {13, 9, 27, 28, 23}, // 21
467     {10, 8, 25, 28, 29}, // 22
468     { 8, 7, 23, 26, 36}, // 23
469     { 6, 6, 20, 22, 46}, // 24
470     { 4, 5, 17, 18, 56}, // 25
471     { 2, 4, 12, 14, 68}, // 26
472     { 0, 3, 7, 10, 80}, // 27
473     { 0, 0, 3, 7, 90}, // 28
474     { 0, 0, 0, 3, 97}, // 29
475     { 0, 0, 0, 0, 100}, // 30
476     { 0, 0, 0, 0, 100}, // 31
477 elmex 1.1 };
478    
479     /* calculate the appropriate level for wands staves and scrolls.
480     * This code presumes that op has had its spell object created (in op->inv)
481     *
482     * elmex Wed Aug 9 17:44:59 CEST 2006:
483     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
484     */
485 root 1.7 int
486 root 1.16 level_for_item (const object *op, int difficulty)
487 elmex 1.1 {
488 pippijn 1.14 int olevel = 0;
489 elmex 1.1
490     if (!op->inv)
491     {
492 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
493     return 0;
494 elmex 1.1 }
495    
496     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
497    
498     if (olevel <= 0)
499     olevel = rndm (1, MIN (op->inv->level, 1));
500    
501     if (olevel > MAXLEVEL)
502     olevel = MAXLEVEL;
503    
504     return olevel;
505     }
506    
507     /*
508     * Based upon the specified difficulty and upon the difftomagic_list array,
509     * a random magical bonus is returned. This is used when determine
510     * the magical bonus created on specific maps.
511     *
512     * elmex Thu Aug 10 18:45:44 CEST 2006:
513     * Scaling difficulty by max_level, as difficulty is a level and not some
514     * weird integer between 1-31.
515     *
516     */
517 root 1.7 int
518     magic_from_difficulty (int difficulty)
519 elmex 1.1 {
520     int percent = 0, magic = 0;
521     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
522    
523     scaled_diff--;
524    
525 root 1.7 if (scaled_diff < 0)
526 elmex 1.1 scaled_diff = 0;
527    
528     if (scaled_diff >= DIFFLEVELS)
529 root 1.7 scaled_diff = DIFFLEVELS - 1;
530 elmex 1.1
531 root 1.33 percent = rndm (100);
532 elmex 1.1
533 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
534 elmex 1.1 {
535     percent -= difftomagic_list[scaled_diff][magic];
536    
537     if (percent < 0)
538 root 1.16 break;
539 elmex 1.1 }
540    
541     if (magic == (MAXMAGIC + 1))
542     {
543 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
544 elmex 1.1 magic = 0;
545     }
546    
547 root 1.33 magic = (rndm (3)) ? magic : -magic;
548 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
549    
550     return magic;
551     }
552    
553     /*
554     * Sets magical bonus in an object, and recalculates the effect on
555     * the armour variable, and the effect on speed of armour.
556     * This function doesn't work properly, should add use of archetypes
557     * to make it truly absolute.
558     */
559    
560 root 1.7 void
561 root 1.16 set_abs_magic (object *op, int magic)
562 root 1.7 {
563     if (!magic)
564 elmex 1.1 return;
565    
566 root 1.7 op->magic = magic;
567     if (op->arch)
568     {
569     if (op->type == ARMOUR)
570 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
571 root 1.7
572 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
573 root 1.16 magic = (-magic);
574 root 1.7 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
575     }
576     else
577     {
578     if (op->type == ARMOUR)
579 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
580 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
581 root 1.16 magic = (-magic);
582 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
583     }
584 elmex 1.1 }
585    
586     /*
587     * Sets a random magical bonus in the given object based upon
588     * the given difficulty, and the given max possible bonus.
589     */
590    
591 root 1.7 static void
592 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
593 elmex 1.1 {
594     int i;
595 root 1.16
596 root 1.7 i = magic_from_difficulty (difficulty);
597 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
598 root 1.7 i = -i;
599     if (i > max_magic)
600 elmex 1.1 i = max_magic;
601 root 1.7 set_abs_magic (op, i);
602 elmex 1.1 if (i < 0)
603 root 1.7 SET_FLAG (op, FLAG_CURSED);
604 elmex 1.1 }
605    
606     /*
607     * Randomly adds one magical ability to the given object.
608     * Modified for Partial Resistance in many ways:
609     * 1) Since rings can have multiple bonuses, if the same bonus
610     * is rolled again, increase it - the bonuses now stack with
611     * other bonuses previously rolled and ones the item might natively have.
612     * 2) Add code to deal with new PR method.
613     */
614 root 1.7 void
615 root 1.16 set_ring_bonus (object *op, int bonus)
616 root 1.7 {
617 elmex 1.1
618 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
619 elmex 1.1
620 root 1.7 if (op->type == AMULET)
621     {
622 root 1.33 if (!(rndm (21)))
623     r = 20 + rndm (2);
624 root 1.7 else
625 root 1.16 {
626 root 1.35 if (rndm (2))
627 root 1.16 r = 10;
628     else
629 root 1.33 r = 11 + rndm (9);
630 root 1.16 }
631 root 1.7 }
632    
633     switch (r)
634     {
635 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
636     * bonuses and penalties will stack and add to existing values.
637     * of the item.
638     */
639     case 0:
640     case 1:
641     case 2:
642     case 3:
643     case 4:
644     case 5:
645     case 6:
646     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
647     break;
648    
649     case 7:
650     op->stats.dam += bonus;
651     break;
652    
653     case 8:
654     op->stats.wc += bonus;
655     break;
656    
657     case 9:
658     op->stats.food += bonus; /* hunger/sustenance */
659     break;
660    
661     case 10:
662     op->stats.ac += bonus;
663     break;
664    
665     /* Item that gives protections/vulnerabilities */
666     case 11:
667     case 12:
668     case 13:
669     case 14:
670     case 15:
671     case 16:
672     case 17:
673     case 18:
674     case 19:
675     {
676 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
677 root 1.16
678     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
679 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
680 root 1.16
681     /* Cursed items need to have higher negative values to equal out with
682     * positive values for how protections work out. Put another
683     * little random element in since that they don't always end up with
684     * even values.
685     */
686     if (bonus < 0)
687 root 1.35 val = 2 * -val - rndm (b);
688 root 1.16 if (val > 35)
689     val = 35; /* Upper limit */
690     b = 0;
691 root 1.34
692 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
693 root 1.34 resist = rndm (num_resist_table);
694    
695 root 1.16 if (b == 4)
696     return; /* Not able to find a free resistance */
697 root 1.34
698 root 1.16 op->resist[resist_table[resist]] = val;
699     /* We should probably do something more clever here to adjust value
700     * based on how good a resistance we gave.
701     */
702     break;
703     }
704     case 20:
705     if (op->type == AMULET)
706     {
707     SET_FLAG (op, FLAG_REFL_SPELL);
708     op->value *= 11;
709     }
710     else
711     {
712     op->stats.hp = 1; /* regenerate hit points */
713     op->value *= 4;
714     }
715     break;
716    
717     case 21:
718     if (op->type == AMULET)
719     {
720     SET_FLAG (op, FLAG_REFL_MISSILE);
721     op->value *= 9;
722     }
723     else
724     {
725     op->stats.sp = 1; /* regenerate spell points */
726     op->value *= 3;
727     }
728     break;
729    
730     case 22:
731     op->stats.exp += bonus; /* Speed! */
732     op->value = (op->value * 2) / 3;
733     break;
734 root 1.7 }
735 root 1.34
736 root 1.7 if (bonus > 0)
737     op->value *= 2 * bonus;
738     else
739     op->value = -(op->value * 2 * bonus) / 3;
740 elmex 1.1 }
741    
742     /*
743     * get_magic(diff) will return a random number between 0 and 4.
744     * diff can be any value above 2. The higher the diff-variable, the
745     * higher is the chance of returning a low number.
746     * It is only used in fix_generated_treasure() to set bonuses on
747     * rings and amulets.
748     * Another scheme is used to calculate the magic of weapons and armours.
749     */
750 root 1.7 int
751     get_magic (int diff)
752     {
753 elmex 1.1 int i;
754 root 1.16
755 root 1.7 if (diff < 3)
756     diff = 3;
757 root 1.35
758 root 1.7 for (i = 0; i < 4; i++)
759 root 1.35 if (rndm (diff))
760 root 1.7 return i;
761 root 1.35
762 elmex 1.1 return 4;
763     }
764    
765     #define DICE2 (get_magic(2)==2?2:1)
766 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
767 elmex 1.1
768     /*
769     * fix_generated_item(): This is called after an item is generated, in
770     * order to set it up right. This produced magical bonuses, puts spells
771     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
772     */
773 root 1.16
774 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
775     * op->type. Right now, which stuff the creator passes on is object type
776     * dependant. I know this is a spagetti manuever, but is there a cleaner
777     * way to do this? b.t. */
778 root 1.16
779 elmex 1.1 /*
780     * ! (flags & GT_ENVIRONMENT):
781     * Automatically calls fix_flesh_item().
782     *
783     * flags:
784     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
785     * value.
786     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
787     * a working object - don't change magic, value, etc, but set it material
788     * type as appropriate, for objects that need spell objects, set those, etc
789     */
790 root 1.7 void
791 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
792 elmex 1.1 {
793     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
794    
795     if (!creator || creator->type == op->type)
796 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
797 elmex 1.1
798     /* If we make an artifact, this information will be destroyed */
799     save_item_power = op->item_power;
800     op->item_power = 0;
801    
802     if (op->randomitems && op->type != SPELL)
803     {
804 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
805 elmex 1.1 /* So the treasure doesn't get created again */
806 root 1.42 op->randomitems = 0;
807 elmex 1.1 }
808    
809     if (difficulty < 1)
810     difficulty = 1;
811    
812 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
813     ARG_OBJECT (creator != op ? creator : 0),
814     ARG_INT (difficulty), ARG_INT (max_magic),
815     ARG_INT (flags)))
816     return;
817    
818 elmex 1.1 if (!(flags & GT_MINIMAL))
819     {
820     if (op->arch == crown_arch)
821 root 1.16 {
822     set_magic (difficulty, op, max_magic, flags);
823     num_enchantments = calc_item_power (op, 1);
824     generate_artifact (op, difficulty);
825     }
826 elmex 1.1 else
827 root 1.16 {
828     if (!op->magic && max_magic)
829     set_magic (difficulty, op, max_magic, flags);
830    
831     num_enchantments = calc_item_power (op, 1);
832    
833 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
834     || op->type == HORN
835     || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
836 root 1.16 * used for shop_floors or treasures */
837     generate_artifact (op, difficulty);
838     }
839 elmex 1.1
840     /* Object was made an artifact. Calculate its item_power rating.
841     * the item_power in the object is what the artfiact adds.
842     */
843     if (op->title)
844 root 1.16 {
845     /* if save_item_power is set, then most likely we started with an
846     * artifact and have added new abilities to it - this is rare, but
847     * but I have seen things like 'strange rings of fire'. So just figure
848     * out the power from the base power plus what this one adds. Note
849     * that since item_power is not quite linear, this actually ends up
850     * being somewhat of a bonus
851     */
852     if (save_item_power)
853     op->item_power = save_item_power + get_power_from_ench (op->item_power);
854     else
855     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
856     }
857 elmex 1.1 else if (save_item_power)
858 root 1.16 {
859     /* restore the item_power field to the object if we haven't changed it.
860     * we don't care about num_enchantments - that will basically just
861     * have calculated some value from the base attributes of the archetype.
862     */
863     op->item_power = save_item_power;
864     }
865 elmex 1.1 else
866 root 1.16 {
867     /* item_power was zero. This is suspicious, as it may be because it
868     * was never previously calculated. Let's compute a value and see if
869     * it is non-zero. If it indeed is, then assign it as the new
870     * item_power value.
871     * - gros, 21th of July 2006.
872     */
873     op->item_power = calc_item_power (op, 0);
874     save_item_power = op->item_power; /* Just in case it would get used
875     * again below */
876     }
877 elmex 1.1 }
878    
879     /* materialtype modifications. Note we allow this on artifacts. */
880     set_materialname (op, difficulty, NULL);
881    
882     if (flags & GT_MINIMAL)
883     {
884     if (op->type == POTION)
885 root 1.16 /* Handle healing and magic power potions */
886     if (op->stats.sp && !op->randomitems)
887     {
888     object *tmp;
889    
890     tmp = get_archetype (spell_mapping[op->stats.sp]);
891     insert_ob_in_ob (tmp, op);
892     op->stats.sp = 0;
893     }
894 elmex 1.1 }
895 root 1.16 else if (!op->title) /* Only modify object if not special */
896 elmex 1.1 switch (op->type)
897     {
898 root 1.16 case WEAPON:
899     case ARMOUR:
900     case SHIELD:
901     case HELMET:
902     case CLOAK:
903 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
904 root 1.16 set_ring_bonus (op, -DICE2);
905     break;
906    
907     case BRACERS:
908 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
909 root 1.16 {
910     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
911     if (!QUERY_FLAG (op, FLAG_CURSED))
912     op->value *= 3;
913     }
914     break;
915    
916     case POTION:
917     {
918     int too_many_tries = 0, is_special = 0;
919    
920     /* Handle healing and magic power potions */
921     if (op->stats.sp && !op->randomitems)
922     {
923     object *tmp;
924    
925     tmp = get_archetype (spell_mapping[op->stats.sp]);
926     insert_ob_in_ob (tmp, op);
927     op->stats.sp = 0;
928     }
929    
930     while (!(is_special = special_potion (op)) && !op->inv)
931     {
932     generate_artifact (op, difficulty);
933     if (too_many_tries++ > 10)
934     break;
935     }
936    
937     /* don't want to change value for healing/magic power potions,
938     * since the value set on those is already correct.
939     */
940     if (op->inv && op->randomitems)
941     {
942     /* value multiplier is same as for scrolls */
943     op->value = (op->value * op->inv->value);
944 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
945 root 1.16 }
946     else
947     {
948     op->name = "potion";
949     op->name_pl = "potions";
950     }
951    
952 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
953 root 1.16 SET_FLAG (op, FLAG_CURSED);
954     break;
955     }
956    
957     case AMULET:
958     if (op->arch == amulet_arch)
959     op->value *= 5; /* Since it's not just decoration */
960    
961     case RING:
962     if (op->arch == NULL)
963     {
964 root 1.24 op->destroy ();
965     op = 0;
966 root 1.16 break;
967     }
968    
969     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
970     break;
971    
972 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
973 root 1.16 SET_FLAG (op, FLAG_CURSED);
974    
975     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
976    
977     if (op->type != RING) /* Amulets have only one ability */
978     break;
979    
980 root 1.33 if (!(rndm (4)))
981 root 1.16 {
982 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
983 root 1.16
984     if (d > 0)
985     op->value *= 3;
986    
987     set_ring_bonus (op, d);
988    
989 root 1.33 if (!(rndm (4)))
990 root 1.16 {
991 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
992 root 1.16
993     if (d > 0)
994     op->value *= 5;
995     set_ring_bonus (op, d);
996     }
997     }
998    
999     if (GET_ANIM_ID (op))
1000 root 1.35 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1001 root 1.16
1002     break;
1003    
1004     case BOOK:
1005     /* Is it an empty book?, if yes lets make a special·
1006     * msg for it, and tailor its properties based on the·
1007     * creator and/or map level we found it on.
1008     */
1009 root 1.33 if (!op->msg && rndm (10))
1010 root 1.16 {
1011     /* set the book level properly */
1012     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1013     {
1014     if (op->map && op->map->difficulty)
1015 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1016 root 1.16 else
1017 root 1.33 op->level = rndm (20) + 1;
1018 root 1.16 }
1019     else
1020 root 1.35 op->level = rndm (creator->level);
1021 root 1.16
1022     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1023     /* books w/ info are worth more! */
1024     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1025     /* creator related stuff */
1026    
1027     /* for library, chained books. Note that some monsters have no_pick
1028     * set - we don't want to set no pick in that case.
1029     */
1030     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1031     SET_FLAG (op, FLAG_NO_PICK);
1032     if (creator->slaying && !op->slaying) /* for check_inv floors */
1033     op->slaying = creator->slaying;
1034    
1035     /* add exp so reading it gives xp (once) */
1036     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1037     }
1038     break;
1039    
1040     case SPELLBOOK:
1041     op->value = op->value * op->inv->value;
1042     /* add exp so learning gives xp */
1043     op->level = op->inv->level;
1044     op->stats.exp = op->value;
1045     break;
1046    
1047     case WAND:
1048     /* nrof in the treasure list is number of charges,
1049     * not number of wands. So copy that into food (charges),
1050     * and reset nrof.
1051     */
1052     op->stats.food = op->inv->nrof;
1053     op->nrof = 1;
1054     /* If the spell changes by level, choose a random level
1055     * for it, and adjust price. If the spell doesn't
1056     * change by level, just set the wand to the level of
1057     * the spell, and value calculation is simpler.
1058     */
1059     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1060     {
1061     op->level = level_for_item (op, difficulty);
1062     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1063     }
1064     else
1065     {
1066     op->level = op->inv->level;
1067     op->value = op->value * op->inv->value;
1068     }
1069     break;
1070    
1071     case ROD:
1072     op->level = level_for_item (op, difficulty);
1073     /* Add 50 to both level an divisor to keep prices a little more
1074     * reasonable. Otherwise, a high level version of a low level
1075     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1076     * 10 time multiplier). This way, the value are a bit more reasonable.
1077     */
1078     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1079     /* maxhp is used to denote how many 'charges' the rod holds before */
1080     if (op->stats.maxhp)
1081     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1082     else
1083     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1084    
1085     op->stats.hp = op->stats.maxhp;
1086     break;
1087    
1088     case SCROLL:
1089     op->level = level_for_item (op, difficulty);
1090     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1091    
1092     /* add exp so reading them properly gives xp */
1093     op->stats.exp = op->value / 5;
1094     op->nrof = op->inv->nrof;
1095     break;
1096    
1097     case RUNE:
1098     trap_adjust (op, difficulty);
1099     break;
1100    
1101     case TRAP:
1102     trap_adjust (op, difficulty);
1103     break;
1104     } /* switch type */
1105 elmex 1.1
1106     if (flags & GT_STARTEQUIP)
1107     {
1108 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1109 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1110 elmex 1.1 else if (op->type != MONEY)
1111 root 1.16 op->value = 0;
1112 elmex 1.1 }
1113    
1114     if (!(flags & GT_ENVIRONMENT))
1115     fix_flesh_item (op, creator);
1116     }
1117    
1118     /*
1119     *
1120     *
1121     * CODE DEALING WITH ARTIFACTS STARTS HERE
1122     *
1123     *
1124     */
1125    
1126     /*
1127     * Allocate and return the pointer to an empty artifactlist structure.
1128     */
1129 root 1.7 static artifactlist *
1130     get_empty_artifactlist (void)
1131     {
1132 root 1.41 return salloc0 <artifactlist> ();
1133 elmex 1.1 }
1134    
1135     /*
1136     * Allocate and return the pointer to an empty artifact structure.
1137     */
1138 root 1.7 static artifact *
1139     get_empty_artifact (void)
1140     {
1141 root 1.41 return salloc0 <artifact> ();
1142 elmex 1.1 }
1143    
1144     /*
1145     * Searches the artifact lists and returns one that has the same type
1146     * of objects on it.
1147     */
1148 root 1.7 artifactlist *
1149     find_artifactlist (int type)
1150     {
1151 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1152 root 1.7 if (al->type == type)
1153     return al;
1154 root 1.38
1155     return 0;
1156 elmex 1.1 }
1157    
1158     /*
1159     * For debugging purposes. Dumps all tables.
1160     */
1161 root 1.7 void
1162     dump_artifacts (void)
1163     {
1164 elmex 1.1 artifactlist *al;
1165     artifact *art;
1166     linked_char *next;
1167    
1168 root 1.7 fprintf (logfile, "\n");
1169     for (al = first_artifactlist; al != NULL; al = al->next)
1170     {
1171     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1172     for (art = al->items; art != NULL; art = art->next)
1173 root 1.16 {
1174     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1175     if (art->allowed != NULL)
1176     {
1177 root 1.38 fprintf (logfile, "\tallowed combinations:");
1178 root 1.16 for (next = art->allowed; next != NULL; next = next->next)
1179     fprintf (logfile, "%s,", &next->name);
1180     fprintf (logfile, "\n");
1181     }
1182     }
1183 elmex 1.1 }
1184 root 1.7 fprintf (logfile, "\n");
1185 elmex 1.1 }
1186    
1187     /*
1188     * For debugging purposes. Dumps all treasures recursively (see below).
1189     */
1190 root 1.7 void
1191 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1192 elmex 1.1 {
1193     treasurelist *tl;
1194 root 1.7 int i;
1195 elmex 1.1
1196     if (depth > 100)
1197     return;
1198 root 1.41
1199 elmex 1.30 while (t)
1200 elmex 1.1 {
1201 elmex 1.30 if (t->name)
1202 root 1.16 {
1203     for (i = 0; i < depth; i++)
1204     fprintf (logfile, " ");
1205 root 1.41
1206 root 1.16 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207 root 1.41
1208     tl = treasurelist::find (t->name);
1209 elmex 1.26 if (tl)
1210     dump_monster_treasure_rec (name, tl->items, depth + 2);
1211 root 1.41
1212 root 1.16 for (i = 0; i < depth; i++)
1213     fprintf (logfile, " ");
1214 root 1.41
1215 root 1.16 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1216     }
1217 elmex 1.1 else
1218 root 1.16 {
1219     for (i = 0; i < depth; i++)
1220     fprintf (logfile, " ");
1221 root 1.41
1222 elmex 1.30 if (t->item && t->item->clone.type == FLESH)
1223 root 1.16 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1224     else
1225     fprintf (logfile, "%s\n", &t->item->clone.name);
1226     }
1227 elmex 1.30
1228     if (t->next_yes)
1229 root 1.16 {
1230     for (i = 0; i < depth; i++)
1231     fprintf (logfile, " ");
1232 root 1.41
1233 root 1.16 fprintf (logfile, " (if yes)\n");
1234     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1235     }
1236 elmex 1.30
1237     if (t->next_no)
1238 root 1.16 {
1239     for (i = 0; i < depth; i++)
1240     fprintf (logfile, " ");
1241 root 1.41
1242 root 1.16 fprintf (logfile, " (if no)\n");
1243     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1244     }
1245 elmex 1.30
1246 elmex 1.1 t = t->next;
1247     }
1248     }
1249    
1250     /*
1251     * For debugging purposes. Dumps all treasures for a given monster.
1252     * Created originally by Raphael Quinet for debugging the alchemy code.
1253     */
1254 root 1.7 void
1255     dump_monster_treasure (const char *name)
1256 elmex 1.1 {
1257     archetype *at;
1258 root 1.7 int found;
1259 elmex 1.1
1260     found = 0;
1261     fprintf (logfile, "\n");
1262 root 1.38
1263 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1264     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1265 elmex 1.1 {
1266 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1267     if (at->clone.randomitems != NULL)
1268     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1269     else
1270     fprintf (logfile, "(nothing)\n");
1271 root 1.38
1272 root 1.16 fprintf (logfile, "\n");
1273     found++;
1274 elmex 1.1 }
1275 root 1.38
1276 elmex 1.1 if (found == 0)
1277     fprintf (logfile, "No objects have the name %s!\n\n", name);
1278     }
1279    
1280     /*
1281     * Builds up the lists of artifacts from the file in the libdir.
1282     */
1283 root 1.7 void
1284     init_artifacts (void)
1285     {
1286     static int has_been_inited = 0;
1287 pippijn 1.39 char filename[MAX_BUF];
1288 root 1.7 artifact *art = NULL;
1289     artifactlist *al;
1290    
1291     if (has_been_inited)
1292     return;
1293     else
1294     has_been_inited = 1;
1295 elmex 1.1
1296 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1297 root 1.38 object_thawer f (filename);
1298 elmex 1.1
1299 root 1.38 if (!f)
1300 root 1.7 return;
1301 elmex 1.1
1302 root 1.38 f.next ();
1303    
1304     for (;;)
1305 root 1.7 {
1306 root 1.38 switch (f.kw)
1307     {
1308     case KW_allowed:
1309     if (!art)
1310 root 1.47 art = get_empty_artifact ();
1311 root 1.7
1312 root 1.16 {
1313 root 1.38 if (!strcmp (f.get_str (), "all"))
1314     break;
1315    
1316     char *next, *cp = f.get_str ();
1317    
1318     do
1319     {
1320     if ((next = strchr (cp, ',')))
1321     *next++ = '\0';
1322    
1323     linked_char *tmp = new linked_char;
1324    
1325     tmp->name = cp;
1326     tmp->next = art->allowed;
1327     art->allowed = tmp;
1328     }
1329     while ((cp = next));
1330 root 1.16 }
1331 root 1.38 break;
1332    
1333     case KW_chance:
1334     f.get (art->chance);
1335     break;
1336    
1337     case KW_difficulty:
1338     f.get (art->difficulty);
1339     break;
1340 root 1.16
1341 root 1.38 case KW_object:
1342 root 1.16 {
1343 root 1.38 art->item = object::create ();
1344 root 1.49 f.get (art->item->name);
1345     f.next ();
1346 root 1.38
1347     if (!art->item->parse_kv (f))
1348     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1349    
1350     al = find_artifactlist (art->item->type);
1351    
1352     if (!al)
1353     {
1354     al = get_empty_artifactlist ();
1355     al->type = art->item->type;
1356     al->next = first_artifactlist;
1357     first_artifactlist = al;
1358     }
1359    
1360     art->next = al->items;
1361     al->items = art;
1362     art = 0;
1363 root 1.16 }
1364 root 1.38 continue;
1365 root 1.10
1366 root 1.38 case KW_EOF:
1367     goto done;
1368 root 1.10
1369 root 1.38 default:
1370     if (!f.parse_error ("artifacts file"))
1371     cleanup ("artifacts file required");
1372     break;
1373 root 1.16 }
1374 root 1.38
1375     f.next ();
1376 root 1.7 }
1377 root 1.3
1378 root 1.38 done:
1379     for (al = first_artifactlist; al; al = al->next)
1380 root 1.7 {
1381 root 1.47 al->total_chance = 0;
1382    
1383 root 1.38 for (art = al->items; art; art = art->next)
1384 root 1.16 {
1385     if (!art->chance)
1386     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1387     else
1388     al->total_chance += art->chance;
1389     }
1390 elmex 1.1 #if 0
1391 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1392 elmex 1.1 #endif
1393     }
1394    
1395 root 1.7 LOG (llevDebug, "done.\n");
1396 elmex 1.1 }
1397    
1398     /*
1399     * Used in artifact generation. The bonuses of the first object
1400     * is modified by the bonuses of the second object.
1401     */
1402 root 1.7 void
1403 root 1.16 add_abilities (object *op, object *change)
1404 root 1.7 {
1405 pippijn 1.14 int i, tmp;
1406 elmex 1.1
1407 root 1.7 if (change->face != blank_face)
1408     {
1409 elmex 1.1 #ifdef TREASURE_VERBOSE
1410 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1411 elmex 1.1 #endif
1412 root 1.7 op->face = change->face;
1413 elmex 1.1 }
1414    
1415 root 1.7 for (i = 0; i < NUM_STATS; i++)
1416     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1417    
1418     op->attacktype |= change->attacktype;
1419     op->path_attuned |= change->path_attuned;
1420     op->path_repelled |= change->path_repelled;
1421     op->path_denied |= change->path_denied;
1422     op->move_type |= change->move_type;
1423     op->stats.luck += change->stats.luck;
1424    
1425     if (QUERY_FLAG (change, FLAG_CURSED))
1426     SET_FLAG (op, FLAG_CURSED);
1427     if (QUERY_FLAG (change, FLAG_DAMNED))
1428     SET_FLAG (op, FLAG_DAMNED);
1429     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1430     set_abs_magic (op, -op->magic);
1431    
1432     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1433     SET_FLAG (op, FLAG_LIFESAVE);
1434     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1435     SET_FLAG (op, FLAG_REFL_SPELL);
1436     if (QUERY_FLAG (change, FLAG_STEALTH))
1437     SET_FLAG (op, FLAG_STEALTH);
1438     if (QUERY_FLAG (change, FLAG_XRAYS))
1439     SET_FLAG (op, FLAG_XRAYS);
1440     if (QUERY_FLAG (change, FLAG_BLIND))
1441     SET_FLAG (op, FLAG_BLIND);
1442     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1443     SET_FLAG (op, FLAG_SEE_IN_DARK);
1444     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1445     SET_FLAG (op, FLAG_REFL_MISSILE);
1446     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1447     SET_FLAG (op, FLAG_MAKE_INVIS);
1448    
1449     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1450     {
1451     CLEAR_FLAG (op, FLAG_ANIMATE);
1452     /* so artifacts will join */
1453     if (!QUERY_FLAG (op, FLAG_ALIVE))
1454 root 1.16 op->speed = 0.0;
1455 root 1.12
1456 root 1.28 op->set_speed (op->speed);
1457 elmex 1.1 }
1458 root 1.7
1459     if (change->nrof)
1460 root 1.35 op->nrof = rndm (change->nrof) + 1;
1461 root 1.7
1462 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1463 root 1.7 op->stats.wc += change->stats.wc;
1464     op->stats.ac += change->stats.ac;
1465    
1466     if (change->other_arch)
1467     {
1468     /* Basically, for horns & potions, the other_arch field is the spell
1469     * to cast. So convert that to into a spell and put it into
1470     * this object.
1471     */
1472     if (op->type == HORN || op->type == POTION)
1473 root 1.16 {
1474     object *tmp_obj;
1475    
1476     /* Remove any spells this object currently has in it */
1477     while (op->inv)
1478 root 1.24 op->inv->destroy ();
1479 root 1.16
1480     tmp_obj = arch_to_object (change->other_arch);
1481     insert_ob_in_ob (tmp_obj, op);
1482     }
1483 root 1.7 /* No harm setting this for potions/horns */
1484     op->other_arch = change->other_arch;
1485     }
1486    
1487     if (change->stats.hp < 0)
1488     op->stats.hp = -change->stats.hp;
1489     else
1490     op->stats.hp += change->stats.hp;
1491    
1492     if (change->stats.maxhp < 0)
1493     op->stats.maxhp = -change->stats.maxhp;
1494     else
1495     op->stats.maxhp += change->stats.maxhp;
1496    
1497     if (change->stats.sp < 0)
1498     op->stats.sp = -change->stats.sp;
1499     else
1500     op->stats.sp += change->stats.sp;
1501    
1502     if (change->stats.maxsp < 0)
1503     op->stats.maxsp = -change->stats.maxsp;
1504     else
1505     op->stats.maxsp += change->stats.maxsp;
1506    
1507     if (change->stats.food < 0)
1508     op->stats.food = -(change->stats.food);
1509     else
1510     op->stats.food += change->stats.food;
1511    
1512     if (change->level < 0)
1513     op->level = -(change->level);
1514     else
1515     op->level += change->level;
1516    
1517     if (change->gen_sp_armour < 0)
1518     op->gen_sp_armour = -(change->gen_sp_armour);
1519     else
1520     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1521    
1522     op->item_power = change->item_power;
1523    
1524     for (i = 0; i < NROFATTACKS; i++)
1525 root 1.20 if (change->resist[i])
1526     op->resist[i] += change->resist[i];
1527 root 1.7
1528     if (change->stats.dam)
1529     {
1530     if (change->stats.dam < 0)
1531 root 1.16 op->stats.dam = (-change->stats.dam);
1532 root 1.7 else if (op->stats.dam)
1533 root 1.16 {
1534     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1535     if (tmp == op->stats.dam)
1536     {
1537     if (change->stats.dam < 10)
1538     op->stats.dam--;
1539     else
1540     op->stats.dam++;
1541     }
1542     else
1543     op->stats.dam = tmp;
1544     }
1545 root 1.7 }
1546    
1547     if (change->weight)
1548     {
1549     if (change->weight < 0)
1550 root 1.16 op->weight = (-change->weight);
1551 root 1.7 else
1552 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1553 root 1.7 }
1554    
1555     if (change->last_sp)
1556     {
1557     if (change->last_sp < 0)
1558 root 1.16 op->last_sp = (-change->last_sp);
1559 root 1.7 else
1560 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1561 root 1.7 }
1562    
1563     if (change->gen_sp_armour)
1564     {
1565     if (change->gen_sp_armour < 0)
1566 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1567 root 1.7 else
1568 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1569 root 1.7 }
1570    
1571     op->value *= change->value;
1572    
1573 root 1.36 if (change->materials)
1574     op->materials = change->materials;
1575 root 1.7
1576     if (change->materialname)
1577     op->materialname = change->materialname;
1578    
1579     if (change->slaying)
1580     op->slaying = change->slaying;
1581    
1582     if (change->race)
1583     op->race = change->race;
1584    
1585     if (change->msg)
1586     op->msg = change->msg;
1587 elmex 1.1 }
1588    
1589 root 1.7 static int
1590 root 1.52 legal_artifact_combination (object *op, artifact *art)
1591 root 1.7 {
1592 elmex 1.1 int neg, success = 0;
1593     linked_char *tmp;
1594     const char *name;
1595    
1596 root 1.52 if (!art->allowed)
1597 root 1.16 return 1; /* Ie, "all" */
1598 root 1.52
1599 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1600     {
1601 elmex 1.1 #ifdef TREASURE_VERBOSE
1602 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1603 elmex 1.1 #endif
1604 root 1.7 if (*tmp->name == '!')
1605 root 1.16 name = tmp->name + 1, neg = 1;
1606 root 1.7 else
1607 root 1.16 name = tmp->name, neg = 0;
1608 root 1.7
1609     /* If we match name, then return the opposite of 'neg' */
1610     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1611 root 1.16 return !neg;
1612 root 1.7
1613     /* Set success as true, since if the match was an inverse, it means
1614     * everything is allowed except what we match
1615     */
1616     else if (neg)
1617 root 1.16 success = 1;
1618 root 1.7 }
1619 root 1.52
1620 elmex 1.1 return success;
1621     }
1622    
1623     /*
1624     * Fixes the given object, giving it the abilities and titles
1625     * it should have due to the second artifact-template.
1626     */
1627    
1628 root 1.7 void
1629 root 1.12 give_artifact_abilities (object *op, object *artifct)
1630 root 1.7 {
1631 elmex 1.1 char new_name[MAX_BUF];
1632    
1633 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1634     op->title = new_name;
1635 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1636 elmex 1.1
1637 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1638 elmex 1.1 {
1639 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1640 root 1.16
1641 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1642     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1643 elmex 1.1 if (!identified)
1644 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1645 elmex 1.1 }
1646     #endif
1647     return;
1648     }
1649    
1650     /*
1651     * Decides randomly which artifact the object should be
1652     * turned into. Makes sure that the item can become that
1653     * artifact (means magic, difficulty, and Allowed fields properly).
1654     * Then calls give_artifact_abilities in order to actually create
1655     * the artifact.
1656     */
1657    
1658     /* Give 1 re-roll attempt per artifact */
1659     #define ARTIFACT_TRIES 2
1660    
1661 root 1.7 void
1662 root 1.16 generate_artifact (object *op, int difficulty)
1663 root 1.7 {
1664 elmex 1.1 artifactlist *al;
1665     artifact *art;
1666     int i;
1667    
1668 root 1.7 al = find_artifactlist (op->type);
1669    
1670     if (al == NULL)
1671     {
1672 root 1.16 #if 0 /* This is too verbose, usually */
1673 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1674 elmex 1.1 #endif
1675 root 1.7 return;
1676     }
1677    
1678     for (i = 0; i < ARTIFACT_TRIES; i++)
1679     {
1680 root 1.35 int roll = rndm (al->total_chance);
1681 elmex 1.1
1682 root 1.35 for (art = al->items; art; art = art->next)
1683 root 1.16 {
1684     roll -= art->chance;
1685     if (roll < 0)
1686     break;
1687     }
1688 elmex 1.1
1689 root 1.7 if (art == NULL || roll >= 0)
1690 root 1.16 {
1691 elmex 1.1 #if 1
1692 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1693 elmex 1.1 #endif
1694 root 1.16 return;
1695     }
1696 root 1.7 if (!strcmp (art->item->name, "NONE"))
1697 root 1.16 return;
1698 root 1.7 if (FABS (op->magic) < art->item->magic)
1699 root 1.16 continue; /* Not magic enough to be this item */
1700 root 1.7
1701     /* Map difficulty not high enough */
1702     if (difficulty < art->difficulty)
1703 root 1.16 continue;
1704 elmex 1.1
1705 root 1.7 if (!legal_artifact_combination (op, art))
1706 root 1.16 {
1707 elmex 1.1 #ifdef TREASURE_VERBOSE
1708 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1709 elmex 1.1 #endif
1710 root 1.16 continue;
1711     }
1712 root 1.42
1713 root 1.7 give_artifact_abilities (op, art->item);
1714     return;
1715 elmex 1.1 }
1716     }
1717    
1718     /* fix_flesh_item() - objects of type FLESH are similar to type
1719     * FOOD, except they inherit properties (name, food value, etc).
1720     * based on the original owner (or 'donor' if you like). -b.t.
1721     */
1722    
1723 root 1.7 void
1724 root 1.16 fix_flesh_item (object *item, object *donor)
1725 root 1.7 {
1726     char tmpbuf[MAX_BUF];
1727     int i;
1728    
1729     if (item->type == FLESH && donor)
1730     {
1731     /* change the name */
1732 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1733     item->name = tmpbuf;
1734     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1735     item->name_pl = tmpbuf;
1736 root 1.7
1737     /* weight is FLESH weight/100 * donor */
1738     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1739 root 1.16 item->weight = 1;
1740 root 1.7
1741     /* value is multiplied by level of donor */
1742     item->value *= isqrt (donor->level * 2);
1743    
1744     /* food value */
1745     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1746    
1747     /* flesh items inherit some abilities of donor, but not
1748     * full effect.
1749     */
1750     for (i = 0; i < NROFATTACKS; i++)
1751 root 1.16 item->resist[i] = donor->resist[i] / 2;
1752 root 1.7
1753     /* item inherits donor's level (important for quezals) */
1754     item->level = donor->level;
1755    
1756     /* if donor has some attacktypes, the flesh is poisonous */
1757     if (donor->attacktype & AT_POISON)
1758 root 1.16 item->type = POISON;
1759 root 1.7 if (donor->attacktype & AT_ACID)
1760 root 1.16 item->stats.hp = -1 * item->stats.food;
1761 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1762 elmex 1.1 }
1763     }
1764    
1765     /* special_potion() - so that old potion code is still done right. */
1766 root 1.7 int
1767 root 1.16 special_potion (object *op)
1768 root 1.7 {
1769     if (op->attacktype)
1770     return 1;
1771 elmex 1.1
1772 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)
1773     return 1;
1774 elmex 1.1
1775 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1776 root 1.7 if (op->resist[i])
1777     return 1;
1778 elmex 1.1
1779 root 1.7 return 0;
1780 elmex 1.1 }
1781    
1782 root 1.7 void
1783 root 1.16 free_treasurestruct (treasure *t)
1784 elmex 1.1 {
1785 root 1.41 if (t->next) free_treasurestruct (t->next);
1786     if (t->next_yes) free_treasurestruct (t->next_yes);
1787     if (t->next_no) free_treasurestruct (t->next_no);
1788 root 1.8
1789     delete t;
1790 elmex 1.1 }
1791    
1792 root 1.7 void
1793 root 1.16 free_charlinks (linked_char *lc)
1794 elmex 1.1 {
1795 root 1.7 if (lc->next)
1796     free_charlinks (lc->next);
1797    
1798     delete lc;
1799 elmex 1.1 }
1800    
1801 root 1.7 void
1802 root 1.41 free_artifact (artifact *at)
1803 elmex 1.1 {
1804 root 1.41 if (at->next) free_artifact (at->next);
1805     if (at->allowed) free_charlinks (at->allowed);
1806 root 1.7
1807 root 1.21 at->item->destroy (1);
1808 root 1.7
1809 root 1.41 sfree (at);
1810 elmex 1.1 }
1811    
1812 root 1.7 void
1813 root 1.41 free_artifactlist (artifactlist *al)
1814 elmex 1.1 {
1815 root 1.7 artifactlist *nextal;
1816 root 1.15
1817 root 1.21 for (al = first_artifactlist; al; al = nextal)
1818 root 1.7 {
1819     nextal = al->next;
1820 root 1.15
1821 root 1.7 if (al->items)
1822 root 1.16 free_artifact (al->items);
1823 root 1.15
1824 root 1.41 sfree (al);
1825 elmex 1.1 }
1826     }
1827    
1828 root 1.7 void
1829     free_all_treasures (void)
1830     {
1831     treasurelist *tl, *next;
1832 elmex 1.1
1833 root 1.41 for (tl = first_treasurelist; tl; tl = next)
1834     {
1835     clear (tl);
1836 elmex 1.1
1837 root 1.7 next = tl->next;
1838     delete tl;
1839 elmex 1.1 }
1840 root 1.41
1841 root 1.7 free_artifactlist (first_artifactlist);
1842 elmex 1.1 }