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Revision: 1.65
Committed: Tue Sep 4 05:43:21 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2
Changes since 1.64: +0 -2 lines
Log Message:
- implemented ref/deref "framework" that allows one to create
  semipersistent references and dereference them later
  (works only for players right now).
- (partially) expose freezer and thawer to perl.
- thawers now do next() automatically after instantiating.
- allow the thawer to record delayed dereference requests to be
  resolved, well, later (should be a different class actually
  but lets stay realistic).
- use thawers when loading maps and players and resolve delayed
  derefs after loading them before activating them.
- serialise io for no good reason.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.64 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.32 *
4 root 1.61 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.32 *
8 root 1.64 * Crossfire TRT 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 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.32 *
13 root 1.64 * 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 pippijn 1.32 *
18 root 1.64 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.61 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.32 */
23 elmex 1.1
24     /* TREASURE_DEBUG does some checking on the treasurelists after loading.
25     * It is useful for finding bugs in the treasures file. Since it only
26     * slows the startup some (and not actual game play), it is by default
27     * left on
28     */
29     #define TREASURE_DEBUG
30    
31     /* TREASURE_VERBOSE enables copious output concerning artifact generation */
32 root 1.16
33 root 1.42 //#define TREASURE_VERBOSE
34 root 1.7
35 elmex 1.1 #include <global.h>
36     #include <treasure.h>
37     #include <funcpoint.h>
38     #include <loader.h>
39    
40 root 1.41 extern char *spell_mapping[];
41    
42     static treasurelist *first_treasurelist;
43 elmex 1.1
44 root 1.16 static void change_treasure (treasure *t, object *op); /* overrule default values */
45 root 1.41
46     typedef std::tr1::unordered_map<
47     const char *,
48     treasurelist *,
49     str_hash,
50     str_equal,
51     slice_allocator< std::pair<const char *const, treasurelist *> >,
52     true
53     > tl_map_t;
54    
55     static tl_map_t tl_map;
56 elmex 1.1
57     /*
58 root 1.44 * Searches for the given treasurelist
59 elmex 1.1 */
60 root 1.41 treasurelist *
61     treasurelist::find (const char *name)
62     {
63     if (!name)
64     return 0;
65    
66 root 1.45 auto (i, tl_map.find (name));
67 elmex 1.1
68 root 1.41 if (i == tl_map.end ())
69     return 0;
70    
71     return i->second;
72 elmex 1.1 }
73    
74     /*
75 root 1.41 * Searches for the given treasurelist in the globally linked list
76     * of treasurelists which has been built by load_treasures().
77 elmex 1.1 */
78 root 1.41 treasurelist *
79     treasurelist::get (const char *name)
80 root 1.7 {
81 root 1.41 treasurelist *tl = find (name);
82    
83     if (!tl)
84     {
85     tl = new treasurelist;
86    
87     tl->name = name;
88     tl->next = first_treasurelist;
89     first_treasurelist = tl;
90 root 1.7
91 root 1.41 tl_map.insert (std::make_pair (tl->name, tl));
92     }
93 elmex 1.1
94 root 1.41 return tl;
95     }
96    
97     //TODO: class method
98     void
99     clear (treasurelist *tl)
100     {
101     if (tl->items)
102     {
103     free_treasurestruct (tl->items);
104     tl->items = 0;
105     }
106 root 1.44
107     tl->total_chance = 0;
108 elmex 1.1 }
109    
110 root 1.47 #ifdef TREASURE_DEBUG
111     /* recursived checks the linked list. Treasurelist is passed only
112     * so that the treasure name can be printed out
113     */
114     static void
115     check_treasurelist (const treasure *t, const treasurelist * tl)
116     {
117     if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118     LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119    
120     if (t->next)
121     check_treasurelist (t->next, tl);
122    
123     if (t->next_yes)
124     check_treasurelist (t->next_yes, tl);
125    
126     if (t->next_no)
127     check_treasurelist (t->next_no, tl);
128     }
129     #endif
130    
131 elmex 1.1 /*
132     * Reads the lib/treasure file from disk, and parses the contents
133     * into an internal treasure structure (very linked lists)
134     */
135 root 1.7 static treasure *
136 root 1.47 read_treasure (object_thawer &f)
137 root 1.7 {
138 root 1.41 treasure *t = new treasure;
139 root 1.7
140 root 1.47 f.next ();
141 root 1.42
142     for (;;)
143 root 1.7 {
144 root 1.46 coroapi::cede_to_tick_every (10);
145 root 1.7
146 root 1.42 switch (f.kw)
147 root 1.16 {
148 root 1.42 case KW_arch:
149 root 1.50 t->item = archetype::get (f.get_str ());
150 root 1.42 break;
151    
152     case KW_list: f.get (t->name); break;
153     case KW_change_name: f.get (t->change_arch.name); break;
154     case KW_change_title: f.get (t->change_arch.title); break;
155     case KW_change_slaying: f.get (t->change_arch.slaying); break;
156     case KW_chance: f.get (t->chance); break;
157     case KW_nrof: f.get (t->nrof); break;
158     case KW_magic: f.get (t->magic); break;
159    
160 root 1.47 case KW_yes: t->next_yes = read_treasure (f); continue;
161     case KW_no: t->next_no = read_treasure (f); continue;
162 root 1.42
163     case KW_end:
164 root 1.47 f.next ();
165 root 1.42 return t;
166    
167     case KW_more:
168 root 1.47 t->next = read_treasure (f);
169 root 1.42 return t;
170    
171     default:
172 root 1.47 if (!f.parse_error ("treasurelist", t->name))
173     return 0;
174 root 1.42
175     return t;
176 root 1.16 }
177 root 1.47
178     f.next ();
179 elmex 1.1 }
180     }
181    
182     /*
183     * Each treasure is parsed with the help of load_treasure().
184     */
185 root 1.47 treasurelist *
186     treasurelist::read (object_thawer &f)
187 root 1.7 {
188 root 1.47 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189 root 1.7
190 root 1.47 bool one = f.kw == KW_treasureone;
191     treasurelist *tl = treasurelist::get (f.get_str ());
192     clear (tl);
193     tl->items = read_treasure (f);
194     if (!tl->items)
195     return 0;
196 root 1.42
197 root 1.47 /* This is a one of the many items on the list should be generated.
198     * Add up the chance total, and check to make sure the yes & no
199     * fields of the treasures are not being used.
200     */
201     if (one)
202 root 1.7 {
203 root 1.47 for (treasure *t = tl->items; t; t = t->next)
204 root 1.16 {
205 root 1.47 if (t->next_yes || t->next_no)
206 root 1.42 {
207 root 1.62 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
208 root 1.47 LOG (llevError, " the next_yes or next_no field is set\n");
209 root 1.16 }
210 elmex 1.1
211 root 1.47 tl->total_chance += t->chance;
212 root 1.42 }
213 root 1.47 }
214 root 1.42
215 root 1.47 return tl;
216 elmex 1.1 }
217    
218     /*
219     * Generates the objects specified by the given treasure.
220     * It goes recursively through the rest of the linked list.
221     * If there is a certain percental chance for a treasure to be generated,
222     * this is taken into consideration.
223     * The second argument specifies for which object the treasure is
224     * being generated.
225     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
226     * abilities. This is used by summon spells, thus no summoned monsters
227     * start with equipment, but only their abilities).
228     */
229 root 1.7 static void
230 root 1.16 put_treasure (object *op, object *creator, int flags)
231 elmex 1.1 {
232 root 1.56 if (flags & GT_ENVIRONMENT)
233 root 1.7 {
234 root 1.56 /* Bit of a hack - spells should never be put onto the map. The entire
235     * treasure stuff is a problem - there is no clear idea of knowing
236     * this is the original object, or if this is an object that should be created
237     * by another object.
238     */
239     //TODO: flag such as objects... as such (no drop, anybody?)
240     if (op->type == SPELL)
241     {
242     op->destroy ();
243     return;
244     }
245    
246 root 1.53 op->expand_tail ();
247    
248 root 1.51 if (ob_blocked (op, creator->map, creator->x, creator->y))
249     op->destroy ();
250     else
251     {
252     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
253     op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254     }
255 root 1.7 }
256     else
257     {
258 root 1.29 op = creator->insert (op);
259 root 1.27
260 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
261 root 1.16 monster_check_apply (creator, op);
262 root 1.27
263 root 1.51 if (flags & GT_UPDATE_INV)
264     if (object *tmp = creator->in_player ())
265     esrv_send_item (tmp, op);
266 elmex 1.1 }
267     }
268    
269     /* if there are change_xxx commands in the treasure, we include the changes
270     * in the generated object
271     */
272 root 1.7 static void
273 root 1.12 change_treasure (treasure *t, object *op)
274 elmex 1.1 {
275 root 1.7 /* CMD: change_name xxxx */
276     if (t->change_arch.name)
277 elmex 1.1 {
278 root 1.7 op->name = t->change_arch.name;
279     op->name_pl = t->change_arch.name;
280 elmex 1.1 }
281    
282 root 1.7 if (t->change_arch.title)
283     op->title = t->change_arch.title;
284    
285     if (t->change_arch.slaying)
286     op->slaying = t->change_arch.slaying;
287     }
288    
289 root 1.41 static void
290 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
291 root 1.7 {
292 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
293 elmex 1.1 {
294 root 1.7 if (t->name)
295 root 1.16 {
296 elmex 1.30 if (difficulty >= t->magic)
297 root 1.47 if (treasurelist *tl = treasurelist::find (t->name))
298     create_treasure (tl, op, flag, difficulty, tries);
299     else
300     LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
301 root 1.16 }
302 root 1.7 else
303 root 1.16 {
304 root 1.63 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
305 root 1.16 {
306 root 1.41 object *tmp = arch_to_object (t->item);
307    
308 root 1.16 if (t->nrof && tmp->nrof <= 1)
309 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
310    
311 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
312     change_treasure (t, tmp);
313     put_treasure (tmp, op, flag);
314     }
315     }
316 root 1.12
317 root 1.41 if (t->next_yes)
318 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
319 elmex 1.1 }
320 root 1.41 else if (t->next_no)
321 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
322 root 1.12
323 root 1.41 if (t->next)
324 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
325 elmex 1.1 }
326    
327 root 1.41 static void
328 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
329 root 1.7 {
330 root 1.35 int value = rndm (tl->total_chance);
331 root 1.7 treasure *t;
332 elmex 1.1
333 root 1.7 if (tries++ > 100)
334     {
335     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
336     return;
337     }
338 root 1.12
339 root 1.41 for (t = tl->items; t; t = t->next)
340 root 1.7 {
341     value -= t->chance;
342 root 1.12
343 root 1.7 if (value < 0)
344 root 1.16 break;
345 root 1.7 }
346 elmex 1.1
347 root 1.7 if (!t || value >= 0)
348 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
349 root 1.12
350 root 1.7 if (t->name)
351     {
352     if (difficulty >= t->magic)
353 elmex 1.26 {
354 root 1.41 treasurelist *tl = treasurelist::find (t->name);
355 elmex 1.26 if (tl)
356     create_treasure (tl, op, flag, difficulty, tries);
357     }
358 root 1.7 else if (t->nrof)
359 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
360 elmex 1.1 }
361 root 1.63 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
362 root 1.7 {
363 root 1.41 if (object *tmp = arch_to_object (t->item))
364     {
365     if (t->nrof && tmp->nrof <= 1)
366     tmp->nrof = rndm (t->nrof) + 1;
367 root 1.12
368 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
369     change_treasure (t, tmp);
370     put_treasure (tmp, op, flag);
371     }
372 elmex 1.1 }
373     }
374    
375 root 1.57 void
376     object::create_treasure (treasurelist *tl, int flags)
377     {
378     ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
379     }
380    
381 elmex 1.1 /* This calls the appropriate treasure creation function. tries is passed
382     * to determine how many list transitions or attempts to create treasure
383     * have been made. It is really in place to prevent infinite loops with
384     * list transitions, or so that excessively good treasure will not be
385     * created on weak maps, because it will exceed the number of allowed tries
386     * to do that.
387     */
388 root 1.7 void
389 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
390 elmex 1.1 {
391 root 1.41 // empty treasurelists are legal
392     if (!tl->items)
393     return;
394    
395 root 1.7 if (tries++ > 100)
396     {
397     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
398     return;
399     }
400 root 1.37
401 root 1.58 if (op->flag [FLAG_TREASURE_ENV])
402 root 1.59 {
403     // do not generate items when there already is something above the object
404     if (op->flag [FLAG_IS_FLOOR] && op->above)
405     return;
406    
407     flag |= GT_ENVIRONMENT;
408     }
409 root 1.58
410 elmex 1.30 if (tl->total_chance)
411     create_one_treasure (tl, op, flag, difficulty, tries);
412 root 1.7 else
413 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
414 elmex 1.1 }
415    
416     /* This is similar to the old generate treasure function. However,
417     * it instead takes a treasurelist. It is really just a wrapper around
418     * create_treasure. We create a dummy object that the treasure gets
419     * inserted into, and then return that treausre
420     */
421 root 1.7 object *
422 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
423 elmex 1.1 {
424 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
425    
426 root 1.50 object *ob = object::create ();
427 elmex 1.1
428 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
429 elmex 1.1
430 root 1.7 /* Don't want to free the object we are about to return */
431 root 1.50 object *tmp = ob->inv;
432     if (tmp)
433 root 1.23 tmp->remove ();
434 root 1.21
435 root 1.7 if (ob->inv)
436 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
437    
438 root 1.24 ob->destroy ();
439 root 1.7 return tmp;
440 elmex 1.1 }
441    
442     /*
443     * This is a new way of calculating the chance for an item to have
444     * a specific magical bonus.
445     * The array has two arguments, the difficulty of the level, and the
446     * magical bonus "wanted".
447     */
448    
449 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
450 root 1.42 // chance of magic difficulty
451     // +0 +1 +2 +3 +4
452     {95, 2, 2, 1, 0}, // 1
453     {92, 5, 2, 1, 0}, // 2
454     {85, 10, 4, 1, 0}, // 3
455     {80, 14, 4, 2, 0}, // 4
456     {75, 17, 5, 2, 1}, // 5
457     {70, 18, 8, 3, 1}, // 6
458     {65, 21, 10, 3, 1}, // 7
459     {60, 22, 12, 4, 2}, // 8
460     {55, 25, 14, 4, 2}, // 9
461     {50, 27, 16, 5, 2}, // 10
462     {45, 28, 18, 6, 3}, // 11
463     {42, 28, 20, 7, 3}, // 12
464     {40, 27, 21, 8, 4}, // 13
465     {38, 25, 22, 10, 5}, // 14
466     {36, 23, 23, 12, 6}, // 15
467     {33, 21, 24, 14, 8}, // 16
468     {31, 19, 25, 16, 9}, // 17
469     {27, 15, 30, 18, 10}, // 18
470     {20, 12, 30, 25, 13}, // 19
471     {15, 10, 28, 30, 17}, // 20
472     {13, 9, 27, 28, 23}, // 21
473     {10, 8, 25, 28, 29}, // 22
474     { 8, 7, 23, 26, 36}, // 23
475     { 6, 6, 20, 22, 46}, // 24
476     { 4, 5, 17, 18, 56}, // 25
477     { 2, 4, 12, 14, 68}, // 26
478     { 0, 3, 7, 10, 80}, // 27
479     { 0, 0, 3, 7, 90}, // 28
480     { 0, 0, 0, 3, 97}, // 29
481     { 0, 0, 0, 0, 100}, // 30
482     { 0, 0, 0, 0, 100}, // 31
483 elmex 1.1 };
484    
485     /* calculate the appropriate level for wands staves and scrolls.
486     * This code presumes that op has had its spell object created (in op->inv)
487     *
488     * elmex Wed Aug 9 17:44:59 CEST 2006:
489     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
490     */
491 root 1.7 int
492 root 1.16 level_for_item (const object *op, int difficulty)
493 elmex 1.1 {
494 pippijn 1.14 int olevel = 0;
495 elmex 1.1
496     if (!op->inv)
497     {
498 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
499     return 0;
500 elmex 1.1 }
501    
502     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
503    
504     if (olevel <= 0)
505     olevel = rndm (1, MIN (op->inv->level, 1));
506    
507     if (olevel > MAXLEVEL)
508     olevel = MAXLEVEL;
509    
510     return olevel;
511     }
512    
513     /*
514     * Based upon the specified difficulty and upon the difftomagic_list array,
515     * a random magical bonus is returned. This is used when determine
516     * the magical bonus created on specific maps.
517     *
518     * elmex Thu Aug 10 18:45:44 CEST 2006:
519     * Scaling difficulty by max_level, as difficulty is a level and not some
520     * weird integer between 1-31.
521     *
522     */
523 root 1.7 int
524     magic_from_difficulty (int difficulty)
525 elmex 1.1 {
526     int percent = 0, magic = 0;
527     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
528    
529     scaled_diff--;
530    
531 root 1.7 if (scaled_diff < 0)
532 elmex 1.1 scaled_diff = 0;
533    
534     if (scaled_diff >= DIFFLEVELS)
535 root 1.7 scaled_diff = DIFFLEVELS - 1;
536 elmex 1.1
537 root 1.33 percent = rndm (100);
538 elmex 1.1
539 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
540 elmex 1.1 {
541     percent -= difftomagic_list[scaled_diff][magic];
542    
543     if (percent < 0)
544 root 1.16 break;
545 elmex 1.1 }
546    
547     if (magic == (MAXMAGIC + 1))
548     {
549 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
550 elmex 1.1 magic = 0;
551     }
552    
553 root 1.33 magic = (rndm (3)) ? magic : -magic;
554 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
555    
556     return magic;
557     }
558    
559     /*
560     * Sets magical bonus in an object, and recalculates the effect on
561     * the armour variable, and the effect on speed of armour.
562     * This function doesn't work properly, should add use of archetypes
563     * to make it truly absolute.
564     */
565    
566 root 1.7 void
567 root 1.16 set_abs_magic (object *op, int magic)
568 root 1.7 {
569     if (!magic)
570 elmex 1.1 return;
571    
572 root 1.7 op->magic = magic;
573     if (op->arch)
574     {
575     if (op->type == ARMOUR)
576 root 1.63 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
577 root 1.7
578 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
579 root 1.16 magic = (-magic);
580 root 1.63 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
581 root 1.7 }
582     else
583     {
584     if (op->type == ARMOUR)
585 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
586 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
587 root 1.16 magic = (-magic);
588 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
589     }
590 elmex 1.1 }
591    
592     /*
593     * Sets a random magical bonus in the given object based upon
594     * the given difficulty, and the given max possible bonus.
595     */
596    
597 root 1.7 static void
598 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
599 elmex 1.1 {
600     int i;
601 root 1.16
602 root 1.7 i = magic_from_difficulty (difficulty);
603 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
604 root 1.7 i = -i;
605     if (i > max_magic)
606 elmex 1.1 i = max_magic;
607 root 1.7 set_abs_magic (op, i);
608 elmex 1.1 if (i < 0)
609 root 1.7 SET_FLAG (op, FLAG_CURSED);
610 elmex 1.1 }
611    
612     /*
613     * Randomly adds one magical ability to the given object.
614     * Modified for Partial Resistance in many ways:
615     * 1) Since rings can have multiple bonuses, if the same bonus
616     * is rolled again, increase it - the bonuses now stack with
617     * other bonuses previously rolled and ones the item might natively have.
618     * 2) Add code to deal with new PR method.
619     */
620 root 1.7 void
621 root 1.16 set_ring_bonus (object *op, int bonus)
622 root 1.7 {
623 elmex 1.1
624 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
625 elmex 1.1
626 root 1.7 if (op->type == AMULET)
627     {
628 root 1.33 if (!(rndm (21)))
629     r = 20 + rndm (2);
630 root 1.7 else
631 root 1.16 {
632 root 1.35 if (rndm (2))
633 root 1.16 r = 10;
634     else
635 root 1.33 r = 11 + rndm (9);
636 root 1.16 }
637 root 1.7 }
638    
639     switch (r)
640     {
641 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
642     * bonuses and penalties will stack and add to existing values.
643     * of the item.
644     */
645     case 0:
646     case 1:
647     case 2:
648     case 3:
649     case 4:
650     case 5:
651     case 6:
652 root 1.60 op->stats.stat (r) += bonus;
653 root 1.16 break;
654    
655     case 7:
656     op->stats.dam += bonus;
657     break;
658    
659     case 8:
660     op->stats.wc += bonus;
661     break;
662    
663     case 9:
664     op->stats.food += bonus; /* hunger/sustenance */
665     break;
666    
667     case 10:
668     op->stats.ac += bonus;
669     break;
670    
671     /* Item that gives protections/vulnerabilities */
672     case 11:
673     case 12:
674     case 13:
675     case 14:
676     case 15:
677     case 16:
678     case 17:
679     case 18:
680     case 19:
681     {
682 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
683 root 1.16
684     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
685 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
686 root 1.16
687     /* Cursed items need to have higher negative values to equal out with
688     * positive values for how protections work out. Put another
689     * little random element in since that they don't always end up with
690     * even values.
691     */
692     if (bonus < 0)
693 root 1.35 val = 2 * -val - rndm (b);
694 root 1.16 if (val > 35)
695     val = 35; /* Upper limit */
696     b = 0;
697 root 1.34
698 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
699 root 1.34 resist = rndm (num_resist_table);
700    
701 root 1.16 if (b == 4)
702     return; /* Not able to find a free resistance */
703 root 1.34
704 root 1.16 op->resist[resist_table[resist]] = val;
705     /* We should probably do something more clever here to adjust value
706     * based on how good a resistance we gave.
707     */
708     break;
709     }
710     case 20:
711     if (op->type == AMULET)
712     {
713     SET_FLAG (op, FLAG_REFL_SPELL);
714     op->value *= 11;
715     }
716     else
717     {
718     op->stats.hp = 1; /* regenerate hit points */
719     op->value *= 4;
720     }
721     break;
722    
723     case 21:
724     if (op->type == AMULET)
725     {
726     SET_FLAG (op, FLAG_REFL_MISSILE);
727     op->value *= 9;
728     }
729     else
730     {
731     op->stats.sp = 1; /* regenerate spell points */
732     op->value *= 3;
733     }
734     break;
735    
736     case 22:
737     op->stats.exp += bonus; /* Speed! */
738     op->value = (op->value * 2) / 3;
739     break;
740 root 1.7 }
741 root 1.34
742 root 1.7 if (bonus > 0)
743     op->value *= 2 * bonus;
744     else
745     op->value = -(op->value * 2 * bonus) / 3;
746 elmex 1.1 }
747    
748     /*
749     * get_magic(diff) will return a random number between 0 and 4.
750     * diff can be any value above 2. The higher the diff-variable, the
751     * higher is the chance of returning a low number.
752     * It is only used in fix_generated_treasure() to set bonuses on
753     * rings and amulets.
754     * Another scheme is used to calculate the magic of weapons and armours.
755     */
756 root 1.7 int
757     get_magic (int diff)
758     {
759 elmex 1.1 int i;
760 root 1.16
761 root 1.7 if (diff < 3)
762     diff = 3;
763 root 1.35
764 root 1.7 for (i = 0; i < 4; i++)
765 root 1.35 if (rndm (diff))
766 root 1.7 return i;
767 root 1.35
768 elmex 1.1 return 4;
769     }
770    
771     #define DICE2 (get_magic(2)==2?2:1)
772 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
773 elmex 1.1
774     /*
775     * fix_generated_item(): This is called after an item is generated, in
776     * order to set it up right. This produced magical bonuses, puts spells
777     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
778     */
779 root 1.16
780 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
781     * op->type. Right now, which stuff the creator passes on is object type
782     * dependant. I know this is a spagetti manuever, but is there a cleaner
783     * way to do this? b.t. */
784 root 1.16
785 elmex 1.1 /*
786     * ! (flags & GT_ENVIRONMENT):
787     * Automatically calls fix_flesh_item().
788     *
789     * flags:
790     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
791     * value.
792     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
793     * a working object - don't change magic, value, etc, but set it material
794     * type as appropriate, for objects that need spell objects, set those, etc
795     */
796 root 1.7 void
797 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
798 elmex 1.1 {
799     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
800    
801     if (!creator || creator->type == op->type)
802 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
803 elmex 1.1
804     /* If we make an artifact, this information will be destroyed */
805     save_item_power = op->item_power;
806     op->item_power = 0;
807    
808     if (op->randomitems && op->type != SPELL)
809     {
810 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
811 elmex 1.1 /* So the treasure doesn't get created again */
812 root 1.42 op->randomitems = 0;
813 elmex 1.1 }
814    
815     if (difficulty < 1)
816     difficulty = 1;
817    
818 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
819     ARG_OBJECT (creator != op ? creator : 0),
820     ARG_INT (difficulty), ARG_INT (max_magic),
821     ARG_INT (flags)))
822     return;
823    
824 elmex 1.1 if (!(flags & GT_MINIMAL))
825     {
826     if (op->arch == crown_arch)
827 root 1.16 {
828     set_magic (difficulty, op, max_magic, flags);
829     num_enchantments = calc_item_power (op, 1);
830     generate_artifact (op, difficulty);
831     }
832 elmex 1.1 else
833 root 1.16 {
834     if (!op->magic && max_magic)
835     set_magic (difficulty, op, max_magic, flags);
836    
837     num_enchantments = calc_item_power (op, 1);
838    
839 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
840     || op->type == HORN
841     || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
842 root 1.16 * used for shop_floors or treasures */
843     generate_artifact (op, difficulty);
844     }
845 elmex 1.1
846     /* Object was made an artifact. Calculate its item_power rating.
847     * the item_power in the object is what the artfiact adds.
848     */
849     if (op->title)
850 root 1.16 {
851     /* if save_item_power is set, then most likely we started with an
852     * artifact and have added new abilities to it - this is rare, but
853     * but I have seen things like 'strange rings of fire'. So just figure
854     * out the power from the base power plus what this one adds. Note
855     * that since item_power is not quite linear, this actually ends up
856     * being somewhat of a bonus
857     */
858     if (save_item_power)
859     op->item_power = save_item_power + get_power_from_ench (op->item_power);
860     else
861     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
862     }
863 elmex 1.1 else if (save_item_power)
864 root 1.16 {
865     /* restore the item_power field to the object if we haven't changed it.
866     * we don't care about num_enchantments - that will basically just
867     * have calculated some value from the base attributes of the archetype.
868     */
869     op->item_power = save_item_power;
870     }
871 elmex 1.1 else
872 root 1.16 {
873     /* item_power was zero. This is suspicious, as it may be because it
874     * was never previously calculated. Let's compute a value and see if
875     * it is non-zero. If it indeed is, then assign it as the new
876     * item_power value.
877     * - gros, 21th of July 2006.
878     */
879     op->item_power = calc_item_power (op, 0);
880     save_item_power = op->item_power; /* Just in case it would get used
881     * again below */
882     }
883 elmex 1.1 }
884    
885     /* materialtype modifications. Note we allow this on artifacts. */
886     set_materialname (op, difficulty, NULL);
887    
888     if (flags & GT_MINIMAL)
889     {
890     if (op->type == POTION)
891 root 1.16 /* Handle healing and magic power potions */
892     if (op->stats.sp && !op->randomitems)
893     {
894     object *tmp;
895    
896     tmp = get_archetype (spell_mapping[op->stats.sp]);
897     insert_ob_in_ob (tmp, op);
898     op->stats.sp = 0;
899     }
900 elmex 1.1 }
901 root 1.16 else if (!op->title) /* Only modify object if not special */
902 elmex 1.1 switch (op->type)
903     {
904 root 1.16 case WEAPON:
905     case ARMOUR:
906     case SHIELD:
907     case HELMET:
908     case CLOAK:
909 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
910 root 1.16 set_ring_bonus (op, -DICE2);
911     break;
912    
913     case BRACERS:
914 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
915 root 1.16 {
916     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
917     if (!QUERY_FLAG (op, FLAG_CURSED))
918     op->value *= 3;
919     }
920     break;
921    
922     case POTION:
923     {
924     int too_many_tries = 0, is_special = 0;
925    
926     /* Handle healing and magic power potions */
927     if (op->stats.sp && !op->randomitems)
928     {
929     object *tmp;
930    
931     tmp = get_archetype (spell_mapping[op->stats.sp]);
932     insert_ob_in_ob (tmp, op);
933     op->stats.sp = 0;
934     }
935    
936     while (!(is_special = special_potion (op)) && !op->inv)
937     {
938     generate_artifact (op, difficulty);
939     if (too_many_tries++ > 10)
940     break;
941     }
942    
943     /* don't want to change value for healing/magic power potions,
944     * since the value set on those is already correct.
945     */
946     if (op->inv && op->randomitems)
947     {
948     /* value multiplier is same as for scrolls */
949     op->value = (op->value * op->inv->value);
950 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
951 root 1.16 }
952     else
953     {
954     op->name = "potion";
955     op->name_pl = "potions";
956     }
957    
958 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
959 root 1.16 SET_FLAG (op, FLAG_CURSED);
960     break;
961     }
962    
963     case AMULET:
964     if (op->arch == amulet_arch)
965     op->value *= 5; /* Since it's not just decoration */
966    
967     case RING:
968     if (op->arch == NULL)
969     {
970 root 1.24 op->destroy ();
971     op = 0;
972 root 1.16 break;
973     }
974    
975     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
976     break;
977    
978 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
979 root 1.16 SET_FLAG (op, FLAG_CURSED);
980    
981     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
982    
983     if (op->type != RING) /* Amulets have only one ability */
984     break;
985    
986 root 1.33 if (!(rndm (4)))
987 root 1.16 {
988 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
989 root 1.16
990     if (d > 0)
991     op->value *= 3;
992    
993     set_ring_bonus (op, d);
994    
995 root 1.33 if (!(rndm (4)))
996 root 1.16 {
997 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
998 root 1.16
999     if (d > 0)
1000     op->value *= 5;
1001     set_ring_bonus (op, d);
1002     }
1003     }
1004    
1005     if (GET_ANIM_ID (op))
1006 root 1.35 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1007 root 1.16
1008     break;
1009    
1010     case BOOK:
1011     /* Is it an empty book?, if yes lets make a special·
1012     * msg for it, and tailor its properties based on the·
1013     * creator and/or map level we found it on.
1014     */
1015 root 1.33 if (!op->msg && rndm (10))
1016 root 1.16 {
1017     /* set the book level properly */
1018     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1019     {
1020     if (op->map && op->map->difficulty)
1021 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1022 root 1.16 else
1023 root 1.33 op->level = rndm (20) + 1;
1024 root 1.16 }
1025     else
1026 root 1.35 op->level = rndm (creator->level);
1027 root 1.16
1028     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1029     /* books w/ info are worth more! */
1030     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1031     /* creator related stuff */
1032    
1033     /* for library, chained books. Note that some monsters have no_pick
1034     * set - we don't want to set no pick in that case.
1035     */
1036     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1037     SET_FLAG (op, FLAG_NO_PICK);
1038     if (creator->slaying && !op->slaying) /* for check_inv floors */
1039     op->slaying = creator->slaying;
1040    
1041     /* add exp so reading it gives xp (once) */
1042     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1043     }
1044     break;
1045    
1046     case SPELLBOOK:
1047     op->value = op->value * op->inv->value;
1048     /* add exp so learning gives xp */
1049     op->level = op->inv->level;
1050     op->stats.exp = op->value;
1051     break;
1052    
1053     case WAND:
1054     /* nrof in the treasure list is number of charges,
1055     * not number of wands. So copy that into food (charges),
1056     * and reset nrof.
1057     */
1058     op->stats.food = op->inv->nrof;
1059     op->nrof = 1;
1060     /* If the spell changes by level, choose a random level
1061     * for it, and adjust price. If the spell doesn't
1062     * change by level, just set the wand to the level of
1063     * the spell, and value calculation is simpler.
1064     */
1065     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1066     {
1067     op->level = level_for_item (op, difficulty);
1068     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1069     }
1070     else
1071     {
1072     op->level = op->inv->level;
1073     op->value = op->value * op->inv->value;
1074     }
1075     break;
1076    
1077     case ROD:
1078     op->level = level_for_item (op, difficulty);
1079     /* Add 50 to both level an divisor to keep prices a little more
1080     * reasonable. Otherwise, a high level version of a low level
1081     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1082     * 10 time multiplier). This way, the value are a bit more reasonable.
1083     */
1084     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1085     /* maxhp is used to denote how many 'charges' the rod holds before */
1086     if (op->stats.maxhp)
1087     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1088     else
1089     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1090    
1091     op->stats.hp = op->stats.maxhp;
1092     break;
1093    
1094     case SCROLL:
1095     op->level = level_for_item (op, difficulty);
1096     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097    
1098     /* add exp so reading them properly gives xp */
1099     op->stats.exp = op->value / 5;
1100     op->nrof = op->inv->nrof;
1101     break;
1102    
1103     case RUNE:
1104     trap_adjust (op, difficulty);
1105     break;
1106    
1107     case TRAP:
1108     trap_adjust (op, difficulty);
1109     break;
1110     } /* switch type */
1111 elmex 1.1
1112     if (flags & GT_STARTEQUIP)
1113     {
1114 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1115 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1116 elmex 1.1 else if (op->type != MONEY)
1117 root 1.16 op->value = 0;
1118 elmex 1.1 }
1119    
1120     if (!(flags & GT_ENVIRONMENT))
1121     fix_flesh_item (op, creator);
1122     }
1123    
1124     /*
1125     *
1126     *
1127     * CODE DEALING WITH ARTIFACTS STARTS HERE
1128     *
1129     *
1130     */
1131    
1132     /*
1133     * Allocate and return the pointer to an empty artifactlist structure.
1134     */
1135 root 1.7 static artifactlist *
1136     get_empty_artifactlist (void)
1137     {
1138 root 1.41 return salloc0 <artifactlist> ();
1139 elmex 1.1 }
1140    
1141     /*
1142     * Allocate and return the pointer to an empty artifact structure.
1143     */
1144 root 1.7 static artifact *
1145     get_empty_artifact (void)
1146     {
1147 root 1.41 return salloc0 <artifact> ();
1148 elmex 1.1 }
1149    
1150     /*
1151     * Searches the artifact lists and returns one that has the same type
1152     * of objects on it.
1153     */
1154 root 1.7 artifactlist *
1155     find_artifactlist (int type)
1156     {
1157 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1158 root 1.7 if (al->type == type)
1159     return al;
1160 root 1.38
1161     return 0;
1162 elmex 1.1 }
1163    
1164     /*
1165     * For debugging purposes. Dumps all tables.
1166     */
1167 root 1.7 void
1168     dump_artifacts (void)
1169     {
1170 elmex 1.1 artifactlist *al;
1171     artifact *art;
1172     linked_char *next;
1173    
1174 root 1.7 fprintf (logfile, "\n");
1175     for (al = first_artifactlist; al != NULL; al = al->next)
1176     {
1177     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1178     for (art = al->items; art != NULL; art = art->next)
1179 root 1.16 {
1180     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1181     if (art->allowed != NULL)
1182     {
1183 root 1.38 fprintf (logfile, "\tallowed combinations:");
1184 root 1.16 for (next = art->allowed; next != NULL; next = next->next)
1185     fprintf (logfile, "%s,", &next->name);
1186     fprintf (logfile, "\n");
1187     }
1188     }
1189 elmex 1.1 }
1190 root 1.7 fprintf (logfile, "\n");
1191 elmex 1.1 }
1192    
1193     /*
1194     * For debugging purposes. Dumps all treasures recursively (see below).
1195     */
1196 root 1.7 void
1197 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1198 elmex 1.1 {
1199     treasurelist *tl;
1200 root 1.7 int i;
1201 elmex 1.1
1202     if (depth > 100)
1203     return;
1204 root 1.41
1205 elmex 1.30 while (t)
1206 elmex 1.1 {
1207 elmex 1.30 if (t->name)
1208 root 1.16 {
1209     for (i = 0; i < depth; i++)
1210     fprintf (logfile, " ");
1211 root 1.41
1212 root 1.16 fprintf (logfile, "{ (list: %s)\n", &t->name);
1213 root 1.41
1214     tl = treasurelist::find (t->name);
1215 elmex 1.26 if (tl)
1216     dump_monster_treasure_rec (name, tl->items, depth + 2);
1217 root 1.41
1218 root 1.16 for (i = 0; i < depth; i++)
1219     fprintf (logfile, " ");
1220 root 1.41
1221 root 1.16 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1222     }
1223 elmex 1.1 else
1224 root 1.16 {
1225     for (i = 0; i < depth; i++)
1226     fprintf (logfile, " ");
1227 root 1.41
1228 root 1.63 if (t->item && t->item->type == FLESH)
1229     fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1230 root 1.16 else
1231 root 1.63 fprintf (logfile, "%s\n", &t->item->object::name);
1232 root 1.16 }
1233 elmex 1.30
1234     if (t->next_yes)
1235 root 1.16 {
1236     for (i = 0; i < depth; i++)
1237     fprintf (logfile, " ");
1238 root 1.41
1239 root 1.16 fprintf (logfile, " (if yes)\n");
1240     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1241     }
1242 elmex 1.30
1243     if (t->next_no)
1244 root 1.16 {
1245     for (i = 0; i < depth; i++)
1246     fprintf (logfile, " ");
1247 root 1.41
1248 root 1.16 fprintf (logfile, " (if no)\n");
1249     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1250     }
1251 elmex 1.30
1252 elmex 1.1 t = t->next;
1253     }
1254     }
1255    
1256     /*
1257     * For debugging purposes. Dumps all treasures for a given monster.
1258     * Created originally by Raphael Quinet for debugging the alchemy code.
1259     */
1260 root 1.7 void
1261     dump_monster_treasure (const char *name)
1262 elmex 1.1 {
1263     archetype *at;
1264 root 1.7 int found;
1265 elmex 1.1
1266     found = 0;
1267     fprintf (logfile, "\n");
1268 root 1.38
1269 root 1.63 for_all_archetypes (at)
1270     if (!strcasecmp (at->object::name, name) && at->title == NULL)
1271 elmex 1.1 {
1272 root 1.63 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1273     if (at->randomitems != NULL)
1274     dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1275 root 1.16 else
1276     fprintf (logfile, "(nothing)\n");
1277 root 1.38
1278 root 1.16 fprintf (logfile, "\n");
1279     found++;
1280 elmex 1.1 }
1281 root 1.38
1282 elmex 1.1 if (found == 0)
1283     fprintf (logfile, "No objects have the name %s!\n\n", name);
1284     }
1285    
1286     /*
1287     * Builds up the lists of artifacts from the file in the libdir.
1288     */
1289 root 1.7 void
1290     init_artifacts (void)
1291     {
1292     static int has_been_inited = 0;
1293 pippijn 1.39 char filename[MAX_BUF];
1294 root 1.7 artifact *art = NULL;
1295     artifactlist *al;
1296    
1297     if (has_been_inited)
1298     return;
1299     else
1300     has_been_inited = 1;
1301 elmex 1.1
1302 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1303 root 1.38 object_thawer f (filename);
1304 elmex 1.1
1305 root 1.38 if (!f)
1306 root 1.7 return;
1307 elmex 1.1
1308 root 1.38 for (;;)
1309 root 1.7 {
1310 root 1.38 switch (f.kw)
1311     {
1312     case KW_allowed:
1313     if (!art)
1314 root 1.47 art = get_empty_artifact ();
1315 root 1.7
1316 root 1.16 {
1317 root 1.38 if (!strcmp (f.get_str (), "all"))
1318     break;
1319    
1320     char *next, *cp = f.get_str ();
1321    
1322     do
1323     {
1324     if ((next = strchr (cp, ',')))
1325     *next++ = '\0';
1326    
1327     linked_char *tmp = new linked_char;
1328    
1329     tmp->name = cp;
1330     tmp->next = art->allowed;
1331     art->allowed = tmp;
1332     }
1333     while ((cp = next));
1334 root 1.16 }
1335 root 1.38 break;
1336    
1337     case KW_chance:
1338     f.get (art->chance);
1339     break;
1340    
1341     case KW_difficulty:
1342     f.get (art->difficulty);
1343     break;
1344 root 1.16
1345 root 1.38 case KW_object:
1346 root 1.16 {
1347 root 1.38 art->item = object::create ();
1348 root 1.49 f.get (art->item->name);
1349     f.next ();
1350 root 1.38
1351     if (!art->item->parse_kv (f))
1352     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1353    
1354     al = find_artifactlist (art->item->type);
1355    
1356     if (!al)
1357     {
1358     al = get_empty_artifactlist ();
1359     al->type = art->item->type;
1360     al->next = first_artifactlist;
1361     first_artifactlist = al;
1362     }
1363    
1364     art->next = al->items;
1365     al->items = art;
1366     art = 0;
1367 root 1.16 }
1368 root 1.38 continue;
1369 root 1.10
1370 root 1.38 case KW_EOF:
1371     goto done;
1372 root 1.10
1373 root 1.38 default:
1374     if (!f.parse_error ("artifacts file"))
1375     cleanup ("artifacts file required");
1376     break;
1377 root 1.16 }
1378 root 1.38
1379     f.next ();
1380 root 1.7 }
1381 root 1.3
1382 root 1.38 done:
1383     for (al = first_artifactlist; al; al = al->next)
1384 root 1.7 {
1385 root 1.47 al->total_chance = 0;
1386    
1387 root 1.38 for (art = al->items; art; art = art->next)
1388 root 1.16 {
1389     if (!art->chance)
1390     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1391     else
1392     al->total_chance += art->chance;
1393     }
1394 elmex 1.1 #if 0
1395 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1396 elmex 1.1 #endif
1397     }
1398    
1399 root 1.7 LOG (llevDebug, "done.\n");
1400 elmex 1.1 }
1401    
1402     /*
1403     * Used in artifact generation. The bonuses of the first object
1404     * is modified by the bonuses of the second object.
1405     */
1406 root 1.7 void
1407 root 1.16 add_abilities (object *op, object *change)
1408 root 1.7 {
1409 pippijn 1.14 int i, tmp;
1410 elmex 1.1
1411 root 1.7 if (change->face != blank_face)
1412     {
1413 elmex 1.1 #ifdef TREASURE_VERBOSE
1414 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1415 elmex 1.1 #endif
1416 root 1.7 op->face = change->face;
1417 elmex 1.1 }
1418    
1419 root 1.7 for (i = 0; i < NUM_STATS; i++)
1420 root 1.60 change_attr_value (&(op->stats), i, change->stats.stat (i));
1421 root 1.7
1422     op->attacktype |= change->attacktype;
1423     op->path_attuned |= change->path_attuned;
1424     op->path_repelled |= change->path_repelled;
1425     op->path_denied |= change->path_denied;
1426     op->move_type |= change->move_type;
1427     op->stats.luck += change->stats.luck;
1428    
1429     if (QUERY_FLAG (change, FLAG_CURSED))
1430     SET_FLAG (op, FLAG_CURSED);
1431     if (QUERY_FLAG (change, FLAG_DAMNED))
1432     SET_FLAG (op, FLAG_DAMNED);
1433     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1434     set_abs_magic (op, -op->magic);
1435    
1436     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1437     SET_FLAG (op, FLAG_LIFESAVE);
1438     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1439     SET_FLAG (op, FLAG_REFL_SPELL);
1440     if (QUERY_FLAG (change, FLAG_STEALTH))
1441     SET_FLAG (op, FLAG_STEALTH);
1442     if (QUERY_FLAG (change, FLAG_XRAYS))
1443     SET_FLAG (op, FLAG_XRAYS);
1444     if (QUERY_FLAG (change, FLAG_BLIND))
1445     SET_FLAG (op, FLAG_BLIND);
1446     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1447     SET_FLAG (op, FLAG_SEE_IN_DARK);
1448     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1449     SET_FLAG (op, FLAG_REFL_MISSILE);
1450     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1451     SET_FLAG (op, FLAG_MAKE_INVIS);
1452    
1453     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1454     {
1455     CLEAR_FLAG (op, FLAG_ANIMATE);
1456     /* so artifacts will join */
1457     if (!QUERY_FLAG (op, FLAG_ALIVE))
1458 root 1.16 op->speed = 0.0;
1459 root 1.12
1460 root 1.28 op->set_speed (op->speed);
1461 elmex 1.1 }
1462 root 1.7
1463     if (change->nrof)
1464 root 1.35 op->nrof = rndm (change->nrof) + 1;
1465 root 1.7
1466 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1467 root 1.7 op->stats.wc += change->stats.wc;
1468     op->stats.ac += change->stats.ac;
1469    
1470     if (change->other_arch)
1471     {
1472     /* Basically, for horns & potions, the other_arch field is the spell
1473     * to cast. So convert that to into a spell and put it into
1474     * this object.
1475     */
1476     if (op->type == HORN || op->type == POTION)
1477 root 1.16 {
1478     object *tmp_obj;
1479    
1480     /* Remove any spells this object currently has in it */
1481     while (op->inv)
1482 root 1.24 op->inv->destroy ();
1483 root 1.16
1484     tmp_obj = arch_to_object (change->other_arch);
1485     insert_ob_in_ob (tmp_obj, op);
1486     }
1487 root 1.7 /* No harm setting this for potions/horns */
1488     op->other_arch = change->other_arch;
1489     }
1490    
1491     if (change->stats.hp < 0)
1492     op->stats.hp = -change->stats.hp;
1493     else
1494     op->stats.hp += change->stats.hp;
1495    
1496     if (change->stats.maxhp < 0)
1497     op->stats.maxhp = -change->stats.maxhp;
1498     else
1499     op->stats.maxhp += change->stats.maxhp;
1500    
1501     if (change->stats.sp < 0)
1502     op->stats.sp = -change->stats.sp;
1503     else
1504     op->stats.sp += change->stats.sp;
1505    
1506     if (change->stats.maxsp < 0)
1507     op->stats.maxsp = -change->stats.maxsp;
1508     else
1509     op->stats.maxsp += change->stats.maxsp;
1510    
1511     if (change->stats.food < 0)
1512     op->stats.food = -(change->stats.food);
1513     else
1514     op->stats.food += change->stats.food;
1515    
1516     if (change->level < 0)
1517     op->level = -(change->level);
1518     else
1519     op->level += change->level;
1520    
1521     if (change->gen_sp_armour < 0)
1522     op->gen_sp_armour = -(change->gen_sp_armour);
1523     else
1524     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1525    
1526     op->item_power = change->item_power;
1527    
1528     for (i = 0; i < NROFATTACKS; i++)
1529 root 1.20 if (change->resist[i])
1530     op->resist[i] += change->resist[i];
1531 root 1.7
1532     if (change->stats.dam)
1533     {
1534     if (change->stats.dam < 0)
1535 root 1.16 op->stats.dam = (-change->stats.dam);
1536 root 1.7 else if (op->stats.dam)
1537 root 1.16 {
1538     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1539     if (tmp == op->stats.dam)
1540     {
1541     if (change->stats.dam < 10)
1542     op->stats.dam--;
1543     else
1544     op->stats.dam++;
1545     }
1546     else
1547     op->stats.dam = tmp;
1548     }
1549 root 1.7 }
1550    
1551     if (change->weight)
1552     {
1553     if (change->weight < 0)
1554 root 1.16 op->weight = (-change->weight);
1555 root 1.7 else
1556 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1557 root 1.7 }
1558    
1559     if (change->last_sp)
1560     {
1561     if (change->last_sp < 0)
1562 root 1.16 op->last_sp = (-change->last_sp);
1563 root 1.7 else
1564 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1565 root 1.7 }
1566    
1567     if (change->gen_sp_armour)
1568     {
1569     if (change->gen_sp_armour < 0)
1570 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1571 root 1.7 else
1572 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1573 root 1.7 }
1574    
1575     op->value *= change->value;
1576    
1577 root 1.36 if (change->materials)
1578     op->materials = change->materials;
1579 root 1.7
1580     if (change->materialname)
1581     op->materialname = change->materialname;
1582    
1583     if (change->slaying)
1584     op->slaying = change->slaying;
1585    
1586     if (change->race)
1587     op->race = change->race;
1588    
1589     if (change->msg)
1590     op->msg = change->msg;
1591 elmex 1.1 }
1592    
1593 root 1.7 static int
1594 root 1.52 legal_artifact_combination (object *op, artifact *art)
1595 root 1.7 {
1596 elmex 1.1 int neg, success = 0;
1597     linked_char *tmp;
1598     const char *name;
1599    
1600 root 1.52 if (!art->allowed)
1601 root 1.16 return 1; /* Ie, "all" */
1602 root 1.52
1603 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1604     {
1605 elmex 1.1 #ifdef TREASURE_VERBOSE
1606 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1607 elmex 1.1 #endif
1608 root 1.7 if (*tmp->name == '!')
1609 root 1.16 name = tmp->name + 1, neg = 1;
1610 root 1.7 else
1611 root 1.16 name = tmp->name, neg = 0;
1612 root 1.7
1613     /* If we match name, then return the opposite of 'neg' */
1614 root 1.62 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1615 root 1.16 return !neg;
1616 root 1.7
1617     /* Set success as true, since if the match was an inverse, it means
1618     * everything is allowed except what we match
1619     */
1620     else if (neg)
1621 root 1.16 success = 1;
1622 root 1.7 }
1623 root 1.52
1624 elmex 1.1 return success;
1625     }
1626    
1627     /*
1628     * Fixes the given object, giving it the abilities and titles
1629     * it should have due to the second artifact-template.
1630     */
1631    
1632 root 1.7 void
1633 root 1.12 give_artifact_abilities (object *op, object *artifct)
1634 root 1.7 {
1635 elmex 1.1 char new_name[MAX_BUF];
1636    
1637 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1638     op->title = new_name;
1639 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1640 elmex 1.1
1641 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1642 elmex 1.1 {
1643 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1644 root 1.16
1645 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1646     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1647 elmex 1.1 if (!identified)
1648 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1649 elmex 1.1 }
1650     #endif
1651     return;
1652     }
1653    
1654     /*
1655     * Decides randomly which artifact the object should be
1656     * turned into. Makes sure that the item can become that
1657     * artifact (means magic, difficulty, and Allowed fields properly).
1658     * Then calls give_artifact_abilities in order to actually create
1659     * the artifact.
1660     */
1661    
1662     /* Give 1 re-roll attempt per artifact */
1663     #define ARTIFACT_TRIES 2
1664    
1665 root 1.7 void
1666 root 1.16 generate_artifact (object *op, int difficulty)
1667 root 1.7 {
1668 elmex 1.1 artifactlist *al;
1669     artifact *art;
1670     int i;
1671    
1672 root 1.7 al = find_artifactlist (op->type);
1673    
1674     if (al == NULL)
1675     {
1676 root 1.16 #if 0 /* This is too verbose, usually */
1677 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1678 elmex 1.1 #endif
1679 root 1.7 return;
1680     }
1681    
1682     for (i = 0; i < ARTIFACT_TRIES; i++)
1683     {
1684 root 1.35 int roll = rndm (al->total_chance);
1685 elmex 1.1
1686 root 1.35 for (art = al->items; art; art = art->next)
1687 root 1.16 {
1688     roll -= art->chance;
1689     if (roll < 0)
1690     break;
1691     }
1692 elmex 1.1
1693 root 1.7 if (art == NULL || roll >= 0)
1694 root 1.16 {
1695 elmex 1.1 #if 1
1696 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1697 elmex 1.1 #endif
1698 root 1.16 return;
1699     }
1700 root 1.7 if (!strcmp (art->item->name, "NONE"))
1701 root 1.16 return;
1702 root 1.7 if (FABS (op->magic) < art->item->magic)
1703 root 1.16 continue; /* Not magic enough to be this item */
1704 root 1.7
1705     /* Map difficulty not high enough */
1706     if (difficulty < art->difficulty)
1707 root 1.16 continue;
1708 elmex 1.1
1709 root 1.7 if (!legal_artifact_combination (op, art))
1710 root 1.16 {
1711 elmex 1.1 #ifdef TREASURE_VERBOSE
1712 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1713 elmex 1.1 #endif
1714 root 1.16 continue;
1715     }
1716 root 1.42
1717 root 1.7 give_artifact_abilities (op, art->item);
1718     return;
1719 elmex 1.1 }
1720     }
1721    
1722     /* fix_flesh_item() - objects of type FLESH are similar to type
1723     * FOOD, except they inherit properties (name, food value, etc).
1724     * based on the original owner (or 'donor' if you like). -b.t.
1725     */
1726    
1727 root 1.7 void
1728 root 1.16 fix_flesh_item (object *item, object *donor)
1729 root 1.7 {
1730     char tmpbuf[MAX_BUF];
1731     int i;
1732    
1733     if (item->type == FLESH && donor)
1734     {
1735     /* change the name */
1736 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1737     item->name = tmpbuf;
1738     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1739     item->name_pl = tmpbuf;
1740 root 1.7
1741     /* weight is FLESH weight/100 * donor */
1742     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1743 root 1.16 item->weight = 1;
1744 root 1.7
1745     /* value is multiplied by level of donor */
1746     item->value *= isqrt (donor->level * 2);
1747    
1748     /* food value */
1749     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1750    
1751     /* flesh items inherit some abilities of donor, but not
1752     * full effect.
1753     */
1754     for (i = 0; i < NROFATTACKS; i++)
1755 root 1.16 item->resist[i] = donor->resist[i] / 2;
1756 root 1.7
1757     /* item inherits donor's level (important for quezals) */
1758     item->level = donor->level;
1759    
1760     /* if donor has some attacktypes, the flesh is poisonous */
1761     if (donor->attacktype & AT_POISON)
1762 root 1.16 item->type = POISON;
1763 root 1.7 if (donor->attacktype & AT_ACID)
1764 root 1.16 item->stats.hp = -1 * item->stats.food;
1765 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1766 elmex 1.1 }
1767     }
1768    
1769     /* special_potion() - so that old potion code is still done right. */
1770 root 1.7 int
1771 root 1.16 special_potion (object *op)
1772 root 1.7 {
1773     if (op->attacktype)
1774     return 1;
1775 elmex 1.1
1776 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)
1777     return 1;
1778 elmex 1.1
1779 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1780 root 1.7 if (op->resist[i])
1781     return 1;
1782 elmex 1.1
1783 root 1.7 return 0;
1784 elmex 1.1 }
1785    
1786 root 1.7 void
1787 root 1.16 free_treasurestruct (treasure *t)
1788 elmex 1.1 {
1789 root 1.41 if (t->next) free_treasurestruct (t->next);
1790     if (t->next_yes) free_treasurestruct (t->next_yes);
1791     if (t->next_no) free_treasurestruct (t->next_no);
1792 root 1.8
1793     delete t;
1794 elmex 1.1 }
1795    
1796 root 1.7 void
1797 root 1.16 free_charlinks (linked_char *lc)
1798 elmex 1.1 {
1799 root 1.7 if (lc->next)
1800     free_charlinks (lc->next);
1801    
1802     delete lc;
1803 elmex 1.1 }
1804    
1805 root 1.7 void
1806 root 1.41 free_artifact (artifact *at)
1807 elmex 1.1 {
1808 root 1.41 if (at->next) free_artifact (at->next);
1809     if (at->allowed) free_charlinks (at->allowed);
1810 root 1.7
1811 root 1.21 at->item->destroy (1);
1812 root 1.7
1813 root 1.41 sfree (at);
1814 elmex 1.1 }
1815    
1816 root 1.7 void
1817 root 1.41 free_artifactlist (artifactlist *al)
1818 elmex 1.1 {
1819 root 1.7 artifactlist *nextal;
1820 root 1.15
1821 root 1.21 for (al = first_artifactlist; al; al = nextal)
1822 root 1.7 {
1823     nextal = al->next;
1824 root 1.15
1825 root 1.7 if (al->items)
1826 root 1.16 free_artifact (al->items);
1827 root 1.15
1828 root 1.41 sfree (al);
1829 elmex 1.1 }
1830     }
1831    
1832 root 1.7 void
1833     free_all_treasures (void)
1834     {
1835     treasurelist *tl, *next;
1836 elmex 1.1
1837 root 1.41 for (tl = first_treasurelist; tl; tl = next)
1838     {
1839     clear (tl);
1840 elmex 1.1
1841 root 1.7 next = tl->next;
1842     delete tl;
1843 elmex 1.1 }
1844 root 1.41
1845 root 1.7 free_artifactlist (first_artifactlist);
1846 elmex 1.1 }