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Revision: 1.71
Committed: Tue Apr 15 03:16:02 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_5
Changes since 1.70: +0 -122 lines
Log Message:
better logging, remove cruft

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.68 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.32 *
4 root 1.68 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.61 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.32 *
8 root 1.68 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.64 * 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 root 1.68 * The authors can be reached via e-mail to <support@deliantra.net>
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 1.70 coroapi::cede_to_tick ();
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 1.66 if (op->blocked (creator->map, creator->x, creator->y))
249 root 1.51 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     if (!op->inv)
495     {
496 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
497     return 0;
498 elmex 1.1 }
499    
500 root 1.67 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
501 elmex 1.1
502     if (olevel <= 0)
503 root 1.67 olevel = rndm (1, op->inv->level);
504 elmex 1.1
505 root 1.67 return min (olevel, MAXLEVEL);
506 elmex 1.1 }
507    
508     /*
509     * Based upon the specified difficulty and upon the difftomagic_list array,
510     * a random magical bonus is returned. This is used when determine
511     * the magical bonus created on specific maps.
512     *
513     * elmex Thu Aug 10 18:45:44 CEST 2006:
514     * Scaling difficulty by max_level, as difficulty is a level and not some
515     * weird integer between 1-31.
516     *
517     */
518 root 1.7 int
519     magic_from_difficulty (int difficulty)
520 elmex 1.1 {
521     int percent = 0, magic = 0;
522     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
523    
524     scaled_diff--;
525    
526 root 1.7 if (scaled_diff < 0)
527 elmex 1.1 scaled_diff = 0;
528    
529     if (scaled_diff >= DIFFLEVELS)
530 root 1.7 scaled_diff = DIFFLEVELS - 1;
531 elmex 1.1
532 root 1.33 percent = rndm (100);
533 elmex 1.1
534 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
535 elmex 1.1 {
536     percent -= difftomagic_list[scaled_diff][magic];
537    
538     if (percent < 0)
539 root 1.16 break;
540 elmex 1.1 }
541    
542     if (magic == (MAXMAGIC + 1))
543     {
544 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
545 elmex 1.1 magic = 0;
546     }
547    
548 root 1.33 magic = (rndm (3)) ? magic : -magic;
549 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
550    
551     return magic;
552     }
553    
554     /*
555     * Sets magical bonus in an object, and recalculates the effect on
556     * the armour variable, and the effect on speed of armour.
557     * This function doesn't work properly, should add use of archetypes
558     * to make it truly absolute.
559     */
560    
561 root 1.7 void
562 root 1.16 set_abs_magic (object *op, int magic)
563 root 1.7 {
564     if (!magic)
565 elmex 1.1 return;
566    
567 root 1.7 op->magic = magic;
568     if (op->arch)
569     {
570     if (op->type == ARMOUR)
571 root 1.63 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 root 1.7
573 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
574 root 1.16 magic = (-magic);
575 root 1.63 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 root 1.7 }
577     else
578     {
579     if (op->type == ARMOUR)
580 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
581 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
582 root 1.16 magic = (-magic);
583 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
584     }
585 elmex 1.1 }
586    
587     /*
588     * Sets a random magical bonus in the given object based upon
589     * the given difficulty, and the given max possible bonus.
590     */
591    
592 root 1.7 static void
593 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
594 elmex 1.1 {
595     int i;
596 root 1.16
597 root 1.7 i = magic_from_difficulty (difficulty);
598 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
599 root 1.7 i = -i;
600     if (i > max_magic)
601 elmex 1.1 i = max_magic;
602 root 1.7 set_abs_magic (op, i);
603 elmex 1.1 if (i < 0)
604 root 1.7 SET_FLAG (op, FLAG_CURSED);
605 elmex 1.1 }
606    
607     /*
608     * Randomly adds one magical ability to the given object.
609     * Modified for Partial Resistance in many ways:
610     * 1) Since rings can have multiple bonuses, if the same bonus
611     * is rolled again, increase it - the bonuses now stack with
612     * other bonuses previously rolled and ones the item might natively have.
613     * 2) Add code to deal with new PR method.
614     */
615 root 1.7 void
616 root 1.16 set_ring_bonus (object *op, int bonus)
617 root 1.7 {
618 elmex 1.1
619 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
620 elmex 1.1
621 root 1.7 if (op->type == AMULET)
622     {
623 root 1.33 if (!(rndm (21)))
624     r = 20 + rndm (2);
625 root 1.7 else
626 root 1.16 {
627 root 1.35 if (rndm (2))
628 root 1.16 r = 10;
629     else
630 root 1.33 r = 11 + rndm (9);
631 root 1.16 }
632 root 1.7 }
633    
634     switch (r)
635     {
636 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
637     * bonuses and penalties will stack and add to existing values.
638     * of the item.
639     */
640     case 0:
641     case 1:
642     case 2:
643     case 3:
644     case 4:
645     case 5:
646     case 6:
647 root 1.60 op->stats.stat (r) += bonus;
648 root 1.16 break;
649    
650     case 7:
651     op->stats.dam += bonus;
652     break;
653    
654     case 8:
655     op->stats.wc += bonus;
656     break;
657    
658     case 9:
659     op->stats.food += bonus; /* hunger/sustenance */
660     break;
661    
662     case 10:
663     op->stats.ac += bonus;
664     break;
665    
666     /* Item that gives protections/vulnerabilities */
667     case 11:
668     case 12:
669     case 13:
670     case 14:
671     case 15:
672     case 16:
673     case 17:
674     case 18:
675     case 19:
676     {
677 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
678 root 1.16
679     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
680 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
681 root 1.16
682     /* Cursed items need to have higher negative values to equal out with
683     * positive values for how protections work out. Put another
684     * little random element in since that they don't always end up with
685     * even values.
686     */
687     if (bonus < 0)
688 root 1.35 val = 2 * -val - rndm (b);
689 root 1.16 if (val > 35)
690     val = 35; /* Upper limit */
691     b = 0;
692 root 1.34
693 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
694 root 1.34 resist = rndm (num_resist_table);
695    
696 root 1.16 if (b == 4)
697     return; /* Not able to find a free resistance */
698 root 1.34
699 root 1.16 op->resist[resist_table[resist]] = val;
700     /* We should probably do something more clever here to adjust value
701     * based on how good a resistance we gave.
702     */
703     break;
704     }
705     case 20:
706     if (op->type == AMULET)
707     {
708     SET_FLAG (op, FLAG_REFL_SPELL);
709     op->value *= 11;
710     }
711     else
712     {
713     op->stats.hp = 1; /* regenerate hit points */
714     op->value *= 4;
715     }
716     break;
717    
718     case 21:
719     if (op->type == AMULET)
720     {
721     SET_FLAG (op, FLAG_REFL_MISSILE);
722     op->value *= 9;
723     }
724     else
725     {
726     op->stats.sp = 1; /* regenerate spell points */
727     op->value *= 3;
728     }
729     break;
730    
731     case 22:
732     op->stats.exp += bonus; /* Speed! */
733     op->value = (op->value * 2) / 3;
734     break;
735 root 1.7 }
736 root 1.34
737 root 1.7 if (bonus > 0)
738     op->value *= 2 * bonus;
739     else
740     op->value = -(op->value * 2 * bonus) / 3;
741 elmex 1.1 }
742    
743     /*
744     * get_magic(diff) will return a random number between 0 and 4.
745     * diff can be any value above 2. The higher the diff-variable, the
746     * higher is the chance of returning a low number.
747     * It is only used in fix_generated_treasure() to set bonuses on
748     * rings and amulets.
749     * Another scheme is used to calculate the magic of weapons and armours.
750     */
751 root 1.7 int
752     get_magic (int diff)
753     {
754 elmex 1.1 int i;
755 root 1.16
756 root 1.7 if (diff < 3)
757     diff = 3;
758 root 1.35
759 root 1.7 for (i = 0; i < 4; i++)
760 root 1.35 if (rndm (diff))
761 root 1.7 return i;
762 root 1.35
763 elmex 1.1 return 4;
764     }
765    
766     #define DICE2 (get_magic(2)==2?2:1)
767 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
768 elmex 1.1
769     /*
770     * fix_generated_item(): This is called after an item is generated, in
771     * order to set it up right. This produced magical bonuses, puts spells
772     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
773     */
774 root 1.16
775 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
776     * op->type. Right now, which stuff the creator passes on is object type
777     * dependant. I know this is a spagetti manuever, but is there a cleaner
778     * way to do this? b.t. */
779 root 1.16
780 elmex 1.1 /*
781     * ! (flags & GT_ENVIRONMENT):
782     * Automatically calls fix_flesh_item().
783     *
784     * flags:
785     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
786     * value.
787     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
788     * a working object - don't change magic, value, etc, but set it material
789     * type as appropriate, for objects that need spell objects, set those, etc
790     */
791 root 1.7 void
792 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
793 elmex 1.1 {
794     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
795    
796     if (!creator || creator->type == op->type)
797 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
798 elmex 1.1
799     /* If we make an artifact, this information will be destroyed */
800     save_item_power = op->item_power;
801     op->item_power = 0;
802    
803     if (op->randomitems && op->type != SPELL)
804     {
805 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
806 elmex 1.1 /* So the treasure doesn't get created again */
807 root 1.42 op->randomitems = 0;
808 elmex 1.1 }
809    
810     if (difficulty < 1)
811     difficulty = 1;
812    
813 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
814     ARG_OBJECT (creator != op ? creator : 0),
815     ARG_INT (difficulty), ARG_INT (max_magic),
816     ARG_INT (flags)))
817     return;
818    
819 elmex 1.1 if (!(flags & GT_MINIMAL))
820     {
821     if (op->arch == crown_arch)
822 root 1.16 {
823     set_magic (difficulty, op, max_magic, flags);
824     num_enchantments = calc_item_power (op, 1);
825     generate_artifact (op, difficulty);
826     }
827 elmex 1.1 else
828 root 1.16 {
829     if (!op->magic && max_magic)
830     set_magic (difficulty, op, max_magic, flags);
831    
832     num_enchantments = calc_item_power (op, 1);
833    
834 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835     || op->type == HORN
836     || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
837 root 1.16 * used for shop_floors or treasures */
838     generate_artifact (op, difficulty);
839     }
840 elmex 1.1
841     /* Object was made an artifact. Calculate its item_power rating.
842     * the item_power in the object is what the artfiact adds.
843     */
844     if (op->title)
845 root 1.16 {
846     /* if save_item_power is set, then most likely we started with an
847     * artifact and have added new abilities to it - this is rare, but
848     * but I have seen things like 'strange rings of fire'. So just figure
849     * out the power from the base power plus what this one adds. Note
850     * that since item_power is not quite linear, this actually ends up
851     * being somewhat of a bonus
852     */
853     if (save_item_power)
854     op->item_power = save_item_power + get_power_from_ench (op->item_power);
855     else
856     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
857     }
858 elmex 1.1 else if (save_item_power)
859 root 1.16 {
860     /* restore the item_power field to the object if we haven't changed it.
861     * we don't care about num_enchantments - that will basically just
862     * have calculated some value from the base attributes of the archetype.
863     */
864     op->item_power = save_item_power;
865     }
866 elmex 1.1 else
867 root 1.16 {
868     /* item_power was zero. This is suspicious, as it may be because it
869     * was never previously calculated. Let's compute a value and see if
870     * it is non-zero. If it indeed is, then assign it as the new
871     * item_power value.
872     * - gros, 21th of July 2006.
873     */
874     op->item_power = calc_item_power (op, 0);
875     save_item_power = op->item_power; /* Just in case it would get used
876     * again below */
877     }
878 elmex 1.1 }
879    
880     /* materialtype modifications. Note we allow this on artifacts. */
881     set_materialname (op, difficulty, NULL);
882    
883     if (flags & GT_MINIMAL)
884     {
885     if (op->type == POTION)
886 root 1.16 /* Handle healing and magic power potions */
887     if (op->stats.sp && !op->randomitems)
888     {
889     object *tmp;
890    
891     tmp = get_archetype (spell_mapping[op->stats.sp]);
892     insert_ob_in_ob (tmp, op);
893     op->stats.sp = 0;
894     }
895 elmex 1.1 }
896 root 1.16 else if (!op->title) /* Only modify object if not special */
897 elmex 1.1 switch (op->type)
898     {
899 root 1.16 case WEAPON:
900     case ARMOUR:
901     case SHIELD:
902     case HELMET:
903     case CLOAK:
904 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
905 root 1.16 set_ring_bonus (op, -DICE2);
906     break;
907    
908     case BRACERS:
909 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
910 root 1.16 {
911     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
912     if (!QUERY_FLAG (op, FLAG_CURSED))
913     op->value *= 3;
914     }
915     break;
916    
917     case POTION:
918     {
919     int too_many_tries = 0, is_special = 0;
920    
921     /* Handle healing and magic power potions */
922     if (op->stats.sp && !op->randomitems)
923     {
924     object *tmp;
925    
926     tmp = get_archetype (spell_mapping[op->stats.sp]);
927     insert_ob_in_ob (tmp, op);
928     op->stats.sp = 0;
929     }
930    
931     while (!(is_special = special_potion (op)) && !op->inv)
932     {
933     generate_artifact (op, difficulty);
934     if (too_many_tries++ > 10)
935     break;
936     }
937    
938     /* don't want to change value for healing/magic power potions,
939     * since the value set on those is already correct.
940     */
941     if (op->inv && op->randomitems)
942     {
943     /* value multiplier is same as for scrolls */
944     op->value = (op->value * op->inv->value);
945 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
946 root 1.16 }
947     else
948     {
949     op->name = "potion";
950     op->name_pl = "potions";
951     }
952    
953 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
954 root 1.16 SET_FLAG (op, FLAG_CURSED);
955     break;
956     }
957    
958     case AMULET:
959     if (op->arch == amulet_arch)
960     op->value *= 5; /* Since it's not just decoration */
961    
962     case RING:
963     if (op->arch == NULL)
964     {
965 root 1.24 op->destroy ();
966     op = 0;
967 root 1.16 break;
968     }
969    
970     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
971     break;
972    
973 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 root 1.16 SET_FLAG (op, FLAG_CURSED);
975    
976     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
977    
978     if (op->type != RING) /* Amulets have only one ability */
979     break;
980    
981 root 1.33 if (!(rndm (4)))
982 root 1.16 {
983 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
984 root 1.16
985     if (d > 0)
986     op->value *= 3;
987    
988     set_ring_bonus (op, d);
989    
990 root 1.33 if (!(rndm (4)))
991 root 1.16 {
992 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
993 root 1.16
994     if (d > 0)
995     op->value *= 5;
996     set_ring_bonus (op, d);
997     }
998     }
999    
1000     if (GET_ANIM_ID (op))
1001 root 1.35 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1002 root 1.16
1003     break;
1004    
1005     case BOOK:
1006     /* Is it an empty book?, if yes lets make a special·
1007     * msg for it, and tailor its properties based on the·
1008     * creator and/or map level we found it on.
1009     */
1010 root 1.33 if (!op->msg && rndm (10))
1011 root 1.16 {
1012     /* set the book level properly */
1013     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1014     {
1015     if (op->map && op->map->difficulty)
1016 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1017 root 1.16 else
1018 root 1.33 op->level = rndm (20) + 1;
1019 root 1.16 }
1020     else
1021 root 1.35 op->level = rndm (creator->level);
1022 root 1.16
1023     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1024     /* books w/ info are worth more! */
1025     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1026     /* creator related stuff */
1027    
1028     /* for library, chained books. Note that some monsters have no_pick
1029     * set - we don't want to set no pick in that case.
1030     */
1031     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1032     SET_FLAG (op, FLAG_NO_PICK);
1033     if (creator->slaying && !op->slaying) /* for check_inv floors */
1034     op->slaying = creator->slaying;
1035    
1036     /* add exp so reading it gives xp (once) */
1037     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1038     }
1039     break;
1040    
1041     case SPELLBOOK:
1042     op->value = op->value * op->inv->value;
1043     /* add exp so learning gives xp */
1044     op->level = op->inv->level;
1045     op->stats.exp = op->value;
1046     break;
1047    
1048     case WAND:
1049     /* nrof in the treasure list is number of charges,
1050     * not number of wands. So copy that into food (charges),
1051     * and reset nrof.
1052     */
1053     op->stats.food = op->inv->nrof;
1054     op->nrof = 1;
1055     /* If the spell changes by level, choose a random level
1056     * for it, and adjust price. If the spell doesn't
1057     * change by level, just set the wand to the level of
1058     * the spell, and value calculation is simpler.
1059     */
1060     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1061     {
1062     op->level = level_for_item (op, difficulty);
1063     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1064     }
1065     else
1066     {
1067     op->level = op->inv->level;
1068     op->value = op->value * op->inv->value;
1069     }
1070     break;
1071    
1072     case ROD:
1073     op->level = level_for_item (op, difficulty);
1074     /* Add 50 to both level an divisor to keep prices a little more
1075     * reasonable. Otherwise, a high level version of a low level
1076     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1077     * 10 time multiplier). This way, the value are a bit more reasonable.
1078     */
1079     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1080     /* maxhp is used to denote how many 'charges' the rod holds before */
1081     if (op->stats.maxhp)
1082     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1083     else
1084     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1085    
1086     op->stats.hp = op->stats.maxhp;
1087     break;
1088    
1089     case SCROLL:
1090     op->level = level_for_item (op, difficulty);
1091     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1092    
1093     /* add exp so reading them properly gives xp */
1094     op->stats.exp = op->value / 5;
1095     op->nrof = op->inv->nrof;
1096     break;
1097    
1098     case RUNE:
1099     trap_adjust (op, difficulty);
1100     break;
1101    
1102     case TRAP:
1103     trap_adjust (op, difficulty);
1104     break;
1105     } /* switch type */
1106 elmex 1.1
1107     if (flags & GT_STARTEQUIP)
1108     {
1109 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1110 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1111 elmex 1.1 else if (op->type != MONEY)
1112 root 1.16 op->value = 0;
1113 elmex 1.1 }
1114    
1115     if (!(flags & GT_ENVIRONMENT))
1116     fix_flesh_item (op, creator);
1117     }
1118    
1119     /*
1120     *
1121     *
1122     * CODE DEALING WITH ARTIFACTS STARTS HERE
1123     *
1124     *
1125     */
1126    
1127     /*
1128     * Allocate and return the pointer to an empty artifactlist structure.
1129     */
1130 root 1.7 static artifactlist *
1131     get_empty_artifactlist (void)
1132     {
1133 root 1.69 return salloc0<artifactlist> ();
1134 elmex 1.1 }
1135    
1136     /*
1137     * Allocate and return the pointer to an empty artifact structure.
1138     */
1139 root 1.7 static artifact *
1140     get_empty_artifact (void)
1141     {
1142 root 1.69 return salloc0<artifact> ();
1143 elmex 1.1 }
1144    
1145     /*
1146     * Searches the artifact lists and returns one that has the same type
1147     * of objects on it.
1148     */
1149 root 1.7 artifactlist *
1150     find_artifactlist (int type)
1151     {
1152 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1153 root 1.7 if (al->type == type)
1154     return al;
1155 root 1.38
1156     return 0;
1157 elmex 1.1 }
1158    
1159     /*
1160     * Builds up the lists of artifacts from the file in the libdir.
1161     */
1162 root 1.7 void
1163     init_artifacts (void)
1164     {
1165     static int has_been_inited = 0;
1166 pippijn 1.39 char filename[MAX_BUF];
1167 root 1.7 artifact *art = NULL;
1168     artifactlist *al;
1169    
1170     if (has_been_inited)
1171     return;
1172     else
1173     has_been_inited = 1;
1174 elmex 1.1
1175 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1176 root 1.38 object_thawer f (filename);
1177 elmex 1.1
1178 root 1.38 if (!f)
1179 root 1.7 return;
1180 elmex 1.1
1181 root 1.38 for (;;)
1182 root 1.7 {
1183 root 1.38 switch (f.kw)
1184     {
1185     case KW_allowed:
1186     if (!art)
1187 root 1.47 art = get_empty_artifact ();
1188 root 1.7
1189 root 1.16 {
1190 root 1.38 if (!strcmp (f.get_str (), "all"))
1191     break;
1192    
1193     char *next, *cp = f.get_str ();
1194    
1195     do
1196     {
1197     if ((next = strchr (cp, ',')))
1198     *next++ = '\0';
1199    
1200     linked_char *tmp = new linked_char;
1201    
1202     tmp->name = cp;
1203     tmp->next = art->allowed;
1204     art->allowed = tmp;
1205     }
1206     while ((cp = next));
1207 root 1.16 }
1208 root 1.38 break;
1209    
1210     case KW_chance:
1211     f.get (art->chance);
1212     break;
1213    
1214     case KW_difficulty:
1215     f.get (art->difficulty);
1216     break;
1217 root 1.16
1218 root 1.38 case KW_object:
1219 root 1.16 {
1220 root 1.38 art->item = object::create ();
1221 root 1.49 f.get (art->item->name);
1222     f.next ();
1223 root 1.38
1224     if (!art->item->parse_kv (f))
1225     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1226    
1227     al = find_artifactlist (art->item->type);
1228    
1229     if (!al)
1230     {
1231     al = get_empty_artifactlist ();
1232     al->type = art->item->type;
1233     al->next = first_artifactlist;
1234     first_artifactlist = al;
1235     }
1236    
1237     art->next = al->items;
1238     al->items = art;
1239     art = 0;
1240 root 1.16 }
1241 root 1.38 continue;
1242 root 1.10
1243 root 1.38 case KW_EOF:
1244     goto done;
1245 root 1.10
1246 root 1.38 default:
1247     if (!f.parse_error ("artifacts file"))
1248     cleanup ("artifacts file required");
1249     break;
1250 root 1.16 }
1251 root 1.38
1252     f.next ();
1253 root 1.7 }
1254 root 1.3
1255 root 1.38 done:
1256     for (al = first_artifactlist; al; al = al->next)
1257 root 1.7 {
1258 root 1.47 al->total_chance = 0;
1259    
1260 root 1.38 for (art = al->items; art; art = art->next)
1261 root 1.16 {
1262     if (!art->chance)
1263     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1264     else
1265     al->total_chance += art->chance;
1266     }
1267 elmex 1.1 #if 0
1268 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1269 elmex 1.1 #endif
1270     }
1271    
1272 root 1.7 LOG (llevDebug, "done.\n");
1273 elmex 1.1 }
1274    
1275     /*
1276     * Used in artifact generation. The bonuses of the first object
1277     * is modified by the bonuses of the second object.
1278     */
1279 root 1.7 void
1280 root 1.16 add_abilities (object *op, object *change)
1281 root 1.7 {
1282 pippijn 1.14 int i, tmp;
1283 elmex 1.1
1284 root 1.7 if (change->face != blank_face)
1285     {
1286 elmex 1.1 #ifdef TREASURE_VERBOSE
1287 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1288 elmex 1.1 #endif
1289 root 1.7 op->face = change->face;
1290 elmex 1.1 }
1291    
1292 root 1.7 for (i = 0; i < NUM_STATS; i++)
1293 root 1.60 change_attr_value (&(op->stats), i, change->stats.stat (i));
1294 root 1.7
1295     op->attacktype |= change->attacktype;
1296     op->path_attuned |= change->path_attuned;
1297     op->path_repelled |= change->path_repelled;
1298     op->path_denied |= change->path_denied;
1299     op->move_type |= change->move_type;
1300     op->stats.luck += change->stats.luck;
1301    
1302     if (QUERY_FLAG (change, FLAG_CURSED))
1303     SET_FLAG (op, FLAG_CURSED);
1304     if (QUERY_FLAG (change, FLAG_DAMNED))
1305     SET_FLAG (op, FLAG_DAMNED);
1306     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1307     set_abs_magic (op, -op->magic);
1308    
1309     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1310     SET_FLAG (op, FLAG_LIFESAVE);
1311     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1312     SET_FLAG (op, FLAG_REFL_SPELL);
1313     if (QUERY_FLAG (change, FLAG_STEALTH))
1314     SET_FLAG (op, FLAG_STEALTH);
1315     if (QUERY_FLAG (change, FLAG_XRAYS))
1316     SET_FLAG (op, FLAG_XRAYS);
1317     if (QUERY_FLAG (change, FLAG_BLIND))
1318     SET_FLAG (op, FLAG_BLIND);
1319     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1320     SET_FLAG (op, FLAG_SEE_IN_DARK);
1321     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1322     SET_FLAG (op, FLAG_REFL_MISSILE);
1323     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1324     SET_FLAG (op, FLAG_MAKE_INVIS);
1325    
1326     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1327     {
1328     CLEAR_FLAG (op, FLAG_ANIMATE);
1329     /* so artifacts will join */
1330     if (!QUERY_FLAG (op, FLAG_ALIVE))
1331 root 1.16 op->speed = 0.0;
1332 root 1.12
1333 root 1.28 op->set_speed (op->speed);
1334 elmex 1.1 }
1335 root 1.7
1336     if (change->nrof)
1337 root 1.35 op->nrof = rndm (change->nrof) + 1;
1338 root 1.7
1339 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1340 root 1.7 op->stats.wc += change->stats.wc;
1341     op->stats.ac += change->stats.ac;
1342    
1343     if (change->other_arch)
1344     {
1345     /* Basically, for horns & potions, the other_arch field is the spell
1346     * to cast. So convert that to into a spell and put it into
1347     * this object.
1348     */
1349     if (op->type == HORN || op->type == POTION)
1350 root 1.16 {
1351     object *tmp_obj;
1352    
1353     /* Remove any spells this object currently has in it */
1354     while (op->inv)
1355 root 1.24 op->inv->destroy ();
1356 root 1.16
1357     tmp_obj = arch_to_object (change->other_arch);
1358     insert_ob_in_ob (tmp_obj, op);
1359     }
1360 root 1.7 /* No harm setting this for potions/horns */
1361     op->other_arch = change->other_arch;
1362     }
1363    
1364     if (change->stats.hp < 0)
1365     op->stats.hp = -change->stats.hp;
1366     else
1367     op->stats.hp += change->stats.hp;
1368    
1369     if (change->stats.maxhp < 0)
1370     op->stats.maxhp = -change->stats.maxhp;
1371     else
1372     op->stats.maxhp += change->stats.maxhp;
1373    
1374     if (change->stats.sp < 0)
1375     op->stats.sp = -change->stats.sp;
1376     else
1377     op->stats.sp += change->stats.sp;
1378    
1379     if (change->stats.maxsp < 0)
1380     op->stats.maxsp = -change->stats.maxsp;
1381     else
1382     op->stats.maxsp += change->stats.maxsp;
1383    
1384     if (change->stats.food < 0)
1385     op->stats.food = -(change->stats.food);
1386     else
1387     op->stats.food += change->stats.food;
1388    
1389     if (change->level < 0)
1390     op->level = -(change->level);
1391     else
1392     op->level += change->level;
1393    
1394     if (change->gen_sp_armour < 0)
1395     op->gen_sp_armour = -(change->gen_sp_armour);
1396     else
1397     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1398    
1399     op->item_power = change->item_power;
1400    
1401     for (i = 0; i < NROFATTACKS; i++)
1402 root 1.20 if (change->resist[i])
1403     op->resist[i] += change->resist[i];
1404 root 1.7
1405     if (change->stats.dam)
1406     {
1407     if (change->stats.dam < 0)
1408 root 1.16 op->stats.dam = (-change->stats.dam);
1409 root 1.7 else if (op->stats.dam)
1410 root 1.16 {
1411     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1412     if (tmp == op->stats.dam)
1413     {
1414     if (change->stats.dam < 10)
1415     op->stats.dam--;
1416     else
1417     op->stats.dam++;
1418     }
1419     else
1420     op->stats.dam = tmp;
1421     }
1422 root 1.7 }
1423    
1424     if (change->weight)
1425     {
1426     if (change->weight < 0)
1427 root 1.16 op->weight = (-change->weight);
1428 root 1.7 else
1429 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1430 root 1.7 }
1431    
1432     if (change->last_sp)
1433     {
1434     if (change->last_sp < 0)
1435 root 1.16 op->last_sp = (-change->last_sp);
1436 root 1.7 else
1437 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1438 root 1.7 }
1439    
1440     if (change->gen_sp_armour)
1441     {
1442     if (change->gen_sp_armour < 0)
1443 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1444 root 1.7 else
1445 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1446 root 1.7 }
1447    
1448     op->value *= change->value;
1449    
1450 root 1.36 if (change->materials)
1451     op->materials = change->materials;
1452 root 1.7
1453     if (change->materialname)
1454     op->materialname = change->materialname;
1455    
1456     if (change->slaying)
1457     op->slaying = change->slaying;
1458    
1459     if (change->race)
1460     op->race = change->race;
1461    
1462     if (change->msg)
1463     op->msg = change->msg;
1464 elmex 1.1 }
1465    
1466 root 1.7 static int
1467 root 1.52 legal_artifact_combination (object *op, artifact *art)
1468 root 1.7 {
1469 elmex 1.1 int neg, success = 0;
1470     linked_char *tmp;
1471     const char *name;
1472    
1473 root 1.52 if (!art->allowed)
1474 root 1.16 return 1; /* Ie, "all" */
1475 root 1.52
1476 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1477     {
1478 elmex 1.1 #ifdef TREASURE_VERBOSE
1479 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1480 elmex 1.1 #endif
1481 root 1.7 if (*tmp->name == '!')
1482 root 1.16 name = tmp->name + 1, neg = 1;
1483 root 1.7 else
1484 root 1.16 name = tmp->name, neg = 0;
1485 root 1.7
1486     /* If we match name, then return the opposite of 'neg' */
1487 root 1.62 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1488 root 1.16 return !neg;
1489 root 1.7
1490     /* Set success as true, since if the match was an inverse, it means
1491     * everything is allowed except what we match
1492     */
1493     else if (neg)
1494 root 1.16 success = 1;
1495 root 1.7 }
1496 root 1.52
1497 elmex 1.1 return success;
1498     }
1499    
1500     /*
1501     * Fixes the given object, giving it the abilities and titles
1502     * it should have due to the second artifact-template.
1503     */
1504    
1505 root 1.7 void
1506 root 1.12 give_artifact_abilities (object *op, object *artifct)
1507 root 1.7 {
1508 elmex 1.1 char new_name[MAX_BUF];
1509    
1510 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1511     op->title = new_name;
1512 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1513 elmex 1.1
1514 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1515 elmex 1.1 {
1516 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1517 root 1.16
1518 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1519     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1520 elmex 1.1 if (!identified)
1521 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1522 elmex 1.1 }
1523     #endif
1524     return;
1525     }
1526    
1527     /*
1528     * Decides randomly which artifact the object should be
1529     * turned into. Makes sure that the item can become that
1530     * artifact (means magic, difficulty, and Allowed fields properly).
1531     * Then calls give_artifact_abilities in order to actually create
1532     * the artifact.
1533     */
1534    
1535     /* Give 1 re-roll attempt per artifact */
1536     #define ARTIFACT_TRIES 2
1537    
1538 root 1.7 void
1539 root 1.16 generate_artifact (object *op, int difficulty)
1540 root 1.7 {
1541 elmex 1.1 artifactlist *al;
1542     artifact *art;
1543     int i;
1544    
1545 root 1.7 al = find_artifactlist (op->type);
1546    
1547     if (al == NULL)
1548     {
1549 root 1.16 #if 0 /* This is too verbose, usually */
1550 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1551 elmex 1.1 #endif
1552 root 1.7 return;
1553     }
1554    
1555     for (i = 0; i < ARTIFACT_TRIES; i++)
1556     {
1557 root 1.35 int roll = rndm (al->total_chance);
1558 elmex 1.1
1559 root 1.35 for (art = al->items; art; art = art->next)
1560 root 1.16 {
1561     roll -= art->chance;
1562     if (roll < 0)
1563     break;
1564     }
1565 elmex 1.1
1566 root 1.7 if (art == NULL || roll >= 0)
1567 root 1.16 {
1568 elmex 1.1 #if 1
1569 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1570 elmex 1.1 #endif
1571 root 1.16 return;
1572     }
1573 root 1.7 if (!strcmp (art->item->name, "NONE"))
1574 root 1.16 return;
1575 root 1.7 if (FABS (op->magic) < art->item->magic)
1576 root 1.16 continue; /* Not magic enough to be this item */
1577 root 1.7
1578     /* Map difficulty not high enough */
1579     if (difficulty < art->difficulty)
1580 root 1.16 continue;
1581 elmex 1.1
1582 root 1.7 if (!legal_artifact_combination (op, art))
1583 root 1.16 {
1584 elmex 1.1 #ifdef TREASURE_VERBOSE
1585 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1586 elmex 1.1 #endif
1587 root 1.16 continue;
1588     }
1589 root 1.42
1590 root 1.7 give_artifact_abilities (op, art->item);
1591     return;
1592 elmex 1.1 }
1593     }
1594    
1595     /* fix_flesh_item() - objects of type FLESH are similar to type
1596     * FOOD, except they inherit properties (name, food value, etc).
1597     * based on the original owner (or 'donor' if you like). -b.t.
1598     */
1599    
1600 root 1.7 void
1601 root 1.16 fix_flesh_item (object *item, object *donor)
1602 root 1.7 {
1603     char tmpbuf[MAX_BUF];
1604     int i;
1605    
1606     if (item->type == FLESH && donor)
1607     {
1608     /* change the name */
1609 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1610     item->name = tmpbuf;
1611     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1612     item->name_pl = tmpbuf;
1613 root 1.7
1614     /* weight is FLESH weight/100 * donor */
1615     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1616 root 1.16 item->weight = 1;
1617 root 1.7
1618     /* value is multiplied by level of donor */
1619     item->value *= isqrt (donor->level * 2);
1620    
1621     /* food value */
1622     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1623    
1624     /* flesh items inherit some abilities of donor, but not
1625     * full effect.
1626     */
1627     for (i = 0; i < NROFATTACKS; i++)
1628 root 1.16 item->resist[i] = donor->resist[i] / 2;
1629 root 1.7
1630     /* item inherits donor's level (important for quezals) */
1631     item->level = donor->level;
1632    
1633     /* if donor has some attacktypes, the flesh is poisonous */
1634     if (donor->attacktype & AT_POISON)
1635 root 1.16 item->type = POISON;
1636 root 1.7 if (donor->attacktype & AT_ACID)
1637 root 1.16 item->stats.hp = -1 * item->stats.food;
1638 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1639 elmex 1.1 }
1640     }
1641    
1642     /* special_potion() - so that old potion code is still done right. */
1643 root 1.7 int
1644 root 1.16 special_potion (object *op)
1645 root 1.7 {
1646     if (op->attacktype)
1647     return 1;
1648 elmex 1.1
1649 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)
1650     return 1;
1651 elmex 1.1
1652 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1653 root 1.7 if (op->resist[i])
1654     return 1;
1655 elmex 1.1
1656 root 1.7 return 0;
1657 elmex 1.1 }
1658    
1659 root 1.7 void
1660 root 1.16 free_treasurestruct (treasure *t)
1661 elmex 1.1 {
1662 root 1.41 if (t->next) free_treasurestruct (t->next);
1663     if (t->next_yes) free_treasurestruct (t->next_yes);
1664     if (t->next_no) free_treasurestruct (t->next_no);
1665 root 1.8
1666     delete t;
1667 elmex 1.1 }
1668    
1669 root 1.7 void
1670 root 1.16 free_charlinks (linked_char *lc)
1671 elmex 1.1 {
1672 root 1.7 if (lc->next)
1673     free_charlinks (lc->next);
1674    
1675     delete lc;
1676 elmex 1.1 }
1677    
1678 root 1.7 void
1679 root 1.41 free_artifact (artifact *at)
1680 elmex 1.1 {
1681 root 1.41 if (at->next) free_artifact (at->next);
1682     if (at->allowed) free_charlinks (at->allowed);
1683 root 1.7
1684 root 1.21 at->item->destroy (1);
1685 root 1.7
1686 root 1.41 sfree (at);
1687 elmex 1.1 }
1688    
1689 root 1.7 void
1690 root 1.41 free_artifactlist (artifactlist *al)
1691 elmex 1.1 {
1692 root 1.7 artifactlist *nextal;
1693 root 1.15
1694 root 1.21 for (al = first_artifactlist; al; al = nextal)
1695 root 1.7 {
1696     nextal = al->next;
1697 root 1.15
1698 root 1.7 if (al->items)
1699 root 1.16 free_artifact (al->items);
1700 root 1.15
1701 root 1.41 sfree (al);
1702 elmex 1.1 }
1703     }
1704    
1705 root 1.7 void
1706     free_all_treasures (void)
1707     {
1708     treasurelist *tl, *next;
1709 elmex 1.1
1710 root 1.41 for (tl = first_treasurelist; tl; tl = next)
1711     {
1712     clear (tl);
1713 elmex 1.1
1714 root 1.7 next = tl->next;
1715     delete tl;
1716 elmex 1.1 }
1717 root 1.41
1718 root 1.7 free_artifactlist (first_artifactlist);
1719 elmex 1.1 }