ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
Revision: 1.73
Committed: Sun Apr 20 05:24:55 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.72: +2 -1 lines
Log Message:
- implement archetype gc
- implement "proper" refcounting for arches
- serialise resource file loads
- implement memory poisoning
- minor cleanups

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 1.72 * Copyright (©) 2005,2006,2007,2008 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 1.72 t->item = archetype::find (f.get_str ());
150 root 1.73
151 root 1.72 if (!t->item)
152     {
153     f.parse_warn ("treasure references unknown archetype");
154 root 1.73 t->item = archetype::empty;
155 root 1.72 }
156    
157 root 1.42 break;
158    
159     case KW_list: f.get (t->name); break;
160     case KW_change_name: f.get (t->change_arch.name); break;
161     case KW_change_title: f.get (t->change_arch.title); break;
162     case KW_change_slaying: f.get (t->change_arch.slaying); break;
163     case KW_chance: f.get (t->chance); break;
164     case KW_nrof: f.get (t->nrof); break;
165     case KW_magic: f.get (t->magic); break;
166    
167 root 1.47 case KW_yes: t->next_yes = read_treasure (f); continue;
168     case KW_no: t->next_no = read_treasure (f); continue;
169 root 1.42
170     case KW_end:
171 root 1.47 f.next ();
172 root 1.42 return t;
173    
174     case KW_more:
175 root 1.47 t->next = read_treasure (f);
176 root 1.42 return t;
177    
178     default:
179 root 1.47 if (!f.parse_error ("treasurelist", t->name))
180 root 1.72 goto error;
181 root 1.42
182     return t;
183 root 1.16 }
184 root 1.47
185     f.next ();
186 elmex 1.1 }
187 root 1.72
188     // not reached
189    
190     error:
191     delete t;
192     return 0;
193 elmex 1.1 }
194    
195     /*
196     * Each treasure is parsed with the help of load_treasure().
197     */
198 root 1.47 treasurelist *
199     treasurelist::read (object_thawer &f)
200 root 1.7 {
201 root 1.47 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
202 root 1.7
203 root 1.47 bool one = f.kw == KW_treasureone;
204     treasurelist *tl = treasurelist::get (f.get_str ());
205     clear (tl);
206     tl->items = read_treasure (f);
207     if (!tl->items)
208     return 0;
209 root 1.42
210 root 1.47 /* This is a one of the many items on the list should be generated.
211     * Add up the chance total, and check to make sure the yes & no
212     * fields of the treasures are not being used.
213     */
214     if (one)
215 root 1.7 {
216 root 1.47 for (treasure *t = tl->items; t; t = t->next)
217 root 1.16 {
218 root 1.47 if (t->next_yes || t->next_no)
219 root 1.42 {
220 root 1.62 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
221 root 1.47 LOG (llevError, " the next_yes or next_no field is set\n");
222 root 1.16 }
223 elmex 1.1
224 root 1.47 tl->total_chance += t->chance;
225 root 1.42 }
226 root 1.47 }
227 root 1.42
228 root 1.47 return tl;
229 elmex 1.1 }
230    
231     /*
232     * Generates the objects specified by the given treasure.
233     * It goes recursively through the rest of the linked list.
234     * If there is a certain percental chance for a treasure to be generated,
235     * this is taken into consideration.
236     * The second argument specifies for which object the treasure is
237     * being generated.
238     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
239     * abilities. This is used by summon spells, thus no summoned monsters
240     * start with equipment, but only their abilities).
241     */
242 root 1.7 static void
243 root 1.16 put_treasure (object *op, object *creator, int flags)
244 elmex 1.1 {
245 root 1.56 if (flags & GT_ENVIRONMENT)
246 root 1.7 {
247 root 1.56 /* Bit of a hack - spells should never be put onto the map. The entire
248     * treasure stuff is a problem - there is no clear idea of knowing
249     * this is the original object, or if this is an object that should be created
250     * by another object.
251     */
252     //TODO: flag such as objects... as such (no drop, anybody?)
253     if (op->type == SPELL)
254     {
255     op->destroy ();
256     return;
257     }
258    
259 root 1.53 op->expand_tail ();
260    
261 root 1.66 if (op->blocked (creator->map, creator->x, creator->y))
262 root 1.51 op->destroy ();
263     else
264     {
265     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
266     op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267     }
268 root 1.7 }
269     else
270     {
271 root 1.29 op = creator->insert (op);
272 root 1.27
273 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
274 root 1.16 monster_check_apply (creator, op);
275 root 1.27
276 root 1.51 if (flags & GT_UPDATE_INV)
277     if (object *tmp = creator->in_player ())
278     esrv_send_item (tmp, op);
279 elmex 1.1 }
280     }
281    
282     /* if there are change_xxx commands in the treasure, we include the changes
283     * in the generated object
284     */
285 root 1.7 static void
286 root 1.12 change_treasure (treasure *t, object *op)
287 elmex 1.1 {
288 root 1.7 /* CMD: change_name xxxx */
289     if (t->change_arch.name)
290 elmex 1.1 {
291 root 1.7 op->name = t->change_arch.name;
292     op->name_pl = t->change_arch.name;
293 elmex 1.1 }
294    
295 root 1.7 if (t->change_arch.title)
296     op->title = t->change_arch.title;
297    
298     if (t->change_arch.slaying)
299     op->slaying = t->change_arch.slaying;
300     }
301    
302 root 1.41 static void
303 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
304 root 1.7 {
305 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
306 elmex 1.1 {
307 root 1.7 if (t->name)
308 root 1.16 {
309 elmex 1.30 if (difficulty >= t->magic)
310 root 1.47 if (treasurelist *tl = treasurelist::find (t->name))
311     create_treasure (tl, op, flag, difficulty, tries);
312     else
313     LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
314 root 1.16 }
315 root 1.7 else
316 root 1.16 {
317 root 1.63 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
318 root 1.16 {
319 root 1.41 object *tmp = arch_to_object (t->item);
320    
321 root 1.16 if (t->nrof && tmp->nrof <= 1)
322 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
323    
324 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
325     change_treasure (t, tmp);
326     put_treasure (tmp, op, flag);
327     }
328     }
329 root 1.12
330 root 1.41 if (t->next_yes)
331 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
332 elmex 1.1 }
333 root 1.41 else if (t->next_no)
334 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
335 root 1.12
336 root 1.41 if (t->next)
337 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
338 elmex 1.1 }
339    
340 root 1.41 static void
341 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
342 root 1.7 {
343 root 1.35 int value = rndm (tl->total_chance);
344 root 1.7 treasure *t;
345 elmex 1.1
346 root 1.7 if (tries++ > 100)
347     {
348     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
349     return;
350     }
351 root 1.12
352 root 1.41 for (t = tl->items; t; t = t->next)
353 root 1.7 {
354     value -= t->chance;
355 root 1.12
356 root 1.7 if (value < 0)
357 root 1.16 break;
358 root 1.7 }
359 elmex 1.1
360 root 1.7 if (!t || value >= 0)
361 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
362 root 1.12
363 root 1.7 if (t->name)
364     {
365     if (difficulty >= t->magic)
366 elmex 1.26 {
367 root 1.41 treasurelist *tl = treasurelist::find (t->name);
368 elmex 1.26 if (tl)
369     create_treasure (tl, op, flag, difficulty, tries);
370     }
371 root 1.7 else if (t->nrof)
372 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
373 elmex 1.1 }
374 root 1.63 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
375 root 1.7 {
376 root 1.41 if (object *tmp = arch_to_object (t->item))
377     {
378     if (t->nrof && tmp->nrof <= 1)
379     tmp->nrof = rndm (t->nrof) + 1;
380 root 1.12
381 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
382     change_treasure (t, tmp);
383     put_treasure (tmp, op, flag);
384     }
385 elmex 1.1 }
386     }
387    
388 root 1.57 void
389     object::create_treasure (treasurelist *tl, int flags)
390     {
391     ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
392     }
393    
394 elmex 1.1 /* This calls the appropriate treasure creation function. tries is passed
395     * to determine how many list transitions or attempts to create treasure
396     * have been made. It is really in place to prevent infinite loops with
397     * list transitions, or so that excessively good treasure will not be
398     * created on weak maps, because it will exceed the number of allowed tries
399     * to do that.
400     */
401 root 1.7 void
402 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
403 elmex 1.1 {
404 root 1.41 // empty treasurelists are legal
405     if (!tl->items)
406     return;
407    
408 root 1.7 if (tries++ > 100)
409     {
410     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
411     return;
412     }
413 root 1.37
414 root 1.58 if (op->flag [FLAG_TREASURE_ENV])
415 root 1.59 {
416     // do not generate items when there already is something above the object
417     if (op->flag [FLAG_IS_FLOOR] && op->above)
418     return;
419    
420     flag |= GT_ENVIRONMENT;
421     }
422 root 1.58
423 elmex 1.30 if (tl->total_chance)
424     create_one_treasure (tl, op, flag, difficulty, tries);
425 root 1.7 else
426 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
427 elmex 1.1 }
428    
429     /* This is similar to the old generate treasure function. However,
430     * it instead takes a treasurelist. It is really just a wrapper around
431     * create_treasure. We create a dummy object that the treasure gets
432     * inserted into, and then return that treausre
433     */
434 root 1.7 object *
435 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
436 elmex 1.1 {
437 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
438    
439 root 1.50 object *ob = object::create ();
440 elmex 1.1
441 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
442 elmex 1.1
443 root 1.7 /* Don't want to free the object we are about to return */
444 root 1.50 object *tmp = ob->inv;
445     if (tmp)
446 root 1.23 tmp->remove ();
447 root 1.21
448 root 1.7 if (ob->inv)
449 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
450    
451 root 1.24 ob->destroy ();
452 root 1.7 return tmp;
453 elmex 1.1 }
454    
455     /*
456     * This is a new way of calculating the chance for an item to have
457     * a specific magical bonus.
458     * The array has two arguments, the difficulty of the level, and the
459     * magical bonus "wanted".
460     */
461    
462 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
463 root 1.42 // chance of magic difficulty
464     // +0 +1 +2 +3 +4
465     {95, 2, 2, 1, 0}, // 1
466     {92, 5, 2, 1, 0}, // 2
467     {85, 10, 4, 1, 0}, // 3
468     {80, 14, 4, 2, 0}, // 4
469     {75, 17, 5, 2, 1}, // 5
470     {70, 18, 8, 3, 1}, // 6
471     {65, 21, 10, 3, 1}, // 7
472     {60, 22, 12, 4, 2}, // 8
473     {55, 25, 14, 4, 2}, // 9
474     {50, 27, 16, 5, 2}, // 10
475     {45, 28, 18, 6, 3}, // 11
476     {42, 28, 20, 7, 3}, // 12
477     {40, 27, 21, 8, 4}, // 13
478     {38, 25, 22, 10, 5}, // 14
479     {36, 23, 23, 12, 6}, // 15
480     {33, 21, 24, 14, 8}, // 16
481     {31, 19, 25, 16, 9}, // 17
482     {27, 15, 30, 18, 10}, // 18
483     {20, 12, 30, 25, 13}, // 19
484     {15, 10, 28, 30, 17}, // 20
485     {13, 9, 27, 28, 23}, // 21
486     {10, 8, 25, 28, 29}, // 22
487     { 8, 7, 23, 26, 36}, // 23
488     { 6, 6, 20, 22, 46}, // 24
489     { 4, 5, 17, 18, 56}, // 25
490     { 2, 4, 12, 14, 68}, // 26
491     { 0, 3, 7, 10, 80}, // 27
492     { 0, 0, 3, 7, 90}, // 28
493     { 0, 0, 0, 3, 97}, // 29
494     { 0, 0, 0, 0, 100}, // 30
495     { 0, 0, 0, 0, 100}, // 31
496 elmex 1.1 };
497    
498     /* calculate the appropriate level for wands staves and scrolls.
499     * This code presumes that op has had its spell object created (in op->inv)
500     *
501     * elmex Wed Aug 9 17:44:59 CEST 2006:
502     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
503     */
504 root 1.7 int
505 root 1.16 level_for_item (const object *op, int difficulty)
506 elmex 1.1 {
507     if (!op->inv)
508     {
509 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
510     return 0;
511 elmex 1.1 }
512    
513 root 1.67 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
514 elmex 1.1
515     if (olevel <= 0)
516 root 1.67 olevel = rndm (1, op->inv->level);
517 elmex 1.1
518 root 1.67 return min (olevel, MAXLEVEL);
519 elmex 1.1 }
520    
521     /*
522     * Based upon the specified difficulty and upon the difftomagic_list array,
523     * a random magical bonus is returned. This is used when determine
524     * the magical bonus created on specific maps.
525     *
526     * elmex Thu Aug 10 18:45:44 CEST 2006:
527     * Scaling difficulty by max_level, as difficulty is a level and not some
528     * weird integer between 1-31.
529     *
530     */
531 root 1.7 int
532     magic_from_difficulty (int difficulty)
533 elmex 1.1 {
534     int percent = 0, magic = 0;
535     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
536    
537     scaled_diff--;
538    
539 root 1.7 if (scaled_diff < 0)
540 elmex 1.1 scaled_diff = 0;
541    
542     if (scaled_diff >= DIFFLEVELS)
543 root 1.7 scaled_diff = DIFFLEVELS - 1;
544 elmex 1.1
545 root 1.33 percent = rndm (100);
546 elmex 1.1
547 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
548 elmex 1.1 {
549     percent -= difftomagic_list[scaled_diff][magic];
550    
551     if (percent < 0)
552 root 1.16 break;
553 elmex 1.1 }
554    
555     if (magic == (MAXMAGIC + 1))
556     {
557 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
558 elmex 1.1 magic = 0;
559     }
560    
561 root 1.33 magic = (rndm (3)) ? magic : -magic;
562 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
563    
564     return magic;
565     }
566    
567     /*
568     * Sets magical bonus in an object, and recalculates the effect on
569     * the armour variable, and the effect on speed of armour.
570     * This function doesn't work properly, should add use of archetypes
571     * to make it truly absolute.
572     */
573    
574 root 1.7 void
575 root 1.16 set_abs_magic (object *op, int magic)
576 root 1.7 {
577     if (!magic)
578 elmex 1.1 return;
579    
580 root 1.7 op->magic = magic;
581     if (op->arch)
582     {
583     if (op->type == ARMOUR)
584 root 1.63 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
585 root 1.7
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 1.63 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
589 root 1.7 }
590     else
591     {
592     if (op->type == ARMOUR)
593 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
594 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
595 root 1.16 magic = (-magic);
596 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
597     }
598 elmex 1.1 }
599    
600     /*
601     * Sets a random magical bonus in the given object based upon
602     * the given difficulty, and the given max possible bonus.
603     */
604    
605 root 1.7 static void
606 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
607 elmex 1.1 {
608     int i;
609 root 1.16
610 root 1.7 i = magic_from_difficulty (difficulty);
611 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
612 root 1.7 i = -i;
613     if (i > max_magic)
614 elmex 1.1 i = max_magic;
615 root 1.7 set_abs_magic (op, i);
616 elmex 1.1 if (i < 0)
617 root 1.7 SET_FLAG (op, FLAG_CURSED);
618 elmex 1.1 }
619    
620     /*
621     * Randomly adds one magical ability to the given object.
622     * Modified for Partial Resistance in many ways:
623     * 1) Since rings can have multiple bonuses, if the same bonus
624     * is rolled again, increase it - the bonuses now stack with
625     * other bonuses previously rolled and ones the item might natively have.
626     * 2) Add code to deal with new PR method.
627     */
628 root 1.7 void
629 root 1.16 set_ring_bonus (object *op, int bonus)
630 root 1.7 {
631 elmex 1.1
632 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
633 elmex 1.1
634 root 1.7 if (op->type == AMULET)
635     {
636 root 1.33 if (!(rndm (21)))
637     r = 20 + rndm (2);
638 root 1.7 else
639 root 1.16 {
640 root 1.35 if (rndm (2))
641 root 1.16 r = 10;
642     else
643 root 1.33 r = 11 + rndm (9);
644 root 1.16 }
645 root 1.7 }
646    
647     switch (r)
648     {
649 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
650     * bonuses and penalties will stack and add to existing values.
651     * of the item.
652     */
653     case 0:
654     case 1:
655     case 2:
656     case 3:
657     case 4:
658     case 5:
659     case 6:
660 root 1.60 op->stats.stat (r) += bonus;
661 root 1.16 break;
662    
663     case 7:
664     op->stats.dam += bonus;
665     break;
666    
667     case 8:
668     op->stats.wc += bonus;
669     break;
670    
671     case 9:
672     op->stats.food += bonus; /* hunger/sustenance */
673     break;
674    
675     case 10:
676     op->stats.ac += bonus;
677     break;
678    
679     /* Item that gives protections/vulnerabilities */
680     case 11:
681     case 12:
682     case 13:
683     case 14:
684     case 15:
685     case 16:
686     case 17:
687     case 18:
688     case 19:
689     {
690 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
691 root 1.16
692     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
693 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
694 root 1.16
695     /* Cursed items need to have higher negative values to equal out with
696     * positive values for how protections work out. Put another
697     * little random element in since that they don't always end up with
698     * even values.
699     */
700     if (bonus < 0)
701 root 1.35 val = 2 * -val - rndm (b);
702 root 1.16 if (val > 35)
703     val = 35; /* Upper limit */
704     b = 0;
705 root 1.34
706 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
707 root 1.34 resist = rndm (num_resist_table);
708    
709 root 1.16 if (b == 4)
710     return; /* Not able to find a free resistance */
711 root 1.34
712 root 1.16 op->resist[resist_table[resist]] = val;
713     /* We should probably do something more clever here to adjust value
714     * based on how good a resistance we gave.
715     */
716     break;
717     }
718     case 20:
719     if (op->type == AMULET)
720     {
721     SET_FLAG (op, FLAG_REFL_SPELL);
722     op->value *= 11;
723     }
724     else
725     {
726     op->stats.hp = 1; /* regenerate hit points */
727     op->value *= 4;
728     }
729     break;
730    
731     case 21:
732     if (op->type == AMULET)
733     {
734     SET_FLAG (op, FLAG_REFL_MISSILE);
735     op->value *= 9;
736     }
737     else
738     {
739     op->stats.sp = 1; /* regenerate spell points */
740     op->value *= 3;
741     }
742     break;
743    
744     case 22:
745     op->stats.exp += bonus; /* Speed! */
746     op->value = (op->value * 2) / 3;
747     break;
748 root 1.7 }
749 root 1.34
750 root 1.7 if (bonus > 0)
751     op->value *= 2 * bonus;
752     else
753     op->value = -(op->value * 2 * bonus) / 3;
754 elmex 1.1 }
755    
756     /*
757     * get_magic(diff) will return a random number between 0 and 4.
758     * diff can be any value above 2. The higher the diff-variable, the
759     * higher is the chance of returning a low number.
760     * It is only used in fix_generated_treasure() to set bonuses on
761     * rings and amulets.
762     * Another scheme is used to calculate the magic of weapons and armours.
763     */
764 root 1.7 int
765     get_magic (int diff)
766     {
767 elmex 1.1 int i;
768 root 1.16
769 root 1.7 if (diff < 3)
770     diff = 3;
771 root 1.35
772 root 1.7 for (i = 0; i < 4; i++)
773 root 1.35 if (rndm (diff))
774 root 1.7 return i;
775 root 1.35
776 elmex 1.1 return 4;
777     }
778    
779     #define DICE2 (get_magic(2)==2?2:1)
780 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
781 elmex 1.1
782     /*
783     * fix_generated_item(): This is called after an item is generated, in
784     * order to set it up right. This produced magical bonuses, puts spells
785     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
786     */
787 root 1.16
788 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
789     * op->type. Right now, which stuff the creator passes on is object type
790     * dependant. I know this is a spagetti manuever, but is there a cleaner
791     * way to do this? b.t. */
792 root 1.16
793 elmex 1.1 /*
794     * ! (flags & GT_ENVIRONMENT):
795     * Automatically calls fix_flesh_item().
796     *
797     * flags:
798     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
799     * value.
800     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
801     * a working object - don't change magic, value, etc, but set it material
802     * type as appropriate, for objects that need spell objects, set those, etc
803     */
804 root 1.7 void
805 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
806 elmex 1.1 {
807     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
808    
809     if (!creator || creator->type == op->type)
810 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
811 elmex 1.1
812     /* If we make an artifact, this information will be destroyed */
813     save_item_power = op->item_power;
814     op->item_power = 0;
815    
816     if (op->randomitems && op->type != SPELL)
817     {
818 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
819 elmex 1.1 /* So the treasure doesn't get created again */
820 root 1.42 op->randomitems = 0;
821 elmex 1.1 }
822    
823     if (difficulty < 1)
824     difficulty = 1;
825    
826 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
827     ARG_OBJECT (creator != op ? creator : 0),
828     ARG_INT (difficulty), ARG_INT (max_magic),
829     ARG_INT (flags)))
830     return;
831    
832 elmex 1.1 if (!(flags & GT_MINIMAL))
833     {
834 root 1.72 if (IS_ARCH (op->arch, crown))
835 root 1.16 {
836     set_magic (difficulty, op, max_magic, flags);
837     num_enchantments = calc_item_power (op, 1);
838     generate_artifact (op, difficulty);
839     }
840 elmex 1.1 else
841 root 1.16 {
842     if (!op->magic && max_magic)
843     set_magic (difficulty, op, max_magic, flags);
844    
845     num_enchantments = calc_item_power (op, 1);
846    
847 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
848     || op->type == HORN
849 root 1.72 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
850 root 1.16 generate_artifact (op, difficulty);
851     }
852 elmex 1.1
853     /* Object was made an artifact. Calculate its item_power rating.
854     * the item_power in the object is what the artfiact adds.
855     */
856     if (op->title)
857 root 1.16 {
858     /* if save_item_power is set, then most likely we started with an
859     * artifact and have added new abilities to it - this is rare, but
860     * but I have seen things like 'strange rings of fire'. So just figure
861     * out the power from the base power plus what this one adds. Note
862     * that since item_power is not quite linear, this actually ends up
863     * being somewhat of a bonus
864     */
865     if (save_item_power)
866     op->item_power = save_item_power + get_power_from_ench (op->item_power);
867     else
868     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
869     }
870 elmex 1.1 else if (save_item_power)
871 root 1.16 {
872     /* restore the item_power field to the object if we haven't changed it.
873     * we don't care about num_enchantments - that will basically just
874     * have calculated some value from the base attributes of the archetype.
875     */
876     op->item_power = save_item_power;
877     }
878 elmex 1.1 else
879 root 1.16 {
880     /* item_power was zero. This is suspicious, as it may be because it
881     * was never previously calculated. Let's compute a value and see if
882     * it is non-zero. If it indeed is, then assign it as the new
883     * item_power value.
884     * - gros, 21th of July 2006.
885     */
886     op->item_power = calc_item_power (op, 0);
887     save_item_power = op->item_power; /* Just in case it would get used
888     * again below */
889     }
890 elmex 1.1 }
891    
892     /* materialtype modifications. Note we allow this on artifacts. */
893     set_materialname (op, difficulty, NULL);
894    
895     if (flags & GT_MINIMAL)
896     {
897     if (op->type == POTION)
898 root 1.16 /* Handle healing and magic power potions */
899     if (op->stats.sp && !op->randomitems)
900     {
901 root 1.72 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
902 root 1.16 insert_ob_in_ob (tmp, op);
903     op->stats.sp = 0;
904     }
905 elmex 1.1 }
906 root 1.16 else if (!op->title) /* Only modify object if not special */
907 elmex 1.1 switch (op->type)
908     {
909 root 1.16 case WEAPON:
910     case ARMOUR:
911     case SHIELD:
912     case HELMET:
913     case CLOAK:
914 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
915 root 1.16 set_ring_bonus (op, -DICE2);
916     break;
917    
918     case BRACERS:
919 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
920 root 1.16 {
921     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
922     if (!QUERY_FLAG (op, FLAG_CURSED))
923     op->value *= 3;
924     }
925     break;
926    
927     case POTION:
928     {
929     int too_many_tries = 0, is_special = 0;
930    
931     /* Handle healing and magic power potions */
932     if (op->stats.sp && !op->randomitems)
933     {
934     object *tmp;
935    
936     tmp = get_archetype (spell_mapping[op->stats.sp]);
937     insert_ob_in_ob (tmp, op);
938     op->stats.sp = 0;
939     }
940    
941     while (!(is_special = special_potion (op)) && !op->inv)
942     {
943     generate_artifact (op, difficulty);
944     if (too_many_tries++ > 10)
945     break;
946     }
947    
948     /* don't want to change value for healing/magic power potions,
949     * since the value set on those is already correct.
950     */
951     if (op->inv && op->randomitems)
952     {
953     /* value multiplier is same as for scrolls */
954     op->value = (op->value * op->inv->value);
955 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
956 root 1.16 }
957     else
958     {
959     op->name = "potion";
960     op->name_pl = "potions";
961     }
962    
963 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
964 root 1.16 SET_FLAG (op, FLAG_CURSED);
965     break;
966     }
967    
968     case AMULET:
969 root 1.72 if (IS_ARCH (op->arch, amulet))
970 root 1.16 op->value *= 5; /* Since it's not just decoration */
971    
972     case RING:
973 root 1.72 if (!op->arch) // wtf? schmorp
974 root 1.16 {
975 root 1.24 op->destroy ();
976     op = 0;
977 root 1.16 break;
978     }
979    
980 root 1.72 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
981 root 1.16 break;
982    
983 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
984 root 1.16 SET_FLAG (op, FLAG_CURSED);
985    
986     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
987    
988     if (op->type != RING) /* Amulets have only one ability */
989     break;
990    
991 root 1.33 if (!(rndm (4)))
992 root 1.16 {
993 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
994 root 1.16
995     if (d > 0)
996     op->value *= 3;
997    
998     set_ring_bonus (op, d);
999    
1000 root 1.33 if (!(rndm (4)))
1001 root 1.16 {
1002 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1003 root 1.16
1004     if (d > 0)
1005     op->value *= 5;
1006     set_ring_bonus (op, d);
1007     }
1008     }
1009    
1010     if (GET_ANIM_ID (op))
1011 root 1.35 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1012 root 1.16
1013     break;
1014    
1015     case BOOK:
1016     /* Is it an empty book?, if yes lets make a special·
1017     * msg for it, and tailor its properties based on the·
1018     * creator and/or map level we found it on.
1019     */
1020 root 1.33 if (!op->msg && rndm (10))
1021 root 1.16 {
1022     /* set the book level properly */
1023     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1024     {
1025     if (op->map && op->map->difficulty)
1026 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1027 root 1.16 else
1028 root 1.33 op->level = rndm (20) + 1;
1029 root 1.16 }
1030     else
1031 root 1.35 op->level = rndm (creator->level);
1032 root 1.16
1033     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1034     /* books w/ info are worth more! */
1035     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1036     /* creator related stuff */
1037    
1038     /* for library, chained books. Note that some monsters have no_pick
1039     * set - we don't want to set no pick in that case.
1040     */
1041     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1042     SET_FLAG (op, FLAG_NO_PICK);
1043     if (creator->slaying && !op->slaying) /* for check_inv floors */
1044     op->slaying = creator->slaying;
1045    
1046     /* add exp so reading it gives xp (once) */
1047     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1048     }
1049     break;
1050    
1051     case SPELLBOOK:
1052     op->value = op->value * op->inv->value;
1053     /* add exp so learning gives xp */
1054     op->level = op->inv->level;
1055     op->stats.exp = op->value;
1056     break;
1057    
1058     case WAND:
1059     /* nrof in the treasure list is number of charges,
1060     * not number of wands. So copy that into food (charges),
1061     * and reset nrof.
1062     */
1063     op->stats.food = op->inv->nrof;
1064     op->nrof = 1;
1065     /* If the spell changes by level, choose a random level
1066     * for it, and adjust price. If the spell doesn't
1067     * change by level, just set the wand to the level of
1068     * the spell, and value calculation is simpler.
1069     */
1070     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1071     {
1072     op->level = level_for_item (op, difficulty);
1073     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1074     }
1075     else
1076     {
1077     op->level = op->inv->level;
1078     op->value = op->value * op->inv->value;
1079     }
1080     break;
1081    
1082     case ROD:
1083     op->level = level_for_item (op, difficulty);
1084     /* Add 50 to both level an divisor to keep prices a little more
1085     * reasonable. Otherwise, a high level version of a low level
1086     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1087     * 10 time multiplier). This way, the value are a bit more reasonable.
1088     */
1089     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1090     /* maxhp is used to denote how many 'charges' the rod holds before */
1091     if (op->stats.maxhp)
1092     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1093     else
1094     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1095    
1096     op->stats.hp = op->stats.maxhp;
1097     break;
1098    
1099     case SCROLL:
1100     op->level = level_for_item (op, difficulty);
1101     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1102    
1103     /* add exp so reading them properly gives xp */
1104     op->stats.exp = op->value / 5;
1105     op->nrof = op->inv->nrof;
1106     break;
1107    
1108     case RUNE:
1109     trap_adjust (op, difficulty);
1110     break;
1111    
1112     case TRAP:
1113     trap_adjust (op, difficulty);
1114     break;
1115     } /* switch type */
1116 elmex 1.1
1117     if (flags & GT_STARTEQUIP)
1118     {
1119 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1120 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1121 elmex 1.1 else if (op->type != MONEY)
1122 root 1.16 op->value = 0;
1123 elmex 1.1 }
1124    
1125     if (!(flags & GT_ENVIRONMENT))
1126     fix_flesh_item (op, creator);
1127     }
1128    
1129     /*
1130     *
1131     *
1132     * CODE DEALING WITH ARTIFACTS STARTS HERE
1133     *
1134     *
1135     */
1136    
1137     /*
1138     * Allocate and return the pointer to an empty artifactlist structure.
1139     */
1140 root 1.7 static artifactlist *
1141     get_empty_artifactlist (void)
1142     {
1143 root 1.69 return salloc0<artifactlist> ();
1144 elmex 1.1 }
1145    
1146     /*
1147     * Allocate and return the pointer to an empty artifact structure.
1148     */
1149 root 1.7 static artifact *
1150     get_empty_artifact (void)
1151     {
1152 root 1.69 return salloc0<artifact> ();
1153 elmex 1.1 }
1154    
1155     /*
1156     * Searches the artifact lists and returns one that has the same type
1157     * of objects on it.
1158     */
1159 root 1.7 artifactlist *
1160     find_artifactlist (int type)
1161     {
1162 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1163 root 1.7 if (al->type == type)
1164     return al;
1165 root 1.38
1166     return 0;
1167 elmex 1.1 }
1168    
1169     /*
1170     * Builds up the lists of artifacts from the file in the libdir.
1171     */
1172 root 1.7 void
1173     init_artifacts (void)
1174     {
1175     static int has_been_inited = 0;
1176 pippijn 1.39 char filename[MAX_BUF];
1177 root 1.7 artifact *art = NULL;
1178     artifactlist *al;
1179    
1180     if (has_been_inited)
1181     return;
1182     else
1183     has_been_inited = 1;
1184 elmex 1.1
1185 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1186 root 1.38 object_thawer f (filename);
1187 elmex 1.1
1188 root 1.38 if (!f)
1189 root 1.7 return;
1190 elmex 1.1
1191 root 1.38 for (;;)
1192 root 1.7 {
1193 root 1.38 switch (f.kw)
1194     {
1195     case KW_allowed:
1196     if (!art)
1197 root 1.47 art = get_empty_artifact ();
1198 root 1.7
1199 root 1.16 {
1200 root 1.38 if (!strcmp (f.get_str (), "all"))
1201     break;
1202    
1203     char *next, *cp = f.get_str ();
1204    
1205     do
1206     {
1207     if ((next = strchr (cp, ',')))
1208     *next++ = '\0';
1209    
1210     linked_char *tmp = new linked_char;
1211    
1212     tmp->name = cp;
1213     tmp->next = art->allowed;
1214     art->allowed = tmp;
1215     }
1216     while ((cp = next));
1217 root 1.16 }
1218 root 1.38 break;
1219    
1220     case KW_chance:
1221     f.get (art->chance);
1222     break;
1223    
1224     case KW_difficulty:
1225     f.get (art->difficulty);
1226     break;
1227 root 1.16
1228 root 1.38 case KW_object:
1229 root 1.16 {
1230 root 1.38 art->item = object::create ();
1231 root 1.49 f.get (art->item->name);
1232     f.next ();
1233 root 1.38
1234     if (!art->item->parse_kv (f))
1235     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1236    
1237     al = find_artifactlist (art->item->type);
1238    
1239     if (!al)
1240     {
1241     al = get_empty_artifactlist ();
1242     al->type = art->item->type;
1243     al->next = first_artifactlist;
1244     first_artifactlist = al;
1245     }
1246    
1247     art->next = al->items;
1248     al->items = art;
1249     art = 0;
1250 root 1.16 }
1251 root 1.38 continue;
1252 root 1.10
1253 root 1.38 case KW_EOF:
1254     goto done;
1255 root 1.10
1256 root 1.38 default:
1257     if (!f.parse_error ("artifacts file"))
1258     cleanup ("artifacts file required");
1259     break;
1260 root 1.16 }
1261 root 1.38
1262     f.next ();
1263 root 1.7 }
1264 root 1.3
1265 root 1.38 done:
1266     for (al = first_artifactlist; al; al = al->next)
1267 root 1.7 {
1268 root 1.47 al->total_chance = 0;
1269    
1270 root 1.38 for (art = al->items; art; art = art->next)
1271 root 1.16 {
1272     if (!art->chance)
1273     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1274     else
1275     al->total_chance += art->chance;
1276     }
1277 elmex 1.1 #if 0
1278 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1279 elmex 1.1 #endif
1280     }
1281    
1282 root 1.7 LOG (llevDebug, "done.\n");
1283 elmex 1.1 }
1284    
1285     /*
1286     * Used in artifact generation. The bonuses of the first object
1287     * is modified by the bonuses of the second object.
1288     */
1289 root 1.7 void
1290 root 1.16 add_abilities (object *op, object *change)
1291 root 1.7 {
1292 pippijn 1.14 int i, tmp;
1293 elmex 1.1
1294 root 1.7 if (change->face != blank_face)
1295     {
1296 elmex 1.1 #ifdef TREASURE_VERBOSE
1297 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1298 elmex 1.1 #endif
1299 root 1.7 op->face = change->face;
1300 elmex 1.1 }
1301    
1302 root 1.7 for (i = 0; i < NUM_STATS; i++)
1303 root 1.60 change_attr_value (&(op->stats), i, change->stats.stat (i));
1304 root 1.7
1305     op->attacktype |= change->attacktype;
1306     op->path_attuned |= change->path_attuned;
1307     op->path_repelled |= change->path_repelled;
1308     op->path_denied |= change->path_denied;
1309     op->move_type |= change->move_type;
1310     op->stats.luck += change->stats.luck;
1311    
1312     if (QUERY_FLAG (change, FLAG_CURSED))
1313     SET_FLAG (op, FLAG_CURSED);
1314     if (QUERY_FLAG (change, FLAG_DAMNED))
1315     SET_FLAG (op, FLAG_DAMNED);
1316     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1317     set_abs_magic (op, -op->magic);
1318    
1319     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1320     SET_FLAG (op, FLAG_LIFESAVE);
1321     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1322     SET_FLAG (op, FLAG_REFL_SPELL);
1323     if (QUERY_FLAG (change, FLAG_STEALTH))
1324     SET_FLAG (op, FLAG_STEALTH);
1325     if (QUERY_FLAG (change, FLAG_XRAYS))
1326     SET_FLAG (op, FLAG_XRAYS);
1327     if (QUERY_FLAG (change, FLAG_BLIND))
1328     SET_FLAG (op, FLAG_BLIND);
1329     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1330     SET_FLAG (op, FLAG_SEE_IN_DARK);
1331     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1332     SET_FLAG (op, FLAG_REFL_MISSILE);
1333     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1334     SET_FLAG (op, FLAG_MAKE_INVIS);
1335    
1336     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1337     {
1338     CLEAR_FLAG (op, FLAG_ANIMATE);
1339     /* so artifacts will join */
1340     if (!QUERY_FLAG (op, FLAG_ALIVE))
1341 root 1.16 op->speed = 0.0;
1342 root 1.12
1343 root 1.28 op->set_speed (op->speed);
1344 elmex 1.1 }
1345 root 1.7
1346     if (change->nrof)
1347 root 1.35 op->nrof = rndm (change->nrof) + 1;
1348 root 1.7
1349 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1350 root 1.7 op->stats.wc += change->stats.wc;
1351     op->stats.ac += change->stats.ac;
1352    
1353     if (change->other_arch)
1354     {
1355     /* Basically, for horns & potions, the other_arch field is the spell
1356     * to cast. So convert that to into a spell and put it into
1357     * this object.
1358     */
1359     if (op->type == HORN || op->type == POTION)
1360 root 1.16 {
1361     object *tmp_obj;
1362    
1363     /* Remove any spells this object currently has in it */
1364     while (op->inv)
1365 root 1.24 op->inv->destroy ();
1366 root 1.16
1367     tmp_obj = arch_to_object (change->other_arch);
1368     insert_ob_in_ob (tmp_obj, op);
1369     }
1370 root 1.7 /* No harm setting this for potions/horns */
1371     op->other_arch = change->other_arch;
1372     }
1373    
1374     if (change->stats.hp < 0)
1375     op->stats.hp = -change->stats.hp;
1376     else
1377     op->stats.hp += change->stats.hp;
1378    
1379     if (change->stats.maxhp < 0)
1380     op->stats.maxhp = -change->stats.maxhp;
1381     else
1382     op->stats.maxhp += change->stats.maxhp;
1383    
1384     if (change->stats.sp < 0)
1385     op->stats.sp = -change->stats.sp;
1386     else
1387     op->stats.sp += change->stats.sp;
1388    
1389     if (change->stats.maxsp < 0)
1390     op->stats.maxsp = -change->stats.maxsp;
1391     else
1392     op->stats.maxsp += change->stats.maxsp;
1393    
1394     if (change->stats.food < 0)
1395     op->stats.food = -(change->stats.food);
1396     else
1397     op->stats.food += change->stats.food;
1398    
1399     if (change->level < 0)
1400     op->level = -(change->level);
1401     else
1402     op->level += change->level;
1403    
1404     if (change->gen_sp_armour < 0)
1405     op->gen_sp_armour = -(change->gen_sp_armour);
1406     else
1407     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1408    
1409     op->item_power = change->item_power;
1410    
1411     for (i = 0; i < NROFATTACKS; i++)
1412 root 1.20 if (change->resist[i])
1413     op->resist[i] += change->resist[i];
1414 root 1.7
1415     if (change->stats.dam)
1416     {
1417     if (change->stats.dam < 0)
1418 root 1.16 op->stats.dam = (-change->stats.dam);
1419 root 1.7 else if (op->stats.dam)
1420 root 1.16 {
1421     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1422     if (tmp == op->stats.dam)
1423     {
1424     if (change->stats.dam < 10)
1425     op->stats.dam--;
1426     else
1427     op->stats.dam++;
1428     }
1429     else
1430     op->stats.dam = tmp;
1431     }
1432 root 1.7 }
1433    
1434     if (change->weight)
1435     {
1436     if (change->weight < 0)
1437 root 1.16 op->weight = (-change->weight);
1438 root 1.7 else
1439 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1440 root 1.7 }
1441    
1442     if (change->last_sp)
1443     {
1444     if (change->last_sp < 0)
1445 root 1.16 op->last_sp = (-change->last_sp);
1446 root 1.7 else
1447 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1448 root 1.7 }
1449    
1450     if (change->gen_sp_armour)
1451     {
1452     if (change->gen_sp_armour < 0)
1453 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1454 root 1.7 else
1455 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1456 root 1.7 }
1457    
1458     op->value *= change->value;
1459    
1460 root 1.36 if (change->materials)
1461     op->materials = change->materials;
1462 root 1.7
1463     if (change->materialname)
1464     op->materialname = change->materialname;
1465    
1466     if (change->slaying)
1467     op->slaying = change->slaying;
1468    
1469     if (change->race)
1470     op->race = change->race;
1471    
1472     if (change->msg)
1473     op->msg = change->msg;
1474 elmex 1.1 }
1475    
1476 root 1.7 static int
1477 root 1.52 legal_artifact_combination (object *op, artifact *art)
1478 root 1.7 {
1479 elmex 1.1 int neg, success = 0;
1480     linked_char *tmp;
1481     const char *name;
1482    
1483 root 1.52 if (!art->allowed)
1484 root 1.16 return 1; /* Ie, "all" */
1485 root 1.52
1486 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1487     {
1488 elmex 1.1 #ifdef TREASURE_VERBOSE
1489 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1490 elmex 1.1 #endif
1491 root 1.7 if (*tmp->name == '!')
1492 root 1.16 name = tmp->name + 1, neg = 1;
1493 root 1.7 else
1494 root 1.16 name = tmp->name, neg = 0;
1495 root 1.7
1496     /* If we match name, then return the opposite of 'neg' */
1497 root 1.62 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1498 root 1.16 return !neg;
1499 root 1.7
1500     /* Set success as true, since if the match was an inverse, it means
1501     * everything is allowed except what we match
1502     */
1503     else if (neg)
1504 root 1.16 success = 1;
1505 root 1.7 }
1506 root 1.52
1507 elmex 1.1 return success;
1508     }
1509    
1510     /*
1511     * Fixes the given object, giving it the abilities and titles
1512     * it should have due to the second artifact-template.
1513     */
1514    
1515 root 1.7 void
1516 root 1.12 give_artifact_abilities (object *op, object *artifct)
1517 root 1.7 {
1518 elmex 1.1 char new_name[MAX_BUF];
1519    
1520 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1521     op->title = new_name;
1522 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1523 elmex 1.1
1524 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1525 elmex 1.1 {
1526 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1527 root 1.16
1528 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1529     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1530 elmex 1.1 if (!identified)
1531 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1532 elmex 1.1 }
1533     #endif
1534     return;
1535     }
1536    
1537     /*
1538     * Decides randomly which artifact the object should be
1539     * turned into. Makes sure that the item can become that
1540     * artifact (means magic, difficulty, and Allowed fields properly).
1541     * Then calls give_artifact_abilities in order to actually create
1542     * the artifact.
1543     */
1544    
1545     /* Give 1 re-roll attempt per artifact */
1546     #define ARTIFACT_TRIES 2
1547    
1548 root 1.7 void
1549 root 1.16 generate_artifact (object *op, int difficulty)
1550 root 1.7 {
1551 elmex 1.1 artifactlist *al;
1552     artifact *art;
1553     int i;
1554    
1555 root 1.7 al = find_artifactlist (op->type);
1556    
1557     if (al == NULL)
1558     {
1559 root 1.16 #if 0 /* This is too verbose, usually */
1560 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1561 elmex 1.1 #endif
1562 root 1.7 return;
1563     }
1564    
1565     for (i = 0; i < ARTIFACT_TRIES; i++)
1566     {
1567 root 1.35 int roll = rndm (al->total_chance);
1568 elmex 1.1
1569 root 1.35 for (art = al->items; art; art = art->next)
1570 root 1.16 {
1571     roll -= art->chance;
1572     if (roll < 0)
1573     break;
1574     }
1575 elmex 1.1
1576 root 1.7 if (art == NULL || roll >= 0)
1577 root 1.16 {
1578 elmex 1.1 #if 1
1579 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1580 elmex 1.1 #endif
1581 root 1.16 return;
1582     }
1583 root 1.7 if (!strcmp (art->item->name, "NONE"))
1584 root 1.16 return;
1585 root 1.7 if (FABS (op->magic) < art->item->magic)
1586 root 1.16 continue; /* Not magic enough to be this item */
1587 root 1.7
1588     /* Map difficulty not high enough */
1589     if (difficulty < art->difficulty)
1590 root 1.16 continue;
1591 elmex 1.1
1592 root 1.7 if (!legal_artifact_combination (op, art))
1593 root 1.16 {
1594 elmex 1.1 #ifdef TREASURE_VERBOSE
1595 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1596 elmex 1.1 #endif
1597 root 1.16 continue;
1598     }
1599 root 1.42
1600 root 1.7 give_artifact_abilities (op, art->item);
1601     return;
1602 elmex 1.1 }
1603     }
1604    
1605     /* fix_flesh_item() - objects of type FLESH are similar to type
1606     * FOOD, except they inherit properties (name, food value, etc).
1607     * based on the original owner (or 'donor' if you like). -b.t.
1608     */
1609    
1610 root 1.7 void
1611 root 1.16 fix_flesh_item (object *item, object *donor)
1612 root 1.7 {
1613     char tmpbuf[MAX_BUF];
1614     int i;
1615    
1616     if (item->type == FLESH && donor)
1617     {
1618     /* change the name */
1619 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1620     item->name = tmpbuf;
1621     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1622     item->name_pl = tmpbuf;
1623 root 1.7
1624     /* weight is FLESH weight/100 * donor */
1625     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1626 root 1.16 item->weight = 1;
1627 root 1.7
1628     /* value is multiplied by level of donor */
1629     item->value *= isqrt (donor->level * 2);
1630    
1631     /* food value */
1632     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1633    
1634     /* flesh items inherit some abilities of donor, but not
1635     * full effect.
1636     */
1637     for (i = 0; i < NROFATTACKS; i++)
1638 root 1.16 item->resist[i] = donor->resist[i] / 2;
1639 root 1.7
1640     /* item inherits donor's level (important for quezals) */
1641     item->level = donor->level;
1642    
1643     /* if donor has some attacktypes, the flesh is poisonous */
1644     if (donor->attacktype & AT_POISON)
1645 root 1.16 item->type = POISON;
1646 root 1.7 if (donor->attacktype & AT_ACID)
1647 root 1.16 item->stats.hp = -1 * item->stats.food;
1648 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1649 elmex 1.1 }
1650     }
1651    
1652     /* special_potion() - so that old potion code is still done right. */
1653 root 1.7 int
1654 root 1.16 special_potion (object *op)
1655 root 1.7 {
1656     if (op->attacktype)
1657     return 1;
1658 elmex 1.1
1659 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)
1660     return 1;
1661 elmex 1.1
1662 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1663 root 1.7 if (op->resist[i])
1664     return 1;
1665 elmex 1.1
1666 root 1.7 return 0;
1667 elmex 1.1 }
1668    
1669 root 1.7 void
1670 root 1.16 free_treasurestruct (treasure *t)
1671 elmex 1.1 {
1672 root 1.41 if (t->next) free_treasurestruct (t->next);
1673     if (t->next_yes) free_treasurestruct (t->next_yes);
1674     if (t->next_no) free_treasurestruct (t->next_no);
1675 root 1.8
1676     delete t;
1677 elmex 1.1 }
1678    
1679 root 1.7 void
1680 root 1.16 free_charlinks (linked_char *lc)
1681 elmex 1.1 {
1682 root 1.7 if (lc->next)
1683     free_charlinks (lc->next);
1684    
1685     delete lc;
1686 elmex 1.1 }
1687    
1688 root 1.7 void
1689 root 1.41 free_artifact (artifact *at)
1690 elmex 1.1 {
1691 root 1.41 if (at->next) free_artifact (at->next);
1692     if (at->allowed) free_charlinks (at->allowed);
1693 root 1.7
1694 root 1.21 at->item->destroy (1);
1695 root 1.7
1696 root 1.41 sfree (at);
1697 elmex 1.1 }
1698    
1699 root 1.7 void
1700 root 1.41 free_artifactlist (artifactlist *al)
1701 elmex 1.1 {
1702 root 1.7 artifactlist *nextal;
1703 root 1.15
1704 root 1.21 for (al = first_artifactlist; al; al = nextal)
1705 root 1.7 {
1706     nextal = al->next;
1707 root 1.15
1708 root 1.7 if (al->items)
1709 root 1.16 free_artifact (al->items);
1710 root 1.15
1711 root 1.41 sfree (al);
1712 elmex 1.1 }
1713     }
1714    
1715 root 1.7 void
1716     free_all_treasures (void)
1717     {
1718     treasurelist *tl, *next;
1719 elmex 1.1
1720 root 1.41 for (tl = first_treasurelist; tl; tl = next)
1721     {
1722     clear (tl);
1723 elmex 1.1
1724 root 1.7 next = tl->next;
1725     delete tl;
1726 elmex 1.1 }
1727 root 1.41
1728 root 1.7 free_artifactlist (first_artifactlist);
1729 elmex 1.1 }