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Revision: 1.79
Committed: Tue Jul 29 02:00:55 2008 UTC (15 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_7, rel-2_71, rel-2_61
Changes since 1.78: +1 -2 lines
Log Message:
4.3

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 <loader.h>
38    
39 root 1.41 extern char *spell_mapping[];
40    
41     static treasurelist *first_treasurelist;
42 elmex 1.1
43 root 1.16 static void change_treasure (treasure *t, object *op); /* overrule default values */
44 root 1.41
45     typedef std::tr1::unordered_map<
46     const char *,
47     treasurelist *,
48     str_hash,
49     str_equal,
50 root 1.79 slice_allocator< std::pair<const char *const, treasurelist *> >
51 root 1.41 > tl_map_t;
52    
53     static tl_map_t tl_map;
54 elmex 1.1
55     /*
56 root 1.44 * Searches for the given treasurelist
57 elmex 1.1 */
58 root 1.41 treasurelist *
59     treasurelist::find (const char *name)
60     {
61     if (!name)
62     return 0;
63    
64 root 1.45 auto (i, tl_map.find (name));
65 elmex 1.1
66 root 1.41 if (i == tl_map.end ())
67     return 0;
68    
69     return i->second;
70 elmex 1.1 }
71    
72     /*
73 root 1.41 * Searches for the given treasurelist in the globally linked list
74     * of treasurelists which has been built by load_treasures().
75 elmex 1.1 */
76 root 1.41 treasurelist *
77     treasurelist::get (const char *name)
78 root 1.7 {
79 root 1.41 treasurelist *tl = find (name);
80    
81     if (!tl)
82     {
83     tl = new treasurelist;
84    
85     tl->name = name;
86     tl->next = first_treasurelist;
87     first_treasurelist = tl;
88 root 1.7
89 root 1.41 tl_map.insert (std::make_pair (tl->name, tl));
90     }
91 elmex 1.1
92 root 1.41 return tl;
93     }
94    
95     //TODO: class method
96     void
97     clear (treasurelist *tl)
98     {
99     if (tl->items)
100     {
101     free_treasurestruct (tl->items);
102     tl->items = 0;
103     }
104 root 1.44
105     tl->total_chance = 0;
106 elmex 1.1 }
107    
108 root 1.47 #ifdef TREASURE_DEBUG
109     /* recursived checks the linked list. Treasurelist is passed only
110     * so that the treasure name can be printed out
111     */
112     static void
113     check_treasurelist (const treasure *t, const treasurelist * tl)
114     {
115     if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
116     LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
117    
118     if (t->next)
119     check_treasurelist (t->next, tl);
120    
121     if (t->next_yes)
122     check_treasurelist (t->next_yes, tl);
123    
124     if (t->next_no)
125     check_treasurelist (t->next_no, tl);
126     }
127     #endif
128    
129 elmex 1.1 /*
130     * Reads the lib/treasure file from disk, and parses the contents
131     * into an internal treasure structure (very linked lists)
132     */
133 root 1.7 static treasure *
134 root 1.47 read_treasure (object_thawer &f)
135 root 1.7 {
136 root 1.41 treasure *t = new treasure;
137 root 1.7
138 root 1.47 f.next ();
139 root 1.42
140     for (;;)
141 root 1.7 {
142 root 1.70 coroapi::cede_to_tick ();
143 root 1.7
144 root 1.42 switch (f.kw)
145 root 1.16 {
146 root 1.42 case KW_arch:
147 root 1.72 t->item = archetype::find (f.get_str ());
148 root 1.73
149 root 1.72 if (!t->item)
150     {
151     f.parse_warn ("treasure references unknown archetype");
152 root 1.73 t->item = archetype::empty;
153 root 1.72 }
154    
155 root 1.42 break;
156    
157     case KW_list: f.get (t->name); break;
158     case KW_change_name: f.get (t->change_arch.name); break;
159     case KW_change_title: f.get (t->change_arch.title); break;
160     case KW_change_slaying: f.get (t->change_arch.slaying); break;
161     case KW_chance: f.get (t->chance); break;
162     case KW_nrof: f.get (t->nrof); break;
163     case KW_magic: f.get (t->magic); break;
164    
165 root 1.47 case KW_yes: t->next_yes = read_treasure (f); continue;
166     case KW_no: t->next_no = read_treasure (f); continue;
167 root 1.42
168     case KW_end:
169 root 1.47 f.next ();
170 root 1.42 return t;
171    
172     case KW_more:
173 root 1.47 t->next = read_treasure (f);
174 root 1.42 return t;
175    
176     default:
177 root 1.47 if (!f.parse_error ("treasurelist", t->name))
178 root 1.72 goto error;
179 root 1.42
180     return t;
181 root 1.16 }
182 root 1.47
183     f.next ();
184 elmex 1.1 }
185 root 1.72
186     // not reached
187    
188     error:
189     delete t;
190     return 0;
191 elmex 1.1 }
192    
193     /*
194     * Each treasure is parsed with the help of load_treasure().
195     */
196 root 1.47 treasurelist *
197     treasurelist::read (object_thawer &f)
198 root 1.7 {
199 root 1.47 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
200 root 1.7
201 root 1.47 bool one = f.kw == KW_treasureone;
202     treasurelist *tl = treasurelist::get (f.get_str ());
203     clear (tl);
204     tl->items = read_treasure (f);
205     if (!tl->items)
206     return 0;
207 root 1.42
208 root 1.47 /* This is a one of the many items on the list should be generated.
209     * Add up the chance total, and check to make sure the yes & no
210     * fields of the treasures are not being used.
211     */
212     if (one)
213 root 1.7 {
214 root 1.47 for (treasure *t = tl->items; t; t = t->next)
215 root 1.16 {
216 root 1.47 if (t->next_yes || t->next_no)
217 root 1.42 {
218 root 1.62 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
219 root 1.47 LOG (llevError, " the next_yes or next_no field is set\n");
220 root 1.16 }
221 elmex 1.1
222 root 1.47 tl->total_chance += t->chance;
223 root 1.42 }
224 root 1.47 }
225 root 1.42
226 root 1.47 return tl;
227 elmex 1.1 }
228    
229     /*
230     * Generates the objects specified by the given treasure.
231     * It goes recursively through the rest of the linked list.
232     * If there is a certain percental chance for a treasure to be generated,
233     * this is taken into consideration.
234     * The second argument specifies for which object the treasure is
235     * being generated.
236     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
237     * abilities. This is used by summon spells, thus no summoned monsters
238     * start with equipment, but only their abilities).
239     */
240 root 1.7 static void
241 root 1.16 put_treasure (object *op, object *creator, int flags)
242 elmex 1.1 {
243 root 1.56 if (flags & GT_ENVIRONMENT)
244 root 1.7 {
245 root 1.56 /* Bit of a hack - spells should never be put onto the map. The entire
246     * treasure stuff is a problem - there is no clear idea of knowing
247     * this is the original object, or if this is an object that should be created
248     * by another object.
249     */
250     //TODO: flag such as objects... as such (no drop, anybody?)
251     if (op->type == SPELL)
252     {
253     op->destroy ();
254     return;
255     }
256    
257 root 1.53 op->expand_tail ();
258    
259 root 1.77 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
260 root 1.51 op->destroy ();
261     else
262     {
263     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
264     op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
265     }
266 root 1.7 }
267     else
268     {
269 root 1.29 op = creator->insert (op);
270 root 1.27
271 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
272 root 1.16 monster_check_apply (creator, op);
273 elmex 1.1 }
274     }
275    
276     /* if there are change_xxx commands in the treasure, we include the changes
277     * in the generated object
278     */
279 root 1.7 static void
280 root 1.12 change_treasure (treasure *t, object *op)
281 elmex 1.1 {
282 root 1.7 /* CMD: change_name xxxx */
283     if (t->change_arch.name)
284 elmex 1.1 {
285 root 1.7 op->name = t->change_arch.name;
286     op->name_pl = t->change_arch.name;
287 elmex 1.1 }
288    
289 root 1.7 if (t->change_arch.title)
290     op->title = t->change_arch.title;
291    
292     if (t->change_arch.slaying)
293     op->slaying = t->change_arch.slaying;
294     }
295    
296 root 1.41 static void
297 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
298 root 1.7 {
299 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
300 elmex 1.1 {
301 root 1.7 if (t->name)
302 root 1.16 {
303 elmex 1.30 if (difficulty >= t->magic)
304 root 1.47 if (treasurelist *tl = treasurelist::find (t->name))
305     create_treasure (tl, op, flag, difficulty, tries);
306     else
307     LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
308 root 1.16 }
309 root 1.7 else
310 root 1.16 {
311 root 1.63 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
312 root 1.16 {
313 root 1.41 object *tmp = arch_to_object (t->item);
314    
315 root 1.16 if (t->nrof && tmp->nrof <= 1)
316 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
317    
318 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
319     change_treasure (t, tmp);
320     put_treasure (tmp, op, flag);
321     }
322     }
323 root 1.12
324 root 1.41 if (t->next_yes)
325 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
326 elmex 1.1 }
327 root 1.41 else if (t->next_no)
328 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
329 root 1.12
330 root 1.41 if (t->next)
331 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
332 elmex 1.1 }
333    
334 root 1.41 static void
335 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
336 root 1.7 {
337 root 1.35 int value = rndm (tl->total_chance);
338 root 1.7 treasure *t;
339 elmex 1.1
340 root 1.7 if (tries++ > 100)
341     {
342     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
343     return;
344     }
345 root 1.12
346 root 1.41 for (t = tl->items; t; t = t->next)
347 root 1.7 {
348     value -= t->chance;
349 root 1.12
350 root 1.7 if (value < 0)
351 root 1.16 break;
352 root 1.7 }
353 elmex 1.1
354 root 1.7 if (!t || value >= 0)
355 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
356 root 1.12
357 root 1.7 if (t->name)
358     {
359     if (difficulty >= t->magic)
360 elmex 1.26 {
361 root 1.41 treasurelist *tl = treasurelist::find (t->name);
362 elmex 1.26 if (tl)
363     create_treasure (tl, op, flag, difficulty, tries);
364     }
365 root 1.7 else if (t->nrof)
366 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
367 elmex 1.1 }
368 root 1.63 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
369 root 1.7 {
370 root 1.41 if (object *tmp = arch_to_object (t->item))
371     {
372     if (t->nrof && tmp->nrof <= 1)
373     tmp->nrof = rndm (t->nrof) + 1;
374 root 1.12
375 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
376     change_treasure (t, tmp);
377     put_treasure (tmp, op, flag);
378     }
379 elmex 1.1 }
380     }
381    
382 root 1.57 void
383     object::create_treasure (treasurelist *tl, int flags)
384     {
385     ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
386     }
387    
388 elmex 1.1 /* This calls the appropriate treasure creation function. tries is passed
389     * to determine how many list transitions or attempts to create treasure
390     * have been made. It is really in place to prevent infinite loops with
391     * list transitions, or so that excessively good treasure will not be
392     * created on weak maps, because it will exceed the number of allowed tries
393     * to do that.
394     */
395 root 1.7 void
396 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
397 elmex 1.1 {
398 root 1.41 // empty treasurelists are legal
399     if (!tl->items)
400     return;
401    
402 root 1.7 if (tries++ > 100)
403     {
404     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
405     return;
406     }
407 root 1.37
408 root 1.58 if (op->flag [FLAG_TREASURE_ENV])
409 root 1.59 {
410     // do not generate items when there already is something above the object
411     if (op->flag [FLAG_IS_FLOOR] && op->above)
412     return;
413    
414     flag |= GT_ENVIRONMENT;
415     }
416 root 1.58
417 elmex 1.30 if (tl->total_chance)
418     create_one_treasure (tl, op, flag, difficulty, tries);
419 root 1.7 else
420 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
421 elmex 1.1 }
422    
423     /* This is similar to the old generate treasure function. However,
424     * it instead takes a treasurelist. It is really just a wrapper around
425     * create_treasure. We create a dummy object that the treasure gets
426     * inserted into, and then return that treausre
427     */
428 root 1.7 object *
429 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
430 elmex 1.1 {
431 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
432    
433 root 1.50 object *ob = object::create ();
434 elmex 1.1
435 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
436 elmex 1.1
437 root 1.7 /* Don't want to free the object we are about to return */
438 root 1.50 object *tmp = ob->inv;
439     if (tmp)
440 root 1.23 tmp->remove ();
441 root 1.21
442 root 1.7 if (ob->inv)
443 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
444    
445 root 1.24 ob->destroy ();
446 root 1.7 return tmp;
447 elmex 1.1 }
448    
449     /*
450     * This is a new way of calculating the chance for an item to have
451     * a specific magical bonus.
452     * The array has two arguments, the difficulty of the level, and the
453     * magical bonus "wanted".
454     */
455    
456 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
457 root 1.42 // chance of magic difficulty
458     // +0 +1 +2 +3 +4
459     {95, 2, 2, 1, 0}, // 1
460     {92, 5, 2, 1, 0}, // 2
461     {85, 10, 4, 1, 0}, // 3
462     {80, 14, 4, 2, 0}, // 4
463     {75, 17, 5, 2, 1}, // 5
464     {70, 18, 8, 3, 1}, // 6
465     {65, 21, 10, 3, 1}, // 7
466     {60, 22, 12, 4, 2}, // 8
467     {55, 25, 14, 4, 2}, // 9
468     {50, 27, 16, 5, 2}, // 10
469     {45, 28, 18, 6, 3}, // 11
470     {42, 28, 20, 7, 3}, // 12
471     {40, 27, 21, 8, 4}, // 13
472     {38, 25, 22, 10, 5}, // 14
473     {36, 23, 23, 12, 6}, // 15
474     {33, 21, 24, 14, 8}, // 16
475     {31, 19, 25, 16, 9}, // 17
476     {27, 15, 30, 18, 10}, // 18
477     {20, 12, 30, 25, 13}, // 19
478     {15, 10, 28, 30, 17}, // 20
479     {13, 9, 27, 28, 23}, // 21
480     {10, 8, 25, 28, 29}, // 22
481     { 8, 7, 23, 26, 36}, // 23
482     { 6, 6, 20, 22, 46}, // 24
483     { 4, 5, 17, 18, 56}, // 25
484     { 2, 4, 12, 14, 68}, // 26
485     { 0, 3, 7, 10, 80}, // 27
486     { 0, 0, 3, 7, 90}, // 28
487     { 0, 0, 0, 3, 97}, // 29
488     { 0, 0, 0, 0, 100}, // 30
489     { 0, 0, 0, 0, 100}, // 31
490 elmex 1.1 };
491    
492     /* calculate the appropriate level for wands staves and scrolls.
493     * This code presumes that op has had its spell object created (in op->inv)
494     *
495     * elmex Wed Aug 9 17:44:59 CEST 2006:
496     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
497     */
498 root 1.7 int
499 root 1.16 level_for_item (const object *op, int difficulty)
500 elmex 1.1 {
501     if (!op->inv)
502     {
503 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
504     return 0;
505 elmex 1.1 }
506    
507 root 1.67 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
508 elmex 1.1
509     if (olevel <= 0)
510 root 1.67 olevel = rndm (1, op->inv->level);
511 elmex 1.1
512 root 1.67 return min (olevel, MAXLEVEL);
513 elmex 1.1 }
514    
515     /*
516     * Based upon the specified difficulty and upon the difftomagic_list array,
517     * a random magical bonus is returned. This is used when determine
518     * the magical bonus created on specific maps.
519     *
520     * elmex Thu Aug 10 18:45:44 CEST 2006:
521     * Scaling difficulty by max_level, as difficulty is a level and not some
522     * weird integer between 1-31.
523     *
524     */
525 root 1.7 int
526     magic_from_difficulty (int difficulty)
527 elmex 1.1 {
528     int percent = 0, magic = 0;
529     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
530    
531     scaled_diff--;
532    
533 root 1.7 if (scaled_diff < 0)
534 elmex 1.1 scaled_diff = 0;
535    
536     if (scaled_diff >= DIFFLEVELS)
537 root 1.7 scaled_diff = DIFFLEVELS - 1;
538 elmex 1.1
539 root 1.33 percent = rndm (100);
540 elmex 1.1
541 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
542 elmex 1.1 {
543     percent -= difftomagic_list[scaled_diff][magic];
544    
545     if (percent < 0)
546 root 1.16 break;
547 elmex 1.1 }
548    
549     if (magic == (MAXMAGIC + 1))
550     {
551 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
552 elmex 1.1 magic = 0;
553     }
554    
555 root 1.33 magic = (rndm (3)) ? magic : -magic;
556 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
557    
558     return magic;
559     }
560    
561     /*
562     * Sets magical bonus in an object, and recalculates the effect on
563     * the armour variable, and the effect on speed of armour.
564     * This function doesn't work properly, should add use of archetypes
565     * to make it truly absolute.
566     */
567    
568 root 1.7 void
569 root 1.16 set_abs_magic (object *op, int magic)
570 root 1.7 {
571     if (!magic)
572 elmex 1.1 return;
573    
574 root 1.7 op->magic = magic;
575     if (op->arch)
576     {
577     if (op->type == ARMOUR)
578 root 1.63 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
579 root 1.7
580 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
581 root 1.16 magic = (-magic);
582 root 1.78
583 root 1.63 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
584 root 1.7 }
585     else
586     {
587     if (op->type == ARMOUR)
588 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
589 root 1.78
590 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
591 root 1.16 magic = (-magic);
592 root 1.78
593 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
594     }
595 elmex 1.1 }
596    
597     /*
598     * Sets a random magical bonus in the given object based upon
599     * the given difficulty, and the given max possible bonus.
600     */
601    
602 root 1.7 static void
603 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
604 elmex 1.1 {
605     int i;
606 root 1.16
607 root 1.7 i = magic_from_difficulty (difficulty);
608 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
609 root 1.7 i = -i;
610     if (i > max_magic)
611 elmex 1.1 i = max_magic;
612 root 1.7 set_abs_magic (op, i);
613 elmex 1.1 if (i < 0)
614 root 1.7 SET_FLAG (op, FLAG_CURSED);
615 elmex 1.1 }
616    
617     /*
618     * Randomly adds one magical ability to the given object.
619     * Modified for Partial Resistance in many ways:
620     * 1) Since rings can have multiple bonuses, if the same bonus
621     * is rolled again, increase it - the bonuses now stack with
622     * other bonuses previously rolled and ones the item might natively have.
623     * 2) Add code to deal with new PR method.
624     */
625 root 1.7 void
626 root 1.16 set_ring_bonus (object *op, int bonus)
627 root 1.7 {
628 elmex 1.1
629 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
630 elmex 1.1
631 root 1.7 if (op->type == AMULET)
632     {
633 root 1.33 if (!(rndm (21)))
634     r = 20 + rndm (2);
635 root 1.7 else
636 root 1.16 {
637 root 1.35 if (rndm (2))
638 root 1.16 r = 10;
639     else
640 root 1.33 r = 11 + rndm (9);
641 root 1.16 }
642 root 1.7 }
643    
644     switch (r)
645     {
646 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
647     * bonuses and penalties will stack and add to existing values.
648     * of the item.
649     */
650     case 0:
651     case 1:
652     case 2:
653     case 3:
654     case 4:
655     case 5:
656     case 6:
657 root 1.60 op->stats.stat (r) += bonus;
658 root 1.16 break;
659    
660     case 7:
661     op->stats.dam += bonus;
662     break;
663    
664     case 8:
665     op->stats.wc += bonus;
666     break;
667    
668     case 9:
669     op->stats.food += bonus; /* hunger/sustenance */
670     break;
671    
672     case 10:
673     op->stats.ac += bonus;
674     break;
675    
676     /* Item that gives protections/vulnerabilities */
677     case 11:
678     case 12:
679     case 13:
680     case 14:
681     case 15:
682     case 16:
683     case 17:
684     case 18:
685     case 19:
686     {
687 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
688 root 1.16
689     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
690 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
691 root 1.16
692     /* Cursed items need to have higher negative values to equal out with
693     * positive values for how protections work out. Put another
694     * little random element in since that they don't always end up with
695     * even values.
696     */
697     if (bonus < 0)
698 root 1.35 val = 2 * -val - rndm (b);
699 root 1.16 if (val > 35)
700     val = 35; /* Upper limit */
701     b = 0;
702 root 1.34
703 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
704 root 1.34 resist = rndm (num_resist_table);
705    
706 root 1.16 if (b == 4)
707     return; /* Not able to find a free resistance */
708 root 1.34
709 root 1.16 op->resist[resist_table[resist]] = val;
710     /* We should probably do something more clever here to adjust value
711     * based on how good a resistance we gave.
712     */
713     break;
714     }
715     case 20:
716     if (op->type == AMULET)
717     {
718     SET_FLAG (op, FLAG_REFL_SPELL);
719     op->value *= 11;
720     }
721     else
722     {
723     op->stats.hp = 1; /* regenerate hit points */
724     op->value *= 4;
725     }
726     break;
727    
728     case 21:
729     if (op->type == AMULET)
730     {
731     SET_FLAG (op, FLAG_REFL_MISSILE);
732     op->value *= 9;
733     }
734     else
735     {
736     op->stats.sp = 1; /* regenerate spell points */
737     op->value *= 3;
738     }
739     break;
740    
741     case 22:
742     op->stats.exp += bonus; /* Speed! */
743     op->value = (op->value * 2) / 3;
744     break;
745 root 1.7 }
746 root 1.34
747 root 1.7 if (bonus > 0)
748     op->value *= 2 * bonus;
749     else
750     op->value = -(op->value * 2 * bonus) / 3;
751 elmex 1.1 }
752    
753     /*
754     * get_magic(diff) will return a random number between 0 and 4.
755     * diff can be any value above 2. The higher the diff-variable, the
756     * higher is the chance of returning a low number.
757     * It is only used in fix_generated_treasure() to set bonuses on
758     * rings and amulets.
759     * Another scheme is used to calculate the magic of weapons and armours.
760     */
761 root 1.7 int
762     get_magic (int diff)
763     {
764 elmex 1.1 int i;
765 root 1.16
766 root 1.7 if (diff < 3)
767     diff = 3;
768 root 1.35
769 root 1.7 for (i = 0; i < 4; i++)
770 root 1.35 if (rndm (diff))
771 root 1.7 return i;
772 root 1.35
773 elmex 1.1 return 4;
774     }
775    
776     #define DICE2 (get_magic(2)==2?2:1)
777 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
778 elmex 1.1
779     /*
780     * fix_generated_item(): This is called after an item is generated, in
781     * order to set it up right. This produced magical bonuses, puts spells
782     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
783     */
784 root 1.16
785 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
786     * op->type. Right now, which stuff the creator passes on is object type
787     * dependant. I know this is a spagetti manuever, but is there a cleaner
788     * way to do this? b.t. */
789 root 1.16
790 elmex 1.1 /*
791     * ! (flags & GT_ENVIRONMENT):
792     * Automatically calls fix_flesh_item().
793     *
794     * flags:
795     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
796     * value.
797     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
798     * a working object - don't change magic, value, etc, but set it material
799     * type as appropriate, for objects that need spell objects, set those, etc
800     */
801 root 1.7 void
802 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
803 elmex 1.1 {
804     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
805    
806     if (!creator || creator->type == op->type)
807 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
808 elmex 1.1
809     /* If we make an artifact, this information will be destroyed */
810     save_item_power = op->item_power;
811     op->item_power = 0;
812    
813     if (op->randomitems && op->type != SPELL)
814     {
815 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
816 elmex 1.1 /* So the treasure doesn't get created again */
817 root 1.42 op->randomitems = 0;
818 elmex 1.1 }
819    
820     if (difficulty < 1)
821     difficulty = 1;
822    
823 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
824     ARG_OBJECT (creator != op ? creator : 0),
825     ARG_INT (difficulty), ARG_INT (max_magic),
826     ARG_INT (flags)))
827     return;
828    
829 elmex 1.1 if (!(flags & GT_MINIMAL))
830     {
831 root 1.72 if (IS_ARCH (op->arch, crown))
832 root 1.16 {
833     set_magic (difficulty, op, max_magic, flags);
834     num_enchantments = calc_item_power (op, 1);
835     generate_artifact (op, difficulty);
836     }
837 elmex 1.1 else
838 root 1.16 {
839     if (!op->magic && max_magic)
840     set_magic (difficulty, op, max_magic, flags);
841    
842     num_enchantments = calc_item_power (op, 1);
843    
844 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
845     || op->type == HORN
846 root 1.72 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
847 root 1.16 generate_artifact (op, difficulty);
848     }
849 elmex 1.1
850     /* Object was made an artifact. Calculate its item_power rating.
851     * the item_power in the object is what the artfiact adds.
852     */
853     if (op->title)
854 root 1.16 {
855     /* if save_item_power is set, then most likely we started with an
856     * artifact and have added new abilities to it - this is rare, but
857     * but I have seen things like 'strange rings of fire'. So just figure
858     * out the power from the base power plus what this one adds. Note
859     * that since item_power is not quite linear, this actually ends up
860     * being somewhat of a bonus
861     */
862     if (save_item_power)
863     op->item_power = save_item_power + get_power_from_ench (op->item_power);
864     else
865     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
866     }
867 elmex 1.1 else if (save_item_power)
868 root 1.16 {
869     /* restore the item_power field to the object if we haven't changed it.
870     * we don't care about num_enchantments - that will basically just
871     * have calculated some value from the base attributes of the archetype.
872     */
873     op->item_power = save_item_power;
874     }
875 elmex 1.1 else
876 root 1.16 {
877     /* item_power was zero. This is suspicious, as it may be because it
878     * was never previously calculated. Let's compute a value and see if
879     * it is non-zero. If it indeed is, then assign it as the new
880     * item_power value.
881     * - gros, 21th of July 2006.
882     */
883     op->item_power = calc_item_power (op, 0);
884     save_item_power = op->item_power; /* Just in case it would get used
885     * again below */
886     }
887 elmex 1.1 }
888    
889     /* materialtype modifications. Note we allow this on artifacts. */
890     set_materialname (op, difficulty, NULL);
891    
892     if (flags & GT_MINIMAL)
893     {
894     if (op->type == POTION)
895 root 1.16 /* Handle healing and magic power potions */
896     if (op->stats.sp && !op->randomitems)
897     {
898 root 1.72 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
899 root 1.16 insert_ob_in_ob (tmp, op);
900     op->stats.sp = 0;
901     }
902 elmex 1.1 }
903 root 1.16 else if (!op->title) /* Only modify object if not special */
904 elmex 1.1 switch (op->type)
905     {
906 root 1.16 case WEAPON:
907     case ARMOUR:
908     case SHIELD:
909     case HELMET:
910     case CLOAK:
911 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
912 root 1.16 set_ring_bonus (op, -DICE2);
913     break;
914    
915     case BRACERS:
916 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
917 root 1.16 {
918     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
919     if (!QUERY_FLAG (op, FLAG_CURSED))
920     op->value *= 3;
921     }
922     break;
923    
924     case POTION:
925     {
926     int too_many_tries = 0, is_special = 0;
927    
928     /* Handle healing and magic power potions */
929     if (op->stats.sp && !op->randomitems)
930     {
931     object *tmp;
932    
933     tmp = get_archetype (spell_mapping[op->stats.sp]);
934     insert_ob_in_ob (tmp, op);
935     op->stats.sp = 0;
936     }
937    
938     while (!(is_special = special_potion (op)) && !op->inv)
939     {
940     generate_artifact (op, difficulty);
941     if (too_many_tries++ > 10)
942     break;
943     }
944    
945     /* don't want to change value for healing/magic power potions,
946     * since the value set on those is already correct.
947     */
948     if (op->inv && op->randomitems)
949     {
950     /* value multiplier is same as for scrolls */
951     op->value = (op->value * op->inv->value);
952 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
953 root 1.16 }
954     else
955     {
956     op->name = "potion";
957     op->name_pl = "potions";
958     }
959    
960 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
961 root 1.16 SET_FLAG (op, FLAG_CURSED);
962     break;
963     }
964    
965     case AMULET:
966 root 1.72 if (IS_ARCH (op->arch, amulet))
967 root 1.16 op->value *= 5; /* Since it's not just decoration */
968    
969     case RING:
970 root 1.72 if (!op->arch) // wtf? schmorp
971 root 1.16 {
972 root 1.24 op->destroy ();
973     op = 0;
974 root 1.16 break;
975     }
976    
977 root 1.72 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
978 root 1.16 break;
979    
980 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
981 root 1.16 SET_FLAG (op, FLAG_CURSED);
982    
983     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
984    
985     if (op->type != RING) /* Amulets have only one ability */
986     break;
987    
988 root 1.33 if (!(rndm (4)))
989 root 1.16 {
990 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
991 root 1.16
992     if (d > 0)
993     op->value *= 3;
994    
995     set_ring_bonus (op, d);
996    
997 root 1.33 if (!(rndm (4)))
998 root 1.16 {
999 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1000 root 1.16
1001     if (d > 0)
1002     op->value *= 5;
1003     set_ring_bonus (op, d);
1004     }
1005     }
1006    
1007     if (GET_ANIM_ID (op))
1008 root 1.35 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1009 root 1.16
1010     break;
1011    
1012     case BOOK:
1013     /* Is it an empty book?, if yes lets make a special·
1014     * msg for it, and tailor its properties based on the·
1015     * creator and/or map level we found it on.
1016     */
1017 root 1.33 if (!op->msg && rndm (10))
1018 root 1.16 {
1019     /* set the book level properly */
1020     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1021     {
1022     if (op->map && op->map->difficulty)
1023 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1024 root 1.16 else
1025 root 1.33 op->level = rndm (20) + 1;
1026 root 1.16 }
1027     else
1028 root 1.35 op->level = rndm (creator->level);
1029 root 1.16
1030     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1031     /* books w/ info are worth more! */
1032     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1033     /* creator related stuff */
1034    
1035     /* for library, chained books. Note that some monsters have no_pick
1036     * set - we don't want to set no pick in that case.
1037     */
1038     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1039     SET_FLAG (op, FLAG_NO_PICK);
1040     if (creator->slaying && !op->slaying) /* for check_inv floors */
1041     op->slaying = creator->slaying;
1042    
1043     /* add exp so reading it gives xp (once) */
1044     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1045     }
1046     break;
1047    
1048     case SPELLBOOK:
1049     op->value = op->value * op->inv->value;
1050     /* add exp so learning gives xp */
1051     op->level = op->inv->level;
1052     op->stats.exp = op->value;
1053     break;
1054    
1055     case WAND:
1056     /* nrof in the treasure list is number of charges,
1057     * not number of wands. So copy that into food (charges),
1058     * and reset nrof.
1059     */
1060     op->stats.food = op->inv->nrof;
1061     op->nrof = 1;
1062     /* If the spell changes by level, choose a random level
1063     * for it, and adjust price. If the spell doesn't
1064     * change by level, just set the wand to the level of
1065     * the spell, and value calculation is simpler.
1066     */
1067     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1068     {
1069     op->level = level_for_item (op, difficulty);
1070     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1071     }
1072     else
1073     {
1074     op->level = op->inv->level;
1075     op->value = op->value * op->inv->value;
1076     }
1077     break;
1078    
1079     case ROD:
1080     op->level = level_for_item (op, difficulty);
1081     /* Add 50 to both level an divisor to keep prices a little more
1082     * reasonable. Otherwise, a high level version of a low level
1083     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1084     * 10 time multiplier). This way, the value are a bit more reasonable.
1085     */
1086     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1087     /* maxhp is used to denote how many 'charges' the rod holds before */
1088     if (op->stats.maxhp)
1089     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1090     else
1091     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1092    
1093     op->stats.hp = op->stats.maxhp;
1094     break;
1095    
1096     case SCROLL:
1097     op->level = level_for_item (op, difficulty);
1098     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1099    
1100     /* add exp so reading them properly gives xp */
1101     op->stats.exp = op->value / 5;
1102     op->nrof = op->inv->nrof;
1103     break;
1104    
1105     case RUNE:
1106     trap_adjust (op, difficulty);
1107     break;
1108    
1109     case TRAP:
1110     trap_adjust (op, difficulty);
1111     break;
1112     } /* switch type */
1113 elmex 1.1
1114     if (flags & GT_STARTEQUIP)
1115     {
1116 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1117 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1118 elmex 1.1 else if (op->type != MONEY)
1119 root 1.16 op->value = 0;
1120 elmex 1.1 }
1121    
1122     if (!(flags & GT_ENVIRONMENT))
1123     fix_flesh_item (op, creator);
1124     }
1125    
1126     /*
1127     *
1128     *
1129     * CODE DEALING WITH ARTIFACTS STARTS HERE
1130     *
1131     *
1132     */
1133    
1134     /*
1135     * Allocate and return the pointer to an empty artifactlist structure.
1136     */
1137 root 1.7 static artifactlist *
1138     get_empty_artifactlist (void)
1139     {
1140 root 1.69 return salloc0<artifactlist> ();
1141 elmex 1.1 }
1142    
1143     /*
1144     * Allocate and return the pointer to an empty artifact structure.
1145     */
1146 root 1.7 static artifact *
1147     get_empty_artifact (void)
1148     {
1149 root 1.69 return salloc0<artifact> ();
1150 elmex 1.1 }
1151    
1152     /*
1153     * Searches the artifact lists and returns one that has the same type
1154     * of objects on it.
1155     */
1156 root 1.7 artifactlist *
1157     find_artifactlist (int type)
1158     {
1159 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1160 root 1.7 if (al->type == type)
1161     return al;
1162 root 1.38
1163     return 0;
1164 elmex 1.1 }
1165    
1166     /*
1167     * Builds up the lists of artifacts from the file in the libdir.
1168     */
1169 root 1.7 void
1170     init_artifacts (void)
1171     {
1172     static int has_been_inited = 0;
1173 pippijn 1.39 char filename[MAX_BUF];
1174 root 1.7 artifact *art = NULL;
1175     artifactlist *al;
1176    
1177     if (has_been_inited)
1178     return;
1179     else
1180     has_been_inited = 1;
1181 elmex 1.1
1182 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1183 root 1.38 object_thawer f (filename);
1184 elmex 1.1
1185 root 1.38 if (!f)
1186 root 1.7 return;
1187 elmex 1.1
1188 root 1.38 for (;;)
1189 root 1.7 {
1190 root 1.38 switch (f.kw)
1191     {
1192     case KW_allowed:
1193     if (!art)
1194 root 1.47 art = get_empty_artifact ();
1195 root 1.7
1196 root 1.16 {
1197 root 1.38 if (!strcmp (f.get_str (), "all"))
1198     break;
1199    
1200     char *next, *cp = f.get_str ();
1201    
1202     do
1203     {
1204     if ((next = strchr (cp, ',')))
1205     *next++ = '\0';
1206    
1207     linked_char *tmp = new linked_char;
1208    
1209     tmp->name = cp;
1210     tmp->next = art->allowed;
1211     art->allowed = tmp;
1212     }
1213     while ((cp = next));
1214 root 1.16 }
1215 root 1.38 break;
1216    
1217     case KW_chance:
1218     f.get (art->chance);
1219     break;
1220    
1221     case KW_difficulty:
1222     f.get (art->difficulty);
1223     break;
1224 root 1.16
1225 root 1.38 case KW_object:
1226 root 1.16 {
1227 root 1.38 art->item = object::create ();
1228 root 1.49 f.get (art->item->name);
1229     f.next ();
1230 root 1.38
1231     if (!art->item->parse_kv (f))
1232     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1233    
1234     al = find_artifactlist (art->item->type);
1235    
1236     if (!al)
1237     {
1238     al = get_empty_artifactlist ();
1239     al->type = art->item->type;
1240     al->next = first_artifactlist;
1241     first_artifactlist = al;
1242     }
1243    
1244     art->next = al->items;
1245     al->items = art;
1246     art = 0;
1247 root 1.16 }
1248 root 1.38 continue;
1249 root 1.10
1250 root 1.38 case KW_EOF:
1251     goto done;
1252 root 1.10
1253 root 1.38 default:
1254     if (!f.parse_error ("artifacts file"))
1255     cleanup ("artifacts file required");
1256     break;
1257 root 1.16 }
1258 root 1.38
1259     f.next ();
1260 root 1.7 }
1261 root 1.3
1262 root 1.38 done:
1263     for (al = first_artifactlist; al; al = al->next)
1264 root 1.7 {
1265 root 1.47 al->total_chance = 0;
1266    
1267 root 1.38 for (art = al->items; art; art = art->next)
1268 root 1.16 {
1269     if (!art->chance)
1270     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1271     else
1272     al->total_chance += art->chance;
1273     }
1274 elmex 1.1 #if 0
1275 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1276 elmex 1.1 #endif
1277     }
1278    
1279 root 1.7 LOG (llevDebug, "done.\n");
1280 elmex 1.1 }
1281    
1282     /*
1283     * Used in artifact generation. The bonuses of the first object
1284     * is modified by the bonuses of the second object.
1285     */
1286 root 1.7 void
1287 root 1.16 add_abilities (object *op, object *change)
1288 root 1.7 {
1289 pippijn 1.14 int i, tmp;
1290 elmex 1.1
1291 root 1.7 if (change->face != blank_face)
1292     {
1293 elmex 1.1 #ifdef TREASURE_VERBOSE
1294 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1295 elmex 1.1 #endif
1296 root 1.7 op->face = change->face;
1297 elmex 1.1 }
1298    
1299 root 1.7 for (i = 0; i < NUM_STATS; i++)
1300 root 1.60 change_attr_value (&(op->stats), i, change->stats.stat (i));
1301 root 1.7
1302     op->attacktype |= change->attacktype;
1303     op->path_attuned |= change->path_attuned;
1304     op->path_repelled |= change->path_repelled;
1305     op->path_denied |= change->path_denied;
1306     op->move_type |= change->move_type;
1307     op->stats.luck += change->stats.luck;
1308    
1309     if (QUERY_FLAG (change, FLAG_CURSED))
1310     SET_FLAG (op, FLAG_CURSED);
1311     if (QUERY_FLAG (change, FLAG_DAMNED))
1312     SET_FLAG (op, FLAG_DAMNED);
1313     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1314     set_abs_magic (op, -op->magic);
1315    
1316     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1317     SET_FLAG (op, FLAG_LIFESAVE);
1318     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1319     SET_FLAG (op, FLAG_REFL_SPELL);
1320     if (QUERY_FLAG (change, FLAG_STEALTH))
1321     SET_FLAG (op, FLAG_STEALTH);
1322     if (QUERY_FLAG (change, FLAG_XRAYS))
1323     SET_FLAG (op, FLAG_XRAYS);
1324     if (QUERY_FLAG (change, FLAG_BLIND))
1325     SET_FLAG (op, FLAG_BLIND);
1326     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1327     SET_FLAG (op, FLAG_SEE_IN_DARK);
1328     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1329     SET_FLAG (op, FLAG_REFL_MISSILE);
1330     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1331     SET_FLAG (op, FLAG_MAKE_INVIS);
1332    
1333     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1334     {
1335     CLEAR_FLAG (op, FLAG_ANIMATE);
1336     /* so artifacts will join */
1337     if (!QUERY_FLAG (op, FLAG_ALIVE))
1338 root 1.16 op->speed = 0.0;
1339 root 1.12
1340 root 1.28 op->set_speed (op->speed);
1341 elmex 1.1 }
1342 root 1.7
1343     if (change->nrof)
1344 root 1.35 op->nrof = rndm (change->nrof) + 1;
1345 root 1.7
1346 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1347 root 1.7 op->stats.wc += change->stats.wc;
1348     op->stats.ac += change->stats.ac;
1349    
1350     if (change->other_arch)
1351     {
1352     /* Basically, for horns & potions, the other_arch field is the spell
1353     * to cast. So convert that to into a spell and put it into
1354     * this object.
1355     */
1356     if (op->type == HORN || op->type == POTION)
1357 root 1.16 {
1358     object *tmp_obj;
1359    
1360     /* Remove any spells this object currently has in it */
1361     while (op->inv)
1362 root 1.24 op->inv->destroy ();
1363 root 1.16
1364     tmp_obj = arch_to_object (change->other_arch);
1365     insert_ob_in_ob (tmp_obj, op);
1366     }
1367 root 1.7 /* No harm setting this for potions/horns */
1368     op->other_arch = change->other_arch;
1369     }
1370    
1371     if (change->stats.hp < 0)
1372     op->stats.hp = -change->stats.hp;
1373     else
1374     op->stats.hp += change->stats.hp;
1375    
1376     if (change->stats.maxhp < 0)
1377     op->stats.maxhp = -change->stats.maxhp;
1378     else
1379     op->stats.maxhp += change->stats.maxhp;
1380    
1381     if (change->stats.sp < 0)
1382     op->stats.sp = -change->stats.sp;
1383     else
1384     op->stats.sp += change->stats.sp;
1385    
1386     if (change->stats.maxsp < 0)
1387     op->stats.maxsp = -change->stats.maxsp;
1388     else
1389     op->stats.maxsp += change->stats.maxsp;
1390    
1391     if (change->stats.food < 0)
1392     op->stats.food = -(change->stats.food);
1393     else
1394     op->stats.food += change->stats.food;
1395    
1396     if (change->level < 0)
1397     op->level = -(change->level);
1398     else
1399     op->level += change->level;
1400    
1401     if (change->gen_sp_armour < 0)
1402     op->gen_sp_armour = -(change->gen_sp_armour);
1403     else
1404     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1405    
1406     op->item_power = change->item_power;
1407    
1408     for (i = 0; i < NROFATTACKS; i++)
1409 root 1.20 if (change->resist[i])
1410     op->resist[i] += change->resist[i];
1411 root 1.7
1412     if (change->stats.dam)
1413     {
1414     if (change->stats.dam < 0)
1415 root 1.16 op->stats.dam = (-change->stats.dam);
1416 root 1.7 else if (op->stats.dam)
1417 root 1.16 {
1418     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1419     if (tmp == op->stats.dam)
1420     {
1421     if (change->stats.dam < 10)
1422     op->stats.dam--;
1423     else
1424     op->stats.dam++;
1425     }
1426     else
1427     op->stats.dam = tmp;
1428     }
1429 root 1.7 }
1430    
1431     if (change->weight)
1432     {
1433     if (change->weight < 0)
1434 root 1.16 op->weight = (-change->weight);
1435 root 1.7 else
1436 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1437 root 1.7 }
1438    
1439     if (change->last_sp)
1440     {
1441     if (change->last_sp < 0)
1442 root 1.16 op->last_sp = (-change->last_sp);
1443 root 1.7 else
1444 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1445 root 1.7 }
1446    
1447     if (change->gen_sp_armour)
1448     {
1449     if (change->gen_sp_armour < 0)
1450 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1451 root 1.7 else
1452 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1453 root 1.7 }
1454    
1455     op->value *= change->value;
1456    
1457 root 1.36 if (change->materials)
1458     op->materials = change->materials;
1459 root 1.7
1460     if (change->materialname)
1461     op->materialname = change->materialname;
1462    
1463     if (change->slaying)
1464     op->slaying = change->slaying;
1465    
1466     if (change->race)
1467     op->race = change->race;
1468    
1469     if (change->msg)
1470     op->msg = change->msg;
1471 elmex 1.1 }
1472    
1473 root 1.7 static int
1474 root 1.52 legal_artifact_combination (object *op, artifact *art)
1475 root 1.7 {
1476 elmex 1.1 int neg, success = 0;
1477     linked_char *tmp;
1478     const char *name;
1479    
1480 root 1.52 if (!art->allowed)
1481 root 1.16 return 1; /* Ie, "all" */
1482 root 1.52
1483 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1484     {
1485 elmex 1.1 #ifdef TREASURE_VERBOSE
1486 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1487 elmex 1.1 #endif
1488 root 1.7 if (*tmp->name == '!')
1489 root 1.16 name = tmp->name + 1, neg = 1;
1490 root 1.7 else
1491 root 1.16 name = tmp->name, neg = 0;
1492 root 1.7
1493     /* If we match name, then return the opposite of 'neg' */
1494 root 1.62 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1495 root 1.16 return !neg;
1496 root 1.7
1497     /* Set success as true, since if the match was an inverse, it means
1498     * everything is allowed except what we match
1499     */
1500     else if (neg)
1501 root 1.16 success = 1;
1502 root 1.7 }
1503 root 1.52
1504 elmex 1.1 return success;
1505     }
1506    
1507     /*
1508     * Fixes the given object, giving it the abilities and titles
1509     * it should have due to the second artifact-template.
1510     */
1511    
1512 root 1.7 void
1513 root 1.12 give_artifact_abilities (object *op, object *artifct)
1514 root 1.7 {
1515 elmex 1.1 char new_name[MAX_BUF];
1516    
1517 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1518     op->title = new_name;
1519 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1520 elmex 1.1
1521 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1522 elmex 1.1 {
1523 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1524 root 1.16
1525 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1526     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1527 elmex 1.1 if (!identified)
1528 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1529 elmex 1.1 }
1530     #endif
1531     return;
1532     }
1533    
1534     /*
1535     * Decides randomly which artifact the object should be
1536     * turned into. Makes sure that the item can become that
1537     * artifact (means magic, difficulty, and Allowed fields properly).
1538     * Then calls give_artifact_abilities in order to actually create
1539     * the artifact.
1540     */
1541    
1542     /* Give 1 re-roll attempt per artifact */
1543     #define ARTIFACT_TRIES 2
1544    
1545 root 1.7 void
1546 root 1.16 generate_artifact (object *op, int difficulty)
1547 root 1.7 {
1548 elmex 1.1 artifactlist *al;
1549     artifact *art;
1550     int i;
1551    
1552 root 1.7 al = find_artifactlist (op->type);
1553    
1554     if (al == NULL)
1555     {
1556 root 1.16 #if 0 /* This is too verbose, usually */
1557 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1558 elmex 1.1 #endif
1559 root 1.7 return;
1560     }
1561    
1562     for (i = 0; i < ARTIFACT_TRIES; i++)
1563     {
1564 root 1.35 int roll = rndm (al->total_chance);
1565 elmex 1.1
1566 root 1.35 for (art = al->items; art; art = art->next)
1567 root 1.16 {
1568     roll -= art->chance;
1569     if (roll < 0)
1570     break;
1571     }
1572 elmex 1.1
1573 root 1.7 if (art == NULL || roll >= 0)
1574 root 1.16 {
1575 elmex 1.1 #if 1
1576 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1577 elmex 1.1 #endif
1578 root 1.16 return;
1579     }
1580 root 1.7 if (!strcmp (art->item->name, "NONE"))
1581 root 1.16 return;
1582 root 1.7 if (FABS (op->magic) < art->item->magic)
1583 root 1.16 continue; /* Not magic enough to be this item */
1584 root 1.7
1585     /* Map difficulty not high enough */
1586     if (difficulty < art->difficulty)
1587 root 1.16 continue;
1588 elmex 1.1
1589 root 1.7 if (!legal_artifact_combination (op, art))
1590 root 1.16 {
1591 elmex 1.1 #ifdef TREASURE_VERBOSE
1592 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1593 elmex 1.1 #endif
1594 root 1.16 continue;
1595     }
1596 root 1.42
1597 root 1.7 give_artifact_abilities (op, art->item);
1598     return;
1599 elmex 1.1 }
1600     }
1601    
1602     /* fix_flesh_item() - objects of type FLESH are similar to type
1603     * FOOD, except they inherit properties (name, food value, etc).
1604     * based on the original owner (or 'donor' if you like). -b.t.
1605     */
1606    
1607 root 1.7 void
1608 root 1.16 fix_flesh_item (object *item, object *donor)
1609 root 1.7 {
1610     char tmpbuf[MAX_BUF];
1611     int i;
1612    
1613     if (item->type == FLESH && donor)
1614     {
1615     /* change the name */
1616 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1617     item->name = tmpbuf;
1618     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1619     item->name_pl = tmpbuf;
1620 root 1.7
1621     /* weight is FLESH weight/100 * donor */
1622     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1623 root 1.16 item->weight = 1;
1624 root 1.7
1625     /* value is multiplied by level of donor */
1626     item->value *= isqrt (donor->level * 2);
1627    
1628     /* food value */
1629     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1630    
1631     /* flesh items inherit some abilities of donor, but not
1632     * full effect.
1633     */
1634     for (i = 0; i < NROFATTACKS; i++)
1635 root 1.16 item->resist[i] = donor->resist[i] / 2;
1636 root 1.7
1637     /* item inherits donor's level (important for quezals) */
1638     item->level = donor->level;
1639    
1640     /* if donor has some attacktypes, the flesh is poisonous */
1641     if (donor->attacktype & AT_POISON)
1642 root 1.16 item->type = POISON;
1643 root 1.7 if (donor->attacktype & AT_ACID)
1644 root 1.16 item->stats.hp = -1 * item->stats.food;
1645 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1646 elmex 1.1 }
1647     }
1648    
1649     /* special_potion() - so that old potion code is still done right. */
1650 root 1.7 int
1651 root 1.16 special_potion (object *op)
1652 root 1.7 {
1653     if (op->attacktype)
1654     return 1;
1655 elmex 1.1
1656 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)
1657     return 1;
1658 elmex 1.1
1659 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1660 root 1.7 if (op->resist[i])
1661     return 1;
1662 elmex 1.1
1663 root 1.7 return 0;
1664 elmex 1.1 }
1665    
1666 root 1.7 void
1667 root 1.16 free_treasurestruct (treasure *t)
1668 elmex 1.1 {
1669 root 1.41 if (t->next) free_treasurestruct (t->next);
1670     if (t->next_yes) free_treasurestruct (t->next_yes);
1671     if (t->next_no) free_treasurestruct (t->next_no);
1672 root 1.8
1673     delete t;
1674 elmex 1.1 }
1675    
1676 root 1.7 void
1677 root 1.16 free_charlinks (linked_char *lc)
1678 elmex 1.1 {
1679 root 1.7 if (lc->next)
1680     free_charlinks (lc->next);
1681    
1682     delete lc;
1683 elmex 1.1 }
1684    
1685 root 1.7 void
1686 root 1.41 free_artifact (artifact *at)
1687 elmex 1.1 {
1688 root 1.41 if (at->next) free_artifact (at->next);
1689     if (at->allowed) free_charlinks (at->allowed);
1690 root 1.7
1691 root 1.21 at->item->destroy (1);
1692 root 1.7
1693 root 1.41 sfree (at);
1694 elmex 1.1 }
1695    
1696 root 1.7 void
1697 root 1.41 free_artifactlist (artifactlist *al)
1698 elmex 1.1 {
1699 root 1.7 artifactlist *nextal;
1700 root 1.15
1701 root 1.21 for (al = first_artifactlist; al; al = nextal)
1702 root 1.7 {
1703     nextal = al->next;
1704 root 1.15
1705 root 1.7 if (al->items)
1706 root 1.16 free_artifact (al->items);
1707 root 1.15
1708 root 1.41 sfree (al);
1709 elmex 1.1 }
1710     }
1711    
1712 root 1.7 void
1713     free_all_treasures (void)
1714     {
1715     treasurelist *tl, *next;
1716 elmex 1.1
1717 root 1.41 for (tl = first_treasurelist; tl; tl = next)
1718     {
1719     clear (tl);
1720 elmex 1.1
1721 root 1.7 next = tl->next;
1722     delete tl;
1723 elmex 1.1 }
1724 root 1.41
1725 root 1.7 free_artifactlist (first_artifactlist);
1726 elmex 1.1 }