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Revision: 1.84
Committed: Thu Jan 1 11:41:17 2009 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_76, rel-2_77, rel-2_75, rel-2_78
Changes since 1.83: +4 -2 lines
Log Message:
*** empty log message ***

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 root 1.82 op->destroy ();
254 root 1.56 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 1.82 op->destroy ();
261 root 1.51 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 1.82 ob->destroy ();
446 root 1.80
447 root 1.7 return tmp;
448 elmex 1.1 }
449    
450     /*
451     * This is a new way of calculating the chance for an item to have
452     * a specific magical bonus.
453     * The array has two arguments, the difficulty of the level, and the
454     * magical bonus "wanted".
455     */
456    
457 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
458 root 1.42 // chance of magic difficulty
459     // +0 +1 +2 +3 +4
460     {95, 2, 2, 1, 0}, // 1
461     {92, 5, 2, 1, 0}, // 2
462     {85, 10, 4, 1, 0}, // 3
463     {80, 14, 4, 2, 0}, // 4
464     {75, 17, 5, 2, 1}, // 5
465     {70, 18, 8, 3, 1}, // 6
466     {65, 21, 10, 3, 1}, // 7
467     {60, 22, 12, 4, 2}, // 8
468     {55, 25, 14, 4, 2}, // 9
469     {50, 27, 16, 5, 2}, // 10
470     {45, 28, 18, 6, 3}, // 11
471     {42, 28, 20, 7, 3}, // 12
472     {40, 27, 21, 8, 4}, // 13
473     {38, 25, 22, 10, 5}, // 14
474     {36, 23, 23, 12, 6}, // 15
475     {33, 21, 24, 14, 8}, // 16
476     {31, 19, 25, 16, 9}, // 17
477     {27, 15, 30, 18, 10}, // 18
478     {20, 12, 30, 25, 13}, // 19
479     {15, 10, 28, 30, 17}, // 20
480     {13, 9, 27, 28, 23}, // 21
481     {10, 8, 25, 28, 29}, // 22
482     { 8, 7, 23, 26, 36}, // 23
483     { 6, 6, 20, 22, 46}, // 24
484     { 4, 5, 17, 18, 56}, // 25
485     { 2, 4, 12, 14, 68}, // 26
486     { 0, 3, 7, 10, 80}, // 27
487     { 0, 0, 3, 7, 90}, // 28
488     { 0, 0, 0, 3, 97}, // 29
489     { 0, 0, 0, 0, 100}, // 30
490     { 0, 0, 0, 0, 100}, // 31
491 elmex 1.1 };
492    
493     /* calculate the appropriate level for wands staves and scrolls.
494     * This code presumes that op has had its spell object created (in op->inv)
495     *
496     * elmex Wed Aug 9 17:44:59 CEST 2006:
497     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
498     */
499 root 1.7 int
500 root 1.16 level_for_item (const object *op, int difficulty)
501 elmex 1.1 {
502     if (!op->inv)
503     {
504 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
505     return 0;
506 elmex 1.1 }
507    
508 root 1.67 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
509 elmex 1.1
510     if (olevel <= 0)
511 root 1.67 olevel = rndm (1, op->inv->level);
512 elmex 1.1
513 root 1.67 return min (olevel, MAXLEVEL);
514 elmex 1.1 }
515    
516     /*
517     * Based upon the specified difficulty and upon the difftomagic_list array,
518     * a random magical bonus is returned. This is used when determine
519     * the magical bonus created on specific maps.
520     *
521     * elmex Thu Aug 10 18:45:44 CEST 2006:
522     * Scaling difficulty by max_level, as difficulty is a level and not some
523     * weird integer between 1-31.
524     *
525     */
526 root 1.7 int
527     magic_from_difficulty (int difficulty)
528 elmex 1.1 {
529     int percent = 0, magic = 0;
530     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
531    
532     scaled_diff--;
533    
534 root 1.7 if (scaled_diff < 0)
535 elmex 1.1 scaled_diff = 0;
536    
537     if (scaled_diff >= DIFFLEVELS)
538 root 1.7 scaled_diff = DIFFLEVELS - 1;
539 elmex 1.1
540 root 1.33 percent = rndm (100);
541 elmex 1.1
542 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
543 elmex 1.1 {
544     percent -= difftomagic_list[scaled_diff][magic];
545    
546     if (percent < 0)
547 root 1.16 break;
548 elmex 1.1 }
549    
550     if (magic == (MAXMAGIC + 1))
551     {
552 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
553 elmex 1.1 magic = 0;
554     }
555    
556 root 1.33 magic = (rndm (3)) ? magic : -magic;
557 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
558    
559     return magic;
560     }
561    
562     /*
563     * Sets magical bonus in an object, and recalculates the effect on
564     * the armour variable, and the effect on speed of armour.
565     * This function doesn't work properly, should add use of archetypes
566     * to make it truly absolute.
567     */
568    
569 root 1.7 void
570 root 1.16 set_abs_magic (object *op, int magic)
571 root 1.7 {
572     if (!magic)
573 elmex 1.1 return;
574    
575 root 1.7 op->magic = magic;
576     if (op->arch)
577     {
578     if (op->type == ARMOUR)
579 root 1.63 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
580 root 1.7
581 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
582 root 1.16 magic = (-magic);
583 root 1.78
584 root 1.63 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
585 root 1.7 }
586     else
587     {
588     if (op->type == ARMOUR)
589 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590 root 1.78
591 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
592 root 1.16 magic = (-magic);
593 root 1.78
594 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
595     }
596 elmex 1.1 }
597    
598     /*
599     * Sets a random magical bonus in the given object based upon
600     * the given difficulty, and the given max possible bonus.
601     */
602    
603 root 1.7 static void
604 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
605 elmex 1.1 {
606     int i;
607 root 1.16
608 root 1.7 i = magic_from_difficulty (difficulty);
609 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
610 root 1.7 i = -i;
611     if (i > max_magic)
612 elmex 1.1 i = max_magic;
613 root 1.7 set_abs_magic (op, i);
614 elmex 1.1 if (i < 0)
615 root 1.7 SET_FLAG (op, FLAG_CURSED);
616 elmex 1.1 }
617    
618     /*
619     * Randomly adds one magical ability to the given object.
620     * Modified for Partial Resistance in many ways:
621     * 1) Since rings can have multiple bonuses, if the same bonus
622     * is rolled again, increase it - the bonuses now stack with
623     * other bonuses previously rolled and ones the item might natively have.
624     * 2) Add code to deal with new PR method.
625     */
626 root 1.7 void
627 root 1.16 set_ring_bonus (object *op, int bonus)
628 root 1.7 {
629 elmex 1.1
630 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
631 elmex 1.1
632 root 1.7 if (op->type == AMULET)
633     {
634 root 1.33 if (!(rndm (21)))
635     r = 20 + rndm (2);
636 root 1.7 else
637 root 1.16 {
638 root 1.35 if (rndm (2))
639 root 1.16 r = 10;
640     else
641 root 1.33 r = 11 + rndm (9);
642 root 1.16 }
643 root 1.7 }
644    
645     switch (r)
646     {
647 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
648     * bonuses and penalties will stack and add to existing values.
649     * of the item.
650     */
651     case 0:
652     case 1:
653     case 2:
654     case 3:
655     case 4:
656     case 5:
657     case 6:
658 root 1.60 op->stats.stat (r) += bonus;
659 root 1.16 break;
660    
661     case 7:
662     op->stats.dam += bonus;
663     break;
664    
665     case 8:
666     op->stats.wc += bonus;
667     break;
668    
669     case 9:
670     op->stats.food += bonus; /* hunger/sustenance */
671     break;
672    
673     case 10:
674     op->stats.ac += bonus;
675     break;
676    
677     /* Item that gives protections/vulnerabilities */
678     case 11:
679     case 12:
680     case 13:
681     case 14:
682     case 15:
683     case 16:
684     case 17:
685     case 18:
686     case 19:
687     {
688 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
689 root 1.16
690     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
691 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
692 root 1.16
693     /* Cursed items need to have higher negative values to equal out with
694     * positive values for how protections work out. Put another
695     * little random element in since that they don't always end up with
696     * even values.
697     */
698     if (bonus < 0)
699 root 1.35 val = 2 * -val - rndm (b);
700 root 1.16 if (val > 35)
701     val = 35; /* Upper limit */
702     b = 0;
703 root 1.34
704 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
705 root 1.34 resist = rndm (num_resist_table);
706    
707 root 1.16 if (b == 4)
708     return; /* Not able to find a free resistance */
709 root 1.34
710 root 1.16 op->resist[resist_table[resist]] = val;
711     /* We should probably do something more clever here to adjust value
712     * based on how good a resistance we gave.
713     */
714     break;
715     }
716     case 20:
717     if (op->type == AMULET)
718     {
719     SET_FLAG (op, FLAG_REFL_SPELL);
720     op->value *= 11;
721     }
722     else
723     {
724     op->stats.hp = 1; /* regenerate hit points */
725     op->value *= 4;
726     }
727     break;
728    
729     case 21:
730     if (op->type == AMULET)
731     {
732     SET_FLAG (op, FLAG_REFL_MISSILE);
733     op->value *= 9;
734     }
735     else
736     {
737     op->stats.sp = 1; /* regenerate spell points */
738     op->value *= 3;
739     }
740     break;
741    
742     case 22:
743     op->stats.exp += bonus; /* Speed! */
744     op->value = (op->value * 2) / 3;
745     break;
746 root 1.7 }
747 root 1.34
748 root 1.7 if (bonus > 0)
749     op->value *= 2 * bonus;
750     else
751     op->value = -(op->value * 2 * bonus) / 3;
752 elmex 1.1 }
753    
754     /*
755     * get_magic(diff) will return a random number between 0 and 4.
756     * diff can be any value above 2. The higher the diff-variable, the
757     * higher is the chance of returning a low number.
758     * It is only used in fix_generated_treasure() to set bonuses on
759     * rings and amulets.
760     * Another scheme is used to calculate the magic of weapons and armours.
761     */
762 root 1.7 int
763     get_magic (int diff)
764     {
765 elmex 1.1 int i;
766 root 1.16
767 root 1.7 if (diff < 3)
768     diff = 3;
769 root 1.35
770 root 1.7 for (i = 0; i < 4; i++)
771 root 1.35 if (rndm (diff))
772 root 1.7 return i;
773 root 1.35
774 elmex 1.1 return 4;
775     }
776    
777     #define DICE2 (get_magic(2)==2?2:1)
778 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
779 elmex 1.1
780     /*
781     * fix_generated_item(): This is called after an item is generated, in
782     * order to set it up right. This produced magical bonuses, puts spells
783     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
784     */
785 root 1.16
786 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
787     * op->type. Right now, which stuff the creator passes on is object type
788     * dependant. I know this is a spagetti manuever, but is there a cleaner
789     * way to do this? b.t. */
790 root 1.16
791 elmex 1.1 /*
792     * ! (flags & GT_ENVIRONMENT):
793     * Automatically calls fix_flesh_item().
794     *
795     * flags:
796     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
797     * value.
798     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
799     * a working object - don't change magic, value, etc, but set it material
800     * type as appropriate, for objects that need spell objects, set those, etc
801     */
802 root 1.7 void
803 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
804 elmex 1.1 {
805     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
806    
807     if (!creator || creator->type == op->type)
808 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
809 elmex 1.1
810     /* If we make an artifact, this information will be destroyed */
811     save_item_power = op->item_power;
812     op->item_power = 0;
813    
814     if (op->randomitems && op->type != SPELL)
815     {
816 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
817 elmex 1.1 /* So the treasure doesn't get created again */
818 root 1.42 op->randomitems = 0;
819 elmex 1.1 }
820    
821     if (difficulty < 1)
822     difficulty = 1;
823    
824 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
825     ARG_OBJECT (creator != op ? creator : 0),
826     ARG_INT (difficulty), ARG_INT (max_magic),
827     ARG_INT (flags)))
828     return;
829    
830 elmex 1.1 if (!(flags & GT_MINIMAL))
831     {
832 root 1.72 if (IS_ARCH (op->arch, crown))
833 root 1.16 {
834     set_magic (difficulty, op, max_magic, flags);
835     num_enchantments = calc_item_power (op, 1);
836     generate_artifact (op, difficulty);
837     }
838 elmex 1.1 else
839 root 1.16 {
840     if (!op->magic && max_magic)
841     set_magic (difficulty, op, max_magic, flags);
842    
843     num_enchantments = calc_item_power (op, 1);
844    
845 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
846     || op->type == HORN
847 root 1.72 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
848 root 1.16 generate_artifact (op, difficulty);
849     }
850 elmex 1.1
851     /* Object was made an artifact. Calculate its item_power rating.
852     * the item_power in the object is what the artfiact adds.
853     */
854     if (op->title)
855 root 1.16 {
856     /* if save_item_power is set, then most likely we started with an
857     * artifact and have added new abilities to it - this is rare, but
858     * but I have seen things like 'strange rings of fire'. So just figure
859     * out the power from the base power plus what this one adds. Note
860     * that since item_power is not quite linear, this actually ends up
861     * being somewhat of a bonus
862     */
863     if (save_item_power)
864     op->item_power = save_item_power + get_power_from_ench (op->item_power);
865     else
866     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
867     }
868 elmex 1.1 else if (save_item_power)
869 root 1.16 {
870     /* restore the item_power field to the object if we haven't changed it.
871     * we don't care about num_enchantments - that will basically just
872     * have calculated some value from the base attributes of the archetype.
873     */
874     op->item_power = save_item_power;
875     }
876 elmex 1.1 else
877 root 1.16 {
878     /* item_power was zero. This is suspicious, as it may be because it
879     * was never previously calculated. Let's compute a value and see if
880     * it is non-zero. If it indeed is, then assign it as the new
881     * item_power value.
882     * - gros, 21th of July 2006.
883     */
884     op->item_power = calc_item_power (op, 0);
885     save_item_power = op->item_power; /* Just in case it would get used
886     * again below */
887     }
888 elmex 1.1 }
889    
890     /* materialtype modifications. Note we allow this on artifacts. */
891     set_materialname (op, difficulty, NULL);
892    
893     if (flags & GT_MINIMAL)
894     {
895     if (op->type == POTION)
896 root 1.16 /* Handle healing and magic power potions */
897     if (op->stats.sp && !op->randomitems)
898     {
899 root 1.72 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
900 root 1.16 insert_ob_in_ob (tmp, op);
901     op->stats.sp = 0;
902     }
903 elmex 1.1 }
904 root 1.16 else if (!op->title) /* Only modify object if not special */
905 elmex 1.1 switch (op->type)
906     {
907 root 1.16 case WEAPON:
908     case ARMOUR:
909     case SHIELD:
910     case HELMET:
911     case CLOAK:
912 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
913 root 1.16 set_ring_bonus (op, -DICE2);
914     break;
915    
916     case BRACERS:
917 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
918 root 1.16 {
919     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
920     if (!QUERY_FLAG (op, FLAG_CURSED))
921     op->value *= 3;
922     }
923     break;
924    
925     case POTION:
926     {
927     int too_many_tries = 0, is_special = 0;
928    
929     /* Handle healing and magic power potions */
930     if (op->stats.sp && !op->randomitems)
931     {
932     object *tmp;
933    
934     tmp = get_archetype (spell_mapping[op->stats.sp]);
935     insert_ob_in_ob (tmp, op);
936     op->stats.sp = 0;
937     }
938    
939     while (!(is_special = special_potion (op)) && !op->inv)
940     {
941     generate_artifact (op, difficulty);
942     if (too_many_tries++ > 10)
943     break;
944     }
945    
946     /* don't want to change value for healing/magic power potions,
947     * since the value set on those is already correct.
948     */
949     if (op->inv && op->randomitems)
950     {
951     /* value multiplier is same as for scrolls */
952     op->value = (op->value * op->inv->value);
953 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
954 root 1.16 }
955     else
956     {
957     op->name = "potion";
958     op->name_pl = "potions";
959     }
960    
961 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
962 root 1.16 SET_FLAG (op, FLAG_CURSED);
963     break;
964     }
965    
966     case AMULET:
967 root 1.72 if (IS_ARCH (op->arch, amulet))
968 root 1.16 op->value *= 5; /* Since it's not just decoration */
969    
970     case RING:
971 root 1.72 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
972 root 1.16 break;
973    
974 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
975 root 1.16 SET_FLAG (op, FLAG_CURSED);
976    
977     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
978    
979     if (op->type != RING) /* Amulets have only one ability */
980     break;
981    
982 root 1.33 if (!(rndm (4)))
983 root 1.16 {
984 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
985 root 1.16
986     if (d > 0)
987     op->value *= 3;
988    
989     set_ring_bonus (op, d);
990    
991 root 1.33 if (!(rndm (4)))
992 root 1.16 {
993 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
994 root 1.16
995     if (d > 0)
996     op->value *= 5;
997     set_ring_bonus (op, d);
998     }
999     }
1000    
1001     if (GET_ANIM_ID (op))
1002 root 1.35 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1003 root 1.16
1004     break;
1005    
1006     case BOOK:
1007     /* Is it an empty book?, if yes lets make a special·
1008     * msg for it, and tailor its properties based on the·
1009     * creator and/or map level we found it on.
1010     */
1011 root 1.33 if (!op->msg && rndm (10))
1012 root 1.16 {
1013     /* set the book level properly */
1014     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1015     {
1016     if (op->map && op->map->difficulty)
1017 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1018 root 1.16 else
1019 root 1.33 op->level = rndm (20) + 1;
1020 root 1.16 }
1021     else
1022 root 1.35 op->level = rndm (creator->level);
1023 root 1.16
1024     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1025     /* books w/ info are worth more! */
1026     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1027     /* creator related stuff */
1028    
1029     /* for library, chained books. Note that some monsters have no_pick
1030     * set - we don't want to set no pick in that case.
1031     */
1032     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1033     SET_FLAG (op, FLAG_NO_PICK);
1034     if (creator->slaying && !op->slaying) /* for check_inv floors */
1035     op->slaying = creator->slaying;
1036    
1037     /* add exp so reading it gives xp (once) */
1038     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1039     }
1040     break;
1041    
1042     case SPELLBOOK:
1043     op->value = op->value * op->inv->value;
1044     /* add exp so learning gives xp */
1045     op->level = op->inv->level;
1046     op->stats.exp = op->value;
1047     break;
1048    
1049     case WAND:
1050     /* nrof in the treasure list is number of charges,
1051     * not number of wands. So copy that into food (charges),
1052     * and reset nrof.
1053     */
1054     op->stats.food = op->inv->nrof;
1055     op->nrof = 1;
1056     /* If the spell changes by level, choose a random level
1057     * for it, and adjust price. If the spell doesn't
1058     * change by level, just set the wand to the level of
1059     * the spell, and value calculation is simpler.
1060     */
1061     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1062     {
1063     op->level = level_for_item (op, difficulty);
1064     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1065     }
1066     else
1067     {
1068     op->level = op->inv->level;
1069     op->value = op->value * op->inv->value;
1070     }
1071     break;
1072    
1073     case ROD:
1074     op->level = level_for_item (op, difficulty);
1075     /* Add 50 to both level an divisor to keep prices a little more
1076     * reasonable. Otherwise, a high level version of a low level
1077     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1078     * 10 time multiplier). This way, the value are a bit more reasonable.
1079     */
1080     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1081     /* maxhp is used to denote how many 'charges' the rod holds before */
1082     if (op->stats.maxhp)
1083     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1084     else
1085     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1086    
1087     op->stats.hp = op->stats.maxhp;
1088     break;
1089    
1090     case SCROLL:
1091     op->level = level_for_item (op, difficulty);
1092     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1093    
1094     /* add exp so reading them properly gives xp */
1095     op->stats.exp = op->value / 5;
1096     op->nrof = op->inv->nrof;
1097     break;
1098    
1099     case RUNE:
1100     trap_adjust (op, difficulty);
1101     break;
1102    
1103     case TRAP:
1104     trap_adjust (op, difficulty);
1105     break;
1106     } /* switch type */
1107 elmex 1.1
1108     if (flags & GT_STARTEQUIP)
1109     {
1110 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1111 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1112 elmex 1.1 else if (op->type != MONEY)
1113 root 1.16 op->value = 0;
1114 elmex 1.1 }
1115    
1116     if (!(flags & GT_ENVIRONMENT))
1117     fix_flesh_item (op, creator);
1118     }
1119    
1120     /*
1121     *
1122     *
1123     * CODE DEALING WITH ARTIFACTS STARTS HERE
1124     *
1125     *
1126     */
1127    
1128     /*
1129     * Allocate and return the pointer to an empty artifactlist structure.
1130     */
1131 root 1.7 static artifactlist *
1132     get_empty_artifactlist (void)
1133     {
1134 root 1.69 return salloc0<artifactlist> ();
1135 elmex 1.1 }
1136    
1137     /*
1138     * Allocate and return the pointer to an empty artifact structure.
1139     */
1140 root 1.7 static artifact *
1141     get_empty_artifact (void)
1142     {
1143 root 1.69 return salloc0<artifact> ();
1144 elmex 1.1 }
1145    
1146     /*
1147     * Searches the artifact lists and returns one that has the same type
1148     * of objects on it.
1149     */
1150 root 1.7 artifactlist *
1151     find_artifactlist (int type)
1152     {
1153 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1154 root 1.7 if (al->type == type)
1155     return al;
1156 root 1.38
1157     return 0;
1158 elmex 1.1 }
1159    
1160     /*
1161     * Builds up the lists of artifacts from the file in the libdir.
1162     */
1163 root 1.7 void
1164     init_artifacts (void)
1165     {
1166     static int has_been_inited = 0;
1167 pippijn 1.39 char filename[MAX_BUF];
1168 root 1.7 artifact *art = NULL;
1169     artifactlist *al;
1170    
1171     if (has_been_inited)
1172     return;
1173     else
1174     has_been_inited = 1;
1175 elmex 1.1
1176 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1177 root 1.38 object_thawer f (filename);
1178 elmex 1.1
1179 root 1.38 if (!f)
1180 root 1.7 return;
1181 elmex 1.1
1182 root 1.38 for (;;)
1183 root 1.7 {
1184 root 1.38 switch (f.kw)
1185     {
1186     case KW_allowed:
1187     if (!art)
1188 root 1.47 art = get_empty_artifact ();
1189 root 1.7
1190 root 1.16 {
1191 root 1.38 if (!strcmp (f.get_str (), "all"))
1192     break;
1193    
1194     char *next, *cp = f.get_str ();
1195    
1196     do
1197     {
1198     if ((next = strchr (cp, ',')))
1199     *next++ = '\0';
1200    
1201     linked_char *tmp = new linked_char;
1202    
1203     tmp->name = cp;
1204     tmp->next = art->allowed;
1205     art->allowed = tmp;
1206     }
1207     while ((cp = next));
1208 root 1.16 }
1209 root 1.38 break;
1210    
1211     case KW_chance:
1212     f.get (art->chance);
1213     break;
1214    
1215     case KW_difficulty:
1216     f.get (art->difficulty);
1217     break;
1218 root 1.16
1219 root 1.38 case KW_object:
1220 root 1.16 {
1221 root 1.38 art->item = object::create ();
1222 root 1.49 f.get (art->item->name);
1223     f.next ();
1224 root 1.38
1225     if (!art->item->parse_kv (f))
1226     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1227    
1228     al = find_artifactlist (art->item->type);
1229    
1230     if (!al)
1231     {
1232     al = get_empty_artifactlist ();
1233     al->type = art->item->type;
1234     al->next = first_artifactlist;
1235     first_artifactlist = al;
1236     }
1237    
1238     art->next = al->items;
1239     al->items = art;
1240     art = 0;
1241 root 1.16 }
1242 root 1.38 continue;
1243 root 1.10
1244 root 1.38 case KW_EOF:
1245     goto done;
1246 root 1.10
1247 root 1.38 default:
1248     if (!f.parse_error ("artifacts file"))
1249     cleanup ("artifacts file required");
1250     break;
1251 root 1.16 }
1252 root 1.38
1253     f.next ();
1254 root 1.7 }
1255 root 1.3
1256 root 1.38 done:
1257     for (al = first_artifactlist; al; al = al->next)
1258 root 1.7 {
1259 root 1.47 al->total_chance = 0;
1260    
1261 root 1.38 for (art = al->items; art; art = art->next)
1262 root 1.16 {
1263     if (!art->chance)
1264     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1265     else
1266     al->total_chance += art->chance;
1267     }
1268 elmex 1.1 #if 0
1269 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1270 elmex 1.1 #endif
1271     }
1272    
1273 root 1.7 LOG (llevDebug, "done.\n");
1274 elmex 1.1 }
1275    
1276     /*
1277     * Used in artifact generation. The bonuses of the first object
1278     * is modified by the bonuses of the second object.
1279     */
1280 root 1.7 void
1281 root 1.16 add_abilities (object *op, object *change)
1282 root 1.7 {
1283 pippijn 1.14 int i, tmp;
1284 elmex 1.1
1285 root 1.7 if (change->face != blank_face)
1286     {
1287 elmex 1.1 #ifdef TREASURE_VERBOSE
1288 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1289 elmex 1.1 #endif
1290 root 1.7 op->face = change->face;
1291 elmex 1.1 }
1292    
1293 root 1.7 for (i = 0; i < NUM_STATS; i++)
1294 root 1.60 change_attr_value (&(op->stats), i, change->stats.stat (i));
1295 root 1.7
1296     op->attacktype |= change->attacktype;
1297     op->path_attuned |= change->path_attuned;
1298     op->path_repelled |= change->path_repelled;
1299     op->path_denied |= change->path_denied;
1300     op->move_type |= change->move_type;
1301     op->stats.luck += change->stats.luck;
1302    
1303     if (QUERY_FLAG (change, FLAG_CURSED))
1304     SET_FLAG (op, FLAG_CURSED);
1305     if (QUERY_FLAG (change, FLAG_DAMNED))
1306     SET_FLAG (op, FLAG_DAMNED);
1307     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1308     set_abs_magic (op, -op->magic);
1309    
1310     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1311     SET_FLAG (op, FLAG_LIFESAVE);
1312     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1313     SET_FLAG (op, FLAG_REFL_SPELL);
1314     if (QUERY_FLAG (change, FLAG_STEALTH))
1315     SET_FLAG (op, FLAG_STEALTH);
1316     if (QUERY_FLAG (change, FLAG_XRAYS))
1317     SET_FLAG (op, FLAG_XRAYS);
1318     if (QUERY_FLAG (change, FLAG_BLIND))
1319     SET_FLAG (op, FLAG_BLIND);
1320     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1321     SET_FLAG (op, FLAG_SEE_IN_DARK);
1322     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1323     SET_FLAG (op, FLAG_REFL_MISSILE);
1324     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1325     SET_FLAG (op, FLAG_MAKE_INVIS);
1326    
1327     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1328     {
1329     CLEAR_FLAG (op, FLAG_ANIMATE);
1330     /* so artifacts will join */
1331     if (!QUERY_FLAG (op, FLAG_ALIVE))
1332 root 1.16 op->speed = 0.0;
1333 root 1.12
1334 root 1.28 op->set_speed (op->speed);
1335 elmex 1.1 }
1336 root 1.7
1337     if (change->nrof)
1338 root 1.35 op->nrof = rndm (change->nrof) + 1;
1339 root 1.7
1340 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1341 root 1.7 op->stats.wc += change->stats.wc;
1342     op->stats.ac += change->stats.ac;
1343    
1344     if (change->other_arch)
1345     {
1346     /* Basically, for horns & potions, the other_arch field is the spell
1347     * to cast. So convert that to into a spell and put it into
1348     * this object.
1349     */
1350     if (op->type == HORN || op->type == POTION)
1351 root 1.16 {
1352     /* Remove any spells this object currently has in it */
1353 root 1.81 op->destroy_inv (false);
1354 root 1.16
1355 root 1.80 object *tmp = arch_to_object (change->other_arch);
1356     insert_ob_in_ob (tmp, op);
1357 root 1.16 }
1358 root 1.7 /* No harm setting this for potions/horns */
1359     op->other_arch = change->other_arch;
1360     }
1361    
1362     if (change->stats.hp < 0)
1363     op->stats.hp = -change->stats.hp;
1364     else
1365     op->stats.hp += change->stats.hp;
1366    
1367     if (change->stats.maxhp < 0)
1368     op->stats.maxhp = -change->stats.maxhp;
1369     else
1370     op->stats.maxhp += change->stats.maxhp;
1371    
1372     if (change->stats.sp < 0)
1373     op->stats.sp = -change->stats.sp;
1374     else
1375     op->stats.sp += change->stats.sp;
1376    
1377     if (change->stats.maxsp < 0)
1378     op->stats.maxsp = -change->stats.maxsp;
1379     else
1380     op->stats.maxsp += change->stats.maxsp;
1381    
1382     if (change->stats.food < 0)
1383     op->stats.food = -(change->stats.food);
1384     else
1385     op->stats.food += change->stats.food;
1386    
1387     if (change->level < 0)
1388     op->level = -(change->level);
1389     else
1390     op->level += change->level;
1391    
1392     if (change->gen_sp_armour < 0)
1393     op->gen_sp_armour = -(change->gen_sp_armour);
1394     else
1395     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1396    
1397     op->item_power = change->item_power;
1398    
1399     for (i = 0; i < NROFATTACKS; i++)
1400 root 1.20 if (change->resist[i])
1401     op->resist[i] += change->resist[i];
1402 root 1.7
1403     if (change->stats.dam)
1404     {
1405     if (change->stats.dam < 0)
1406 root 1.16 op->stats.dam = (-change->stats.dam);
1407 root 1.7 else if (op->stats.dam)
1408 root 1.16 {
1409     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1410     if (tmp == op->stats.dam)
1411     {
1412     if (change->stats.dam < 10)
1413     op->stats.dam--;
1414     else
1415     op->stats.dam++;
1416     }
1417     else
1418     op->stats.dam = tmp;
1419     }
1420 root 1.7 }
1421    
1422     if (change->weight)
1423     {
1424     if (change->weight < 0)
1425 root 1.16 op->weight = (-change->weight);
1426 root 1.7 else
1427 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1428 root 1.7 }
1429    
1430     if (change->last_sp)
1431     {
1432     if (change->last_sp < 0)
1433 root 1.16 op->last_sp = (-change->last_sp);
1434 root 1.7 else
1435 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1436 root 1.7 }
1437    
1438     if (change->gen_sp_armour)
1439     {
1440     if (change->gen_sp_armour < 0)
1441 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1442 root 1.7 else
1443 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1444 root 1.7 }
1445    
1446     op->value *= change->value;
1447    
1448 root 1.36 if (change->materials)
1449     op->materials = change->materials;
1450 root 1.7
1451     if (change->materialname)
1452     op->materialname = change->materialname;
1453    
1454     if (change->slaying)
1455     op->slaying = change->slaying;
1456    
1457     if (change->race)
1458     op->race = change->race;
1459    
1460     if (change->msg)
1461     op->msg = change->msg;
1462 elmex 1.1 }
1463    
1464 root 1.7 static int
1465 root 1.52 legal_artifact_combination (object *op, artifact *art)
1466 root 1.7 {
1467 elmex 1.1 int neg, success = 0;
1468     linked_char *tmp;
1469     const char *name;
1470    
1471 root 1.52 if (!art->allowed)
1472 root 1.16 return 1; /* Ie, "all" */
1473 root 1.52
1474 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1475     {
1476 elmex 1.1 #ifdef TREASURE_VERBOSE
1477 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1478 elmex 1.1 #endif
1479 root 1.7 if (*tmp->name == '!')
1480 root 1.16 name = tmp->name + 1, neg = 1;
1481 root 1.7 else
1482 root 1.16 name = tmp->name, neg = 0;
1483 root 1.7
1484     /* If we match name, then return the opposite of 'neg' */
1485 root 1.62 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1486 root 1.16 return !neg;
1487 root 1.7
1488     /* Set success as true, since if the match was an inverse, it means
1489     * everything is allowed except what we match
1490     */
1491     else if (neg)
1492 root 1.16 success = 1;
1493 root 1.7 }
1494 root 1.52
1495 elmex 1.1 return success;
1496     }
1497    
1498     /*
1499     * Fixes the given object, giving it the abilities and titles
1500     * it should have due to the second artifact-template.
1501     */
1502    
1503 root 1.7 void
1504 root 1.12 give_artifact_abilities (object *op, object *artifct)
1505 root 1.7 {
1506 elmex 1.1 char new_name[MAX_BUF];
1507    
1508 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1509     op->title = new_name;
1510 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1511 elmex 1.1
1512 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1513 elmex 1.1 {
1514 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1515 root 1.16
1516 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1517     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1518 elmex 1.1 if (!identified)
1519 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1520 elmex 1.1 }
1521     #endif
1522     return;
1523     }
1524    
1525     /*
1526     * Decides randomly which artifact the object should be
1527     * turned into. Makes sure that the item can become that
1528     * artifact (means magic, difficulty, and Allowed fields properly).
1529     * Then calls give_artifact_abilities in order to actually create
1530     * the artifact.
1531     */
1532    
1533     /* Give 1 re-roll attempt per artifact */
1534     #define ARTIFACT_TRIES 2
1535    
1536 root 1.7 void
1537 root 1.16 generate_artifact (object *op, int difficulty)
1538 root 1.7 {
1539 elmex 1.1 artifactlist *al;
1540     artifact *art;
1541     int i;
1542    
1543 root 1.7 al = find_artifactlist (op->type);
1544    
1545     if (al == NULL)
1546     {
1547 root 1.16 #if 0 /* This is too verbose, usually */
1548 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1549 elmex 1.1 #endif
1550 root 1.7 return;
1551     }
1552    
1553     for (i = 0; i < ARTIFACT_TRIES; i++)
1554     {
1555 root 1.35 int roll = rndm (al->total_chance);
1556 elmex 1.1
1557 root 1.35 for (art = al->items; art; art = art->next)
1558 root 1.16 {
1559     roll -= art->chance;
1560     if (roll < 0)
1561     break;
1562     }
1563 elmex 1.1
1564 root 1.7 if (art == NULL || roll >= 0)
1565 root 1.16 {
1566 elmex 1.1 #if 1
1567 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1568 elmex 1.1 #endif
1569 root 1.16 return;
1570     }
1571 root 1.84
1572     if (art->item->name == shstr_NONE)
1573 root 1.16 return;
1574 root 1.84
1575     if (fabs (op->magic) < art->item->magic)
1576 root 1.16 continue; /* Not magic enough to be this item */
1577 root 1.7
1578     /* Map difficulty not high enough */
1579     if (difficulty < art->difficulty)
1580 root 1.16 continue;
1581 elmex 1.1
1582 root 1.7 if (!legal_artifact_combination (op, art))
1583 root 1.16 {
1584 elmex 1.1 #ifdef TREASURE_VERBOSE
1585 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1586 elmex 1.1 #endif
1587 root 1.16 continue;
1588     }
1589 root 1.42
1590 root 1.7 give_artifact_abilities (op, art->item);
1591     return;
1592 elmex 1.1 }
1593     }
1594    
1595     /* fix_flesh_item() - objects of type FLESH are similar to type
1596     * FOOD, except they inherit properties (name, food value, etc).
1597     * based on the original owner (or 'donor' if you like). -b.t.
1598     */
1599    
1600 root 1.7 void
1601 root 1.16 fix_flesh_item (object *item, object *donor)
1602 root 1.7 {
1603     char tmpbuf[MAX_BUF];
1604     int i;
1605    
1606     if (item->type == FLESH && donor)
1607     {
1608     /* change the name */
1609 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1610     item->name = tmpbuf;
1611     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1612     item->name_pl = tmpbuf;
1613 root 1.7
1614     /* weight is FLESH weight/100 * donor */
1615     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1616 root 1.16 item->weight = 1;
1617 root 1.7
1618     /* value is multiplied by level of donor */
1619     item->value *= isqrt (donor->level * 2);
1620    
1621     /* food value */
1622     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1623    
1624     /* flesh items inherit some abilities of donor, but not
1625     * full effect.
1626     */
1627     for (i = 0; i < NROFATTACKS; i++)
1628 root 1.16 item->resist[i] = donor->resist[i] / 2;
1629 root 1.7
1630     /* item inherits donor's level (important for quezals) */
1631     item->level = donor->level;
1632    
1633     /* if donor has some attacktypes, the flesh is poisonous */
1634     if (donor->attacktype & AT_POISON)
1635 root 1.16 item->type = POISON;
1636 root 1.83
1637 root 1.7 if (donor->attacktype & AT_ACID)
1638 root 1.16 item->stats.hp = -1 * item->stats.food;
1639 root 1.83
1640 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1641 elmex 1.1 }
1642     }
1643    
1644     /* special_potion() - so that old potion code is still done right. */
1645 root 1.7 int
1646 root 1.16 special_potion (object *op)
1647 root 1.7 {
1648     if (op->attacktype)
1649     return 1;
1650 elmex 1.1
1651 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)
1652     return 1;
1653 elmex 1.1
1654 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1655 root 1.7 if (op->resist[i])
1656     return 1;
1657 elmex 1.1
1658 root 1.7 return 0;
1659 elmex 1.1 }
1660    
1661 root 1.7 void
1662 root 1.16 free_treasurestruct (treasure *t)
1663 elmex 1.1 {
1664 root 1.41 if (t->next) free_treasurestruct (t->next);
1665     if (t->next_yes) free_treasurestruct (t->next_yes);
1666     if (t->next_no) free_treasurestruct (t->next_no);
1667 root 1.8
1668     delete t;
1669 elmex 1.1 }
1670    
1671 root 1.7 void
1672 root 1.16 free_charlinks (linked_char *lc)
1673 elmex 1.1 {
1674 root 1.7 if (lc->next)
1675     free_charlinks (lc->next);
1676    
1677     delete lc;
1678 elmex 1.1 }
1679    
1680 root 1.7 void
1681 root 1.41 free_artifact (artifact *at)
1682 elmex 1.1 {
1683 root 1.41 if (at->next) free_artifact (at->next);
1684     if (at->allowed) free_charlinks (at->allowed);
1685 root 1.7
1686 root 1.82 at->item->destroy ();
1687 root 1.7
1688 root 1.41 sfree (at);
1689 elmex 1.1 }
1690    
1691 root 1.7 void
1692 root 1.41 free_artifactlist (artifactlist *al)
1693 elmex 1.1 {
1694 root 1.7 artifactlist *nextal;
1695 root 1.15
1696 root 1.21 for (al = first_artifactlist; al; al = nextal)
1697 root 1.7 {
1698     nextal = al->next;
1699 root 1.15
1700 root 1.7 if (al->items)
1701 root 1.16 free_artifact (al->items);
1702 root 1.15
1703 root 1.41 sfree (al);
1704 elmex 1.1 }
1705     }
1706    
1707 root 1.7 void
1708     free_all_treasures (void)
1709     {
1710     treasurelist *tl, *next;
1711 elmex 1.1
1712 root 1.41 for (tl = first_treasurelist; tl; tl = next)
1713     {
1714     clear (tl);
1715 elmex 1.1
1716 root 1.7 next = tl->next;
1717     delete tl;
1718 elmex 1.1 }
1719 root 1.41
1720 root 1.7 free_artifactlist (first_artifactlist);
1721 elmex 1.1 }