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Revision: 1.87
Committed: Thu Oct 15 16:00:37 2009 UTC (14 years, 7 months ago) by sf-marcmagus
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_82
Changes since 1.86: +10 -9 lines
Log Message:
Add inscribable arches for other book types.
Use 'container'/weight_limit to define capacity of inscribables in characters.
Add treasures/arches to specify books with/without text.
Scorn and Navar Public Libraries use these so they don't generate inscribables.
Fix bug allowing theft of blank books from libraries.
Fix bug preventing adding an adjective to a book name if the titles are used up.
Change error message on reading empty book to be more clear.
Change error message on failed inscription [too much text] to be more informative.
Looking at an inscribable will tell you what you can do with it/what its capacity is in a hint.
Fix broken debug statements in book generation.

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 1.86 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.86 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.61 *
22 root 1.68 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.32 */
24 elmex 1.1
25     /* TREASURE_DEBUG does some checking on the treasurelists after loading.
26     * It is useful for finding bugs in the treasures file. Since it only
27     * slows the startup some (and not actual game play), it is by default
28     * left on
29     */
30     #define TREASURE_DEBUG
31    
32     /* TREASURE_VERBOSE enables copious output concerning artifact generation */
33 root 1.16
34 root 1.42 //#define TREASURE_VERBOSE
35 root 1.7
36 elmex 1.1 #include <global.h>
37     #include <treasure.h>
38     #include <loader.h>
39    
40 root 1.41 extern char *spell_mapping[];
41    
42     static treasurelist *first_treasurelist;
43 elmex 1.1
44 root 1.16 static void change_treasure (treasure *t, object *op); /* overrule default values */
45 root 1.41
46     typedef std::tr1::unordered_map<
47     const char *,
48     treasurelist *,
49     str_hash,
50     str_equal,
51 root 1.79 slice_allocator< std::pair<const char *const, treasurelist *> >
52 root 1.41 > tl_map_t;
53    
54     static tl_map_t tl_map;
55 elmex 1.1
56     /*
57 root 1.44 * Searches for the given treasurelist
58 elmex 1.1 */
59 root 1.41 treasurelist *
60     treasurelist::find (const char *name)
61     {
62     if (!name)
63     return 0;
64    
65 root 1.45 auto (i, tl_map.find (name));
66 elmex 1.1
67 root 1.41 if (i == tl_map.end ())
68     return 0;
69    
70     return i->second;
71 elmex 1.1 }
72    
73     /*
74 root 1.41 * Searches for the given treasurelist in the globally linked list
75     * of treasurelists which has been built by load_treasures().
76 elmex 1.1 */
77 root 1.41 treasurelist *
78     treasurelist::get (const char *name)
79 root 1.7 {
80 root 1.41 treasurelist *tl = find (name);
81    
82     if (!tl)
83     {
84     tl = new treasurelist;
85    
86     tl->name = name;
87     tl->next = first_treasurelist;
88     first_treasurelist = tl;
89 root 1.7
90 root 1.41 tl_map.insert (std::make_pair (tl->name, tl));
91     }
92 elmex 1.1
93 root 1.41 return tl;
94     }
95    
96     //TODO: class method
97     void
98     clear (treasurelist *tl)
99     {
100     if (tl->items)
101     {
102     free_treasurestruct (tl->items);
103     tl->items = 0;
104     }
105 root 1.44
106     tl->total_chance = 0;
107 elmex 1.1 }
108    
109 root 1.47 #ifdef TREASURE_DEBUG
110     /* recursived checks the linked list. Treasurelist is passed only
111     * so that the treasure name can be printed out
112     */
113     static void
114     check_treasurelist (const treasure *t, const treasurelist * tl)
115     {
116     if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117     LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118    
119     if (t->next)
120     check_treasurelist (t->next, tl);
121    
122     if (t->next_yes)
123     check_treasurelist (t->next_yes, tl);
124    
125     if (t->next_no)
126     check_treasurelist (t->next_no, tl);
127     }
128     #endif
129    
130 elmex 1.1 /*
131     * Reads the lib/treasure file from disk, and parses the contents
132     * into an internal treasure structure (very linked lists)
133     */
134 root 1.7 static treasure *
135 root 1.47 read_treasure (object_thawer &f)
136 root 1.7 {
137 root 1.41 treasure *t = new treasure;
138 root 1.7
139 root 1.47 f.next ();
140 root 1.42
141     for (;;)
142 root 1.7 {
143 root 1.70 coroapi::cede_to_tick ();
144 root 1.7
145 root 1.42 switch (f.kw)
146 root 1.16 {
147 root 1.42 case KW_arch:
148 root 1.72 t->item = archetype::find (f.get_str ());
149 root 1.73
150 root 1.72 if (!t->item)
151     {
152     f.parse_warn ("treasure references unknown archetype");
153 root 1.73 t->item = archetype::empty;
154 root 1.72 }
155    
156 root 1.42 break;
157    
158     case KW_list: f.get (t->name); break;
159     case KW_change_name: f.get (t->change_arch.name); break;
160     case KW_change_title: f.get (t->change_arch.title); break;
161     case KW_change_slaying: f.get (t->change_arch.slaying); break;
162     case KW_chance: f.get (t->chance); break;
163     case KW_nrof: f.get (t->nrof); break;
164     case KW_magic: f.get (t->magic); break;
165    
166 root 1.47 case KW_yes: t->next_yes = read_treasure (f); continue;
167     case KW_no: t->next_no = read_treasure (f); continue;
168 root 1.42
169     case KW_end:
170 root 1.47 f.next ();
171 root 1.42 return t;
172    
173     case KW_more:
174 root 1.47 t->next = read_treasure (f);
175 root 1.42 return t;
176    
177     default:
178 root 1.47 if (!f.parse_error ("treasurelist", t->name))
179 root 1.72 goto error;
180 root 1.42
181     return t;
182 root 1.16 }
183 root 1.47
184     f.next ();
185 elmex 1.1 }
186 root 1.72
187     // not reached
188    
189     error:
190     delete t;
191     return 0;
192 elmex 1.1 }
193    
194     /*
195     * Each treasure is parsed with the help of load_treasure().
196     */
197 root 1.47 treasurelist *
198     treasurelist::read (object_thawer &f)
199 root 1.7 {
200 root 1.47 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
201 root 1.7
202 root 1.47 bool one = f.kw == KW_treasureone;
203     treasurelist *tl = treasurelist::get (f.get_str ());
204     clear (tl);
205     tl->items = read_treasure (f);
206     if (!tl->items)
207     return 0;
208 root 1.42
209 root 1.47 /* This is a one of the many items on the list should be generated.
210     * Add up the chance total, and check to make sure the yes & no
211     * fields of the treasures are not being used.
212     */
213     if (one)
214 root 1.7 {
215 root 1.47 for (treasure *t = tl->items; t; t = t->next)
216 root 1.16 {
217 root 1.47 if (t->next_yes || t->next_no)
218 root 1.42 {
219 root 1.62 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
220 root 1.47 LOG (llevError, " the next_yes or next_no field is set\n");
221 root 1.16 }
222 elmex 1.1
223 root 1.47 tl->total_chance += t->chance;
224 root 1.42 }
225 root 1.47 }
226 root 1.42
227 root 1.47 return tl;
228 elmex 1.1 }
229    
230     /*
231     * Generates the objects specified by the given treasure.
232     * It goes recursively through the rest of the linked list.
233     * If there is a certain percental chance for a treasure to be generated,
234     * this is taken into consideration.
235     * The second argument specifies for which object the treasure is
236     * being generated.
237     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
238     * abilities. This is used by summon spells, thus no summoned monsters
239     * start with equipment, but only their abilities).
240     */
241 root 1.7 static void
242 root 1.16 put_treasure (object *op, object *creator, int flags)
243 elmex 1.1 {
244 root 1.56 if (flags & GT_ENVIRONMENT)
245 root 1.7 {
246 root 1.56 /* Bit of a hack - spells should never be put onto the map. The entire
247     * treasure stuff is a problem - there is no clear idea of knowing
248     * this is the original object, or if this is an object that should be created
249     * by another object.
250     */
251     //TODO: flag such as objects... as such (no drop, anybody?)
252     if (op->type == SPELL)
253     {
254 root 1.82 op->destroy ();
255 root 1.56 return;
256     }
257    
258 root 1.53 op->expand_tail ();
259    
260 root 1.77 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 root 1.82 op->destroy ();
262 root 1.51 else
263     {
264     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
265     op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266     }
267 root 1.7 }
268     else
269     {
270 root 1.29 op = creator->insert (op);
271 root 1.27
272 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
273 root 1.16 monster_check_apply (creator, op);
274 elmex 1.1 }
275     }
276    
277     /* if there are change_xxx commands in the treasure, we include the changes
278     * in the generated object
279     */
280 root 1.7 static void
281 root 1.12 change_treasure (treasure *t, object *op)
282 elmex 1.1 {
283 root 1.7 /* CMD: change_name xxxx */
284     if (t->change_arch.name)
285 elmex 1.1 {
286 root 1.7 op->name = t->change_arch.name;
287     op->name_pl = t->change_arch.name;
288 elmex 1.1 }
289    
290 root 1.7 if (t->change_arch.title)
291     op->title = t->change_arch.title;
292    
293     if (t->change_arch.slaying)
294     op->slaying = t->change_arch.slaying;
295     }
296    
297 root 1.41 static void
298 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
299 root 1.7 {
300 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
301 elmex 1.1 {
302 root 1.7 if (t->name)
303 root 1.16 {
304 elmex 1.30 if (difficulty >= t->magic)
305 root 1.47 if (treasurelist *tl = treasurelist::find (t->name))
306     create_treasure (tl, op, flag, difficulty, tries);
307     else
308     LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
309 root 1.16 }
310 root 1.7 else
311 root 1.16 {
312 root 1.63 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
313 root 1.16 {
314 root 1.41 object *tmp = arch_to_object (t->item);
315    
316 root 1.16 if (t->nrof && tmp->nrof <= 1)
317 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
318    
319 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
320     change_treasure (t, tmp);
321     put_treasure (tmp, op, flag);
322     }
323     }
324 root 1.12
325 root 1.41 if (t->next_yes)
326 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
327 elmex 1.1 }
328 root 1.41 else if (t->next_no)
329 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
330 root 1.12
331 root 1.41 if (t->next)
332 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
333 elmex 1.1 }
334    
335 root 1.41 static void
336 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
337 root 1.7 {
338 root 1.35 int value = rndm (tl->total_chance);
339 root 1.7 treasure *t;
340 elmex 1.1
341 root 1.7 if (tries++ > 100)
342     {
343     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
344     return;
345     }
346 root 1.12
347 root 1.41 for (t = tl->items; t; t = t->next)
348 root 1.7 {
349     value -= t->chance;
350 root 1.12
351 root 1.7 if (value < 0)
352 root 1.16 break;
353 root 1.7 }
354 elmex 1.1
355 root 1.7 if (!t || value >= 0)
356 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
357 root 1.12
358 root 1.7 if (t->name)
359     {
360     if (difficulty >= t->magic)
361 elmex 1.26 {
362 root 1.41 treasurelist *tl = treasurelist::find (t->name);
363 elmex 1.26 if (tl)
364     create_treasure (tl, op, flag, difficulty, tries);
365     }
366 root 1.7 else if (t->nrof)
367 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
368 elmex 1.1 }
369 root 1.63 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
370 root 1.7 {
371 root 1.41 if (object *tmp = arch_to_object (t->item))
372     {
373     if (t->nrof && tmp->nrof <= 1)
374     tmp->nrof = rndm (t->nrof) + 1;
375 root 1.12
376 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
377     change_treasure (t, tmp);
378     put_treasure (tmp, op, flag);
379     }
380 elmex 1.1 }
381     }
382    
383 root 1.57 void
384     object::create_treasure (treasurelist *tl, int flags)
385     {
386     ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
387     }
388    
389 elmex 1.1 /* This calls the appropriate treasure creation function. tries is passed
390     * to determine how many list transitions or attempts to create treasure
391     * have been made. It is really in place to prevent infinite loops with
392     * list transitions, or so that excessively good treasure will not be
393     * created on weak maps, because it will exceed the number of allowed tries
394     * to do that.
395     */
396 root 1.7 void
397 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
398 elmex 1.1 {
399 root 1.41 // empty treasurelists are legal
400     if (!tl->items)
401     return;
402    
403 root 1.7 if (tries++ > 100)
404     {
405     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
406     return;
407     }
408 root 1.37
409 root 1.58 if (op->flag [FLAG_TREASURE_ENV])
410 root 1.59 {
411     // do not generate items when there already is something above the object
412     if (op->flag [FLAG_IS_FLOOR] && op->above)
413     return;
414    
415     flag |= GT_ENVIRONMENT;
416     }
417 root 1.58
418 elmex 1.30 if (tl->total_chance)
419     create_one_treasure (tl, op, flag, difficulty, tries);
420 root 1.7 else
421 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
422 elmex 1.1 }
423    
424     /* This is similar to the old generate treasure function. However,
425     * it instead takes a treasurelist. It is really just a wrapper around
426     * create_treasure. We create a dummy object that the treasure gets
427     * inserted into, and then return that treausre
428     */
429 root 1.7 object *
430 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
431 elmex 1.1 {
432 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
433    
434 root 1.50 object *ob = object::create ();
435 elmex 1.1
436 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
437 elmex 1.1
438 root 1.7 /* Don't want to free the object we are about to return */
439 root 1.50 object *tmp = ob->inv;
440     if (tmp)
441 root 1.23 tmp->remove ();
442 root 1.21
443 root 1.7 if (ob->inv)
444 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
445    
446 root 1.82 ob->destroy ();
447 root 1.80
448 root 1.7 return tmp;
449 elmex 1.1 }
450    
451     /*
452     * This is a new way of calculating the chance for an item to have
453     * a specific magical bonus.
454     * The array has two arguments, the difficulty of the level, and the
455     * magical bonus "wanted".
456     */
457    
458 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
459 root 1.42 // chance of magic difficulty
460     // +0 +1 +2 +3 +4
461     {95, 2, 2, 1, 0}, // 1
462     {92, 5, 2, 1, 0}, // 2
463     {85, 10, 4, 1, 0}, // 3
464     {80, 14, 4, 2, 0}, // 4
465     {75, 17, 5, 2, 1}, // 5
466     {70, 18, 8, 3, 1}, // 6
467     {65, 21, 10, 3, 1}, // 7
468     {60, 22, 12, 4, 2}, // 8
469     {55, 25, 14, 4, 2}, // 9
470     {50, 27, 16, 5, 2}, // 10
471     {45, 28, 18, 6, 3}, // 11
472     {42, 28, 20, 7, 3}, // 12
473     {40, 27, 21, 8, 4}, // 13
474     {38, 25, 22, 10, 5}, // 14
475     {36, 23, 23, 12, 6}, // 15
476     {33, 21, 24, 14, 8}, // 16
477     {31, 19, 25, 16, 9}, // 17
478     {27, 15, 30, 18, 10}, // 18
479     {20, 12, 30, 25, 13}, // 19
480     {15, 10, 28, 30, 17}, // 20
481     {13, 9, 27, 28, 23}, // 21
482     {10, 8, 25, 28, 29}, // 22
483     { 8, 7, 23, 26, 36}, // 23
484     { 6, 6, 20, 22, 46}, // 24
485     { 4, 5, 17, 18, 56}, // 25
486     { 2, 4, 12, 14, 68}, // 26
487     { 0, 3, 7, 10, 80}, // 27
488     { 0, 0, 3, 7, 90}, // 28
489     { 0, 0, 0, 3, 97}, // 29
490     { 0, 0, 0, 0, 100}, // 30
491     { 0, 0, 0, 0, 100}, // 31
492 elmex 1.1 };
493    
494     /* calculate the appropriate level for wands staves and scrolls.
495     * This code presumes that op has had its spell object created (in op->inv)
496     *
497     * elmex Wed Aug 9 17:44:59 CEST 2006:
498     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
499     */
500 root 1.7 int
501 root 1.16 level_for_item (const object *op, int difficulty)
502 elmex 1.1 {
503     if (!op->inv)
504     {
505 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
506     return 0;
507 elmex 1.1 }
508    
509 root 1.67 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
510 elmex 1.1
511     if (olevel <= 0)
512 root 1.67 olevel = rndm (1, op->inv->level);
513 elmex 1.1
514 root 1.67 return min (olevel, MAXLEVEL);
515 elmex 1.1 }
516    
517     /*
518     * Based upon the specified difficulty and upon the difftomagic_list array,
519     * a random magical bonus is returned. This is used when determine
520     * the magical bonus created on specific maps.
521     *
522     * elmex Thu Aug 10 18:45:44 CEST 2006:
523     * Scaling difficulty by max_level, as difficulty is a level and not some
524     * weird integer between 1-31.
525     *
526     */
527 root 1.7 int
528     magic_from_difficulty (int difficulty)
529 elmex 1.1 {
530     int percent = 0, magic = 0;
531     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
532    
533     scaled_diff--;
534    
535 root 1.7 if (scaled_diff < 0)
536 elmex 1.1 scaled_diff = 0;
537    
538     if (scaled_diff >= DIFFLEVELS)
539 root 1.7 scaled_diff = DIFFLEVELS - 1;
540 elmex 1.1
541 root 1.33 percent = rndm (100);
542 elmex 1.1
543 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
544 elmex 1.1 {
545     percent -= difftomagic_list[scaled_diff][magic];
546    
547     if (percent < 0)
548 root 1.16 break;
549 elmex 1.1 }
550    
551     if (magic == (MAXMAGIC + 1))
552     {
553 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
554 elmex 1.1 magic = 0;
555     }
556    
557 root 1.33 magic = (rndm (3)) ? magic : -magic;
558 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
559    
560     return magic;
561     }
562    
563     /*
564     * Sets magical bonus in an object, and recalculates the effect on
565     * the armour variable, and the effect on speed of armour.
566     * This function doesn't work properly, should add use of archetypes
567     * to make it truly absolute.
568     */
569    
570 root 1.7 void
571 root 1.16 set_abs_magic (object *op, int magic)
572 root 1.7 {
573     if (!magic)
574 elmex 1.1 return;
575    
576 root 1.7 op->magic = magic;
577     if (op->arch)
578     {
579     if (op->type == ARMOUR)
580 root 1.63 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
581 root 1.7
582 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
583 root 1.16 magic = (-magic);
584 root 1.78
585 root 1.63 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
586 root 1.7 }
587     else
588     {
589     if (op->type == ARMOUR)
590 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591 root 1.78
592 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
593 root 1.16 magic = (-magic);
594 root 1.78
595 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
596     }
597 elmex 1.1 }
598    
599     /*
600     * Sets a random magical bonus in the given object based upon
601     * the given difficulty, and the given max possible bonus.
602     */
603    
604 root 1.7 static void
605 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
606 elmex 1.1 {
607     int i;
608 root 1.16
609 root 1.7 i = magic_from_difficulty (difficulty);
610 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
611 root 1.7 i = -i;
612     if (i > max_magic)
613 elmex 1.1 i = max_magic;
614 root 1.7 set_abs_magic (op, i);
615 elmex 1.1 if (i < 0)
616 root 1.7 SET_FLAG (op, FLAG_CURSED);
617 elmex 1.1 }
618    
619     /*
620     * Randomly adds one magical ability to the given object.
621     * Modified for Partial Resistance in many ways:
622     * 1) Since rings can have multiple bonuses, if the same bonus
623     * is rolled again, increase it - the bonuses now stack with
624     * other bonuses previously rolled and ones the item might natively have.
625     * 2) Add code to deal with new PR method.
626     */
627 root 1.7 void
628 root 1.16 set_ring_bonus (object *op, int bonus)
629 root 1.7 {
630 elmex 1.1
631 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
632 elmex 1.1
633 root 1.7 if (op->type == AMULET)
634     {
635 root 1.33 if (!(rndm (21)))
636     r = 20 + rndm (2);
637 root 1.7 else
638 root 1.16 {
639 root 1.35 if (rndm (2))
640 root 1.16 r = 10;
641     else
642 root 1.33 r = 11 + rndm (9);
643 root 1.16 }
644 root 1.7 }
645    
646     switch (r)
647     {
648 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
649     * bonuses and penalties will stack and add to existing values.
650     * of the item.
651     */
652     case 0:
653     case 1:
654     case 2:
655     case 3:
656     case 4:
657     case 5:
658     case 6:
659 root 1.60 op->stats.stat (r) += bonus;
660 root 1.16 break;
661    
662     case 7:
663     op->stats.dam += bonus;
664     break;
665    
666     case 8:
667     op->stats.wc += bonus;
668     break;
669    
670     case 9:
671     op->stats.food += bonus; /* hunger/sustenance */
672     break;
673    
674     case 10:
675     op->stats.ac += bonus;
676     break;
677    
678     /* Item that gives protections/vulnerabilities */
679     case 11:
680     case 12:
681     case 13:
682     case 14:
683     case 15:
684     case 16:
685     case 17:
686     case 18:
687     case 19:
688     {
689 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
690 root 1.16
691     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
692 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
693 root 1.16
694     /* Cursed items need to have higher negative values to equal out with
695     * positive values for how protections work out. Put another
696     * little random element in since that they don't always end up with
697     * even values.
698     */
699     if (bonus < 0)
700 root 1.35 val = 2 * -val - rndm (b);
701 root 1.16 if (val > 35)
702     val = 35; /* Upper limit */
703     b = 0;
704 root 1.34
705 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
706 root 1.34 resist = rndm (num_resist_table);
707    
708 root 1.16 if (b == 4)
709     return; /* Not able to find a free resistance */
710 root 1.34
711 root 1.16 op->resist[resist_table[resist]] = val;
712     /* We should probably do something more clever here to adjust value
713     * based on how good a resistance we gave.
714     */
715     break;
716     }
717     case 20:
718     if (op->type == AMULET)
719     {
720     SET_FLAG (op, FLAG_REFL_SPELL);
721     op->value *= 11;
722     }
723     else
724     {
725     op->stats.hp = 1; /* regenerate hit points */
726     op->value *= 4;
727     }
728     break;
729    
730     case 21:
731     if (op->type == AMULET)
732     {
733     SET_FLAG (op, FLAG_REFL_MISSILE);
734     op->value *= 9;
735     }
736     else
737     {
738     op->stats.sp = 1; /* regenerate spell points */
739     op->value *= 3;
740     }
741     break;
742    
743     case 22:
744     op->stats.exp += bonus; /* Speed! */
745     op->value = (op->value * 2) / 3;
746     break;
747 root 1.7 }
748 root 1.34
749 root 1.7 if (bonus > 0)
750     op->value *= 2 * bonus;
751     else
752     op->value = -(op->value * 2 * bonus) / 3;
753 elmex 1.1 }
754    
755     /*
756     * get_magic(diff) will return a random number between 0 and 4.
757     * diff can be any value above 2. The higher the diff-variable, the
758     * higher is the chance of returning a low number.
759     * It is only used in fix_generated_treasure() to set bonuses on
760     * rings and amulets.
761     * Another scheme is used to calculate the magic of weapons and armours.
762     */
763 root 1.7 int
764     get_magic (int diff)
765     {
766 elmex 1.1 int i;
767 root 1.16
768 root 1.7 if (diff < 3)
769     diff = 3;
770 root 1.35
771 root 1.7 for (i = 0; i < 4; i++)
772 root 1.35 if (rndm (diff))
773 root 1.7 return i;
774 root 1.35
775 elmex 1.1 return 4;
776     }
777    
778     #define DICE2 (get_magic(2)==2?2:1)
779 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
780 elmex 1.1
781     /*
782     * fix_generated_item(): This is called after an item is generated, in
783     * order to set it up right. This produced magical bonuses, puts spells
784     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
785     */
786 root 1.16
787 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
788     * op->type. Right now, which stuff the creator passes on is object type
789     * dependant. I know this is a spagetti manuever, but is there a cleaner
790     * way to do this? b.t. */
791 root 1.16
792 elmex 1.1 /*
793     * ! (flags & GT_ENVIRONMENT):
794     * Automatically calls fix_flesh_item().
795     *
796     * flags:
797     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
798     * value.
799     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
800     * a working object - don't change magic, value, etc, but set it material
801     * type as appropriate, for objects that need spell objects, set those, etc
802     */
803 root 1.7 void
804 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
805 elmex 1.1 {
806     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
807    
808     if (!creator || creator->type == op->type)
809 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
810 elmex 1.1
811     /* If we make an artifact, this information will be destroyed */
812     save_item_power = op->item_power;
813     op->item_power = 0;
814    
815     if (op->randomitems && op->type != SPELL)
816     {
817 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
818 elmex 1.1 /* So the treasure doesn't get created again */
819 root 1.42 op->randomitems = 0;
820 elmex 1.1 }
821    
822     if (difficulty < 1)
823     difficulty = 1;
824    
825 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
826     ARG_OBJECT (creator != op ? creator : 0),
827     ARG_INT (difficulty), ARG_INT (max_magic),
828     ARG_INT (flags)))
829     return;
830    
831 elmex 1.1 if (!(flags & GT_MINIMAL))
832     {
833 root 1.72 if (IS_ARCH (op->arch, crown))
834 root 1.16 {
835     set_magic (difficulty, op, max_magic, flags);
836     num_enchantments = calc_item_power (op, 1);
837     generate_artifact (op, difficulty);
838     }
839 elmex 1.1 else
840 root 1.16 {
841     if (!op->magic && max_magic)
842     set_magic (difficulty, op, max_magic, flags);
843    
844     num_enchantments = calc_item_power (op, 1);
845    
846 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
847     || op->type == HORN
848 root 1.72 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
849 root 1.16 generate_artifact (op, difficulty);
850     }
851 elmex 1.1
852     /* Object was made an artifact. Calculate its item_power rating.
853     * the item_power in the object is what the artfiact adds.
854     */
855     if (op->title)
856 root 1.16 {
857     /* if save_item_power is set, then most likely we started with an
858     * artifact and have added new abilities to it - this is rare, but
859     * but I have seen things like 'strange rings of fire'. So just figure
860     * out the power from the base power plus what this one adds. Note
861     * that since item_power is not quite linear, this actually ends up
862     * being somewhat of a bonus
863     */
864     if (save_item_power)
865     op->item_power = save_item_power + get_power_from_ench (op->item_power);
866     else
867     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
868     }
869 elmex 1.1 else if (save_item_power)
870 root 1.16 {
871     /* restore the item_power field to the object if we haven't changed it.
872     * we don't care about num_enchantments - that will basically just
873     * have calculated some value from the base attributes of the archetype.
874     */
875     op->item_power = save_item_power;
876     }
877 elmex 1.1 else
878 root 1.16 {
879     /* item_power was zero. This is suspicious, as it may be because it
880     * was never previously calculated. Let's compute a value and see if
881     * it is non-zero. If it indeed is, then assign it as the new
882     * item_power value.
883     * - gros, 21th of July 2006.
884     */
885     op->item_power = calc_item_power (op, 0);
886     save_item_power = op->item_power; /* Just in case it would get used
887     * again below */
888     }
889 elmex 1.1 }
890    
891     /* materialtype modifications. Note we allow this on artifacts. */
892     set_materialname (op, difficulty, NULL);
893    
894     if (flags & GT_MINIMAL)
895     {
896     if (op->type == POTION)
897 root 1.16 /* Handle healing and magic power potions */
898     if (op->stats.sp && !op->randomitems)
899     {
900 root 1.72 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
901 root 1.16 insert_ob_in_ob (tmp, op);
902     op->stats.sp = 0;
903     }
904 elmex 1.1 }
905 root 1.16 else if (!op->title) /* Only modify object if not special */
906 elmex 1.1 switch (op->type)
907     {
908 root 1.16 case WEAPON:
909     case ARMOUR:
910     case SHIELD:
911     case HELMET:
912     case CLOAK:
913 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
914 root 1.16 set_ring_bonus (op, -DICE2);
915     break;
916    
917     case BRACERS:
918 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
919 root 1.16 {
920     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
921     if (!QUERY_FLAG (op, FLAG_CURSED))
922     op->value *= 3;
923     }
924     break;
925    
926     case POTION:
927     {
928     int too_many_tries = 0, is_special = 0;
929    
930     /* Handle healing and magic power potions */
931     if (op->stats.sp && !op->randomitems)
932     {
933     object *tmp;
934    
935     tmp = get_archetype (spell_mapping[op->stats.sp]);
936     insert_ob_in_ob (tmp, op);
937     op->stats.sp = 0;
938     }
939    
940     while (!(is_special = special_potion (op)) && !op->inv)
941     {
942     generate_artifact (op, difficulty);
943     if (too_many_tries++ > 10)
944     break;
945     }
946    
947     /* don't want to change value for healing/magic power potions,
948     * since the value set on those is already correct.
949     */
950     if (op->inv && op->randomitems)
951     {
952     /* value multiplier is same as for scrolls */
953     op->value = (op->value * op->inv->value);
954 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
955 root 1.16 }
956     else
957     {
958     op->name = "potion";
959     op->name_pl = "potions";
960     }
961    
962 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
963 root 1.16 SET_FLAG (op, FLAG_CURSED);
964     break;
965     }
966    
967     case AMULET:
968 root 1.72 if (IS_ARCH (op->arch, amulet))
969 root 1.16 op->value *= 5; /* Since it's not just decoration */
970    
971     case RING:
972 root 1.72 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
973 root 1.16 break;
974    
975 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
976 root 1.16 SET_FLAG (op, FLAG_CURSED);
977    
978     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
979    
980     if (op->type != RING) /* Amulets have only one ability */
981     break;
982    
983 root 1.33 if (!(rndm (4)))
984 root 1.16 {
985 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
986 root 1.16
987     if (d > 0)
988     op->value *= 3;
989    
990     set_ring_bonus (op, d);
991    
992 root 1.33 if (!(rndm (4)))
993 root 1.16 {
994 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
995 root 1.16
996     if (d > 0)
997     op->value *= 5;
998     set_ring_bonus (op, d);
999     }
1000     }
1001    
1002 root 1.85 if (op->animation_id)
1003     op->set_anim_frame (rndm (op->anim_frames ()));
1004 root 1.16
1005     break;
1006    
1007     case BOOK:
1008     /* Is it an empty book?, if yes lets make a special·
1009     * msg for it, and tailor its properties based on the·
1010     * creator and/or map level we found it on.
1011     */
1012 root 1.33 if (!op->msg && rndm (10))
1013 root 1.16 {
1014     /* set the book level properly */
1015     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1016     {
1017     if (op->map && op->map->difficulty)
1018 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1019 root 1.16 else
1020 root 1.33 op->level = rndm (20) + 1;
1021 root 1.16 }
1022     else
1023 root 1.35 op->level = rndm (creator->level);
1024 root 1.16
1025     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1026     /* books w/ info are worth more! */
1027     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1028    
1029     /* add exp so reading it gives xp (once) */
1030     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1031     }
1032 sf-marcmagus 1.87
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 root 1.16 break;
1043    
1044     case SPELLBOOK:
1045     op->value = op->value * op->inv->value;
1046     /* add exp so learning gives xp */
1047     op->level = op->inv->level;
1048     op->stats.exp = op->value;
1049     break;
1050    
1051     case WAND:
1052     /* nrof in the treasure list is number of charges,
1053     * not number of wands. So copy that into food (charges),
1054     * and reset nrof.
1055     */
1056     op->stats.food = op->inv->nrof;
1057     op->nrof = 1;
1058     /* If the spell changes by level, choose a random level
1059     * for it, and adjust price. If the spell doesn't
1060     * change by level, just set the wand to the level of
1061     * the spell, and value calculation is simpler.
1062     */
1063     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1064     {
1065     op->level = level_for_item (op, difficulty);
1066     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1067     }
1068     else
1069     {
1070     op->level = op->inv->level;
1071     op->value = op->value * op->inv->value;
1072     }
1073     break;
1074    
1075     case ROD:
1076     op->level = level_for_item (op, difficulty);
1077     /* Add 50 to both level an divisor to keep prices a little more
1078     * reasonable. Otherwise, a high level version of a low level
1079     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1080     * 10 time multiplier). This way, the value are a bit more reasonable.
1081     */
1082     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1083     /* maxhp is used to denote how many 'charges' the rod holds before */
1084     if (op->stats.maxhp)
1085     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1086     else
1087     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1088    
1089     op->stats.hp = op->stats.maxhp;
1090     break;
1091    
1092     case SCROLL:
1093     op->level = level_for_item (op, difficulty);
1094     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1095    
1096     /* add exp so reading them properly gives xp */
1097     op->stats.exp = op->value / 5;
1098     op->nrof = op->inv->nrof;
1099     break;
1100    
1101     case RUNE:
1102     trap_adjust (op, difficulty);
1103     break;
1104    
1105     case TRAP:
1106     trap_adjust (op, difficulty);
1107     break;
1108     } /* switch type */
1109 elmex 1.1
1110     if (flags & GT_STARTEQUIP)
1111     {
1112 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1113 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1114 elmex 1.1 else if (op->type != MONEY)
1115 root 1.16 op->value = 0;
1116 elmex 1.1 }
1117    
1118     if (!(flags & GT_ENVIRONMENT))
1119     fix_flesh_item (op, creator);
1120     }
1121    
1122     /*
1123     *
1124     *
1125     * CODE DEALING WITH ARTIFACTS STARTS HERE
1126     *
1127     *
1128     */
1129    
1130     /*
1131     * Allocate and return the pointer to an empty artifactlist structure.
1132     */
1133 root 1.7 static artifactlist *
1134     get_empty_artifactlist (void)
1135     {
1136 root 1.69 return salloc0<artifactlist> ();
1137 elmex 1.1 }
1138    
1139     /*
1140     * Allocate and return the pointer to an empty artifact structure.
1141     */
1142 root 1.7 static artifact *
1143     get_empty_artifact (void)
1144     {
1145 root 1.69 return salloc0<artifact> ();
1146 elmex 1.1 }
1147    
1148     /*
1149     * Searches the artifact lists and returns one that has the same type
1150     * of objects on it.
1151     */
1152 root 1.7 artifactlist *
1153     find_artifactlist (int type)
1154     {
1155 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1156 root 1.7 if (al->type == type)
1157     return al;
1158 root 1.38
1159     return 0;
1160 elmex 1.1 }
1161    
1162     /*
1163     * Builds up the lists of artifacts from the file in the libdir.
1164     */
1165 root 1.7 void
1166     init_artifacts (void)
1167     {
1168     static int has_been_inited = 0;
1169 pippijn 1.39 char filename[MAX_BUF];
1170 root 1.7 artifact *art = NULL;
1171     artifactlist *al;
1172    
1173     if (has_been_inited)
1174     return;
1175     else
1176     has_been_inited = 1;
1177 elmex 1.1
1178 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1179 root 1.38 object_thawer f (filename);
1180 elmex 1.1
1181 root 1.38 if (!f)
1182 root 1.7 return;
1183 elmex 1.1
1184 root 1.38 for (;;)
1185 root 1.7 {
1186 root 1.38 switch (f.kw)
1187     {
1188     case KW_allowed:
1189     if (!art)
1190 root 1.47 art = get_empty_artifact ();
1191 root 1.7
1192 root 1.16 {
1193 root 1.38 if (!strcmp (f.get_str (), "all"))
1194     break;
1195    
1196     char *next, *cp = f.get_str ();
1197    
1198     do
1199     {
1200     if ((next = strchr (cp, ',')))
1201     *next++ = '\0';
1202    
1203     linked_char *tmp = new linked_char;
1204    
1205     tmp->name = cp;
1206     tmp->next = art->allowed;
1207     art->allowed = tmp;
1208     }
1209     while ((cp = next));
1210 root 1.16 }
1211 root 1.38 break;
1212    
1213     case KW_chance:
1214     f.get (art->chance);
1215     break;
1216    
1217     case KW_difficulty:
1218     f.get (art->difficulty);
1219     break;
1220 root 1.16
1221 root 1.38 case KW_object:
1222 root 1.16 {
1223 root 1.38 art->item = object::create ();
1224 root 1.49 f.get (art->item->name);
1225     f.next ();
1226 root 1.38
1227     if (!art->item->parse_kv (f))
1228     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1229    
1230     al = find_artifactlist (art->item->type);
1231    
1232     if (!al)
1233     {
1234     al = get_empty_artifactlist ();
1235     al->type = art->item->type;
1236     al->next = first_artifactlist;
1237     first_artifactlist = al;
1238     }
1239    
1240     art->next = al->items;
1241     al->items = art;
1242     art = 0;
1243 root 1.16 }
1244 root 1.38 continue;
1245 root 1.10
1246 root 1.38 case KW_EOF:
1247     goto done;
1248 root 1.10
1249 root 1.38 default:
1250     if (!f.parse_error ("artifacts file"))
1251     cleanup ("artifacts file required");
1252     break;
1253 root 1.16 }
1254 root 1.38
1255     f.next ();
1256 root 1.7 }
1257 root 1.3
1258 root 1.38 done:
1259     for (al = first_artifactlist; al; al = al->next)
1260 root 1.7 {
1261 root 1.47 al->total_chance = 0;
1262    
1263 root 1.38 for (art = al->items; art; art = art->next)
1264 root 1.16 {
1265     if (!art->chance)
1266     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1267     else
1268     al->total_chance += art->chance;
1269     }
1270 elmex 1.1 #if 0
1271 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1272 elmex 1.1 #endif
1273     }
1274    
1275 root 1.7 LOG (llevDebug, "done.\n");
1276 elmex 1.1 }
1277    
1278     /*
1279     * Used in artifact generation. The bonuses of the first object
1280     * is modified by the bonuses of the second object.
1281     */
1282 root 1.7 void
1283 root 1.16 add_abilities (object *op, object *change)
1284 root 1.7 {
1285 pippijn 1.14 int i, tmp;
1286 elmex 1.1
1287 root 1.7 if (change->face != blank_face)
1288     {
1289 elmex 1.1 #ifdef TREASURE_VERBOSE
1290 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1291 elmex 1.1 #endif
1292 root 1.7 op->face = change->face;
1293 elmex 1.1 }
1294    
1295 root 1.7 for (i = 0; i < NUM_STATS; i++)
1296 root 1.60 change_attr_value (&(op->stats), i, change->stats.stat (i));
1297 root 1.7
1298     op->attacktype |= change->attacktype;
1299     op->path_attuned |= change->path_attuned;
1300     op->path_repelled |= change->path_repelled;
1301     op->path_denied |= change->path_denied;
1302     op->move_type |= change->move_type;
1303     op->stats.luck += change->stats.luck;
1304    
1305     if (QUERY_FLAG (change, FLAG_CURSED))
1306     SET_FLAG (op, FLAG_CURSED);
1307     if (QUERY_FLAG (change, FLAG_DAMNED))
1308     SET_FLAG (op, FLAG_DAMNED);
1309     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1310     set_abs_magic (op, -op->magic);
1311    
1312     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1313     SET_FLAG (op, FLAG_LIFESAVE);
1314     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1315     SET_FLAG (op, FLAG_REFL_SPELL);
1316     if (QUERY_FLAG (change, FLAG_STEALTH))
1317     SET_FLAG (op, FLAG_STEALTH);
1318     if (QUERY_FLAG (change, FLAG_XRAYS))
1319     SET_FLAG (op, FLAG_XRAYS);
1320     if (QUERY_FLAG (change, FLAG_BLIND))
1321     SET_FLAG (op, FLAG_BLIND);
1322     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1323     SET_FLAG (op, FLAG_SEE_IN_DARK);
1324     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1325     SET_FLAG (op, FLAG_REFL_MISSILE);
1326     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1327     SET_FLAG (op, FLAG_MAKE_INVIS);
1328    
1329     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1330     {
1331     CLEAR_FLAG (op, FLAG_ANIMATE);
1332     /* so artifacts will join */
1333     if (!QUERY_FLAG (op, FLAG_ALIVE))
1334 root 1.16 op->speed = 0.0;
1335 root 1.12
1336 root 1.28 op->set_speed (op->speed);
1337 elmex 1.1 }
1338 root 1.7
1339     if (change->nrof)
1340 root 1.35 op->nrof = rndm (change->nrof) + 1;
1341 root 1.7
1342 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1343 root 1.7 op->stats.wc += change->stats.wc;
1344     op->stats.ac += change->stats.ac;
1345    
1346     if (change->other_arch)
1347     {
1348     /* Basically, for horns & potions, the other_arch field is the spell
1349     * to cast. So convert that to into a spell and put it into
1350     * this object.
1351     */
1352     if (op->type == HORN || op->type == POTION)
1353 root 1.16 {
1354     /* Remove any spells this object currently has in it */
1355 root 1.81 op->destroy_inv (false);
1356 root 1.16
1357 root 1.80 object *tmp = arch_to_object (change->other_arch);
1358     insert_ob_in_ob (tmp, op);
1359 root 1.16 }
1360 root 1.7 /* No harm setting this for potions/horns */
1361     op->other_arch = change->other_arch;
1362     }
1363    
1364     if (change->stats.hp < 0)
1365     op->stats.hp = -change->stats.hp;
1366     else
1367     op->stats.hp += change->stats.hp;
1368    
1369     if (change->stats.maxhp < 0)
1370     op->stats.maxhp = -change->stats.maxhp;
1371     else
1372     op->stats.maxhp += change->stats.maxhp;
1373    
1374     if (change->stats.sp < 0)
1375     op->stats.sp = -change->stats.sp;
1376     else
1377     op->stats.sp += change->stats.sp;
1378    
1379     if (change->stats.maxsp < 0)
1380     op->stats.maxsp = -change->stats.maxsp;
1381     else
1382     op->stats.maxsp += change->stats.maxsp;
1383    
1384     if (change->stats.food < 0)
1385     op->stats.food = -(change->stats.food);
1386     else
1387     op->stats.food += change->stats.food;
1388    
1389     if (change->level < 0)
1390     op->level = -(change->level);
1391     else
1392     op->level += change->level;
1393    
1394     if (change->gen_sp_armour < 0)
1395     op->gen_sp_armour = -(change->gen_sp_armour);
1396     else
1397     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1398    
1399     op->item_power = change->item_power;
1400    
1401     for (i = 0; i < NROFATTACKS; i++)
1402 root 1.20 if (change->resist[i])
1403     op->resist[i] += change->resist[i];
1404 root 1.7
1405     if (change->stats.dam)
1406     {
1407     if (change->stats.dam < 0)
1408 root 1.16 op->stats.dam = (-change->stats.dam);
1409 root 1.7 else if (op->stats.dam)
1410 root 1.16 {
1411     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1412     if (tmp == op->stats.dam)
1413     {
1414     if (change->stats.dam < 10)
1415     op->stats.dam--;
1416     else
1417     op->stats.dam++;
1418     }
1419     else
1420     op->stats.dam = tmp;
1421     }
1422 root 1.7 }
1423    
1424     if (change->weight)
1425     {
1426     if (change->weight < 0)
1427 root 1.16 op->weight = (-change->weight);
1428 root 1.7 else
1429 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1430 root 1.7 }
1431    
1432     if (change->last_sp)
1433     {
1434     if (change->last_sp < 0)
1435 root 1.16 op->last_sp = (-change->last_sp);
1436 root 1.7 else
1437 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1438 root 1.7 }
1439    
1440     if (change->gen_sp_armour)
1441     {
1442     if (change->gen_sp_armour < 0)
1443 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1444 root 1.7 else
1445 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1446 root 1.7 }
1447    
1448     op->value *= change->value;
1449    
1450 root 1.36 if (change->materials)
1451     op->materials = change->materials;
1452 root 1.7
1453     if (change->materialname)
1454     op->materialname = change->materialname;
1455    
1456     if (change->slaying)
1457     op->slaying = change->slaying;
1458    
1459     if (change->race)
1460     op->race = change->race;
1461    
1462     if (change->msg)
1463     op->msg = change->msg;
1464 elmex 1.1 }
1465    
1466 root 1.7 static int
1467 root 1.52 legal_artifact_combination (object *op, artifact *art)
1468 root 1.7 {
1469 elmex 1.1 int neg, success = 0;
1470     linked_char *tmp;
1471     const char *name;
1472    
1473 root 1.52 if (!art->allowed)
1474 root 1.16 return 1; /* Ie, "all" */
1475 root 1.52
1476 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1477     {
1478 elmex 1.1 #ifdef TREASURE_VERBOSE
1479 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1480 elmex 1.1 #endif
1481 root 1.7 if (*tmp->name == '!')
1482 root 1.16 name = tmp->name + 1, neg = 1;
1483 root 1.7 else
1484 root 1.16 name = tmp->name, neg = 0;
1485 root 1.7
1486     /* If we match name, then return the opposite of 'neg' */
1487 root 1.62 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1488 root 1.16 return !neg;
1489 root 1.7
1490     /* Set success as true, since if the match was an inverse, it means
1491     * everything is allowed except what we match
1492     */
1493     else if (neg)
1494 root 1.16 success = 1;
1495 root 1.7 }
1496 root 1.52
1497 elmex 1.1 return success;
1498     }
1499    
1500     /*
1501     * Fixes the given object, giving it the abilities and titles
1502     * it should have due to the second artifact-template.
1503     */
1504    
1505 root 1.7 void
1506 root 1.12 give_artifact_abilities (object *op, object *artifct)
1507 root 1.7 {
1508 elmex 1.1 char new_name[MAX_BUF];
1509    
1510 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1511     op->title = new_name;
1512 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1513 elmex 1.1
1514 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1515 elmex 1.1 {
1516 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1517 root 1.16
1518 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1519     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1520 elmex 1.1 if (!identified)
1521 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1522 elmex 1.1 }
1523     #endif
1524     return;
1525     }
1526    
1527     /*
1528     * Decides randomly which artifact the object should be
1529     * turned into. Makes sure that the item can become that
1530     * artifact (means magic, difficulty, and Allowed fields properly).
1531     * Then calls give_artifact_abilities in order to actually create
1532     * the artifact.
1533     */
1534    
1535     /* Give 1 re-roll attempt per artifact */
1536     #define ARTIFACT_TRIES 2
1537    
1538 root 1.7 void
1539 root 1.16 generate_artifact (object *op, int difficulty)
1540 root 1.7 {
1541 elmex 1.1 artifactlist *al;
1542     artifact *art;
1543     int i;
1544    
1545 root 1.7 al = find_artifactlist (op->type);
1546    
1547     if (al == NULL)
1548     {
1549 root 1.16 #if 0 /* This is too verbose, usually */
1550 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1551 elmex 1.1 #endif
1552 root 1.7 return;
1553     }
1554    
1555     for (i = 0; i < ARTIFACT_TRIES; i++)
1556     {
1557 root 1.35 int roll = rndm (al->total_chance);
1558 elmex 1.1
1559 root 1.35 for (art = al->items; art; art = art->next)
1560 root 1.16 {
1561     roll -= art->chance;
1562     if (roll < 0)
1563     break;
1564     }
1565 elmex 1.1
1566 root 1.7 if (art == NULL || roll >= 0)
1567 root 1.16 {
1568 elmex 1.1 #if 1
1569 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1570 elmex 1.1 #endif
1571 root 1.16 return;
1572     }
1573 root 1.84
1574     if (art->item->name == shstr_NONE)
1575 root 1.16 return;
1576 root 1.84
1577     if (fabs (op->magic) < art->item->magic)
1578 root 1.16 continue; /* Not magic enough to be this item */
1579 root 1.7
1580     /* Map difficulty not high enough */
1581     if (difficulty < art->difficulty)
1582 root 1.16 continue;
1583 elmex 1.1
1584 root 1.7 if (!legal_artifact_combination (op, art))
1585 root 1.16 {
1586 elmex 1.1 #ifdef TREASURE_VERBOSE
1587 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1588 elmex 1.1 #endif
1589 root 1.16 continue;
1590     }
1591 root 1.42
1592 root 1.7 give_artifact_abilities (op, art->item);
1593     return;
1594 elmex 1.1 }
1595     }
1596    
1597     /* fix_flesh_item() - objects of type FLESH are similar to type
1598     * FOOD, except they inherit properties (name, food value, etc).
1599     * based on the original owner (or 'donor' if you like). -b.t.
1600     */
1601    
1602 root 1.7 void
1603 root 1.16 fix_flesh_item (object *item, object *donor)
1604 root 1.7 {
1605     char tmpbuf[MAX_BUF];
1606     int i;
1607    
1608     if (item->type == FLESH && donor)
1609     {
1610     /* change the name */
1611 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1612     item->name = tmpbuf;
1613     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1614     item->name_pl = tmpbuf;
1615 root 1.7
1616     /* weight is FLESH weight/100 * donor */
1617     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1618 root 1.16 item->weight = 1;
1619 root 1.7
1620     /* value is multiplied by level of donor */
1621     item->value *= isqrt (donor->level * 2);
1622    
1623     /* food value */
1624     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1625    
1626     /* flesh items inherit some abilities of donor, but not
1627     * full effect.
1628     */
1629     for (i = 0; i < NROFATTACKS; i++)
1630 root 1.16 item->resist[i] = donor->resist[i] / 2;
1631 root 1.7
1632     /* item inherits donor's level (important for quezals) */
1633     item->level = donor->level;
1634    
1635     /* if donor has some attacktypes, the flesh is poisonous */
1636     if (donor->attacktype & AT_POISON)
1637 root 1.16 item->type = POISON;
1638 root 1.83
1639 root 1.7 if (donor->attacktype & AT_ACID)
1640 root 1.16 item->stats.hp = -1 * item->stats.food;
1641 root 1.83
1642 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1643 elmex 1.1 }
1644     }
1645    
1646     /* special_potion() - so that old potion code is still done right. */
1647 root 1.7 int
1648 root 1.16 special_potion (object *op)
1649 root 1.7 {
1650     if (op->attacktype)
1651     return 1;
1652 elmex 1.1
1653 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)
1654     return 1;
1655 elmex 1.1
1656 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1657 root 1.7 if (op->resist[i])
1658     return 1;
1659 elmex 1.1
1660 root 1.7 return 0;
1661 elmex 1.1 }
1662    
1663 root 1.7 void
1664 root 1.16 free_treasurestruct (treasure *t)
1665 elmex 1.1 {
1666 root 1.41 if (t->next) free_treasurestruct (t->next);
1667     if (t->next_yes) free_treasurestruct (t->next_yes);
1668     if (t->next_no) free_treasurestruct (t->next_no);
1669 root 1.8
1670     delete t;
1671 elmex 1.1 }
1672    
1673 root 1.7 void
1674 root 1.16 free_charlinks (linked_char *lc)
1675 elmex 1.1 {
1676 root 1.7 if (lc->next)
1677     free_charlinks (lc->next);
1678    
1679     delete lc;
1680 elmex 1.1 }
1681    
1682 root 1.7 void
1683 root 1.41 free_artifact (artifact *at)
1684 elmex 1.1 {
1685 root 1.41 if (at->next) free_artifact (at->next);
1686     if (at->allowed) free_charlinks (at->allowed);
1687 root 1.7
1688 root 1.82 at->item->destroy ();
1689 root 1.7
1690 root 1.41 sfree (at);
1691 elmex 1.1 }
1692    
1693 root 1.7 void
1694 root 1.41 free_artifactlist (artifactlist *al)
1695 elmex 1.1 {
1696 root 1.7 artifactlist *nextal;
1697 root 1.15
1698 root 1.21 for (al = first_artifactlist; al; al = nextal)
1699 root 1.7 {
1700     nextal = al->next;
1701 root 1.15
1702 root 1.7 if (al->items)
1703 root 1.16 free_artifact (al->items);
1704 root 1.15
1705 root 1.41 sfree (al);
1706 elmex 1.1 }
1707     }
1708    
1709 root 1.7 void
1710     free_all_treasures (void)
1711     {
1712     treasurelist *tl, *next;
1713 elmex 1.1
1714 root 1.41 for (tl = first_treasurelist; tl; tl = next)
1715     {
1716     clear (tl);
1717 elmex 1.1
1718 root 1.7 next = tl->next;
1719     delete tl;
1720 elmex 1.1 }
1721 root 1.41
1722 root 1.7 free_artifactlist (first_artifactlist);
1723 elmex 1.1 }