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Revision: 1.97
Committed: Sun Nov 29 10:55:18 2009 UTC (14 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.96: +3 -3 lines
Log Message:
indent (remove useless use of void)

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 1.96 * Copyright (©) 2005,2006,2007,2008,2009 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 root 1.88 //TODO: class method
57 root 1.89 static void free_treasurestruct (treasure *t); // bleh desu
58 root 1.88 static void
59     clear (treasurelist *tl)
60     {
61     if (tl->items)
62     {
63     free_treasurestruct (tl->items);
64     tl->items = 0;
65     }
66    
67     tl->total_chance = 0;
68     }
69    
70 elmex 1.1 /*
71 root 1.44 * Searches for the given treasurelist
72 elmex 1.1 */
73 root 1.41 treasurelist *
74     treasurelist::find (const char *name)
75     {
76     if (!name)
77     return 0;
78    
79 root 1.45 auto (i, tl_map.find (name));
80 elmex 1.1
81 root 1.41 if (i == tl_map.end ())
82     return 0;
83    
84     return i->second;
85 elmex 1.1 }
86    
87     /*
88 root 1.41 * Searches for the given treasurelist in the globally linked list
89     * of treasurelists which has been built by load_treasures().
90 elmex 1.1 */
91 root 1.41 treasurelist *
92     treasurelist::get (const char *name)
93 root 1.7 {
94 root 1.41 treasurelist *tl = find (name);
95    
96     if (!tl)
97     {
98     tl = new treasurelist;
99    
100     tl->name = name;
101     tl->next = first_treasurelist;
102     first_treasurelist = tl;
103 root 1.7
104 root 1.41 tl_map.insert (std::make_pair (tl->name, tl));
105     }
106 elmex 1.1
107 root 1.41 return tl;
108     }
109    
110 root 1.47 #ifdef TREASURE_DEBUG
111     /* recursived checks the linked list. Treasurelist is passed only
112     * so that the treasure name can be printed out
113     */
114     static void
115     check_treasurelist (const treasure *t, const treasurelist * tl)
116     {
117     if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118     LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119    
120     if (t->next)
121     check_treasurelist (t->next, tl);
122    
123     if (t->next_yes)
124     check_treasurelist (t->next_yes, tl);
125    
126     if (t->next_no)
127     check_treasurelist (t->next_no, tl);
128     }
129     #endif
130    
131 elmex 1.1 /*
132     * Reads the lib/treasure file from disk, and parses the contents
133     * into an internal treasure structure (very linked lists)
134     */
135 root 1.7 static treasure *
136 root 1.47 read_treasure (object_thawer &f)
137 root 1.7 {
138 root 1.41 treasure *t = new treasure;
139 root 1.7
140 root 1.47 f.next ();
141 root 1.42
142     for (;;)
143 root 1.7 {
144 root 1.70 coroapi::cede_to_tick ();
145 root 1.7
146 root 1.42 switch (f.kw)
147 root 1.16 {
148 root 1.42 case KW_arch:
149 root 1.72 t->item = archetype::find (f.get_str ());
150 root 1.73
151 root 1.72 if (!t->item)
152     {
153     f.parse_warn ("treasure references unknown archetype");
154 root 1.73 t->item = archetype::empty;
155 root 1.72 }
156    
157 root 1.42 break;
158    
159     case KW_list: f.get (t->name); break;
160     case KW_change_name: f.get (t->change_arch.name); break;
161     case KW_change_title: f.get (t->change_arch.title); break;
162     case KW_change_slaying: f.get (t->change_arch.slaying); break;
163     case KW_chance: f.get (t->chance); break;
164     case KW_nrof: f.get (t->nrof); break;
165     case KW_magic: f.get (t->magic); break;
166    
167 root 1.47 case KW_yes: t->next_yes = read_treasure (f); continue;
168     case KW_no: t->next_no = read_treasure (f); continue;
169 root 1.42
170     case KW_end:
171 root 1.47 f.next ();
172 root 1.42 return t;
173    
174     case KW_more:
175 root 1.47 t->next = read_treasure (f);
176 root 1.42 return t;
177    
178     default:
179 root 1.47 if (!f.parse_error ("treasurelist", t->name))
180 root 1.72 goto error;
181 root 1.42
182     return t;
183 root 1.16 }
184 root 1.47
185     f.next ();
186 elmex 1.1 }
187 root 1.72
188     // not reached
189    
190     error:
191     delete t;
192     return 0;
193 elmex 1.1 }
194    
195     /*
196     * Each treasure is parsed with the help of load_treasure().
197     */
198 root 1.47 treasurelist *
199     treasurelist::read (object_thawer &f)
200 root 1.7 {
201 root 1.47 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
202 root 1.7
203 root 1.47 bool one = f.kw == KW_treasureone;
204     treasurelist *tl = treasurelist::get (f.get_str ());
205     clear (tl);
206     tl->items = read_treasure (f);
207     if (!tl->items)
208     return 0;
209 root 1.42
210 root 1.47 /* This is a one of the many items on the list should be generated.
211     * Add up the chance total, and check to make sure the yes & no
212     * fields of the treasures are not being used.
213     */
214     if (one)
215 root 1.7 {
216 root 1.47 for (treasure *t = tl->items; t; t = t->next)
217 root 1.16 {
218 root 1.47 if (t->next_yes || t->next_no)
219 root 1.42 {
220 root 1.62 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
221 root 1.47 LOG (llevError, " the next_yes or next_no field is set\n");
222 root 1.16 }
223 elmex 1.1
224 root 1.47 tl->total_chance += t->chance;
225 root 1.42 }
226 root 1.47 }
227 root 1.42
228 root 1.47 return tl;
229 elmex 1.1 }
230    
231     /*
232     * Generates the objects specified by the given treasure.
233     * It goes recursively through the rest of the linked list.
234     * If there is a certain percental chance for a treasure to be generated,
235     * this is taken into consideration.
236     * The second argument specifies for which object the treasure is
237     * being generated.
238     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
239     * abilities. This is used by summon spells, thus no summoned monsters
240     * start with equipment, but only their abilities).
241     */
242 root 1.7 static void
243 root 1.16 put_treasure (object *op, object *creator, int flags)
244 elmex 1.1 {
245 root 1.56 if (flags & GT_ENVIRONMENT)
246 root 1.7 {
247 root 1.56 /* Bit of a hack - spells should never be put onto the map. The entire
248     * treasure stuff is a problem - there is no clear idea of knowing
249     * this is the original object, or if this is an object that should be created
250     * by another object.
251     */
252     //TODO: flag such as objects... as such (no drop, anybody?)
253     if (op->type == SPELL)
254     {
255 root 1.82 op->destroy ();
256 root 1.56 return;
257     }
258    
259 root 1.53 op->expand_tail ();
260    
261 root 1.77 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
262 root 1.82 op->destroy ();
263 root 1.51 else
264     {
265     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
266     op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267     }
268 root 1.7 }
269     else
270     {
271 root 1.29 op = creator->insert (op);
272 root 1.27
273 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
274 root 1.16 monster_check_apply (creator, op);
275 elmex 1.1 }
276     }
277    
278     /* if there are change_xxx commands in the treasure, we include the changes
279     * in the generated object
280     */
281 root 1.7 static void
282 root 1.12 change_treasure (treasure *t, object *op)
283 elmex 1.1 {
284 root 1.7 /* CMD: change_name xxxx */
285     if (t->change_arch.name)
286 elmex 1.1 {
287 root 1.7 op->name = t->change_arch.name;
288     op->name_pl = t->change_arch.name;
289 elmex 1.1 }
290    
291 root 1.7 if (t->change_arch.title)
292     op->title = t->change_arch.title;
293    
294     if (t->change_arch.slaying)
295     op->slaying = t->change_arch.slaying;
296     }
297    
298 root 1.41 static void
299 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
300 root 1.7 {
301 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
302 elmex 1.1 {
303 root 1.7 if (t->name)
304 root 1.16 {
305 elmex 1.30 if (difficulty >= t->magic)
306 root 1.47 if (treasurelist *tl = treasurelist::find (t->name))
307     create_treasure (tl, op, flag, difficulty, tries);
308     else
309     LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
310 root 1.16 }
311 root 1.7 else
312 root 1.16 {
313 root 1.63 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
314 root 1.16 {
315 root 1.41 object *tmp = arch_to_object (t->item);
316    
317 root 1.16 if (t->nrof && tmp->nrof <= 1)
318 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
319    
320 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
321     change_treasure (t, tmp);
322     put_treasure (tmp, op, flag);
323     }
324     }
325 root 1.12
326 root 1.41 if (t->next_yes)
327 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
328 elmex 1.1 }
329 root 1.41 else if (t->next_no)
330 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
331 root 1.12
332 root 1.41 if (t->next)
333 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
334 elmex 1.1 }
335    
336 root 1.41 static void
337 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
338 root 1.7 {
339 root 1.35 int value = rndm (tl->total_chance);
340 root 1.7 treasure *t;
341 elmex 1.1
342 root 1.7 if (tries++ > 100)
343     {
344     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
345     return;
346     }
347 root 1.12
348 root 1.41 for (t = tl->items; t; t = t->next)
349 root 1.7 {
350     value -= t->chance;
351 root 1.12
352 root 1.7 if (value < 0)
353 root 1.16 break;
354 root 1.7 }
355 elmex 1.1
356 root 1.7 if (!t || value >= 0)
357 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
358 root 1.12
359 root 1.7 if (t->name)
360     {
361     if (difficulty >= t->magic)
362 elmex 1.26 {
363 root 1.41 treasurelist *tl = treasurelist::find (t->name);
364 elmex 1.26 if (tl)
365     create_treasure (tl, op, flag, difficulty, tries);
366     }
367 root 1.7 else if (t->nrof)
368 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
369 elmex 1.1 }
370 root 1.63 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
371 root 1.7 {
372 root 1.41 if (object *tmp = arch_to_object (t->item))
373     {
374     if (t->nrof && tmp->nrof <= 1)
375     tmp->nrof = rndm (t->nrof) + 1;
376 root 1.12
377 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
378     change_treasure (t, tmp);
379     put_treasure (tmp, op, flag);
380     }
381 elmex 1.1 }
382     }
383    
384 root 1.57 void
385     object::create_treasure (treasurelist *tl, int flags)
386     {
387     ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
388     }
389    
390 elmex 1.1 /* This calls the appropriate treasure creation function. tries is passed
391     * to determine how many list transitions or attempts to create treasure
392     * have been made. It is really in place to prevent infinite loops with
393     * list transitions, or so that excessively good treasure will not be
394     * created on weak maps, because it will exceed the number of allowed tries
395     * to do that.
396     */
397 root 1.7 void
398 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
399 elmex 1.1 {
400 root 1.41 // empty treasurelists are legal
401     if (!tl->items)
402     return;
403    
404 root 1.7 if (tries++ > 100)
405     {
406     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
407     return;
408     }
409 root 1.37
410 root 1.58 if (op->flag [FLAG_TREASURE_ENV])
411 root 1.59 {
412     // do not generate items when there already is something above the object
413     if (op->flag [FLAG_IS_FLOOR] && op->above)
414     return;
415    
416     flag |= GT_ENVIRONMENT;
417     }
418 root 1.58
419 elmex 1.30 if (tl->total_chance)
420     create_one_treasure (tl, op, flag, difficulty, tries);
421 root 1.7 else
422 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
423 elmex 1.1 }
424    
425     /* This is similar to the old generate treasure function. However,
426     * it instead takes a treasurelist. It is really just a wrapper around
427     * create_treasure. We create a dummy object that the treasure gets
428     * inserted into, and then return that treausre
429     */
430 root 1.7 object *
431 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
432 elmex 1.1 {
433 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
434    
435 root 1.50 object *ob = object::create ();
436 elmex 1.1
437 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
438 elmex 1.1
439 root 1.7 /* Don't want to free the object we are about to return */
440 root 1.50 object *tmp = ob->inv;
441     if (tmp)
442 root 1.23 tmp->remove ();
443 root 1.21
444 root 1.7 if (ob->inv)
445 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
446    
447 root 1.82 ob->destroy ();
448 root 1.80
449 root 1.7 return tmp;
450 elmex 1.1 }
451    
452     /*
453     * This is a new way of calculating the chance for an item to have
454     * a specific magical bonus.
455     * The array has two arguments, the difficulty of the level, and the
456     * magical bonus "wanted".
457     */
458    
459 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
460 root 1.42 // chance of magic difficulty
461     // +0 +1 +2 +3 +4
462     {95, 2, 2, 1, 0}, // 1
463     {92, 5, 2, 1, 0}, // 2
464     {85, 10, 4, 1, 0}, // 3
465     {80, 14, 4, 2, 0}, // 4
466     {75, 17, 5, 2, 1}, // 5
467     {70, 18, 8, 3, 1}, // 6
468     {65, 21, 10, 3, 1}, // 7
469     {60, 22, 12, 4, 2}, // 8
470     {55, 25, 14, 4, 2}, // 9
471     {50, 27, 16, 5, 2}, // 10
472     {45, 28, 18, 6, 3}, // 11
473     {42, 28, 20, 7, 3}, // 12
474     {40, 27, 21, 8, 4}, // 13
475     {38, 25, 22, 10, 5}, // 14
476     {36, 23, 23, 12, 6}, // 15
477     {33, 21, 24, 14, 8}, // 16
478     {31, 19, 25, 16, 9}, // 17
479     {27, 15, 30, 18, 10}, // 18
480     {20, 12, 30, 25, 13}, // 19
481     {15, 10, 28, 30, 17}, // 20
482     {13, 9, 27, 28, 23}, // 21
483     {10, 8, 25, 28, 29}, // 22
484     { 8, 7, 23, 26, 36}, // 23
485     { 6, 6, 20, 22, 46}, // 24
486     { 4, 5, 17, 18, 56}, // 25
487     { 2, 4, 12, 14, 68}, // 26
488     { 0, 3, 7, 10, 80}, // 27
489     { 0, 0, 3, 7, 90}, // 28
490     { 0, 0, 0, 3, 97}, // 29
491     { 0, 0, 0, 0, 100}, // 30
492     { 0, 0, 0, 0, 100}, // 31
493 elmex 1.1 };
494    
495     /* calculate the appropriate level for wands staves and scrolls.
496     * This code presumes that op has had its spell object created (in op->inv)
497     *
498     * elmex Wed Aug 9 17:44:59 CEST 2006:
499     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
500     */
501 root 1.89 static int
502 root 1.16 level_for_item (const object *op, int difficulty)
503 elmex 1.1 {
504     if (!op->inv)
505     {
506 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
507     return 0;
508 elmex 1.1 }
509    
510 root 1.67 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
511 elmex 1.1
512     if (olevel <= 0)
513 root 1.67 olevel = rndm (1, op->inv->level);
514 elmex 1.1
515 root 1.67 return min (olevel, MAXLEVEL);
516 elmex 1.1 }
517    
518     /*
519     * Based upon the specified difficulty and upon the difftomagic_list array,
520     * a random magical bonus is returned. This is used when determine
521     * the magical bonus created on specific maps.
522     *
523     * elmex Thu Aug 10 18:45:44 CEST 2006:
524     * Scaling difficulty by max_level, as difficulty is a level and not some
525     * weird integer between 1-31.
526     *
527     */
528 root 1.89 static int
529 root 1.7 magic_from_difficulty (int difficulty)
530 elmex 1.1 {
531     int percent = 0, magic = 0;
532     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
533    
534     scaled_diff--;
535    
536 root 1.7 if (scaled_diff < 0)
537 elmex 1.1 scaled_diff = 0;
538    
539     if (scaled_diff >= DIFFLEVELS)
540 root 1.7 scaled_diff = DIFFLEVELS - 1;
541 elmex 1.1
542 root 1.33 percent = rndm (100);
543 elmex 1.1
544 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
545 elmex 1.1 {
546     percent -= difftomagic_list[scaled_diff][magic];
547    
548     if (percent < 0)
549 root 1.16 break;
550 elmex 1.1 }
551    
552     if (magic == (MAXMAGIC + 1))
553     {
554 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
555 elmex 1.1 magic = 0;
556     }
557    
558 root 1.33 magic = (rndm (3)) ? magic : -magic;
559 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
560    
561     return magic;
562     }
563    
564     /*
565     * Sets magical bonus in an object, and recalculates the effect on
566     * the armour variable, and the effect on speed of armour.
567     * This function doesn't work properly, should add use of archetypes
568     * to make it truly absolute.
569     */
570    
571 root 1.7 void
572 root 1.16 set_abs_magic (object *op, int magic)
573 root 1.7 {
574     if (!magic)
575 elmex 1.1 return;
576    
577 root 1.7 op->magic = magic;
578     if (op->arch)
579     {
580     if (op->type == ARMOUR)
581 root 1.63 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
582 root 1.7
583 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
584 root 1.16 magic = (-magic);
585 root 1.78
586 root 1.63 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
587 root 1.7 }
588     else
589     {
590     if (op->type == ARMOUR)
591 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592 root 1.78
593 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
594 root 1.16 magic = (-magic);
595 root 1.78
596 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
597     }
598 elmex 1.1 }
599    
600     /*
601     * Sets a random magical bonus in the given object based upon
602     * the given difficulty, and the given max possible bonus.
603     */
604    
605 root 1.7 static void
606 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
607 elmex 1.1 {
608     int i;
609 root 1.16
610 root 1.7 i = magic_from_difficulty (difficulty);
611 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
612 root 1.7 i = -i;
613     if (i > max_magic)
614 elmex 1.1 i = max_magic;
615 root 1.7 set_abs_magic (op, i);
616 elmex 1.1 if (i < 0)
617 root 1.7 SET_FLAG (op, FLAG_CURSED);
618 elmex 1.1 }
619    
620     /*
621     * Randomly adds one magical ability to the given object.
622     * Modified for Partial Resistance in many ways:
623     * 1) Since rings can have multiple bonuses, if the same bonus
624     * is rolled again, increase it - the bonuses now stack with
625     * other bonuses previously rolled and ones the item might natively have.
626     * 2) Add code to deal with new PR method.
627     */
628 root 1.89 static void
629 root 1.16 set_ring_bonus (object *op, int bonus)
630 root 1.7 {
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 1.89 static int
764 root 1.7 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 root 1.88 /* special_potion() - so that old potion code is still done right. */
779 root 1.89 static int
780 root 1.88 special_potion (object *op)
781     {
782     if (op->attacktype)
783     return 1;
784    
785     if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786     return 1;
787    
788     for (int i = 0; i < NROFATTACKS; i++)
789     if (op->resist[i])
790     return 1;
791    
792     return 0;
793     }
794    
795 elmex 1.1 #define DICE2 (get_magic(2)==2?2:1)
796 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
797 elmex 1.1
798     /*
799     * fix_generated_item(): This is called after an item is generated, in
800     * order to set it up right. This produced magical bonuses, puts spells
801     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
802     */
803 root 1.16
804 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
805     * op->type. Right now, which stuff the creator passes on is object type
806     * dependant. I know this is a spagetti manuever, but is there a cleaner
807     * way to do this? b.t. */
808 root 1.16
809 elmex 1.1 /*
810     * ! (flags & GT_ENVIRONMENT):
811     * Automatically calls fix_flesh_item().
812     *
813     * flags:
814     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
815     * value.
816     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
817     * a working object - don't change magic, value, etc, but set it material
818     * type as appropriate, for objects that need spell objects, set those, etc
819     */
820 root 1.7 void
821 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
822 elmex 1.1 {
823     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
824    
825     if (!creator || creator->type == op->type)
826 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827 elmex 1.1
828     /* If we make an artifact, this information will be destroyed */
829     save_item_power = op->item_power;
830     op->item_power = 0;
831    
832     if (op->randomitems && op->type != SPELL)
833     {
834 root 1.50 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
835 elmex 1.1 /* So the treasure doesn't get created again */
836 root 1.42 op->randomitems = 0;
837 elmex 1.1 }
838    
839 root 1.96 max_it (difficulty, 1);
840 elmex 1.1
841 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
842     ARG_OBJECT (creator != op ? creator : 0),
843     ARG_INT (difficulty), ARG_INT (max_magic),
844     ARG_INT (flags)))
845     return;
846    
847 elmex 1.1 if (!(flags & GT_MINIMAL))
848     {
849 root 1.72 if (IS_ARCH (op->arch, crown))
850 root 1.16 {
851     set_magic (difficulty, op, max_magic, flags);
852     num_enchantments = calc_item_power (op, 1);
853     generate_artifact (op, difficulty);
854     }
855 elmex 1.1 else
856 root 1.16 {
857     if (!op->magic && max_magic)
858     set_magic (difficulty, op, max_magic, flags);
859    
860     num_enchantments = calc_item_power (op, 1);
861    
862 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
863     || op->type == HORN
864 root 1.72 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
865 root 1.16 generate_artifact (op, difficulty);
866     }
867 elmex 1.1
868     /* Object was made an artifact. Calculate its item_power rating.
869     * the item_power in the object is what the artfiact adds.
870     */
871     if (op->title)
872 root 1.16 {
873     /* if save_item_power is set, then most likely we started with an
874     * artifact and have added new abilities to it - this is rare, but
875     * but I have seen things like 'strange rings of fire'. So just figure
876     * out the power from the base power plus what this one adds. Note
877     * that since item_power is not quite linear, this actually ends up
878     * being somewhat of a bonus
879     */
880     if (save_item_power)
881     op->item_power = save_item_power + get_power_from_ench (op->item_power);
882     else
883     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
884     }
885 elmex 1.1 else if (save_item_power)
886 root 1.16 {
887     /* restore the item_power field to the object if we haven't changed it.
888     * we don't care about num_enchantments - that will basically just
889     * have calculated some value from the base attributes of the archetype.
890     */
891     op->item_power = save_item_power;
892     }
893 elmex 1.1 else
894 root 1.16 {
895     /* item_power was zero. This is suspicious, as it may be because it
896     * was never previously calculated. Let's compute a value and see if
897     * it is non-zero. If it indeed is, then assign it as the new
898     * item_power value.
899     * - gros, 21th of July 2006.
900     */
901     op->item_power = calc_item_power (op, 0);
902     save_item_power = op->item_power; /* Just in case it would get used
903     * again below */
904     }
905 elmex 1.1 }
906    
907     /* materialtype modifications. Note we allow this on artifacts. */
908 root 1.93 select_material (op, difficulty);
909 elmex 1.1
910     if (flags & GT_MINIMAL)
911     {
912     if (op->type == POTION)
913 root 1.16 /* Handle healing and magic power potions */
914     if (op->stats.sp && !op->randomitems)
915     {
916 root 1.72 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
917 root 1.16 insert_ob_in_ob (tmp, op);
918     op->stats.sp = 0;
919     }
920 elmex 1.1 }
921 root 1.16 else if (!op->title) /* Only modify object if not special */
922 elmex 1.1 switch (op->type)
923     {
924 root 1.16 case WEAPON:
925     case ARMOUR:
926     case SHIELD:
927     case HELMET:
928     case CLOAK:
929 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
930 root 1.16 set_ring_bonus (op, -DICE2);
931     break;
932    
933     case BRACERS:
934 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
935 root 1.16 {
936     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
937     if (!QUERY_FLAG (op, FLAG_CURSED))
938     op->value *= 3;
939     }
940     break;
941    
942     case POTION:
943     {
944     int too_many_tries = 0, is_special = 0;
945    
946     /* Handle healing and magic power potions */
947     if (op->stats.sp && !op->randomitems)
948     {
949 root 1.96 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
950 root 1.16 insert_ob_in_ob (tmp, op);
951     op->stats.sp = 0;
952     }
953    
954     while (!(is_special = special_potion (op)) && !op->inv)
955     {
956     generate_artifact (op, difficulty);
957     if (too_many_tries++ > 10)
958     break;
959     }
960    
961     /* don't want to change value for healing/magic power potions,
962     * since the value set on those is already correct.
963     */
964     if (op->inv && op->randomitems)
965     {
966     /* value multiplier is same as for scrolls */
967 root 1.96 op->value *= op->inv->value;
968 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
969 root 1.16 }
970     else
971     {
972     op->name = "potion";
973     op->name_pl = "potions";
974     }
975    
976 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
977 root 1.16 SET_FLAG (op, FLAG_CURSED);
978 root 1.96
979 root 1.16 break;
980     }
981    
982     case AMULET:
983 root 1.72 if (IS_ARCH (op->arch, amulet))
984 root 1.16 op->value *= 5; /* Since it's not just decoration */
985    
986     case RING:
987 root 1.72 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
988 root 1.16 break;
989    
990 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
991 root 1.16 SET_FLAG (op, FLAG_CURSED);
992    
993     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
994    
995     if (op->type != RING) /* Amulets have only one ability */
996     break;
997    
998 root 1.33 if (!(rndm (4)))
999 root 1.16 {
1000 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1001 root 1.16
1002     if (d > 0)
1003     op->value *= 3;
1004    
1005     set_ring_bonus (op, d);
1006    
1007 root 1.33 if (!(rndm (4)))
1008 root 1.16 {
1009 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1010 root 1.16
1011     if (d > 0)
1012     op->value *= 5;
1013     set_ring_bonus (op, d);
1014     }
1015     }
1016    
1017 root 1.85 if (op->animation_id)
1018     op->set_anim_frame (rndm (op->anim_frames ()));
1019 root 1.16
1020     break;
1021    
1022     case BOOK:
1023     /* Is it an empty book?, if yes lets make a special·
1024     * msg for it, and tailor its properties based on the·
1025     * creator and/or map level we found it on.
1026     */
1027 root 1.33 if (!op->msg && rndm (10))
1028 root 1.16 {
1029     /* set the book level properly */
1030     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1031     {
1032     if (op->map && op->map->difficulty)
1033 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1034 root 1.16 else
1035 root 1.33 op->level = rndm (20) + 1;
1036 root 1.16 }
1037     else
1038 root 1.35 op->level = rndm (creator->level);
1039 root 1.16
1040     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1041     /* books w/ info are worth more! */
1042     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1043    
1044     /* add exp so reading it gives xp (once) */
1045     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1046     }
1047 sf-marcmagus 1.87
1048     /* creator related stuff */
1049    
1050     /* for library, chained books. Note that some monsters have no_pick
1051     * set - we don't want to set no pick in that case.
1052     */
1053     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1054     SET_FLAG (op, FLAG_NO_PICK);
1055     if (creator->slaying && !op->slaying) /* for check_inv floors */
1056     op->slaying = creator->slaying;
1057 root 1.16 break;
1058    
1059     case SPELLBOOK:
1060     op->value = op->value * op->inv->value;
1061     /* add exp so learning gives xp */
1062     op->level = op->inv->level;
1063     op->stats.exp = op->value;
1064     break;
1065    
1066     case WAND:
1067     /* nrof in the treasure list is number of charges,
1068     * not number of wands. So copy that into food (charges),
1069     * and reset nrof.
1070     */
1071     op->stats.food = op->inv->nrof;
1072     op->nrof = 1;
1073     /* If the spell changes by level, choose a random level
1074     * for it, and adjust price. If the spell doesn't
1075     * change by level, just set the wand to the level of
1076     * the spell, and value calculation is simpler.
1077     */
1078     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1079     {
1080     op->level = level_for_item (op, difficulty);
1081     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1082     }
1083     else
1084     {
1085     op->level = op->inv->level;
1086     op->value = op->value * op->inv->value;
1087     }
1088     break;
1089    
1090     case ROD:
1091     op->level = level_for_item (op, difficulty);
1092     /* Add 50 to both level an divisor to keep prices a little more
1093     * reasonable. Otherwise, a high level version of a low level
1094     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1095     * 10 time multiplier). This way, the value are a bit more reasonable.
1096     */
1097     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1098     /* maxhp is used to denote how many 'charges' the rod holds before */
1099     if (op->stats.maxhp)
1100 root 1.92 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1101 root 1.16 else
1102 root 1.92 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1103 root 1.16
1104     op->stats.hp = op->stats.maxhp;
1105     break;
1106    
1107     case SCROLL:
1108     op->level = level_for_item (op, difficulty);
1109     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1110    
1111     /* add exp so reading them properly gives xp */
1112     op->stats.exp = op->value / 5;
1113     op->nrof = op->inv->nrof;
1114     break;
1115    
1116     case RUNE:
1117     trap_adjust (op, difficulty);
1118     break;
1119    
1120     case TRAP:
1121     trap_adjust (op, difficulty);
1122     break;
1123     } /* switch type */
1124 elmex 1.1
1125     if (flags & GT_STARTEQUIP)
1126     {
1127 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1128 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1129 elmex 1.1 else if (op->type != MONEY)
1130 root 1.16 op->value = 0;
1131 elmex 1.1 }
1132    
1133     if (!(flags & GT_ENVIRONMENT))
1134     fix_flesh_item (op, creator);
1135     }
1136    
1137     /*
1138     *
1139     *
1140     * CODE DEALING WITH ARTIFACTS STARTS HERE
1141     *
1142     *
1143     */
1144    
1145     /*
1146     * Allocate and return the pointer to an empty artifactlist structure.
1147     */
1148 root 1.7 static artifactlist *
1149 root 1.97 get_empty_artifactlist ()
1150 root 1.7 {
1151 root 1.69 return salloc0<artifactlist> ();
1152 elmex 1.1 }
1153    
1154     /*
1155     * Allocate and return the pointer to an empty artifact structure.
1156     */
1157 root 1.7 static artifact *
1158 root 1.97 get_empty_artifact ()
1159 root 1.7 {
1160 root 1.69 return salloc0<artifact> ();
1161 elmex 1.1 }
1162    
1163     /*
1164     * Searches the artifact lists and returns one that has the same type
1165     * of objects on it.
1166     */
1167 root 1.7 artifactlist *
1168     find_artifactlist (int type)
1169     {
1170 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1171 root 1.7 if (al->type == type)
1172     return al;
1173 root 1.38
1174     return 0;
1175 elmex 1.1 }
1176    
1177     /*
1178     * Builds up the lists of artifacts from the file in the libdir.
1179     */
1180 root 1.7 void
1181 root 1.97 init_artifacts ()
1182 root 1.7 {
1183     static int has_been_inited = 0;
1184 pippijn 1.39 char filename[MAX_BUF];
1185 root 1.7 artifact *art = NULL;
1186     artifactlist *al;
1187    
1188     if (has_been_inited)
1189     return;
1190     else
1191     has_been_inited = 1;
1192 elmex 1.1
1193 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1194 root 1.38 object_thawer f (filename);
1195 elmex 1.1
1196 root 1.38 if (!f)
1197 root 1.7 return;
1198 elmex 1.1
1199 root 1.38 for (;;)
1200 root 1.7 {
1201 root 1.38 switch (f.kw)
1202     {
1203     case KW_allowed:
1204     if (!art)
1205 root 1.47 art = get_empty_artifact ();
1206 root 1.7
1207 root 1.16 {
1208 root 1.38 if (!strcmp (f.get_str (), "all"))
1209     break;
1210    
1211 root 1.95 const char *cp = f.get_str ();
1212     char *next;
1213 root 1.38 do
1214     {
1215     if ((next = strchr (cp, ',')))
1216     *next++ = '\0';
1217    
1218     linked_char *tmp = new linked_char;
1219    
1220     tmp->name = cp;
1221     tmp->next = art->allowed;
1222     art->allowed = tmp;
1223     }
1224     while ((cp = next));
1225 root 1.16 }
1226 root 1.38 break;
1227    
1228     case KW_chance:
1229     f.get (art->chance);
1230     break;
1231    
1232     case KW_difficulty:
1233     f.get (art->difficulty);
1234     break;
1235 root 1.16
1236 root 1.38 case KW_object:
1237 root 1.16 {
1238 root 1.38 art->item = object::create ();
1239 root 1.49 f.get (art->item->name);
1240     f.next ();
1241 root 1.38
1242     if (!art->item->parse_kv (f))
1243     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1244    
1245     al = find_artifactlist (art->item->type);
1246    
1247     if (!al)
1248     {
1249     al = get_empty_artifactlist ();
1250     al->type = art->item->type;
1251     al->next = first_artifactlist;
1252     first_artifactlist = al;
1253     }
1254    
1255     art->next = al->items;
1256     al->items = art;
1257     art = 0;
1258 root 1.16 }
1259 root 1.38 continue;
1260 root 1.10
1261 root 1.38 case KW_EOF:
1262     goto done;
1263 root 1.10
1264 root 1.38 default:
1265     if (!f.parse_error ("artifacts file"))
1266     cleanup ("artifacts file required");
1267     break;
1268 root 1.16 }
1269 root 1.38
1270     f.next ();
1271 root 1.7 }
1272 root 1.3
1273 root 1.38 done:
1274     for (al = first_artifactlist; al; al = al->next)
1275 root 1.7 {
1276 root 1.47 al->total_chance = 0;
1277    
1278 root 1.38 for (art = al->items; art; art = art->next)
1279 root 1.16 {
1280     if (!art->chance)
1281     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1282     else
1283     al->total_chance += art->chance;
1284     }
1285 elmex 1.1 #if 0
1286 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1287 elmex 1.1 #endif
1288     }
1289    
1290 root 1.7 LOG (llevDebug, "done.\n");
1291 elmex 1.1 }
1292    
1293     /*
1294     * Used in artifact generation. The bonuses of the first object
1295     * is modified by the bonuses of the second object.
1296     */
1297 root 1.7 void
1298 root 1.16 add_abilities (object *op, object *change)
1299 root 1.7 {
1300 pippijn 1.14 int i, tmp;
1301 elmex 1.1
1302 root 1.7 if (change->face != blank_face)
1303     {
1304 elmex 1.1 #ifdef TREASURE_VERBOSE
1305 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1306 elmex 1.1 #endif
1307 root 1.7 op->face = change->face;
1308 elmex 1.1 }
1309    
1310 root 1.7 for (i = 0; i < NUM_STATS; i++)
1311 root 1.60 change_attr_value (&(op->stats), i, change->stats.stat (i));
1312 root 1.7
1313     op->attacktype |= change->attacktype;
1314     op->path_attuned |= change->path_attuned;
1315     op->path_repelled |= change->path_repelled;
1316     op->path_denied |= change->path_denied;
1317     op->move_type |= change->move_type;
1318     op->stats.luck += change->stats.luck;
1319    
1320     if (QUERY_FLAG (change, FLAG_CURSED))
1321     SET_FLAG (op, FLAG_CURSED);
1322     if (QUERY_FLAG (change, FLAG_DAMNED))
1323     SET_FLAG (op, FLAG_DAMNED);
1324     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1325     set_abs_magic (op, -op->magic);
1326    
1327     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1328     SET_FLAG (op, FLAG_LIFESAVE);
1329     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1330     SET_FLAG (op, FLAG_REFL_SPELL);
1331     if (QUERY_FLAG (change, FLAG_STEALTH))
1332     SET_FLAG (op, FLAG_STEALTH);
1333     if (QUERY_FLAG (change, FLAG_XRAYS))
1334     SET_FLAG (op, FLAG_XRAYS);
1335     if (QUERY_FLAG (change, FLAG_BLIND))
1336     SET_FLAG (op, FLAG_BLIND);
1337     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1338     SET_FLAG (op, FLAG_SEE_IN_DARK);
1339     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1340     SET_FLAG (op, FLAG_REFL_MISSILE);
1341     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1342     SET_FLAG (op, FLAG_MAKE_INVIS);
1343    
1344     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1345     {
1346     CLEAR_FLAG (op, FLAG_ANIMATE);
1347     /* so artifacts will join */
1348     if (!QUERY_FLAG (op, FLAG_ALIVE))
1349 root 1.16 op->speed = 0.0;
1350 root 1.12
1351 root 1.28 op->set_speed (op->speed);
1352 elmex 1.1 }
1353 root 1.7
1354     if (change->nrof)
1355 root 1.35 op->nrof = rndm (change->nrof) + 1;
1356 root 1.7
1357 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1358 root 1.7 op->stats.wc += change->stats.wc;
1359     op->stats.ac += change->stats.ac;
1360    
1361     if (change->other_arch)
1362     {
1363     /* Basically, for horns & potions, the other_arch field is the spell
1364     * to cast. So convert that to into a spell and put it into
1365     * this object.
1366     */
1367     if (op->type == HORN || op->type == POTION)
1368 root 1.16 {
1369     /* Remove any spells this object currently has in it */
1370 root 1.81 op->destroy_inv (false);
1371 root 1.16
1372 root 1.80 object *tmp = arch_to_object (change->other_arch);
1373     insert_ob_in_ob (tmp, op);
1374 root 1.16 }
1375 root 1.7 /* No harm setting this for potions/horns */
1376     op->other_arch = change->other_arch;
1377     }
1378    
1379     if (change->stats.hp < 0)
1380     op->stats.hp = -change->stats.hp;
1381     else
1382     op->stats.hp += change->stats.hp;
1383    
1384     if (change->stats.maxhp < 0)
1385     op->stats.maxhp = -change->stats.maxhp;
1386     else
1387     op->stats.maxhp += change->stats.maxhp;
1388    
1389     if (change->stats.sp < 0)
1390     op->stats.sp = -change->stats.sp;
1391     else
1392     op->stats.sp += change->stats.sp;
1393    
1394     if (change->stats.maxsp < 0)
1395     op->stats.maxsp = -change->stats.maxsp;
1396     else
1397     op->stats.maxsp += change->stats.maxsp;
1398    
1399     if (change->stats.food < 0)
1400     op->stats.food = -(change->stats.food);
1401     else
1402     op->stats.food += change->stats.food;
1403    
1404     if (change->level < 0)
1405     op->level = -(change->level);
1406     else
1407     op->level += change->level;
1408    
1409     if (change->gen_sp_armour < 0)
1410     op->gen_sp_armour = -(change->gen_sp_armour);
1411     else
1412     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1413    
1414     op->item_power = change->item_power;
1415    
1416     for (i = 0; i < NROFATTACKS; i++)
1417 root 1.20 if (change->resist[i])
1418     op->resist[i] += change->resist[i];
1419 root 1.7
1420     if (change->stats.dam)
1421     {
1422     if (change->stats.dam < 0)
1423 root 1.16 op->stats.dam = (-change->stats.dam);
1424 root 1.7 else if (op->stats.dam)
1425 root 1.16 {
1426     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1427     if (tmp == op->stats.dam)
1428     {
1429     if (change->stats.dam < 10)
1430     op->stats.dam--;
1431     else
1432     op->stats.dam++;
1433     }
1434     else
1435     op->stats.dam = tmp;
1436     }
1437 root 1.7 }
1438    
1439     if (change->weight)
1440     {
1441     if (change->weight < 0)
1442 root 1.16 op->weight = (-change->weight);
1443 root 1.7 else
1444 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1445 root 1.7 }
1446    
1447     if (change->last_sp)
1448     {
1449     if (change->last_sp < 0)
1450 root 1.16 op->last_sp = (-change->last_sp);
1451 root 1.7 else
1452 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1453 root 1.7 }
1454    
1455     if (change->gen_sp_armour)
1456     {
1457     if (change->gen_sp_armour < 0)
1458 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1459 root 1.7 else
1460 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1461 root 1.7 }
1462    
1463     op->value *= change->value;
1464    
1465 root 1.36 if (change->materials)
1466     op->materials = change->materials;
1467 root 1.7
1468 root 1.94 if (change->material != MATERIAL_NULL)
1469 root 1.93 op->material = change->material;
1470 root 1.7
1471     if (change->slaying)
1472     op->slaying = change->slaying;
1473    
1474     if (change->race)
1475     op->race = change->race;
1476    
1477     if (change->msg)
1478     op->msg = change->msg;
1479 elmex 1.1 }
1480    
1481 root 1.7 static int
1482 root 1.52 legal_artifact_combination (object *op, artifact *art)
1483 root 1.7 {
1484 elmex 1.1 int neg, success = 0;
1485     linked_char *tmp;
1486     const char *name;
1487    
1488 root 1.52 if (!art->allowed)
1489 root 1.16 return 1; /* Ie, "all" */
1490 root 1.52
1491 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1492     {
1493 elmex 1.1 #ifdef TREASURE_VERBOSE
1494 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1495 elmex 1.1 #endif
1496 root 1.7 if (*tmp->name == '!')
1497 root 1.16 name = tmp->name + 1, neg = 1;
1498 root 1.7 else
1499 root 1.16 name = tmp->name, neg = 0;
1500 root 1.7
1501     /* If we match name, then return the opposite of 'neg' */
1502 root 1.62 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1503 root 1.16 return !neg;
1504 root 1.7
1505     /* Set success as true, since if the match was an inverse, it means
1506     * everything is allowed except what we match
1507     */
1508     else if (neg)
1509 root 1.16 success = 1;
1510 root 1.7 }
1511 root 1.52
1512 elmex 1.1 return success;
1513     }
1514    
1515     /*
1516     * Fixes the given object, giving it the abilities and titles
1517     * it should have due to the second artifact-template.
1518     */
1519    
1520 root 1.7 void
1521 root 1.12 give_artifact_abilities (object *op, object *artifct)
1522 root 1.7 {
1523 elmex 1.1 char new_name[MAX_BUF];
1524    
1525 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1526     op->title = new_name;
1527 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1528 elmex 1.1
1529 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1530 elmex 1.1 {
1531 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1532 root 1.16
1533 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1534     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1535 elmex 1.1 if (!identified)
1536 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1537 elmex 1.1 }
1538     #endif
1539     return;
1540     }
1541    
1542     /*
1543     * Decides randomly which artifact the object should be
1544     * turned into. Makes sure that the item can become that
1545     * artifact (means magic, difficulty, and Allowed fields properly).
1546     * Then calls give_artifact_abilities in order to actually create
1547     * the artifact.
1548     */
1549    
1550     /* Give 1 re-roll attempt per artifact */
1551     #define ARTIFACT_TRIES 2
1552    
1553 root 1.7 void
1554 root 1.16 generate_artifact (object *op, int difficulty)
1555 root 1.7 {
1556 elmex 1.1 artifactlist *al;
1557     artifact *art;
1558     int i;
1559    
1560 root 1.7 al = find_artifactlist (op->type);
1561    
1562     if (al == NULL)
1563     {
1564 root 1.16 #if 0 /* This is too verbose, usually */
1565 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1566 elmex 1.1 #endif
1567 root 1.7 return;
1568     }
1569    
1570     for (i = 0; i < ARTIFACT_TRIES; i++)
1571     {
1572 root 1.35 int roll = rndm (al->total_chance);
1573 elmex 1.1
1574 root 1.35 for (art = al->items; art; art = art->next)
1575 root 1.16 {
1576     roll -= art->chance;
1577     if (roll < 0)
1578     break;
1579     }
1580 elmex 1.1
1581 root 1.7 if (art == NULL || roll >= 0)
1582 root 1.16 {
1583 elmex 1.1 #if 1
1584 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1585 elmex 1.1 #endif
1586 root 1.16 return;
1587     }
1588 root 1.84
1589     if (art->item->name == shstr_NONE)
1590 root 1.16 return;
1591 root 1.84
1592     if (fabs (op->magic) < art->item->magic)
1593 root 1.16 continue; /* Not magic enough to be this item */
1594 root 1.7
1595     /* Map difficulty not high enough */
1596     if (difficulty < art->difficulty)
1597 root 1.16 continue;
1598 elmex 1.1
1599 root 1.7 if (!legal_artifact_combination (op, art))
1600 root 1.16 {
1601 elmex 1.1 #ifdef TREASURE_VERBOSE
1602 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1603 elmex 1.1 #endif
1604 root 1.16 continue;
1605     }
1606 root 1.42
1607 root 1.7 give_artifact_abilities (op, art->item);
1608     return;
1609 elmex 1.1 }
1610     }
1611    
1612     /* fix_flesh_item() - objects of type FLESH are similar to type
1613     * FOOD, except they inherit properties (name, food value, etc).
1614     * based on the original owner (or 'donor' if you like). -b.t.
1615     */
1616    
1617 root 1.7 void
1618 root 1.16 fix_flesh_item (object *item, object *donor)
1619 root 1.7 {
1620     char tmpbuf[MAX_BUF];
1621     int i;
1622    
1623     if (item->type == FLESH && donor)
1624     {
1625     /* change the name */
1626 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1627     item->name = tmpbuf;
1628     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1629     item->name_pl = tmpbuf;
1630 root 1.7
1631     /* weight is FLESH weight/100 * donor */
1632     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1633 root 1.16 item->weight = 1;
1634 root 1.7
1635     /* value is multiplied by level of donor */
1636     item->value *= isqrt (donor->level * 2);
1637    
1638     /* food value */
1639     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1640    
1641     /* flesh items inherit some abilities of donor, but not
1642     * full effect.
1643     */
1644     for (i = 0; i < NROFATTACKS; i++)
1645 root 1.16 item->resist[i] = donor->resist[i] / 2;
1646 root 1.7
1647     /* item inherits donor's level (important for quezals) */
1648     item->level = donor->level;
1649    
1650     /* if donor has some attacktypes, the flesh is poisonous */
1651     if (donor->attacktype & AT_POISON)
1652 root 1.16 item->type = POISON;
1653 root 1.83
1654 root 1.7 if (donor->attacktype & AT_ACID)
1655 root 1.16 item->stats.hp = -1 * item->stats.food;
1656 root 1.83
1657 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1658 elmex 1.1 }
1659     }
1660    
1661 root 1.89 static 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 1.89 static 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 1.89 static 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