/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
/* TREASURE_DEBUG does some checking on the treasurelists after loading.
* It is useful for finding bugs in the treasures file. Since it only
* slows the startup some (and not actual game play), it is by default
* left on
*/
#define TREASURE_DEBUG
/* TREASURE_VERBOSE enables copious output concerning artifact generation */
//#define TREASURE_VERBOSE
#include
#include
#include
extern char *spell_mapping[];
static treasurelist *first_treasurelist;
static void change_treasure (treasure *t, object *op); /* overrule default values */
typedef std::tr1::unordered_map<
const char *,
treasurelist *,
str_hash,
str_equal,
slice_allocator< std::pair >
> tl_map_t;
static tl_map_t tl_map;
/*
* Searches for the given treasurelist
*/
treasurelist *
treasurelist::find (const char *name)
{
if (!name)
return 0;
auto (i, tl_map.find (name));
if (i == tl_map.end ())
return 0;
return i->second;
}
/*
* Searches for the given treasurelist in the globally linked list
* of treasurelists which has been built by load_treasures().
*/
treasurelist *
treasurelist::get (const char *name)
{
treasurelist *tl = find (name);
if (!tl)
{
tl = new treasurelist;
tl->name = name;
tl->next = first_treasurelist;
first_treasurelist = tl;
tl_map.insert (std::make_pair (tl->name, tl));
}
return tl;
}
//TODO: class method
void
clear (treasurelist *tl)
{
if (tl->items)
{
free_treasurestruct (tl->items);
tl->items = 0;
}
tl->total_chance = 0;
}
#ifdef TREASURE_DEBUG
/* recursived checks the linked list. Treasurelist is passed only
* so that the treasure name can be printed out
*/
static void
check_treasurelist (const treasure *t, const treasurelist * tl)
{
if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
if (t->next)
check_treasurelist (t->next, tl);
if (t->next_yes)
check_treasurelist (t->next_yes, tl);
if (t->next_no)
check_treasurelist (t->next_no, tl);
}
#endif
/*
* Reads the lib/treasure file from disk, and parses the contents
* into an internal treasure structure (very linked lists)
*/
static treasure *
read_treasure (object_thawer &f)
{
treasure *t = new treasure;
f.next ();
for (;;)
{
coroapi::cede_to_tick ();
switch (f.kw)
{
case KW_arch:
t->item = archetype::find (f.get_str ());
if (!t->item)
{
f.parse_warn ("treasure references unknown archetype");
t->item = archetype::empty;
}
break;
case KW_list: f.get (t->name); break;
case KW_change_name: f.get (t->change_arch.name); break;
case KW_change_title: f.get (t->change_arch.title); break;
case KW_change_slaying: f.get (t->change_arch.slaying); break;
case KW_chance: f.get (t->chance); break;
case KW_nrof: f.get (t->nrof); break;
case KW_magic: f.get (t->magic); break;
case KW_yes: t->next_yes = read_treasure (f); continue;
case KW_no: t->next_no = read_treasure (f); continue;
case KW_end:
f.next ();
return t;
case KW_more:
t->next = read_treasure (f);
return t;
default:
if (!f.parse_error ("treasurelist", t->name))
goto error;
return t;
}
f.next ();
}
// not reached
error:
delete t;
return 0;
}
/*
* Each treasure is parsed with the help of load_treasure().
*/
treasurelist *
treasurelist::read (object_thawer &f)
{
assert (f.kw == KW_treasure || f.kw == KW_treasureone);
bool one = f.kw == KW_treasureone;
treasurelist *tl = treasurelist::get (f.get_str ());
clear (tl);
tl->items = read_treasure (f);
if (!tl->items)
return 0;
/* This is a one of the many items on the list should be generated.
* Add up the chance total, and check to make sure the yes & no
* fields of the treasures are not being used.
*/
if (one)
{
for (treasure *t = tl->items; t; t = t->next)
{
if (t->next_yes || t->next_no)
{
LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
LOG (llevError, " the next_yes or next_no field is set\n");
}
tl->total_chance += t->chance;
}
}
return tl;
}
/*
* Generates the objects specified by the given treasure.
* It goes recursively through the rest of the linked list.
* If there is a certain percental chance for a treasure to be generated,
* this is taken into consideration.
* The second argument specifies for which object the treasure is
* being generated.
* If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
* abilities. This is used by summon spells, thus no summoned monsters
* start with equipment, but only their abilities).
*/
static void
put_treasure (object *op, object *creator, int flags)
{
if (flags & GT_ENVIRONMENT)
{
/* Bit of a hack - spells should never be put onto the map. The entire
* treasure stuff is a problem - there is no clear idea of knowing
* this is the original object, or if this is an object that should be created
* by another object.
*/
//TODO: flag such as objects... as such (no drop, anybody?)
if (op->type == SPELL)
{
op->destroy ();
return;
}
op->expand_tail ();
if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
op->destroy ();
else
{
SET_FLAG (op, FLAG_OBJ_ORIGINAL);
op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
}
}
else
{
op = creator->insert (op);
if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
monster_check_apply (creator, op);
}
}
/* if there are change_xxx commands in the treasure, we include the changes
* in the generated object
*/
static void
change_treasure (treasure *t, object *op)
{
/* CMD: change_name xxxx */
if (t->change_arch.name)
{
op->name = t->change_arch.name;
op->name_pl = t->change_arch.name;
}
if (t->change_arch.title)
op->title = t->change_arch.title;
if (t->change_arch.slaying)
op->slaying = t->change_arch.slaying;
}
static void
create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
{
if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
{
if (t->name)
{
if (difficulty >= t->magic)
if (treasurelist *tl = treasurelist::find (t->name))
create_treasure (tl, op, flag, difficulty, tries);
else
LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
}
else
{
if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
{
object *tmp = arch_to_object (t->item);
if (t->nrof && tmp->nrof <= 1)
tmp->nrof = rndm (t->nrof) + 1;
fix_generated_item (tmp, op, difficulty, t->magic, flag);
change_treasure (t, tmp);
put_treasure (tmp, op, flag);
}
}
if (t->next_yes)
create_all_treasures (t->next_yes, op, flag, difficulty, tries);
}
else if (t->next_no)
create_all_treasures (t->next_no, op, flag, difficulty, tries);
if (t->next)
create_all_treasures (t->next, op, flag, difficulty, tries);
}
static void
create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
{
int value = rndm (tl->total_chance);
treasure *t;
if (tries++ > 100)
{
LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
return;
}
for (t = tl->items; t; t = t->next)
{
value -= t->chance;
if (value < 0)
break;
}
if (!t || value >= 0)
cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
if (t->name)
{
if (difficulty >= t->magic)
{
treasurelist *tl = treasurelist::find (t->name);
if (tl)
create_treasure (tl, op, flag, difficulty, tries);
}
else if (t->nrof)
create_one_treasure (tl, op, flag, difficulty, tries);
}
else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
{
if (object *tmp = arch_to_object (t->item))
{
if (t->nrof && tmp->nrof <= 1)
tmp->nrof = rndm (t->nrof) + 1;
fix_generated_item (tmp, op, difficulty, t->magic, flag);
change_treasure (t, tmp);
put_treasure (tmp, op, flag);
}
}
}
void
object::create_treasure (treasurelist *tl, int flags)
{
::create_treasure (tl, this, flags, map ? map->difficulty : 0);
}
/* This calls the appropriate treasure creation function. tries is passed
* to determine how many list transitions or attempts to create treasure
* have been made. It is really in place to prevent infinite loops with
* list transitions, or so that excessively good treasure will not be
* created on weak maps, because it will exceed the number of allowed tries
* to do that.
*/
void
create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
{
// empty treasurelists are legal
if (!tl->items)
return;
if (tries++ > 100)
{
LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
return;
}
if (op->flag [FLAG_TREASURE_ENV])
{
// do not generate items when there already is something above the object
if (op->flag [FLAG_IS_FLOOR] && op->above)
return;
flag |= GT_ENVIRONMENT;
}
if (tl->total_chance)
create_one_treasure (tl, op, flag, difficulty, tries);
else
create_all_treasures (tl->items, op, flag, difficulty, tries);
}
/* This is similar to the old generate treasure function. However,
* it instead takes a treasurelist. It is really just a wrapper around
* create_treasure. We create a dummy object that the treasure gets
* inserted into, and then return that treausre
*/
object *
generate_treasure (treasurelist *tl, int difficulty)
{
difficulty = clamp (difficulty, 1, settings.max_level);
object *ob = object::create ();
create_treasure (tl, ob, 0, difficulty, 0);
/* Don't want to free the object we are about to return */
object *tmp = ob->inv;
if (tmp)
tmp->remove ();
if (ob->inv)
LOG (llevError, "In generate treasure, created multiple objects.\n");
ob->destroy ();
return tmp;
}
/*
* This is a new way of calculating the chance for an item to have
* a specific magical bonus.
* The array has two arguments, the difficulty of the level, and the
* magical bonus "wanted".
*/
static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
// chance of magic difficulty
// +0 +1 +2 +3 +4
{95, 2, 2, 1, 0}, // 1
{92, 5, 2, 1, 0}, // 2
{85, 10, 4, 1, 0}, // 3
{80, 14, 4, 2, 0}, // 4
{75, 17, 5, 2, 1}, // 5
{70, 18, 8, 3, 1}, // 6
{65, 21, 10, 3, 1}, // 7
{60, 22, 12, 4, 2}, // 8
{55, 25, 14, 4, 2}, // 9
{50, 27, 16, 5, 2}, // 10
{45, 28, 18, 6, 3}, // 11
{42, 28, 20, 7, 3}, // 12
{40, 27, 21, 8, 4}, // 13
{38, 25, 22, 10, 5}, // 14
{36, 23, 23, 12, 6}, // 15
{33, 21, 24, 14, 8}, // 16
{31, 19, 25, 16, 9}, // 17
{27, 15, 30, 18, 10}, // 18
{20, 12, 30, 25, 13}, // 19
{15, 10, 28, 30, 17}, // 20
{13, 9, 27, 28, 23}, // 21
{10, 8, 25, 28, 29}, // 22
{ 8, 7, 23, 26, 36}, // 23
{ 6, 6, 20, 22, 46}, // 24
{ 4, 5, 17, 18, 56}, // 25
{ 2, 4, 12, 14, 68}, // 26
{ 0, 3, 7, 10, 80}, // 27
{ 0, 0, 3, 7, 90}, // 28
{ 0, 0, 0, 3, 97}, // 29
{ 0, 0, 0, 0, 100}, // 30
{ 0, 0, 0, 0, 100}, // 31
};
/* calculate the appropriate level for wands staves and scrolls.
* This code presumes that op has had its spell object created (in op->inv)
*
* elmex Wed Aug 9 17:44:59 CEST 2006:
* Removed multiplicator, too many high-level items were generated on low-difficulty maps.
*/
int
level_for_item (const object *op, int difficulty)
{
if (!op->inv)
{
LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
return 0;
}
int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
if (olevel <= 0)
olevel = rndm (1, op->inv->level);
return min (olevel, MAXLEVEL);
}
/*
* Based upon the specified difficulty and upon the difftomagic_list array,
* a random magical bonus is returned. This is used when determine
* the magical bonus created on specific maps.
*
* elmex Thu Aug 10 18:45:44 CEST 2006:
* Scaling difficulty by max_level, as difficulty is a level and not some
* weird integer between 1-31.
*
*/
int
magic_from_difficulty (int difficulty)
{
int percent = 0, magic = 0;
int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
scaled_diff--;
if (scaled_diff < 0)
scaled_diff = 0;
if (scaled_diff >= DIFFLEVELS)
scaled_diff = DIFFLEVELS - 1;
percent = rndm (100);
for (magic = 0; magic < (MAXMAGIC + 1); magic++)
{
percent -= difftomagic_list[scaled_diff][magic];
if (percent < 0)
break;
}
if (magic == (MAXMAGIC + 1))
{
LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
magic = 0;
}
magic = (rndm (3)) ? magic : -magic;
/* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
return magic;
}
/*
* Sets magical bonus in an object, and recalculates the effect on
* the armour variable, and the effect on speed of armour.
* This function doesn't work properly, should add use of archetypes
* to make it truly absolute.
*/
void
set_abs_magic (object *op, int magic)
{
if (!magic)
return;
op->magic = magic;
if (op->arch)
{
if (op->type == ARMOUR)
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
magic = (-magic);
op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
}
else
{
if (op->type == ARMOUR)
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
magic = (-magic);
op->weight = (op->weight * (100 - magic * 10)) / 100;
}
}
/*
* Sets a random magical bonus in the given object based upon
* the given difficulty, and the given max possible bonus.
*/
static void
set_magic (int difficulty, object *op, int max_magic, int flags)
{
int i;
i = magic_from_difficulty (difficulty);
if ((flags & GT_ONLY_GOOD) && i < 0)
i = -i;
if (i > max_magic)
i = max_magic;
set_abs_magic (op, i);
if (i < 0)
SET_FLAG (op, FLAG_CURSED);
}
/*
* Randomly adds one magical ability to the given object.
* Modified for Partial Resistance in many ways:
* 1) Since rings can have multiple bonuses, if the same bonus
* is rolled again, increase it - the bonuses now stack with
* other bonuses previously rolled and ones the item might natively have.
* 2) Add code to deal with new PR method.
*/
void
set_ring_bonus (object *op, int bonus)
{
int r = rndm (bonus > 0 ? 25 : 11);
if (op->type == AMULET)
{
if (!(rndm (21)))
r = 20 + rndm (2);
else
{
if (rndm (2))
r = 10;
else
r = 11 + rndm (9);
}
}
switch (r)
{
/* Redone by MSW 2000-11-26 to have much less code. Also,
* bonuses and penalties will stack and add to existing values.
* of the item.
*/
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
op->stats.stat (r) += bonus;
break;
case 7:
op->stats.dam += bonus;
break;
case 8:
op->stats.wc += bonus;
break;
case 9:
op->stats.food += bonus; /* hunger/sustenance */
break;
case 10:
op->stats.ac += bonus;
break;
/* Item that gives protections/vulnerabilities */
case 11:
case 12:
case 13:
case 14:
case 15:
case 16:
case 17:
case 18:
case 19:
{
int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
/* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
/* Cursed items need to have higher negative values to equal out with
* positive values for how protections work out. Put another
* little random element in since that they don't always end up with
* even values.
*/
if (bonus < 0)
val = 2 * -val - rndm (b);
if (val > 35)
val = 35; /* Upper limit */
b = 0;
while (op->resist[resist_table[resist]] != 0 && b < 4)
resist = rndm (num_resist_table);
if (b == 4)
return; /* Not able to find a free resistance */
op->resist[resist_table[resist]] = val;
/* We should probably do something more clever here to adjust value
* based on how good a resistance we gave.
*/
break;
}
case 20:
if (op->type == AMULET)
{
SET_FLAG (op, FLAG_REFL_SPELL);
op->value *= 11;
}
else
{
op->stats.hp = 1; /* regenerate hit points */
op->value *= 4;
}
break;
case 21:
if (op->type == AMULET)
{
SET_FLAG (op, FLAG_REFL_MISSILE);
op->value *= 9;
}
else
{
op->stats.sp = 1; /* regenerate spell points */
op->value *= 3;
}
break;
case 22:
op->stats.exp += bonus; /* Speed! */
op->value = (op->value * 2) / 3;
break;
}
if (bonus > 0)
op->value *= 2 * bonus;
else
op->value = -(op->value * 2 * bonus) / 3;
}
/*
* get_magic(diff) will return a random number between 0 and 4.
* diff can be any value above 2. The higher the diff-variable, the
* higher is the chance of returning a low number.
* It is only used in fix_generated_treasure() to set bonuses on
* rings and amulets.
* Another scheme is used to calculate the magic of weapons and armours.
*/
int
get_magic (int diff)
{
int i;
if (diff < 3)
diff = 3;
for (i = 0; i < 4; i++)
if (rndm (diff))
return i;
return 4;
}
#define DICE2 (get_magic(2)==2?2:1)
#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
/*
* fix_generated_item(): This is called after an item is generated, in
* order to set it up right. This produced magical bonuses, puts spells
* into scrolls/books/wands, makes it unidentified, hides the value, etc.
*/
/* 4/28/96 added creator object from which op may now inherit properties based on
* op->type. Right now, which stuff the creator passes on is object type
* dependant. I know this is a spagetti manuever, but is there a cleaner
* way to do this? b.t. */
/*
* ! (flags & GT_ENVIRONMENT):
* Automatically calls fix_flesh_item().
*
* flags:
* GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
* value.
* GT_MINIMAL: Does minimal processing on the object - just enough to make it
* a working object - don't change magic, value, etc, but set it material
* type as appropriate, for objects that need spell objects, set those, etc
*/
void
fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
{
int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
if (!creator || creator->type == op->type)
creator = op; /*safety & to prevent polymorphed objects giving attributes */
/* If we make an artifact, this information will be destroyed */
save_item_power = op->item_power;
op->item_power = 0;
if (op->randomitems && op->type != SPELL)
{
create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
/* So the treasure doesn't get created again */
op->randomitems = 0;
}
if (difficulty < 1)
difficulty = 1;
if (INVOKE_OBJECT (ADD_BONUS, op,
ARG_OBJECT (creator != op ? creator : 0),
ARG_INT (difficulty), ARG_INT (max_magic),
ARG_INT (flags)))
return;
if (!(flags & GT_MINIMAL))
{
if (IS_ARCH (op->arch, crown))
{
set_magic (difficulty, op, max_magic, flags);
num_enchantments = calc_item_power (op, 1);
generate_artifact (op, difficulty);
}
else
{
if (!op->magic && max_magic)
set_magic (difficulty, op, max_magic, flags);
num_enchantments = calc_item_power (op, 1);
if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
|| op->type == HORN
|| difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
generate_artifact (op, difficulty);
}
/* Object was made an artifact. Calculate its item_power rating.
* the item_power in the object is what the artfiact adds.
*/
if (op->title)
{
/* if save_item_power is set, then most likely we started with an
* artifact and have added new abilities to it - this is rare, but
* but I have seen things like 'strange rings of fire'. So just figure
* out the power from the base power plus what this one adds. Note
* that since item_power is not quite linear, this actually ends up
* being somewhat of a bonus
*/
if (save_item_power)
op->item_power = save_item_power + get_power_from_ench (op->item_power);
else
op->item_power = get_power_from_ench (op->item_power + num_enchantments);
}
else if (save_item_power)
{
/* restore the item_power field to the object if we haven't changed it.
* we don't care about num_enchantments - that will basically just
* have calculated some value from the base attributes of the archetype.
*/
op->item_power = save_item_power;
}
else
{
/* item_power was zero. This is suspicious, as it may be because it
* was never previously calculated. Let's compute a value and see if
* it is non-zero. If it indeed is, then assign it as the new
* item_power value.
* - gros, 21th of July 2006.
*/
op->item_power = calc_item_power (op, 0);
save_item_power = op->item_power; /* Just in case it would get used
* again below */
}
}
/* materialtype modifications. Note we allow this on artifacts. */
set_materialname (op, difficulty, NULL);
if (flags & GT_MINIMAL)
{
if (op->type == POTION)
/* Handle healing and magic power potions */
if (op->stats.sp && !op->randomitems)
{
object *tmp = get_archetype (spell_mapping [op->stats.sp]);
insert_ob_in_ob (tmp, op);
op->stats.sp = 0;
}
}
else if (!op->title) /* Only modify object if not special */
switch (op->type)
{
case WEAPON:
case ARMOUR:
case SHIELD:
case HELMET:
case CLOAK:
if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
set_ring_bonus (op, -DICE2);
break;
case BRACERS:
if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
{
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
if (!QUERY_FLAG (op, FLAG_CURSED))
op->value *= 3;
}
break;
case POTION:
{
int too_many_tries = 0, is_special = 0;
/* Handle healing and magic power potions */
if (op->stats.sp && !op->randomitems)
{
object *tmp;
tmp = get_archetype (spell_mapping[op->stats.sp]);
insert_ob_in_ob (tmp, op);
op->stats.sp = 0;
}
while (!(is_special = special_potion (op)) && !op->inv)
{
generate_artifact (op, difficulty);
if (too_many_tries++ > 10)
break;
}
/* don't want to change value for healing/magic power potions,
* since the value set on those is already correct.
*/
if (op->inv && op->randomitems)
{
/* value multiplier is same as for scrolls */
op->value = (op->value * op->inv->value);
op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
}
else
{
op->name = "potion";
op->name_pl = "potions";
}
if (!(flags & GT_ONLY_GOOD) && rndm (2))
SET_FLAG (op, FLAG_CURSED);
break;
}
case AMULET:
if (IS_ARCH (op->arch, amulet))
op->value *= 5; /* Since it's not just decoration */
case RING:
if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
break;
if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
SET_FLAG (op, FLAG_CURSED);
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
if (op->type != RING) /* Amulets have only one ability */
break;
if (!(rndm (4)))
{
int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
if (d > 0)
op->value *= 3;
set_ring_bonus (op, d);
if (!(rndm (4)))
{
int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
if (d > 0)
op->value *= 5;
set_ring_bonus (op, d);
}
}
if (GET_ANIM_ID (op))
SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
break;
case BOOK:
/* Is it an empty book?, if yes lets make a special·
* msg for it, and tailor its properties based on the·
* creator and/or map level we found it on.
*/
if (!op->msg && rndm (10))
{
/* set the book level properly */
if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
{
if (op->map && op->map->difficulty)
op->level = rndm (op->map->difficulty) + rndm (10) + 1;
else
op->level = rndm (20) + 1;
}
else
op->level = rndm (creator->level);
tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
/* books w/ info are worth more! */
op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
/* creator related stuff */
/* for library, chained books. Note that some monsters have no_pick
* set - we don't want to set no pick in that case.
*/
if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
SET_FLAG (op, FLAG_NO_PICK);
if (creator->slaying && !op->slaying) /* for check_inv floors */
op->slaying = creator->slaying;
/* add exp so reading it gives xp (once) */
op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
}
break;
case SPELLBOOK:
op->value = op->value * op->inv->value;
/* add exp so learning gives xp */
op->level = op->inv->level;
op->stats.exp = op->value;
break;
case WAND:
/* nrof in the treasure list is number of charges,
* not number of wands. So copy that into food (charges),
* and reset nrof.
*/
op->stats.food = op->inv->nrof;
op->nrof = 1;
/* If the spell changes by level, choose a random level
* for it, and adjust price. If the spell doesn't
* change by level, just set the wand to the level of
* the spell, and value calculation is simpler.
*/
if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
{
op->level = level_for_item (op, difficulty);
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
}
else
{
op->level = op->inv->level;
op->value = op->value * op->inv->value;
}
break;
case ROD:
op->level = level_for_item (op, difficulty);
/* Add 50 to both level an divisor to keep prices a little more
* reasonable. Otherwise, a high level version of a low level
* spell can be worth tons a money (eg, level 20 rod, level 2 spell =
* 10 time multiplier). This way, the value are a bit more reasonable.
*/
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
/* maxhp is used to denote how many 'charges' the rod holds before */
if (op->stats.maxhp)
op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
else
op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
op->stats.hp = op->stats.maxhp;
break;
case SCROLL:
op->level = level_for_item (op, difficulty);
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
/* add exp so reading them properly gives xp */
op->stats.exp = op->value / 5;
op->nrof = op->inv->nrof;
break;
case RUNE:
trap_adjust (op, difficulty);
break;
case TRAP:
trap_adjust (op, difficulty);
break;
} /* switch type */
if (flags & GT_STARTEQUIP)
{
if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
SET_FLAG (op, FLAG_STARTEQUIP);
else if (op->type != MONEY)
op->value = 0;
}
if (!(flags & GT_ENVIRONMENT))
fix_flesh_item (op, creator);
}
/*
*
*
* CODE DEALING WITH ARTIFACTS STARTS HERE
*
*
*/
/*
* Allocate and return the pointer to an empty artifactlist structure.
*/
static artifactlist *
get_empty_artifactlist (void)
{
return salloc0 ();
}
/*
* Allocate and return the pointer to an empty artifact structure.
*/
static artifact *
get_empty_artifact (void)
{
return salloc0 ();
}
/*
* Searches the artifact lists and returns one that has the same type
* of objects on it.
*/
artifactlist *
find_artifactlist (int type)
{
for (artifactlist *al = first_artifactlist; al; al = al->next)
if (al->type == type)
return al;
return 0;
}
/*
* Builds up the lists of artifacts from the file in the libdir.
*/
void
init_artifacts (void)
{
static int has_been_inited = 0;
char filename[MAX_BUF];
artifact *art = NULL;
artifactlist *al;
if (has_been_inited)
return;
else
has_been_inited = 1;
sprintf (filename, "%s/artifacts", settings.datadir);
object_thawer f (filename);
if (!f)
return;
for (;;)
{
switch (f.kw)
{
case KW_allowed:
if (!art)
art = get_empty_artifact ();
{
if (!strcmp (f.get_str (), "all"))
break;
char *next, *cp = f.get_str ();
do
{
if ((next = strchr (cp, ',')))
*next++ = '\0';
linked_char *tmp = new linked_char;
tmp->name = cp;
tmp->next = art->allowed;
art->allowed = tmp;
}
while ((cp = next));
}
break;
case KW_chance:
f.get (art->chance);
break;
case KW_difficulty:
f.get (art->difficulty);
break;
case KW_object:
{
art->item = object::create ();
f.get (art->item->name);
f.next ();
if (!art->item->parse_kv (f))
LOG (llevError, "Init_Artifacts: Could not load object.\n");
al = find_artifactlist (art->item->type);
if (!al)
{
al = get_empty_artifactlist ();
al->type = art->item->type;
al->next = first_artifactlist;
first_artifactlist = al;
}
art->next = al->items;
al->items = art;
art = 0;
}
continue;
case KW_EOF:
goto done;
default:
if (!f.parse_error ("artifacts file"))
cleanup ("artifacts file required");
break;
}
f.next ();
}
done:
for (al = first_artifactlist; al; al = al->next)
{
al->total_chance = 0;
for (art = al->items; art; art = art->next)
{
if (!art->chance)
LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
else
al->total_chance += art->chance;
}
#if 0
LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
#endif
}
LOG (llevDebug, "done.\n");
}
/*
* Used in artifact generation. The bonuses of the first object
* is modified by the bonuses of the second object.
*/
void
add_abilities (object *op, object *change)
{
int i, tmp;
if (change->face != blank_face)
{
#ifdef TREASURE_VERBOSE
LOG (llevDebug, "add_abilities change face: %d\n", change->face);
#endif
op->face = change->face;
}
for (i = 0; i < NUM_STATS; i++)
change_attr_value (&(op->stats), i, change->stats.stat (i));
op->attacktype |= change->attacktype;
op->path_attuned |= change->path_attuned;
op->path_repelled |= change->path_repelled;
op->path_denied |= change->path_denied;
op->move_type |= change->move_type;
op->stats.luck += change->stats.luck;
if (QUERY_FLAG (change, FLAG_CURSED))
SET_FLAG (op, FLAG_CURSED);
if (QUERY_FLAG (change, FLAG_DAMNED))
SET_FLAG (op, FLAG_DAMNED);
if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
set_abs_magic (op, -op->magic);
if (QUERY_FLAG (change, FLAG_LIFESAVE))
SET_FLAG (op, FLAG_LIFESAVE);
if (QUERY_FLAG (change, FLAG_REFL_SPELL))
SET_FLAG (op, FLAG_REFL_SPELL);
if (QUERY_FLAG (change, FLAG_STEALTH))
SET_FLAG (op, FLAG_STEALTH);
if (QUERY_FLAG (change, FLAG_XRAYS))
SET_FLAG (op, FLAG_XRAYS);
if (QUERY_FLAG (change, FLAG_BLIND))
SET_FLAG (op, FLAG_BLIND);
if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
SET_FLAG (op, FLAG_SEE_IN_DARK);
if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
SET_FLAG (op, FLAG_REFL_MISSILE);
if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
SET_FLAG (op, FLAG_MAKE_INVIS);
if (QUERY_FLAG (change, FLAG_STAND_STILL))
{
CLEAR_FLAG (op, FLAG_ANIMATE);
/* so artifacts will join */
if (!QUERY_FLAG (op, FLAG_ALIVE))
op->speed = 0.0;
op->set_speed (op->speed);
}
if (change->nrof)
op->nrof = rndm (change->nrof) + 1;
op->stats.exp += change->stats.exp; /* Speed modifier */
op->stats.wc += change->stats.wc;
op->stats.ac += change->stats.ac;
if (change->other_arch)
{
/* Basically, for horns & potions, the other_arch field is the spell
* to cast. So convert that to into a spell and put it into
* this object.
*/
if (op->type == HORN || op->type == POTION)
{
/* Remove any spells this object currently has in it */
op->destroy_inv (false);
object *tmp = arch_to_object (change->other_arch);
insert_ob_in_ob (tmp, op);
}
/* No harm setting this for potions/horns */
op->other_arch = change->other_arch;
}
if (change->stats.hp < 0)
op->stats.hp = -change->stats.hp;
else
op->stats.hp += change->stats.hp;
if (change->stats.maxhp < 0)
op->stats.maxhp = -change->stats.maxhp;
else
op->stats.maxhp += change->stats.maxhp;
if (change->stats.sp < 0)
op->stats.sp = -change->stats.sp;
else
op->stats.sp += change->stats.sp;
if (change->stats.maxsp < 0)
op->stats.maxsp = -change->stats.maxsp;
else
op->stats.maxsp += change->stats.maxsp;
if (change->stats.food < 0)
op->stats.food = -(change->stats.food);
else
op->stats.food += change->stats.food;
if (change->level < 0)
op->level = -(change->level);
else
op->level += change->level;
if (change->gen_sp_armour < 0)
op->gen_sp_armour = -(change->gen_sp_armour);
else
op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
op->item_power = change->item_power;
for (i = 0; i < NROFATTACKS; i++)
if (change->resist[i])
op->resist[i] += change->resist[i];
if (change->stats.dam)
{
if (change->stats.dam < 0)
op->stats.dam = (-change->stats.dam);
else if (op->stats.dam)
{
tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
if (tmp == op->stats.dam)
{
if (change->stats.dam < 10)
op->stats.dam--;
else
op->stats.dam++;
}
else
op->stats.dam = tmp;
}
}
if (change->weight)
{
if (change->weight < 0)
op->weight = (-change->weight);
else
op->weight = (op->weight * (change->weight)) / 100;
}
if (change->last_sp)
{
if (change->last_sp < 0)
op->last_sp = (-change->last_sp);
else
op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
}
if (change->gen_sp_armour)
{
if (change->gen_sp_armour < 0)
op->gen_sp_armour = (-change->gen_sp_armour);
else
op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
}
op->value *= change->value;
if (change->materials)
op->materials = change->materials;
if (change->materialname)
op->materialname = change->materialname;
if (change->slaying)
op->slaying = change->slaying;
if (change->race)
op->race = change->race;
if (change->msg)
op->msg = change->msg;
}
static int
legal_artifact_combination (object *op, artifact *art)
{
int neg, success = 0;
linked_char *tmp;
const char *name;
if (!art->allowed)
return 1; /* Ie, "all" */
for (tmp = art->allowed; tmp; tmp = tmp->next)
{
#ifdef TREASURE_VERBOSE
LOG (llevDebug, "legal_art: %s\n", &tmp->name);
#endif
if (*tmp->name == '!')
name = tmp->name + 1, neg = 1;
else
name = tmp->name, neg = 0;
/* If we match name, then return the opposite of 'neg' */
if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
return !neg;
/* Set success as true, since if the match was an inverse, it means
* everything is allowed except what we match
*/
else if (neg)
success = 1;
}
return success;
}
/*
* Fixes the given object, giving it the abilities and titles
* it should have due to the second artifact-template.
*/
void
give_artifact_abilities (object *op, object *artifct)
{
char new_name[MAX_BUF];
sprintf (new_name, "of %s", &artifct->name);
op->title = new_name;
add_abilities (op, artifct); /* Give out the bonuses */
#if 0 /* Bit verbose, but keep it here until next time I need it... */
{
char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
SET_FLAG (op, FLAG_IDENTIFIED);
LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
if (!identified)
CLEAR_FLAG (op, FLAG_IDENTIFIED);
}
#endif
return;
}
/*
* Decides randomly which artifact the object should be
* turned into. Makes sure that the item can become that
* artifact (means magic, difficulty, and Allowed fields properly).
* Then calls give_artifact_abilities in order to actually create
* the artifact.
*/
/* Give 1 re-roll attempt per artifact */
#define ARTIFACT_TRIES 2
void
generate_artifact (object *op, int difficulty)
{
artifactlist *al;
artifact *art;
int i;
al = find_artifactlist (op->type);
if (al == NULL)
{
#if 0 /* This is too verbose, usually */
LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
#endif
return;
}
for (i = 0; i < ARTIFACT_TRIES; i++)
{
int roll = rndm (al->total_chance);
for (art = al->items; art; art = art->next)
{
roll -= art->chance;
if (roll < 0)
break;
}
if (art == NULL || roll >= 0)
{
#if 1
LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
#endif
return;
}
if (art->item->name == shstr_NONE)
return;
if (fabs (op->magic) < art->item->magic)
continue; /* Not magic enough to be this item */
/* Map difficulty not high enough */
if (difficulty < art->difficulty)
continue;
if (!legal_artifact_combination (op, art))
{
#ifdef TREASURE_VERBOSE
LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
#endif
continue;
}
give_artifact_abilities (op, art->item);
return;
}
}
/* fix_flesh_item() - objects of type FLESH are similar to type
* FOOD, except they inherit properties (name, food value, etc).
* based on the original owner (or 'donor' if you like). -b.t.
*/
void
fix_flesh_item (object *item, object *donor)
{
char tmpbuf[MAX_BUF];
int i;
if (item->type == FLESH && donor)
{
/* change the name */
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
item->name = tmpbuf;
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
item->name_pl = tmpbuf;
/* weight is FLESH weight/100 * donor */
if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
item->weight = 1;
/* value is multiplied by level of donor */
item->value *= isqrt (donor->level * 2);
/* food value */
item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
/* flesh items inherit some abilities of donor, but not
* full effect.
*/
for (i = 0; i < NROFATTACKS; i++)
item->resist[i] = donor->resist[i] / 2;
/* item inherits donor's level (important for quezals) */
item->level = donor->level;
/* if donor has some attacktypes, the flesh is poisonous */
if (donor->attacktype & AT_POISON)
item->type = POISON;
if (donor->attacktype & AT_ACID)
item->stats.hp = -1 * item->stats.food;
SET_FLAG (item, FLAG_NO_STEAL);
}
}
/* special_potion() - so that old potion code is still done right. */
int
special_potion (object *op)
{
if (op->attacktype)
return 1;
if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
return 1;
for (int i = 0; i < NROFATTACKS; i++)
if (op->resist[i])
return 1;
return 0;
}
void
free_treasurestruct (treasure *t)
{
if (t->next) free_treasurestruct (t->next);
if (t->next_yes) free_treasurestruct (t->next_yes);
if (t->next_no) free_treasurestruct (t->next_no);
delete t;
}
void
free_charlinks (linked_char *lc)
{
if (lc->next)
free_charlinks (lc->next);
delete lc;
}
void
free_artifact (artifact *at)
{
if (at->next) free_artifact (at->next);
if (at->allowed) free_charlinks (at->allowed);
at->item->destroy ();
sfree (at);
}
void
free_artifactlist (artifactlist *al)
{
artifactlist *nextal;
for (al = first_artifactlist; al; al = nextal)
{
nextal = al->next;
if (al->items)
free_artifact (al->items);
sfree (al);
}
}
void
free_all_treasures (void)
{
treasurelist *tl, *next;
for (tl = first_treasurelist; tl; tl = next)
{
clear (tl);
next = tl->next;
delete tl;
}
free_artifactlist (first_artifactlist);
}