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Revision: 1.16
Committed: Sun Sep 10 16:00:23 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +692 -674 lines
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File Contents

# Content
1
2 /*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.15 2006-09-09 21:48:28 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #define ALLOWED_COMBINATION
31
32 /* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default
35 * left on
36 */
37 #define TREASURE_DEBUG
38
39 /* TREASURE_VERBOSE enables copious output concerning artifact generation */
40
41 /* #define TREASURE_VERBOSE */
42
43 #include <global.h>
44 #include <treasure.h>
45 #include <funcpoint.h>
46 #include <loader.h>
47
48
49 static void change_treasure (treasure *t, object *op); /* overrule default values */
50 extern char *spell_mapping[];
51
52 /*
53 * Initialize global archtype pointers:
54 */
55
56 void
57 init_archetype_pointers ()
58 {
59 int prev_warn = warn_archetypes;
60
61 warn_archetypes = 1;
62 if (ring_arch == NULL)
63 ring_arch = find_archetype ("ring");
64 if (amulet_arch == NULL)
65 amulet_arch = find_archetype ("amulet");
66 if (staff_arch == NULL)
67 staff_arch = find_archetype ("staff");
68 if (crown_arch == NULL)
69 crown_arch = find_archetype ("crown");
70 warn_archetypes = prev_warn;
71 }
72
73 /*
74 * Allocate and return the pointer to an empty treasurelist structure.
75 */
76
77 static treasurelist *
78 get_empty_treasurelist (void)
79 {
80 return new treasurelist;
81 }
82
83 /*
84 * Allocate and return the pointer to an empty treasure structure.
85 */
86 //TODO: make this a constructor
87 static treasure *
88 get_empty_treasure (void)
89 {
90 treasure *t = new treasure;
91
92 t->chance = 100;
93
94 return t;
95 }
96
97 /*
98 * Reads the lib/treasure file from disk, and parses the contents
99 * into an internal treasure structure (very linked lists)
100 */
101
102 static treasure *
103 load_treasure (FILE * fp, int *line)
104 {
105 char buf[MAX_BUF], *cp, variable[MAX_BUF];
106 treasure *t = get_empty_treasure ();
107 int value;
108
109 nroftreasures++;
110 while (fgets (buf, MAX_BUF, fp) != NULL)
111 {
112 (*line)++;
113
114 if (*buf == '#')
115 continue;
116 if ((cp = strchr (buf, '\n')) != NULL)
117 *cp = '\0';
118 cp = buf;
119 while (isspace (*cp)) /* Skip blanks */
120 cp++;
121
122 if (sscanf (cp, "arch %s", variable))
123 {
124 if ((t->item = find_archetype (variable)) == NULL)
125 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126 }
127 else if (sscanf (cp, "list %s", variable))
128 t->name = variable;
129 else if (sscanf (cp, "change_name %s", variable))
130 t->change_arch.name = variable;
131 else if (sscanf (cp, "change_title %s", variable))
132 t->change_arch.title = variable;
133 else if (sscanf (cp, "change_slaying %s", variable))
134 t->change_arch.slaying = variable;
135 else if (sscanf (cp, "chance %d", &value))
136 t->chance = (uint8) value;
137 else if (sscanf (cp, "nrof %d", &value))
138 t->nrof = (uint16) value;
139 else if (sscanf (cp, "magic %d", &value))
140 t->magic = (uint8) value;
141 else if (!strcmp (cp, "yes"))
142 t->next_yes = load_treasure (fp, line);
143 else if (!strcmp (cp, "no"))
144 t->next_no = load_treasure (fp, line);
145 else if (!strcmp (cp, "end"))
146 return t;
147 else if (!strcmp (cp, "more"))
148 {
149 t->next = load_treasure (fp, line);
150 return t;
151 }
152 else
153 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
154 }
155 LOG (llevError, "treasure lacks 'end'.\n");
156 return t;
157 }
158
159 #ifdef TREASURE_DEBUG
160
161 /* recursived checks the linked list. Treasurelist is passed only
162 * so that the treasure name can be printed out
163 */
164 static void
165 check_treasurelist (const treasure *t, const treasurelist * tl)
166 {
167 if (t->item == NULL && t->name == NULL)
168 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
169 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
170 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
171 /* find_treasurelist will print out its own error message */
172 if (t->name && *t->name)
173 (void) find_treasurelist (t->name);
174 if (t->next)
175 check_treasurelist (t->next, tl);
176 if (t->next_yes)
177 check_treasurelist (t->next_yes, tl);
178 if (t->next_no)
179 check_treasurelist (t->next_no, tl);
180 }
181 #endif
182
183 /*
184 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
185 * Each treasure is parsed with the help of load_treasure().
186 */
187
188 void
189 load_treasures (void)
190 {
191 FILE *fp;
192 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
193 treasurelist *previous = NULL;
194 treasure *t;
195 int comp, line = 0;
196
197 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
198 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
199 {
200 LOG (llevError, "Can't open treasure file.\n");
201 return;
202 }
203 while (fgets (buf, MAX_BUF, fp) != NULL)
204 {
205 line++;
206 if (*buf == '#')
207 continue;
208
209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
210 {
211 treasurelist *tl = get_empty_treasurelist ();
212
213 tl->name = name;
214 if (previous == NULL)
215 first_treasurelist = tl;
216 else
217 previous->next = tl;
218 previous = tl;
219 tl->items = load_treasure (fp, &line);
220
221 /* This is a one of the many items on the list should be generated.
222 * Add up the chance total, and check to make sure the yes & no
223 * fields of the treasures are not being used.
224 */
225 if (!strncmp (buf, "treasureone", 11))
226 {
227 for (t = tl->items; t != NULL; t = t->next)
228 {
229 #ifdef TREASURE_DEBUG
230 if (t->next_yes || t->next_no)
231 {
232 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
233 LOG (llevError, " the next_yes or next_no field is set\n");
234 }
235 #endif
236 tl->total_chance += t->chance;
237 }
238 }
239 }
240 else
241 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
242 }
243 close_and_delete (fp, comp);
244
245 #ifdef TREASURE_DEBUG
246 /* Perform some checks on how valid the treasure data actually is.
247 * verify that list transitions work (ie, the list that it is supposed
248 * to transition to exists). Also, verify that at least the name
249 * or archetype is set for each treasure element.
250 */
251 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
252 check_treasurelist (previous->items, previous);
253 #endif
254 }
255
256 /*
257 * Searches for the given treasurelist in the globally linked list
258 * of treasurelists which has been built by load_treasures().
259 */
260
261 treasurelist *
262 find_treasurelist (const char *name)
263 {
264 /* Special cases - randomitems of NULL is to override default. If
265 * first_treasurelist is null, it means we are on the first pass of
266 * of loading archetypes, so for now, just return - second pass will
267 * init these values.
268 */
269 if (!name)
270 return 0;
271
272 if (const char *tmp = shstr::find (name))
273 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
274 if (tmp == tl->name)
275 return tl;
276
277 if (first_treasurelist)
278 LOG (llevError, "Couldn't find treasurelist %s\n", name);
279
280 return 0;
281 }
282
283
284 /*
285 * Generates the objects specified by the given treasure.
286 * It goes recursively through the rest of the linked list.
287 * If there is a certain percental chance for a treasure to be generated,
288 * this is taken into consideration.
289 * The second argument specifies for which object the treasure is
290 * being generated.
291 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
292 * abilities. This is used by summon spells, thus no summoned monsters
293 * start with equipment, but only their abilities).
294 */
295
296
297 static void
298 put_treasure (object *op, object *creator, int flags)
299 {
300 object *tmp;
301
302 /* Bit of a hack - spells should never be put onto the map. The entire
303 * treasure stuff is a problem - there is no clear idea of knowing
304 * this is the original object, or if this is an object that should be created
305 * by another object.
306 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL)
308 {
309 op->x = creator->x;
310 op->y = creator->y;
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
313 }
314 else
315 {
316 op = insert_ob_in_ob (op, creator);
317 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
318 monster_check_apply (creator, op);
319 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
320 esrv_send_item (tmp, op);
321 }
322 }
323
324 /* if there are change_xxx commands in the treasure, we include the changes
325 * in the generated object
326 */
327 static void
328 change_treasure (treasure *t, object *op)
329 {
330 /* CMD: change_name xxxx */
331 if (t->change_arch.name)
332 {
333 op->name = t->change_arch.name;
334 op->name_pl = t->change_arch.name;
335 }
336
337 if (t->change_arch.title)
338 op->title = t->change_arch.title;
339
340 if (t->change_arch.slaying)
341 op->slaying = t->change_arch.slaying;
342 }
343
344 void
345 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
346 {
347 object *tmp;
348
349 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
350 {
351 if (t->name)
352 {
353 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
354 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
355 }
356 else
357 {
358 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
359 {
360 tmp = arch_to_object (t->item);
361 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
363 fix_generated_item (tmp, op, difficulty, t->magic, flag);
364 change_treasure (t, tmp);
365 put_treasure (tmp, op, flag);
366 }
367 }
368
369 if (t->next_yes != NULL)
370 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
371 }
372 else if (t->next_no != NULL)
373 create_all_treasures (t->next_no, op, flag, difficulty, tries);
374
375 if (t->next != NULL)
376 create_all_treasures (t->next, op, flag, difficulty, tries);
377 }
378
379 void
380 create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
381 {
382 int value = RANDOM () % tl->total_chance;
383 treasure *t;
384
385 if (tries++ > 100)
386 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return;
389 }
390
391 for (t = tl->items; t != NULL; t = t->next)
392 {
393 value -= t->chance;
394
395 if (value < 0)
396 break;
397 }
398
399 if (!t || value >= 0)
400 {
401 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
402 abort ();
403 return;
404 }
405
406 if (t->name)
407 {
408 if (!strcmp (t->name, "NONE"))
409 return;
410
411 if (difficulty >= t->magic)
412 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
413 else if (t->nrof)
414 create_one_treasure (tl, op, flag, difficulty, tries);
415
416 return;
417 }
418
419 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
420 {
421 object *tmp = arch_to_object (t->item);
422
423 if (!tmp)
424 return;
425
426 if (t->nrof && tmp->nrof <= 1)
427 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
428
429 fix_generated_item (tmp, op, difficulty, t->magic, flag);
430 change_treasure (t, tmp);
431 put_treasure (tmp, op, flag);
432 }
433 }
434
435 /* This calls the appropriate treasure creation function. tries is passed
436 * to determine how many list transitions or attempts to create treasure
437 * have been made. It is really in place to prevent infinite loops with
438 * list transitions, or so that excessively good treasure will not be
439 * created on weak maps, because it will exceed the number of allowed tries
440 * to do that.
441 */
442 void
443 create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
444 {
445
446 if (tries++ > 100)
447 {
448 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
449 return;
450 }
451 if (t->total_chance)
452 create_one_treasure (t, op, flag, difficulty, tries);
453 else
454 create_all_treasures (t->items, op, flag, difficulty, tries);
455 }
456
457 /* This is similar to the old generate treasure function. However,
458 * it instead takes a treasurelist. It is really just a wrapper around
459 * create_treasure. We create a dummy object that the treasure gets
460 * inserted into, and then return that treausre
461 */
462 object *
463 generate_treasure (treasurelist * t, int difficulty)
464 {
465 object *ob = get_object (), *tmp;
466
467 create_treasure (t, ob, 0, difficulty, 0);
468
469 /* Don't want to free the object we are about to return */
470 tmp = ob->inv;
471 if (tmp != NULL)
472 remove_ob (tmp);
473 if (ob->inv)
474 {
475 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 }
477 free_object (ob);
478 return tmp;
479 }
480
481 /*
482 * This is a new way of calculating the chance for an item to have
483 * a specific magical bonus.
484 * The array has two arguments, the difficulty of the level, and the
485 * magical bonus "wanted".
486 */
487
488 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490 /*chance of magic difficulty*/
491
492 /* +0 +1 +2 +3 +4 */
493 {95, 2, 2, 1, 0}, /*1 */
494 {92, 5, 2, 1, 0}, /*2 */
495 {85, 10, 4, 1, 0}, /*3 */
496 {80, 14, 4, 2, 0}, /*4 */
497 {75, 17, 5, 2, 1}, /*5 */
498 {70, 18, 8, 3, 1}, /*6 */
499 {65, 21, 10, 3, 1}, /*7 */
500 {60, 22, 12, 4, 2}, /*8 */
501 {55, 25, 14, 4, 2}, /*9 */
502 {50, 27, 16, 5, 2}, /*10 */
503 {45, 28, 18, 6, 3}, /*11 */
504 {42, 28, 20, 7, 3}, /*12 */
505 {40, 27, 21, 8, 4}, /*13 */
506 {38, 25, 22, 10, 5}, /*14 */
507 {36, 23, 23, 12, 6}, /*15 */
508 {33, 21, 24, 14, 8}, /*16 */
509 {31, 19, 25, 16, 9}, /*17 */
510 {27, 15, 30, 18, 10}, /*18 */
511 {20, 12, 30, 25, 13}, /*19 */
512 {15, 10, 28, 30, 17}, /*20 */
513 {13, 9, 27, 28, 23}, /*21 */
514 {10, 8, 25, 28, 29}, /*22 */
515 {8, 7, 23, 26, 36}, /*23 */
516 {6, 6, 20, 22, 46}, /*24 */
517 {4, 5, 17, 18, 56}, /*25 */
518 {2, 4, 12, 14, 68}, /*26 */
519 {0, 3, 7, 10, 80}, /*27 */
520 {0, 0, 3, 7, 90}, /*28 */
521 {0, 0, 0, 3, 97}, /*29 */
522 {0, 0, 0, 0, 100}, /*30 */
523 {0, 0, 0, 0, 100}, /*31 */
524 };
525
526
527 /* calculate the appropriate level for wands staves and scrolls.
528 * This code presumes that op has had its spell object created (in op->inv)
529 *
530 * elmex Wed Aug 9 17:44:59 CEST 2006:
531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
532 */
533
534 int
535 level_for_item (const object *op, int difficulty)
536 {
537 int olevel = 0;
538
539 if (!op->inv)
540 {
541 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
542 return 0;
543 }
544
545 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
546
547 if (olevel <= 0)
548 olevel = rndm (1, MIN (op->inv->level, 1));
549
550 if (olevel > MAXLEVEL)
551 olevel = MAXLEVEL;
552
553 return olevel;
554 }
555
556 /*
557 * Based upon the specified difficulty and upon the difftomagic_list array,
558 * a random magical bonus is returned. This is used when determine
559 * the magical bonus created on specific maps.
560 *
561 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * Scaling difficulty by max_level, as difficulty is a level and not some
563 * weird integer between 1-31.
564 *
565 */
566
567 int
568 magic_from_difficulty (int difficulty)
569 {
570 int percent = 0, magic = 0;
571 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
572
573 scaled_diff--;
574
575 if (scaled_diff < 0)
576 scaled_diff = 0;
577
578 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1;
580
581 percent = RANDOM () % 100;
582
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 {
585 percent -= difftomagic_list[scaled_diff][magic];
586
587 if (percent < 0)
588 break;
589 }
590
591 if (magic == (MAXMAGIC + 1))
592 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0;
595 }
596
597 magic = (RANDOM () % 3) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599
600 return magic;
601 }
602
603 /*
604 * Sets magical bonus in an object, and recalculates the effect on
605 * the armour variable, and the effect on speed of armour.
606 * This function doesn't work properly, should add use of archetypes
607 * to make it truly absolute.
608 */
609
610 void
611 set_abs_magic (object *op, int magic)
612 {
613 if (!magic)
614 return;
615
616 op->magic = magic;
617 if (op->arch)
618 {
619 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
621
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
623 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 }
626 else
627 {
628 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
631 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 }
634 }
635
636 /*
637 * Sets a random magical bonus in the given object based upon
638 * the given difficulty, and the given max possible bonus.
639 */
640
641 static void
642 set_magic (int difficulty, object *op, int max_magic, int flags)
643 {
644 int i;
645
646 i = magic_from_difficulty (difficulty);
647 if ((flags & GT_ONLY_GOOD) && i < 0)
648 i = -i;
649 if (i > max_magic)
650 i = max_magic;
651 set_abs_magic (op, i);
652 if (i < 0)
653 SET_FLAG (op, FLAG_CURSED);
654 }
655
656 /*
657 * Randomly adds one magical ability to the given object.
658 * Modified for Partial Resistance in many ways:
659 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method.
663 */
664
665 void
666 set_ring_bonus (object *op, int bonus)
667 {
668
669 int r = RANDOM () % (bonus > 0 ? 25 : 11);
670
671 if (op->type == AMULET)
672 {
673 if (!(RANDOM () % 21))
674 r = 20 + RANDOM () % 2;
675 else
676 {
677 if (RANDOM () & 2)
678 r = 10;
679 else
680 r = 11 + RANDOM () % 9;
681 }
682 }
683
684 switch (r)
685 {
686 /* Redone by MSW 2000-11-26 to have much less code. Also,
687 * bonuses and penalties will stack and add to existing values.
688 * of the item.
689 */
690 case 0:
691 case 1:
692 case 2:
693 case 3:
694 case 4:
695 case 5:
696 case 6:
697 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
698 break;
699
700 case 7:
701 op->stats.dam += bonus;
702 break;
703
704 case 8:
705 op->stats.wc += bonus;
706 break;
707
708 case 9:
709 op->stats.food += bonus; /* hunger/sustenance */
710 break;
711
712 case 10:
713 op->stats.ac += bonus;
714 break;
715
716 /* Item that gives protections/vulnerabilities */
717 case 11:
718 case 12:
719 case 13:
720 case 14:
721 case 15:
722 case 16:
723 case 17:
724 case 18:
725 case 19:
726 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
728
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
731
732 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another
734 * little random element in since that they don't always end up with
735 * even values.
736 */
737 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b;
739 if (val > 35)
740 val = 35; /* Upper limit */
741 b = 0;
742 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table;
745 }
746 if (b == 4)
747 return; /* Not able to find a free resistance */
748 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave.
751 */
752 break;
753 }
754 case 20:
755 if (op->type == AMULET)
756 {
757 SET_FLAG (op, FLAG_REFL_SPELL);
758 op->value *= 11;
759 }
760 else
761 {
762 op->stats.hp = 1; /* regenerate hit points */
763 op->value *= 4;
764 }
765 break;
766
767 case 21:
768 if (op->type == AMULET)
769 {
770 SET_FLAG (op, FLAG_REFL_MISSILE);
771 op->value *= 9;
772 }
773 else
774 {
775 op->stats.sp = 1; /* regenerate spell points */
776 op->value *= 3;
777 }
778 break;
779
780 case 22:
781 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3;
783 break;
784 }
785 if (bonus > 0)
786 op->value *= 2 * bonus;
787 else
788 op->value = -(op->value * 2 * bonus) / 3;
789 }
790
791 /*
792 * get_magic(diff) will return a random number between 0 and 4.
793 * diff can be any value above 2. The higher the diff-variable, the
794 * higher is the chance of returning a low number.
795 * It is only used in fix_generated_treasure() to set bonuses on
796 * rings and amulets.
797 * Another scheme is used to calculate the magic of weapons and armours.
798 */
799
800 int
801 get_magic (int diff)
802 {
803 int i;
804
805 if (diff < 3)
806 diff = 3;
807 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff)
809 return i;
810 return 4;
811 }
812
813 #define DICE2 (get_magic(2)==2?2:1)
814 #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
815
816 /*
817 * fix_generated_item(): This is called after an item is generated, in
818 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
820 */
821
822 /* 4/28/96 added creator object from which op may now inherit properties based on
823 * op->type. Right now, which stuff the creator passes on is object type
824 * dependant. I know this is a spagetti manuever, but is there a cleaner
825 * way to do this? b.t. */
826
827 /*
828 * ! (flags & GT_ENVIRONMENT):
829 * Automatically calls fix_flesh_item().
830 *
831 * flags:
832 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
833 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
835 * a working object - don't change magic, value, etc, but set it material
836 * type as appropriate, for objects that need spell objects, set those, etc
837 */
838
839 void
840 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841 {
842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843
844 if (!creator || creator->type == op->type)
845 creator = op; /*safety & to prevent polymorphed objects giving attributes */
846
847 /* If we make an artifact, this information will be destroyed */
848 save_item_power = op->item_power;
849 op->item_power = 0;
850
851 if (op->randomitems && op->type != SPELL)
852 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0);
854 if (!op->inv)
855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
856
857 /* So the treasure doesn't get created again */
858 op->randomitems = NULL;
859 }
860
861 if (difficulty < 1)
862 difficulty = 1;
863
864 if (!(flags & GT_MINIMAL))
865 {
866 if (op->arch == crown_arch)
867 {
868 set_magic (difficulty, op, max_magic, flags);
869 num_enchantments = calc_item_power (op, 1);
870 generate_artifact (op, difficulty);
871 }
872 else
873 {
874 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags);
876
877 num_enchantments = calc_item_power (op, 1);
878
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880 * used for shop_floors or treasures */
881 generate_artifact (op, difficulty);
882 }
883
884 /* Object was made an artifact. Calculate its item_power rating.
885 * the item_power in the object is what the artfiact adds.
886 */
887 if (op->title)
888 {
889 /* if save_item_power is set, then most likely we started with an
890 * artifact and have added new abilities to it - this is rare, but
891 * but I have seen things like 'strange rings of fire'. So just figure
892 * out the power from the base power plus what this one adds. Note
893 * that since item_power is not quite linear, this actually ends up
894 * being somewhat of a bonus
895 */
896 if (save_item_power)
897 op->item_power = save_item_power + get_power_from_ench (op->item_power);
898 else
899 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
900 }
901 else if (save_item_power)
902 {
903 /* restore the item_power field to the object if we haven't changed it.
904 * we don't care about num_enchantments - that will basically just
905 * have calculated some value from the base attributes of the archetype.
906 */
907 op->item_power = save_item_power;
908 }
909 else
910 {
911 /* item_power was zero. This is suspicious, as it may be because it
912 * was never previously calculated. Let's compute a value and see if
913 * it is non-zero. If it indeed is, then assign it as the new
914 * item_power value.
915 * - gros, 21th of July 2006.
916 */
917 op->item_power = calc_item_power (op, 0);
918 save_item_power = op->item_power; /* Just in case it would get used
919 * again below */
920 }
921 }
922
923 /* materialtype modifications. Note we allow this on artifacts. */
924 set_materialname (op, difficulty, NULL);
925
926 if (flags & GT_MINIMAL)
927 {
928 if (op->type == POTION)
929 /* Handle healing and magic power potions */
930 if (op->stats.sp && !op->randomitems)
931 {
932 object *tmp;
933
934 tmp = get_archetype (spell_mapping[op->stats.sp]);
935 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0;
937 }
938 }
939 else if (!op->title) /* Only modify object if not special */
940 switch (op->type)
941 {
942 case WEAPON:
943 case ARMOUR:
944 case SHIELD:
945 case HELMET:
946 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
948 set_ring_bonus (op, -DICE2);
949 break;
950
951 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
953 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3;
957 }
958 break;
959
960 case POTION:
961 {
962 int too_many_tries = 0, is_special = 0;
963
964 /* Handle healing and magic power potions */
965 if (op->stats.sp && !op->randomitems)
966 {
967 object *tmp;
968
969 tmp = get_archetype (spell_mapping[op->stats.sp]);
970 insert_ob_in_ob (tmp, op);
971 op->stats.sp = 0;
972 }
973
974 while (!(is_special = special_potion (op)) && !op->inv)
975 {
976 generate_artifact (op, difficulty);
977 if (too_many_tries++ > 10)
978 break;
979 }
980
981 /* don't want to change value for healing/magic power potions,
982 * since the value set on those is already correct.
983 */
984 if (op->inv && op->randomitems)
985 {
986 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
989 }
990 else
991 {
992 op->name = "potion";
993 op->name_pl = "potions";
994 }
995
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
997 SET_FLAG (op, FLAG_CURSED);
998 break;
999 }
1000
1001 case AMULET:
1002 if (op->arch == amulet_arch)
1003 op->value *= 5; /* Since it's not just decoration */
1004
1005 case RING:
1006 if (op->arch == NULL)
1007 {
1008 remove_ob (op);
1009 free_object (op);
1010 op = NULL;
1011 break;
1012 }
1013
1014 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1015 break;
1016
1017 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1018 SET_FLAG (op, FLAG_CURSED);
1019
1020 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1021
1022 if (op->type != RING) /* Amulets have only one ability */
1023 break;
1024
1025 if (!(RANDOM () % 4))
1026 {
1027 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1028
1029 if (d > 0)
1030 op->value *= 3;
1031
1032 set_ring_bonus (op, d);
1033
1034 if (!(RANDOM () % 4))
1035 {
1036 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1037
1038 if (d > 0)
1039 op->value *= 5;
1040 set_ring_bonus (op, d);
1041 }
1042 }
1043
1044 if (GET_ANIM_ID (op))
1045 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1046
1047 break;
1048
1049 case BOOK:
1050 /* Is it an empty book?, if yes lets make a special·
1051 * msg for it, and tailor its properties based on the·
1052 * creator and/or map level we found it on.
1053 */
1054 if (!op->msg && RANDOM () % 10)
1055 {
1056 /* set the book level properly */
1057 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1058 {
1059 if (op->map && op->map->difficulty)
1060 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1061 else
1062 op->level = RANDOM () % 20 + 1;
1063 }
1064 else
1065 op->level = RANDOM () % creator->level;
1066
1067 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1068 /* books w/ info are worth more! */
1069 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1070 /* creator related stuff */
1071
1072 /* for library, chained books. Note that some monsters have no_pick
1073 * set - we don't want to set no pick in that case.
1074 */
1075 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1076 SET_FLAG (op, FLAG_NO_PICK);
1077 if (creator->slaying && !op->slaying) /* for check_inv floors */
1078 op->slaying = creator->slaying;
1079
1080 /* add exp so reading it gives xp (once) */
1081 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1082 }
1083 break;
1084
1085 case SPELLBOOK:
1086 op->value = op->value * op->inv->value;
1087 /* add exp so learning gives xp */
1088 op->level = op->inv->level;
1089 op->stats.exp = op->value;
1090 break;
1091
1092 case WAND:
1093 /* nrof in the treasure list is number of charges,
1094 * not number of wands. So copy that into food (charges),
1095 * and reset nrof.
1096 */
1097 op->stats.food = op->inv->nrof;
1098 op->nrof = 1;
1099 /* If the spell changes by level, choose a random level
1100 * for it, and adjust price. If the spell doesn't
1101 * change by level, just set the wand to the level of
1102 * the spell, and value calculation is simpler.
1103 */
1104 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1105 {
1106 op->level = level_for_item (op, difficulty);
1107 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1108 }
1109 else
1110 {
1111 op->level = op->inv->level;
1112 op->value = op->value * op->inv->value;
1113 }
1114 break;
1115
1116 case ROD:
1117 op->level = level_for_item (op, difficulty);
1118 /* Add 50 to both level an divisor to keep prices a little more
1119 * reasonable. Otherwise, a high level version of a low level
1120 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1121 * 10 time multiplier). This way, the value are a bit more reasonable.
1122 */
1123 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1124 /* maxhp is used to denote how many 'charges' the rod holds before */
1125 if (op->stats.maxhp)
1126 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1127 else
1128 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1129
1130 op->stats.hp = op->stats.maxhp;
1131 break;
1132
1133 case SCROLL:
1134 op->level = level_for_item (op, difficulty);
1135 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1136
1137 /* add exp so reading them properly gives xp */
1138 op->stats.exp = op->value / 5;
1139 op->nrof = op->inv->nrof;
1140 break;
1141
1142 case RUNE:
1143 trap_adjust (op, difficulty);
1144 break;
1145
1146 case TRAP:
1147 trap_adjust (op, difficulty);
1148 break;
1149 } /* switch type */
1150
1151 if (flags & GT_STARTEQUIP)
1152 {
1153 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1154 SET_FLAG (op, FLAG_STARTEQUIP);
1155 else if (op->type != MONEY)
1156 op->value = 0;
1157 }
1158
1159 if (!(flags & GT_ENVIRONMENT))
1160 fix_flesh_item (op, creator);
1161 }
1162
1163 /*
1164 *
1165 *
1166 * CODE DEALING WITH ARTIFACTS STARTS HERE
1167 *
1168 *
1169 */
1170
1171 /*
1172 * Allocate and return the pointer to an empty artifactlist structure.
1173 */
1174
1175 static artifactlist *
1176 get_empty_artifactlist (void)
1177 {
1178 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1179
1180 if (tl == NULL)
1181 fatal (OUT_OF_MEMORY);
1182 tl->next = NULL;
1183 tl->items = NULL;
1184 tl->total_chance = 0;
1185 return tl;
1186 }
1187
1188 /*
1189 * Allocate and return the pointer to an empty artifact structure.
1190 */
1191
1192 static artifact *
1193 get_empty_artifact (void)
1194 {
1195 artifact *t = (artifact *) malloc (sizeof (artifact));
1196
1197 if (t == NULL)
1198 fatal (OUT_OF_MEMORY);
1199 t->item = NULL;
1200 t->next = NULL;
1201 t->chance = 0;
1202 t->difficulty = 0;
1203 t->allowed = NULL;
1204 return t;
1205 }
1206
1207 /*
1208 * Searches the artifact lists and returns one that has the same type
1209 * of objects on it.
1210 */
1211
1212 artifactlist *
1213 find_artifactlist (int type)
1214 {
1215 artifactlist *al;
1216
1217 for (al = first_artifactlist; al != NULL; al = al->next)
1218 if (al->type == type)
1219 return al;
1220 return NULL;
1221 }
1222
1223 /*
1224 * For debugging purposes. Dumps all tables.
1225 */
1226
1227 void
1228 dump_artifacts (void)
1229 {
1230 artifactlist *al;
1231 artifact *art;
1232 linked_char *next;
1233
1234 fprintf (logfile, "\n");
1235 for (al = first_artifactlist; al != NULL; al = al->next)
1236 {
1237 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1238 for (art = al->items; art != NULL; art = art->next)
1239 {
1240 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1241 if (art->allowed != NULL)
1242 {
1243 fprintf (logfile, "\tAllowed combinations:");
1244 for (next = art->allowed; next != NULL; next = next->next)
1245 fprintf (logfile, "%s,", &next->name);
1246 fprintf (logfile, "\n");
1247 }
1248 }
1249 }
1250 fprintf (logfile, "\n");
1251 }
1252
1253 /*
1254 * For debugging purposes. Dumps all treasures recursively (see below).
1255 */
1256 void
1257 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1258 {
1259 treasurelist *tl;
1260 int i;
1261
1262 if (depth > 100)
1263 return;
1264 while (t != NULL)
1265 {
1266 if (t->name != NULL)
1267 {
1268 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " ");
1270 fprintf (logfile, "{ (list: %s)\n", &t->name);
1271 tl = find_treasurelist (t->name);
1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 }
1277 else
1278 {
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281 if (t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 }
1286 if (t->next_yes != NULL)
1287 {
1288 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " ");
1290 fprintf (logfile, " (if yes)\n");
1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1292 }
1293 if (t->next_no != NULL)
1294 {
1295 for (i = 0; i < depth; i++)
1296 fprintf (logfile, " ");
1297 fprintf (logfile, " (if no)\n");
1298 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1299 }
1300 t = t->next;
1301 }
1302 }
1303
1304 /*
1305 * For debugging purposes. Dumps all treasures for a given monster.
1306 * Created originally by Raphael Quinet for debugging the alchemy code.
1307 */
1308
1309 void
1310 dump_monster_treasure (const char *name)
1311 {
1312 archetype *at;
1313 int found;
1314
1315 found = 0;
1316 fprintf (logfile, "\n");
1317 for (at = first_archetype; at != NULL; at = at->next)
1318 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1319 {
1320 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1321 if (at->clone.randomitems != NULL)
1322 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1323 else
1324 fprintf (logfile, "(nothing)\n");
1325 fprintf (logfile, "\n");
1326 found++;
1327 }
1328 if (found == 0)
1329 fprintf (logfile, "No objects have the name %s!\n\n", name);
1330 }
1331
1332 /*
1333 * Builds up the lists of artifacts from the file in the libdir.
1334 */
1335
1336 void
1337 init_artifacts (void)
1338 {
1339 static int has_been_inited = 0;
1340 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1341 artifact *art = NULL;
1342 linked_char *tmp;
1343 int value;
1344 artifactlist *al;
1345
1346 if (has_been_inited)
1347 return;
1348 else
1349 has_been_inited = 1;
1350
1351 sprintf (filename, "%s/artifacts", settings.datadir);
1352 object_thawer thawer (filename);
1353
1354 if (!thawer)
1355 return;
1356
1357 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1358 {
1359 if (*buf == '#')
1360 continue;
1361 if ((cp = strchr (buf, '\n')) != NULL)
1362 *cp = '\0';
1363 cp = buf;
1364 while (*cp == ' ') /* Skip blanks */
1365 cp++;
1366 if (*cp == '\0')
1367 continue;
1368
1369 if (!strncmp (cp, "Allowed", 7))
1370 {
1371 if (art == NULL)
1372 {
1373 art = get_empty_artifact ();
1374 nrofartifacts++;
1375 }
1376 cp = strchr (cp, ' ') + 1;
1377 if (!strcmp (cp, "all"))
1378 continue;
1379
1380 do
1381 {
1382 nrofallowedstr++;
1383 if ((next = strchr (cp, ',')) != NULL)
1384 *(next++) = '\0';
1385 tmp = new linked_char;
1386
1387 tmp->name = cp;
1388 tmp->next = art->allowed;
1389 art->allowed = tmp;
1390 }
1391 while ((cp = next) != NULL);
1392 }
1393 else if (sscanf (cp, "chance %d", &value))
1394 art->chance = (uint16) value;
1395 else if (sscanf (cp, "difficulty %d", &value))
1396 art->difficulty = (uint8) value;
1397 else if (!strncmp (cp, "Object", 6))
1398 {
1399 art->item = get_object ();
1400
1401 if (!load_object (thawer, art->item, 0))
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403
1404 art->item->name = strchr (cp, ' ') + 1;
1405 al = find_artifactlist (art->item->type);
1406 if (al == NULL)
1407 {
1408 al = get_empty_artifactlist ();
1409 al->type = art->item->type;
1410 al->next = first_artifactlist;
1411 first_artifactlist = al;
1412 }
1413 art->next = al->items;
1414 al->items = art;
1415 art = NULL;
1416 }
1417 else
1418 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1419 }
1420
1421 for (al = first_artifactlist; al != NULL; al = al->next)
1422 {
1423 for (art = al->items; art != NULL; art = art->next)
1424 {
1425 if (!art->chance)
1426 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1427 else
1428 al->total_chance += art->chance;
1429 }
1430 #if 0
1431 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1432 #endif
1433 }
1434
1435 LOG (llevDebug, "done.\n");
1436 }
1437
1438
1439 /*
1440 * Used in artifact generation. The bonuses of the first object
1441 * is modified by the bonuses of the second object.
1442 */
1443
1444 void
1445 add_abilities (object *op, object *change)
1446 {
1447 int i, tmp;
1448
1449 if (change->face != blank_face)
1450 {
1451 #ifdef TREASURE_VERBOSE
1452 LOG (llevDebug, "FACE: %d\n", change->face->number);
1453 #endif
1454 op->face = change->face;
1455 }
1456
1457 for (i = 0; i < NUM_STATS; i++)
1458 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1459
1460 op->attacktype |= change->attacktype;
1461 op->path_attuned |= change->path_attuned;
1462 op->path_repelled |= change->path_repelled;
1463 op->path_denied |= change->path_denied;
1464 op->move_type |= change->move_type;
1465 op->stats.luck += change->stats.luck;
1466
1467 if (QUERY_FLAG (change, FLAG_CURSED))
1468 SET_FLAG (op, FLAG_CURSED);
1469 if (QUERY_FLAG (change, FLAG_DAMNED))
1470 SET_FLAG (op, FLAG_DAMNED);
1471 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1472 set_abs_magic (op, -op->magic);
1473
1474 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1475 SET_FLAG (op, FLAG_LIFESAVE);
1476 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1477 SET_FLAG (op, FLAG_REFL_SPELL);
1478 if (QUERY_FLAG (change, FLAG_STEALTH))
1479 SET_FLAG (op, FLAG_STEALTH);
1480 if (QUERY_FLAG (change, FLAG_XRAYS))
1481 SET_FLAG (op, FLAG_XRAYS);
1482 if (QUERY_FLAG (change, FLAG_BLIND))
1483 SET_FLAG (op, FLAG_BLIND);
1484 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1485 SET_FLAG (op, FLAG_SEE_IN_DARK);
1486 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1487 SET_FLAG (op, FLAG_REFL_MISSILE);
1488 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1489 SET_FLAG (op, FLAG_MAKE_INVIS);
1490
1491 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1492 {
1493 CLEAR_FLAG (op, FLAG_ANIMATE);
1494 /* so artifacts will join */
1495 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 op->speed = 0.0;
1497
1498 update_ob_speed (op);
1499 }
1500
1501 if (change->nrof)
1502 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1503
1504 op->stats.exp += change->stats.exp; /* Speed modifier */
1505 op->stats.wc += change->stats.wc;
1506 op->stats.ac += change->stats.ac;
1507
1508 if (change->other_arch)
1509 {
1510 /* Basically, for horns & potions, the other_arch field is the spell
1511 * to cast. So convert that to into a spell and put it into
1512 * this object.
1513 */
1514 if (op->type == HORN || op->type == POTION)
1515 {
1516 object *tmp_obj;
1517
1518 /* Remove any spells this object currently has in it */
1519 while (op->inv)
1520 {
1521 tmp_obj = op->inv;
1522 remove_ob (tmp_obj);
1523 free_object (tmp_obj);
1524 }
1525
1526 tmp_obj = arch_to_object (change->other_arch);
1527 insert_ob_in_ob (tmp_obj, op);
1528 }
1529 /* No harm setting this for potions/horns */
1530 op->other_arch = change->other_arch;
1531 }
1532
1533 if (change->stats.hp < 0)
1534 op->stats.hp = -change->stats.hp;
1535 else
1536 op->stats.hp += change->stats.hp;
1537
1538 if (change->stats.maxhp < 0)
1539 op->stats.maxhp = -change->stats.maxhp;
1540 else
1541 op->stats.maxhp += change->stats.maxhp;
1542
1543 if (change->stats.sp < 0)
1544 op->stats.sp = -change->stats.sp;
1545 else
1546 op->stats.sp += change->stats.sp;
1547
1548 if (change->stats.maxsp < 0)
1549 op->stats.maxsp = -change->stats.maxsp;
1550 else
1551 op->stats.maxsp += change->stats.maxsp;
1552
1553 if (change->stats.food < 0)
1554 op->stats.food = -(change->stats.food);
1555 else
1556 op->stats.food += change->stats.food;
1557
1558 if (change->level < 0)
1559 op->level = -(change->level);
1560 else
1561 op->level += change->level;
1562
1563 if (change->gen_sp_armour < 0)
1564 op->gen_sp_armour = -(change->gen_sp_armour);
1565 else
1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567
1568 op->item_power = change->item_power;
1569
1570 for (i = 0; i < NROFATTACKS; i++)
1571 {
1572 if (change->resist[i])
1573 {
1574 op->resist[i] += change->resist[i];
1575 }
1576 }
1577
1578 if (change->stats.dam)
1579 {
1580 if (change->stats.dam < 0)
1581 op->stats.dam = (-change->stats.dam);
1582 else if (op->stats.dam)
1583 {
1584 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1585 if (tmp == op->stats.dam)
1586 {
1587 if (change->stats.dam < 10)
1588 op->stats.dam--;
1589 else
1590 op->stats.dam++;
1591 }
1592 else
1593 op->stats.dam = tmp;
1594 }
1595 }
1596
1597 if (change->weight)
1598 {
1599 if (change->weight < 0)
1600 op->weight = (-change->weight);
1601 else
1602 op->weight = (op->weight * (change->weight)) / 100;
1603 }
1604
1605 if (change->last_sp)
1606 {
1607 if (change->last_sp < 0)
1608 op->last_sp = (-change->last_sp);
1609 else
1610 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1611 }
1612
1613 if (change->gen_sp_armour)
1614 {
1615 if (change->gen_sp_armour < 0)
1616 op->gen_sp_armour = (-change->gen_sp_armour);
1617 else
1618 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1619 }
1620
1621 op->value *= change->value;
1622
1623 if (change->material)
1624 op->material = change->material;
1625
1626 if (change->materialname)
1627 op->materialname = change->materialname;
1628
1629 if (change->slaying)
1630 op->slaying = change->slaying;
1631
1632 if (change->race)
1633 op->race = change->race;
1634
1635 if (change->msg)
1636 op->msg = change->msg;
1637 }
1638
1639 static int
1640 legal_artifact_combination (object *op, artifact * art)
1641 {
1642 int neg, success = 0;
1643 linked_char *tmp;
1644 const char *name;
1645
1646 if (art->allowed == (linked_char *) NULL)
1647 return 1; /* Ie, "all" */
1648 for (tmp = art->allowed; tmp; tmp = tmp->next)
1649 {
1650 #ifdef TREASURE_VERBOSE
1651 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1652 #endif
1653 if (*tmp->name == '!')
1654 name = tmp->name + 1, neg = 1;
1655 else
1656 name = tmp->name, neg = 0;
1657
1658 /* If we match name, then return the opposite of 'neg' */
1659 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1660 return !neg;
1661
1662 /* Set success as true, since if the match was an inverse, it means
1663 * everything is allowed except what we match
1664 */
1665 else if (neg)
1666 success = 1;
1667 }
1668 return success;
1669 }
1670
1671 /*
1672 * Fixes the given object, giving it the abilities and titles
1673 * it should have due to the second artifact-template.
1674 */
1675
1676 void
1677 give_artifact_abilities (object *op, object *artifct)
1678 {
1679 char new_name[MAX_BUF];
1680
1681 sprintf (new_name, "of %s", &artifct->name);
1682 op->title = new_name;
1683 add_abilities (op, artifct); /* Give out the bonuses */
1684
1685 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1686 {
1687 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1688
1689 SET_FLAG (op, FLAG_IDENTIFIED);
1690 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1691 if (!identified)
1692 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1693 }
1694 #endif
1695 return;
1696 }
1697
1698 /*
1699 * Decides randomly which artifact the object should be
1700 * turned into. Makes sure that the item can become that
1701 * artifact (means magic, difficulty, and Allowed fields properly).
1702 * Then calls give_artifact_abilities in order to actually create
1703 * the artifact.
1704 */
1705
1706 /* Give 1 re-roll attempt per artifact */
1707 #define ARTIFACT_TRIES 2
1708
1709 void
1710 generate_artifact (object *op, int difficulty)
1711 {
1712 artifactlist *al;
1713 artifact *art;
1714 int i;
1715
1716 al = find_artifactlist (op->type);
1717
1718 if (al == NULL)
1719 {
1720 #if 0 /* This is too verbose, usually */
1721 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1722 #endif
1723 return;
1724 }
1725
1726 for (i = 0; i < ARTIFACT_TRIES; i++)
1727 {
1728 int roll = RANDOM () % al->total_chance;
1729
1730 for (art = al->items; art != NULL; art = art->next)
1731 {
1732 roll -= art->chance;
1733 if (roll < 0)
1734 break;
1735 }
1736
1737 if (art == NULL || roll >= 0)
1738 {
1739 #if 1
1740 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1741 #endif
1742 return;
1743 }
1744 if (!strcmp (art->item->name, "NONE"))
1745 return;
1746 if (FABS (op->magic) < art->item->magic)
1747 continue; /* Not magic enough to be this item */
1748
1749 /* Map difficulty not high enough */
1750 if (difficulty < art->difficulty)
1751 continue;
1752
1753 if (!legal_artifact_combination (op, art))
1754 {
1755 #ifdef TREASURE_VERBOSE
1756 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1757 #endif
1758 continue;
1759 }
1760 give_artifact_abilities (op, art->item);
1761 return;
1762 }
1763 }
1764
1765 /* fix_flesh_item() - objects of type FLESH are similar to type
1766 * FOOD, except they inherit properties (name, food value, etc).
1767 * based on the original owner (or 'donor' if you like). -b.t.
1768 */
1769
1770 void
1771 fix_flesh_item (object *item, object *donor)
1772 {
1773 char tmpbuf[MAX_BUF];
1774 int i;
1775
1776 if (item->type == FLESH && donor)
1777 {
1778 /* change the name */
1779 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1780 item->name = tmpbuf;
1781 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1782 item->name_pl = tmpbuf;
1783
1784 /* weight is FLESH weight/100 * donor */
1785 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1786 item->weight = 1;
1787
1788 /* value is multiplied by level of donor */
1789 item->value *= isqrt (donor->level * 2);
1790
1791 /* food value */
1792 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1793
1794 /* flesh items inherit some abilities of donor, but not
1795 * full effect.
1796 */
1797 for (i = 0; i < NROFATTACKS; i++)
1798 item->resist[i] = donor->resist[i] / 2;
1799
1800 /* item inherits donor's level (important for quezals) */
1801 item->level = donor->level;
1802
1803 /* if donor has some attacktypes, the flesh is poisonous */
1804 if (donor->attacktype & AT_POISON)
1805 item->type = POISON;
1806 if (donor->attacktype & AT_ACID)
1807 item->stats.hp = -1 * item->stats.food;
1808 SET_FLAG (item, FLAG_NO_STEAL);
1809 }
1810 }
1811
1812 /* special_potion() - so that old potion code is still done right. */
1813
1814 int
1815 special_potion (object *op)
1816 {
1817
1818 int i;
1819
1820 if (op->attacktype)
1821 return 1;
1822
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1824 return 1;
1825
1826 for (i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i])
1828 return 1;
1829
1830 return 0;
1831 }
1832
1833 void
1834 free_treasurestruct (treasure *t)
1835 {
1836 if (t->next)
1837 free_treasurestruct (t->next);
1838 if (t->next_yes)
1839 free_treasurestruct (t->next_yes);
1840 if (t->next_no)
1841 free_treasurestruct (t->next_no);
1842
1843 delete t;
1844 }
1845
1846 void
1847 free_charlinks (linked_char *lc)
1848 {
1849 if (lc->next)
1850 free_charlinks (lc->next);
1851
1852 delete lc;
1853 }
1854
1855 void
1856 free_artifact (artifact * at)
1857 {
1858 if (at->next)
1859 free_artifact (at->next);
1860
1861 if (at->allowed)
1862 free_charlinks (at->allowed);
1863
1864 at->item->free (1);
1865
1866 delete at;
1867 }
1868
1869 void
1870 free_artifactlist (artifactlist * al)
1871 {
1872 artifactlist *nextal;
1873
1874 for (al = first_artifactlist; al != NULL; al = nextal)
1875 {
1876 nextal = al->next;
1877
1878 if (al->items)
1879 free_artifact (al->items);
1880
1881 free (al);
1882 }
1883 }
1884
1885 void
1886 free_all_treasures (void)
1887 {
1888 treasurelist *tl, *next;
1889
1890
1891 for (tl = first_treasurelist; tl != NULL; tl = next)
1892 {
1893 next = tl->next;
1894 if (tl->items)
1895 free_treasurestruct (tl->items);
1896 delete tl;
1897 }
1898 free_artifactlist (first_artifactlist);
1899 }