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/cvs/deliantra/server/common/treasure.C
Revision: 1.15
Committed: Sat Sep 9 21:48:28 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +7 -6 lines
Log Message:
fix a few ugly pod-constructs on non-pod objects, and a few newly introduced bugs

File Contents

# Content
1
2 /*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.14 2006-09-07 09:37:12 pippijn 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 /* #define TREASURE_VERBOSE */
41
42 #include <global.h>
43 #include <treasure.h>
44 #include <funcpoint.h>
45 #include <loader.h>
46
47
48 static void change_treasure (treasure * t, object * op); /* overrule default values */
49 extern char *spell_mapping[];
50
51 /*
52 * Initialize global archtype pointers:
53 */
54
55 void
56 init_archetype_pointers ()
57 {
58 int prev_warn = warn_archetypes;
59 warn_archetypes = 1;
60 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet");
64 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff");
66 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown");
68 warn_archetypes = prev_warn;
69 }
70
71 /*
72 * Allocate and return the pointer to an empty treasurelist structure.
73 */
74
75 static treasurelist *
76 get_empty_treasurelist (void)
77 {
78 return new treasurelist;
79 }
80
81 /*
82 * Allocate and return the pointer to an empty treasure structure.
83 */
84 //TODO: make this a constructor
85 static treasure *
86 get_empty_treasure (void)
87 {
88 treasure *t = new treasure;
89
90 t->chance = 100;
91
92 return t;
93 }
94
95 /*
96 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists)
98 */
99
100 static treasure *
101 load_treasure (FILE * fp, int *line)
102 {
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure ();
105 int value;
106
107 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111
112 if (*buf == '#')
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 }
153 LOG (llevError, "treasure lacks 'end'.\n");
154 return t;
155 }
156
157 #ifdef TREASURE_DEBUG
158 /* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out
160 */
161 static void
162 check_treasurelist (const treasure * t, const treasurelist * tl)
163 {
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next)
172 check_treasurelist (t->next, tl);
173 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl);
175 if (t->next_no)
176 check_treasurelist (t->next_no, tl);
177 }
178 #endif
179
180 /*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
182 * Each treasure is parsed with the help of load_treasure().
183 */
184
185 void
186 load_treasures (void)
187 {
188 FILE *fp;
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t;
192 int comp, line = 0;
193
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
196 {
197 LOG (llevError, "Can't open treasure file.\n");
198 return;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
208 treasurelist *tl = get_empty_treasurelist ();
209 tl->name = name;
210 if (previous == NULL)
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line);
216
217 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used.
220 */
221 if (!strncmp (buf, "treasureone", 11))
222 {
223 for (t = tl->items; t != NULL; t = t->next)
224 {
225 #ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no)
227 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n");
230 }
231 #endif
232 tl->total_chance += t->chance;
233 }
234 }
235 }
236 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240
241 #ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element.
246 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
248 check_treasurelist (previous->items, previous);
249 #endif
250 }
251
252 /*
253 * Searches for the given treasurelist in the globally linked list
254 * of treasurelists which has been built by load_treasures().
255 */
256
257 treasurelist *
258 find_treasurelist (const char *name)
259 {
260 /* Special cases - randomitems of NULL is to override default. If
261 * first_treasurelist is null, it means we are on the first pass of
262 * of loading archetypes, so for now, just return - second pass will
263 * init these values.
264 */
265 if (!name)
266 return 0;
267
268 if (const char *tmp = shstr::find (name))
269 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
270 if (tmp == tl->name)
271 return tl;
272
273 if (first_treasurelist)
274 LOG (llevError, "Couldn't find treasurelist %s\n", name);
275
276 return 0;
277 }
278
279
280 /*
281 * Generates the objects specified by the given treasure.
282 * It goes recursively through the rest of the linked list.
283 * If there is a certain percental chance for a treasure to be generated,
284 * this is taken into consideration.
285 * The second argument specifies for which object the treasure is
286 * being generated.
287 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
288 * abilities. This is used by summon spells, thus no summoned monsters
289 * start with equipment, but only their abilities).
290 */
291
292
293 static void
294 put_treasure (object * op, object * creator, int flags)
295 {
296 object *tmp;
297
298 /* Bit of a hack - spells should never be put onto the map. The entire
299 * treasure stuff is a problem - there is no clear idea of knowing
300 * this is the original object, or if this is an object that should be created
301 * by another object.
302 */
303 if (flags & GT_ENVIRONMENT && op->type != SPELL)
304 {
305 op->x = creator->x;
306 op->y = creator->y;
307 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
308 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
309 }
310 else
311 {
312 op = insert_ob_in_ob (op, creator);
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op);
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
316 esrv_send_item (tmp, op);
317 }
318 }
319
320 /* if there are change_xxx commands in the treasure, we include the changes
321 * in the generated object
322 */
323 static void
324 change_treasure (treasure *t, object *op)
325 {
326 /* CMD: change_name xxxx */
327 if (t->change_arch.name)
328 {
329 op->name = t->change_arch.name;
330 op->name_pl = t->change_arch.name;
331 }
332
333 if (t->change_arch.title)
334 op->title = t->change_arch.title;
335
336 if (t->change_arch.slaying)
337 op->slaying = t->change_arch.slaying;
338 }
339
340 void
341 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
342 {
343 object *tmp;
344
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
346 {
347 if (t->name)
348 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
351 }
352 else
353 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
355 {
356 tmp = arch_to_object (t->item);
357 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
359 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag);
362 }
363 }
364
365 if (t->next_yes != NULL)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 }
368 else if (t->next_no != NULL)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370
371 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries);
373 }
374
375 void
376 create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries)
377 {
378 int value = RANDOM () % tl->total_chance;
379 treasure *t;
380
381 if (tries++ > 100)
382 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return;
385 }
386
387 for (t = tl->items; t != NULL; t = t->next)
388 {
389 value -= t->chance;
390
391 if (value < 0)
392 break;
393 }
394
395 if (!t || value >= 0)
396 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
398 abort ();
399 return;
400 }
401
402 if (t->name)
403 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
409 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
416 {
417 object *tmp = arch_to_object (t->item);
418
419 if (!tmp)
420 return;
421
422 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
424
425 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag);
428 }
429 }
430
431 /* This calls the appropriate treasure creation function. tries is passed
432 * to determine how many list transitions or attempts to create treasure
433 * have been made. It is really in place to prevent infinite loops with
434 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that.
437 */
438 void
439 create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries)
440 {
441
442 if (tries++ > 100)
443 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return;
446 }
447 if (t->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries);
449 else
450 create_all_treasures (t->items, op, flag, difficulty, tries);
451 }
452
453 /* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre
457 */
458 object *
459 generate_treasure (treasurelist * t, int difficulty)
460 {
461 object *ob = get_object (), *tmp;
462
463 create_treasure (t, ob, 0, difficulty, 0);
464
465 /* Don't want to free the object we are about to return */
466 tmp = ob->inv;
467 if (tmp != NULL)
468 remove_ob (tmp);
469 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 }
473 free_object (ob);
474 return tmp;
475 }
476
477 /*
478 * This is a new way of calculating the chance for an item to have
479 * a specific magical bonus.
480 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted".
482 */
483
484 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
485 /*chance of magic difficulty*/
486 /* +0 +1 +2 +3 +4 */
487 {95, 2, 2, 1, 0}, /*1 */
488 {92, 5, 2, 1, 0}, /*2 */
489 {85, 10, 4, 1, 0}, /*3 */
490 {80, 14, 4, 2, 0}, /*4 */
491 {75, 17, 5, 2, 1}, /*5 */
492 {70, 18, 8, 3, 1}, /*6 */
493 {65, 21, 10, 3, 1}, /*7 */
494 {60, 22, 12, 4, 2}, /*8 */
495 {55, 25, 14, 4, 2}, /*9 */
496 {50, 27, 16, 5, 2}, /*10 */
497 {45, 28, 18, 6, 3}, /*11 */
498 {42, 28, 20, 7, 3}, /*12 */
499 {40, 27, 21, 8, 4}, /*13 */
500 {38, 25, 22, 10, 5}, /*14 */
501 {36, 23, 23, 12, 6}, /*15 */
502 {33, 21, 24, 14, 8}, /*16 */
503 {31, 19, 25, 16, 9}, /*17 */
504 {27, 15, 30, 18, 10}, /*18 */
505 {20, 12, 30, 25, 13}, /*19 */
506 {15, 10, 28, 30, 17}, /*20 */
507 {13, 9, 27, 28, 23}, /*21 */
508 {10, 8, 25, 28, 29}, /*22 */
509 {8, 7, 23, 26, 36}, /*23 */
510 {6, 6, 20, 22, 46}, /*24 */
511 {4, 5, 17, 18, 56}, /*25 */
512 {2, 4, 12, 14, 68}, /*26 */
513 {0, 3, 7, 10, 80}, /*27 */
514 {0, 0, 3, 7, 90}, /*28 */
515 {0, 0, 0, 3, 97}, /*29 */
516 {0, 0, 0, 0, 100}, /*30 */
517 {0, 0, 0, 0, 100}, /*31 */
518 };
519
520
521 /* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv)
523 *
524 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */
527
528 int
529 level_for_item (const object * op, int difficulty)
530 {
531 int olevel = 0;
532
533 if (!op->inv)
534 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0;
537 }
538
539 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
540
541 if (olevel <= 0)
542 olevel = rndm (1, MIN (op->inv->level, 1));
543
544 if (olevel > MAXLEVEL)
545 olevel = MAXLEVEL;
546
547 return olevel;
548 }
549
550 /*
551 * Based upon the specified difficulty and upon the difftomagic_list array,
552 * a random magical bonus is returned. This is used when determine
553 * the magical bonus created on specific maps.
554 *
555 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31.
558 *
559 */
560
561 int
562 magic_from_difficulty (int difficulty)
563 {
564 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
566
567 scaled_diff--;
568
569 if (scaled_diff < 0)
570 scaled_diff = 0;
571
572 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1;
574
575 percent = RANDOM () % 100;
576
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 {
579 percent -= difftomagic_list[scaled_diff][magic];
580
581 if (percent < 0)
582 break;
583 }
584
585 if (magic == (MAXMAGIC + 1))
586 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0;
589 }
590
591 magic = (RANDOM () % 3) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593
594 return magic;
595 }
596
597 /*
598 * Sets magical bonus in an object, and recalculates the effect on
599 * the armour variable, and the effect on speed of armour.
600 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute.
602 */
603
604 void
605 set_abs_magic (object * op, int magic)
606 {
607 if (!magic)
608 return;
609
610 op->magic = magic;
611 if (op->arch)
612 {
613 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
617 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 }
620 else
621 {
622 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
625 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 }
628 }
629
630 /*
631 * Sets a random magical bonus in the given object based upon
632 * the given difficulty, and the given max possible bonus.
633 */
634
635 static void
636 set_magic (int difficulty, object * op, int max_magic, int flags)
637 {
638 int i;
639 i = magic_from_difficulty (difficulty);
640 if ((flags & GT_ONLY_GOOD) && i < 0)
641 i = -i;
642 if (i > max_magic)
643 i = max_magic;
644 set_abs_magic (op, i);
645 if (i < 0)
646 SET_FLAG (op, FLAG_CURSED);
647 }
648
649 /*
650 * Randomly adds one magical ability to the given object.
651 * Modified for Partial Resistance in many ways:
652 * 1) Since rings can have multiple bonuses, if the same bonus
653 * is rolled again, increase it - the bonuses now stack with
654 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method.
656 */
657
658 void
659 set_ring_bonus (object * op, int bonus)
660 {
661
662 int r = RANDOM () % (bonus > 0 ? 25 : 11);
663
664 if (op->type == AMULET)
665 {
666 if (!(RANDOM () % 21))
667 r = 20 + RANDOM () % 2;
668 else
669 {
670 if (RANDOM () & 2)
671 r = 10;
672 else
673 r = 11 + RANDOM () % 9;
674 }
675 }
676
677 switch (r)
678 {
679 /* Redone by MSW 2000-11-26 to have much less code. Also,
680 * bonuses and penalties will stack and add to existing values.
681 * of the item.
682 */
683 case 0:
684 case 1:
685 case 2:
686 case 3:
687 case 4:
688 case 5:
689 case 6:
690 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
691 break;
692
693 case 7:
694 op->stats.dam += bonus;
695 break;
696
697 case 8:
698 op->stats.wc += bonus;
699 break;
700
701 case 9:
702 op->stats.food += bonus; /* hunger/sustenance */
703 break;
704
705 case 10:
706 op->stats.ac += bonus;
707 break;
708
709 /* Item that gives protections/vulnerabilities */
710 case 11:
711 case 12:
712 case 13:
713 case 14:
714 case 15:
715 case 16:
716 case 17:
717 case 18:
718 case 19:
719 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
721
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
724
725 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with
728 * even values.
729 */
730 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b;
732 if (val > 35)
733 val = 35; /* Upper limit */
734 b = 0;
735 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 {
737 resist = RANDOM () % num_resist_table;
738 }
739 if (b == 4)
740 return; /* Not able to find a free resistance */
741 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave.
744 */
745 break;
746 }
747 case 20:
748 if (op->type == AMULET)
749 {
750 SET_FLAG (op, FLAG_REFL_SPELL);
751 op->value *= 11;
752 }
753 else
754 {
755 op->stats.hp = 1; /* regenerate hit points */
756 op->value *= 4;
757 }
758 break;
759
760 case 21:
761 if (op->type == AMULET)
762 {
763 SET_FLAG (op, FLAG_REFL_MISSILE);
764 op->value *= 9;
765 }
766 else
767 {
768 op->stats.sp = 1; /* regenerate spell points */
769 op->value *= 3;
770 }
771 break;
772
773 case 22:
774 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3;
776 break;
777 }
778 if (bonus > 0)
779 op->value *= 2 * bonus;
780 else
781 op->value = -(op->value * 2 * bonus) / 3;
782 }
783
784 /*
785 * get_magic(diff) will return a random number between 0 and 4.
786 * diff can be any value above 2. The higher the diff-variable, the
787 * higher is the chance of returning a low number.
788 * It is only used in fix_generated_treasure() to set bonuses on
789 * rings and amulets.
790 * Another scheme is used to calculate the magic of weapons and armours.
791 */
792
793 int
794 get_magic (int diff)
795 {
796 int i;
797 if (diff < 3)
798 diff = 3;
799 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff)
801 return i;
802 return 4;
803 }
804
805 #define DICE2 (get_magic(2)==2?2:1)
806 #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
807
808 /*
809 * fix_generated_item(): This is called after an item is generated, in
810 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */
813 /* 4/28/96 added creator object from which op may now inherit properties based on
814 * op->type. Right now, which stuff the creator passes on is object type
815 * dependant. I know this is a spagetti manuever, but is there a cleaner
816 * way to do this? b.t. */
817 /*
818 * ! (flags & GT_ENVIRONMENT):
819 * Automatically calls fix_flesh_item().
820 *
821 * flags:
822 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
823 * value.
824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
825 * a working object - don't change magic, value, etc, but set it material
826 * type as appropriate, for objects that need spell objects, set those, etc
827 */
828
829 void
830 fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags)
831 {
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833
834 if (!creator || creator->type == op->type)
835 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836
837 /* If we make an artifact, this information will be destroyed */
838 save_item_power = op->item_power;
839 op->item_power = 0;
840
841 if (op->randomitems && op->type != SPELL)
842 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0);
844 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846
847 /* So the treasure doesn't get created again */
848 op->randomitems = NULL;
849 }
850
851 if (difficulty < 1)
852 difficulty = 1;
853
854 if (!(flags & GT_MINIMAL))
855 {
856 if (op->arch == crown_arch)
857 {
858 set_magic (difficulty, op, max_magic, flags);
859 num_enchantments = calc_item_power (op, 1);
860 generate_artifact (op, difficulty);
861 }
862 else
863 {
864 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags);
866
867 num_enchantments = calc_item_power (op, 1);
868
869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
870 * used for shop_floors or treasures */
871 generate_artifact (op, difficulty);
872 }
873
874 /* Object was made an artifact. Calculate its item_power rating.
875 * the item_power in the object is what the artfiact adds.
876 */
877 if (op->title)
878 {
879 /* if save_item_power is set, then most likely we started with an
880 * artifact and have added new abilities to it - this is rare, but
881 * but I have seen things like 'strange rings of fire'. So just figure
882 * out the power from the base power plus what this one adds. Note
883 * that since item_power is not quite linear, this actually ends up
884 * being somewhat of a bonus
885 */
886 if (save_item_power)
887 op->item_power = save_item_power + get_power_from_ench (op->item_power);
888 else
889 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
890 }
891 else if (save_item_power)
892 {
893 /* restore the item_power field to the object if we haven't changed it.
894 * we don't care about num_enchantments - that will basically just
895 * have calculated some value from the base attributes of the archetype.
896 */
897 op->item_power = save_item_power;
898 }
899 else
900 {
901 /* item_power was zero. This is suspicious, as it may be because it
902 * was never previously calculated. Let's compute a value and see if
903 * it is non-zero. If it indeed is, then assign it as the new
904 * item_power value.
905 * - gros, 21th of July 2006.
906 */
907 op->item_power = calc_item_power (op, 0);
908 save_item_power = op->item_power; /* Just in case it would get used
909 * again below */
910 }
911 }
912
913 /* materialtype modifications. Note we allow this on artifacts. */
914 set_materialname (op, difficulty, NULL);
915
916 if (flags & GT_MINIMAL)
917 {
918 if (op->type == POTION)
919 /* Handle healing and magic power potions */
920 if (op->stats.sp && !op->randomitems)
921 {
922 object *tmp;
923
924 tmp = get_archetype (spell_mapping[op->stats.sp]);
925 insert_ob_in_ob (tmp, op);
926 op->stats.sp = 0;
927 }
928 }
929 else if (!op->title) /* Only modify object if not special */
930 switch (op->type)
931 {
932 case WEAPON:
933 case ARMOUR:
934 case SHIELD:
935 case HELMET:
936 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
938 set_ring_bonus (op, -DICE2);
939 break;
940
941 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
943 {
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
945 if (!QUERY_FLAG (op, FLAG_CURSED))
946 op->value *= 3;
947 }
948 break;
949
950 case POTION:
951 {
952 int too_many_tries = 0, is_special = 0;
953
954 /* Handle healing and magic power potions */
955 if (op->stats.sp && !op->randomitems)
956 {
957 object *tmp;
958
959 tmp = get_archetype (spell_mapping[op->stats.sp]);
960 insert_ob_in_ob (tmp, op);
961 op->stats.sp = 0;
962 }
963
964 while (!(is_special = special_potion (op)) && !op->inv)
965 {
966 generate_artifact (op, difficulty);
967 if (too_many_tries++ > 10)
968 break;
969 }
970
971 /* don't want to change value for healing/magic power potions,
972 * since the value set on those is already correct.
973 */
974 if (op->inv && op->randomitems)
975 {
976 /* value multiplier is same as for scrolls */
977 op->value = (op->value * op->inv->value);
978 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
979 }
980 else
981 {
982 op->name = "potion";
983 op->name_pl = "potions";
984 }
985
986 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
987 SET_FLAG (op, FLAG_CURSED);
988 break;
989 }
990
991 case AMULET:
992 if (op->arch == amulet_arch)
993 op->value *= 5; /* Since it's not just decoration */
994
995 case RING:
996 if (op->arch == NULL)
997 {
998 remove_ob (op);
999 free_object (op);
1000 op = NULL;
1001 break;
1002 }
1003
1004 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1005 break;
1006
1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1008 SET_FLAG (op, FLAG_CURSED);
1009
1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1011
1012 if (op->type != RING) /* Amulets have only one ability */
1013 break;
1014
1015 if (!(RANDOM () % 4))
1016 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018
1019 if (d > 0)
1020 op->value *= 3;
1021
1022 set_ring_bonus (op, d);
1023
1024 if (!(RANDOM () % 4))
1025 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 if (d > 0)
1028 op->value *= 5;
1029 set_ring_bonus (op, d);
1030 }
1031 }
1032
1033 if (GET_ANIM_ID (op))
1034 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1035
1036 break;
1037
1038 case BOOK:
1039 /* Is it an empty book?, if yes lets make a special·
1040 * msg for it, and tailor its properties based on the·
1041 * creator and/or map level we found it on.
1042 */
1043 if (!op->msg && RANDOM () % 10)
1044 {
1045 /* set the book level properly */
1046 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1047 {
1048 if (op->map && op->map->difficulty)
1049 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1050 else
1051 op->level = RANDOM () % 20 + 1;
1052 }
1053 else
1054 op->level = RANDOM () % creator->level;
1055
1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057 /* books w/ info are worth more! */
1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1059 /* creator related stuff */
1060
1061 /* for library, chained books. Note that some monsters have no_pick
1062 * set - we don't want to set no pick in that case.
1063 */
1064 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1065 SET_FLAG (op, FLAG_NO_PICK);
1066 if (creator->slaying && !op->slaying) /* for check_inv floors */
1067 op->slaying = creator->slaying;
1068
1069 /* add exp so reading it gives xp (once) */
1070 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1071 }
1072 break;
1073
1074 case SPELLBOOK:
1075 op->value = op->value * op->inv->value;
1076 /* add exp so learning gives xp */
1077 op->level = op->inv->level;
1078 op->stats.exp = op->value;
1079 break;
1080
1081 case WAND:
1082 /* nrof in the treasure list is number of charges,
1083 * not number of wands. So copy that into food (charges),
1084 * and reset nrof.
1085 */
1086 op->stats.food = op->inv->nrof;
1087 op->nrof = 1;
1088 /* If the spell changes by level, choose a random level
1089 * for it, and adjust price. If the spell doesn't
1090 * change by level, just set the wand to the level of
1091 * the spell, and value calculation is simpler.
1092 */
1093 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1094 {
1095 op->level = level_for_item (op, difficulty);
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097 }
1098 else
1099 {
1100 op->level = op->inv->level;
1101 op->value = op->value * op->inv->value;
1102 }
1103 break;
1104
1105 case ROD:
1106 op->level = level_for_item (op, difficulty);
1107 /* Add 50 to both level an divisor to keep prices a little more
1108 * reasonable. Otherwise, a high level version of a low level
1109 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1110 * 10 time multiplier). This way, the value are a bit more reasonable.
1111 */
1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113 /* maxhp is used to denote how many 'charges' the rod holds before */
1114 if (op->stats.maxhp)
1115 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1116 else
1117 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1118
1119 op->stats.hp = op->stats.maxhp;
1120 break;
1121
1122 case SCROLL:
1123 op->level = level_for_item (op, difficulty);
1124 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1125
1126 /* add exp so reading them properly gives xp */
1127 op->stats.exp = op->value / 5;
1128 op->nrof = op->inv->nrof;
1129 break;
1130
1131 case RUNE:
1132 trap_adjust (op, difficulty);
1133 break;
1134
1135 case TRAP:
1136 trap_adjust (op, difficulty);
1137 break;
1138 } /* switch type */
1139
1140 if (flags & GT_STARTEQUIP)
1141 {
1142 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1143 SET_FLAG (op, FLAG_STARTEQUIP);
1144 else if (op->type != MONEY)
1145 op->value = 0;
1146 }
1147
1148 if (!(flags & GT_ENVIRONMENT))
1149 fix_flesh_item (op, creator);
1150 }
1151
1152 /*
1153 *
1154 *
1155 * CODE DEALING WITH ARTIFACTS STARTS HERE
1156 *
1157 *
1158 */
1159
1160 /*
1161 * Allocate and return the pointer to an empty artifactlist structure.
1162 */
1163
1164 static artifactlist *
1165 get_empty_artifactlist (void)
1166 {
1167 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1168 if (tl == NULL)
1169 fatal (OUT_OF_MEMORY);
1170 tl->next = NULL;
1171 tl->items = NULL;
1172 tl->total_chance = 0;
1173 return tl;
1174 }
1175
1176 /*
1177 * Allocate and return the pointer to an empty artifact structure.
1178 */
1179
1180 static artifact *
1181 get_empty_artifact (void)
1182 {
1183 artifact *t = (artifact *) malloc (sizeof (artifact));
1184 if (t == NULL)
1185 fatal (OUT_OF_MEMORY);
1186 t->item = NULL;
1187 t->next = NULL;
1188 t->chance = 0;
1189 t->difficulty = 0;
1190 t->allowed = NULL;
1191 return t;
1192 }
1193
1194 /*
1195 * Searches the artifact lists and returns one that has the same type
1196 * of objects on it.
1197 */
1198
1199 artifactlist *
1200 find_artifactlist (int type)
1201 {
1202 artifactlist *al;
1203
1204 for (al = first_artifactlist; al != NULL; al = al->next)
1205 if (al->type == type)
1206 return al;
1207 return NULL;
1208 }
1209
1210 /*
1211 * For debugging purposes. Dumps all tables.
1212 */
1213
1214 void
1215 dump_artifacts (void)
1216 {
1217 artifactlist *al;
1218 artifact *art;
1219 linked_char *next;
1220
1221 fprintf (logfile, "\n");
1222 for (al = first_artifactlist; al != NULL; al = al->next)
1223 {
1224 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1225 for (art = al->items; art != NULL; art = art->next)
1226 {
1227 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1228 if (art->allowed != NULL)
1229 {
1230 fprintf (logfile, "\tAllowed combinations:");
1231 for (next = art->allowed; next != NULL; next = next->next)
1232 fprintf (logfile, "%s,", &next->name);
1233 fprintf (logfile, "\n");
1234 }
1235 }
1236 }
1237 fprintf (logfile, "\n");
1238 }
1239
1240 /*
1241 * For debugging purposes. Dumps all treasures recursively (see below).
1242 */
1243 void
1244 dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1245 {
1246 treasurelist *tl;
1247 int i;
1248
1249 if (depth > 100)
1250 return;
1251 while (t != NULL)
1252 {
1253 if (t->name != NULL)
1254 {
1255 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " ");
1257 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258 tl = find_treasurelist (t->name);
1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " ");
1262 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1263 }
1264 else
1265 {
1266 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " ");
1268 if (t->item->clone.type == FLESH)
1269 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1270 else
1271 fprintf (logfile, "%s\n", &t->item->clone.name);
1272 }
1273 if (t->next_yes != NULL)
1274 {
1275 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " ");
1277 fprintf (logfile, " (if yes)\n");
1278 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1279 }
1280 if (t->next_no != NULL)
1281 {
1282 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " ");
1284 fprintf (logfile, " (if no)\n");
1285 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1286 }
1287 t = t->next;
1288 }
1289 }
1290
1291 /*
1292 * For debugging purposes. Dumps all treasures for a given monster.
1293 * Created originally by Raphael Quinet for debugging the alchemy code.
1294 */
1295
1296 void
1297 dump_monster_treasure (const char *name)
1298 {
1299 archetype *at;
1300 int found;
1301
1302 found = 0;
1303 fprintf (logfile, "\n");
1304 for (at = first_archetype; at != NULL; at = at->next)
1305 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1306 {
1307 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1308 if (at->clone.randomitems != NULL)
1309 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1310 else
1311 fprintf (logfile, "(nothing)\n");
1312 fprintf (logfile, "\n");
1313 found++;
1314 }
1315 if (found == 0)
1316 fprintf (logfile, "No objects have the name %s!\n\n", name);
1317 }
1318
1319 /*
1320 * Builds up the lists of artifacts from the file in the libdir.
1321 */
1322
1323 void
1324 init_artifacts (void)
1325 {
1326 static int has_been_inited = 0;
1327 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1328 artifact *art = NULL;
1329 linked_char *tmp;
1330 int value;
1331 artifactlist *al;
1332
1333 if (has_been_inited)
1334 return;
1335 else
1336 has_been_inited = 1;
1337
1338 sprintf (filename, "%s/artifacts", settings.datadir);
1339 object_thawer thawer (filename);
1340
1341 if (!thawer)
1342 return;
1343
1344 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1345 {
1346 if (*buf == '#')
1347 continue;
1348 if ((cp = strchr (buf, '\n')) != NULL)
1349 *cp = '\0';
1350 cp = buf;
1351 while (*cp == ' ') /* Skip blanks */
1352 cp++;
1353 if (*cp == '\0')
1354 continue;
1355
1356 if (!strncmp (cp, "Allowed", 7))
1357 {
1358 if (art == NULL)
1359 {
1360 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363 cp = strchr (cp, ' ') + 1;
1364 if (!strcmp (cp, "all"))
1365 continue;
1366
1367 do
1368 {
1369 nrofallowedstr++;
1370 if ((next = strchr (cp, ',')) != NULL)
1371 *(next++) = '\0';
1372 tmp = new linked_char;
1373 tmp->name = cp;
1374 tmp->next = art->allowed;
1375 art->allowed = tmp;
1376 }
1377 while ((cp = next) != NULL);
1378 }
1379 else if (sscanf (cp, "chance %d", &value))
1380 art->chance = (uint16) value;
1381 else if (sscanf (cp, "difficulty %d", &value))
1382 art->difficulty = (uint8) value;
1383 else if (!strncmp (cp, "Object", 6))
1384 {
1385 art->item = get_object ();
1386
1387 if (!load_object (thawer, art->item, 0))
1388 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1389
1390 art->item->name = strchr (cp, ' ') + 1;
1391 al = find_artifactlist (art->item->type);
1392 if (al == NULL)
1393 {
1394 al = get_empty_artifactlist ();
1395 al->type = art->item->type;
1396 al->next = first_artifactlist;
1397 first_artifactlist = al;
1398 }
1399 art->next = al->items;
1400 al->items = art;
1401 art = NULL;
1402 }
1403 else
1404 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1405 }
1406
1407 for (al = first_artifactlist; al != NULL; al = al->next)
1408 {
1409 for (art = al->items; art != NULL; art = art->next)
1410 {
1411 if (!art->chance)
1412 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1413 else
1414 al->total_chance += art->chance;
1415 }
1416 #if 0
1417 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1418 #endif
1419 }
1420
1421 LOG (llevDebug, "done.\n");
1422 }
1423
1424
1425 /*
1426 * Used in artifact generation. The bonuses of the first object
1427 * is modified by the bonuses of the second object.
1428 */
1429
1430 void
1431 add_abilities (object * op, object * change)
1432 {
1433 int i, tmp;
1434
1435 if (change->face != blank_face)
1436 {
1437 #ifdef TREASURE_VERBOSE
1438 LOG (llevDebug, "FACE: %d\n", change->face->number);
1439 #endif
1440 op->face = change->face;
1441 }
1442
1443 for (i = 0; i < NUM_STATS; i++)
1444 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1445
1446 op->attacktype |= change->attacktype;
1447 op->path_attuned |= change->path_attuned;
1448 op->path_repelled |= change->path_repelled;
1449 op->path_denied |= change->path_denied;
1450 op->move_type |= change->move_type;
1451 op->stats.luck += change->stats.luck;
1452
1453 if (QUERY_FLAG (change, FLAG_CURSED))
1454 SET_FLAG (op, FLAG_CURSED);
1455 if (QUERY_FLAG (change, FLAG_DAMNED))
1456 SET_FLAG (op, FLAG_DAMNED);
1457 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1458 set_abs_magic (op, -op->magic);
1459
1460 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1461 SET_FLAG (op, FLAG_LIFESAVE);
1462 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1463 SET_FLAG (op, FLAG_REFL_SPELL);
1464 if (QUERY_FLAG (change, FLAG_STEALTH))
1465 SET_FLAG (op, FLAG_STEALTH);
1466 if (QUERY_FLAG (change, FLAG_XRAYS))
1467 SET_FLAG (op, FLAG_XRAYS);
1468 if (QUERY_FLAG (change, FLAG_BLIND))
1469 SET_FLAG (op, FLAG_BLIND);
1470 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1471 SET_FLAG (op, FLAG_SEE_IN_DARK);
1472 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1473 SET_FLAG (op, FLAG_REFL_MISSILE);
1474 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1475 SET_FLAG (op, FLAG_MAKE_INVIS);
1476
1477 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478 {
1479 CLEAR_FLAG (op, FLAG_ANIMATE);
1480 /* so artifacts will join */
1481 if (!QUERY_FLAG (op, FLAG_ALIVE))
1482 op->speed = 0.0;
1483
1484 update_ob_speed (op);
1485 }
1486
1487 if (change->nrof)
1488 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1489
1490 op->stats.exp += change->stats.exp; /* Speed modifier */
1491 op->stats.wc += change->stats.wc;
1492 op->stats.ac += change->stats.ac;
1493
1494 if (change->other_arch)
1495 {
1496 /* Basically, for horns & potions, the other_arch field is the spell
1497 * to cast. So convert that to into a spell and put it into
1498 * this object.
1499 */
1500 if (op->type == HORN || op->type == POTION)
1501 {
1502 object *tmp_obj;
1503 /* Remove any spells this object currently has in it */
1504 while (op->inv)
1505 {
1506 tmp_obj = op->inv;
1507 remove_ob (tmp_obj);
1508 free_object (tmp_obj);
1509 }
1510
1511 tmp_obj = arch_to_object (change->other_arch);
1512 insert_ob_in_ob (tmp_obj, op);
1513 }
1514 /* No harm setting this for potions/horns */
1515 op->other_arch = change->other_arch;
1516 }
1517
1518 if (change->stats.hp < 0)
1519 op->stats.hp = -change->stats.hp;
1520 else
1521 op->stats.hp += change->stats.hp;
1522
1523 if (change->stats.maxhp < 0)
1524 op->stats.maxhp = -change->stats.maxhp;
1525 else
1526 op->stats.maxhp += change->stats.maxhp;
1527
1528 if (change->stats.sp < 0)
1529 op->stats.sp = -change->stats.sp;
1530 else
1531 op->stats.sp += change->stats.sp;
1532
1533 if (change->stats.maxsp < 0)
1534 op->stats.maxsp = -change->stats.maxsp;
1535 else
1536 op->stats.maxsp += change->stats.maxsp;
1537
1538 if (change->stats.food < 0)
1539 op->stats.food = -(change->stats.food);
1540 else
1541 op->stats.food += change->stats.food;
1542
1543 if (change->level < 0)
1544 op->level = -(change->level);
1545 else
1546 op->level += change->level;
1547
1548 if (change->gen_sp_armour < 0)
1549 op->gen_sp_armour = -(change->gen_sp_armour);
1550 else
1551 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1552
1553 op->item_power = change->item_power;
1554
1555 for (i = 0; i < NROFATTACKS; i++)
1556 {
1557 if (change->resist[i])
1558 {
1559 op->resist[i] += change->resist[i];
1560 }
1561 }
1562
1563 if (change->stats.dam)
1564 {
1565 if (change->stats.dam < 0)
1566 op->stats.dam = (-change->stats.dam);
1567 else if (op->stats.dam)
1568 {
1569 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1570 if (tmp == op->stats.dam)
1571 {
1572 if (change->stats.dam < 10)
1573 op->stats.dam--;
1574 else
1575 op->stats.dam++;
1576 }
1577 else
1578 op->stats.dam = tmp;
1579 }
1580 }
1581
1582 if (change->weight)
1583 {
1584 if (change->weight < 0)
1585 op->weight = (-change->weight);
1586 else
1587 op->weight = (op->weight * (change->weight)) / 100;
1588 }
1589
1590 if (change->last_sp)
1591 {
1592 if (change->last_sp < 0)
1593 op->last_sp = (-change->last_sp);
1594 else
1595 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1596 }
1597
1598 if (change->gen_sp_armour)
1599 {
1600 if (change->gen_sp_armour < 0)
1601 op->gen_sp_armour = (-change->gen_sp_armour);
1602 else
1603 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1604 }
1605
1606 op->value *= change->value;
1607
1608 if (change->material)
1609 op->material = change->material;
1610
1611 if (change->materialname)
1612 op->materialname = change->materialname;
1613
1614 if (change->slaying)
1615 op->slaying = change->slaying;
1616
1617 if (change->race)
1618 op->race = change->race;
1619
1620 if (change->msg)
1621 op->msg = change->msg;
1622 }
1623
1624 static int
1625 legal_artifact_combination (object * op, artifact * art)
1626 {
1627 int neg, success = 0;
1628 linked_char *tmp;
1629 const char *name;
1630
1631 if (art->allowed == (linked_char *) NULL)
1632 return 1; /* Ie, "all" */
1633 for (tmp = art->allowed; tmp; tmp = tmp->next)
1634 {
1635 #ifdef TREASURE_VERBOSE
1636 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1637 #endif
1638 if (*tmp->name == '!')
1639 name = tmp->name + 1, neg = 1;
1640 else
1641 name = tmp->name, neg = 0;
1642
1643 /* If we match name, then return the opposite of 'neg' */
1644 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1645 return !neg;
1646
1647 /* Set success as true, since if the match was an inverse, it means
1648 * everything is allowed except what we match
1649 */
1650 else if (neg)
1651 success = 1;
1652 }
1653 return success;
1654 }
1655
1656 /*
1657 * Fixes the given object, giving it the abilities and titles
1658 * it should have due to the second artifact-template.
1659 */
1660
1661 void
1662 give_artifact_abilities (object *op, object *artifct)
1663 {
1664 char new_name[MAX_BUF];
1665
1666 sprintf (new_name, "of %s", &artifct->name);
1667 op->title = new_name;
1668 add_abilities (op, artifct); /* Give out the bonuses */
1669
1670 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1671 {
1672 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1673 SET_FLAG (op, FLAG_IDENTIFIED);
1674 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1675 if (!identified)
1676 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1677 }
1678 #endif
1679 return;
1680 }
1681
1682 /*
1683 * Decides randomly which artifact the object should be
1684 * turned into. Makes sure that the item can become that
1685 * artifact (means magic, difficulty, and Allowed fields properly).
1686 * Then calls give_artifact_abilities in order to actually create
1687 * the artifact.
1688 */
1689
1690 /* Give 1 re-roll attempt per artifact */
1691 #define ARTIFACT_TRIES 2
1692
1693 void
1694 generate_artifact (object * op, int difficulty)
1695 {
1696 artifactlist *al;
1697 artifact *art;
1698 int i;
1699
1700 al = find_artifactlist (op->type);
1701
1702 if (al == NULL)
1703 {
1704 #if 0 /* This is too verbose, usually */
1705 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1706 #endif
1707 return;
1708 }
1709
1710 for (i = 0; i < ARTIFACT_TRIES; i++)
1711 {
1712 int roll = RANDOM () % al->total_chance;
1713
1714 for (art = al->items; art != NULL; art = art->next)
1715 {
1716 roll -= art->chance;
1717 if (roll < 0)
1718 break;
1719 }
1720
1721 if (art == NULL || roll >= 0)
1722 {
1723 #if 1
1724 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725 #endif
1726 return;
1727 }
1728 if (!strcmp (art->item->name, "NONE"))
1729 return;
1730 if (FABS (op->magic) < art->item->magic)
1731 continue; /* Not magic enough to be this item */
1732
1733 /* Map difficulty not high enough */
1734 if (difficulty < art->difficulty)
1735 continue;
1736
1737 if (!legal_artifact_combination (op, art))
1738 {
1739 #ifdef TREASURE_VERBOSE
1740 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1741 #endif
1742 continue;
1743 }
1744 give_artifact_abilities (op, art->item);
1745 return;
1746 }
1747 }
1748
1749 /* fix_flesh_item() - objects of type FLESH are similar to type
1750 * FOOD, except they inherit properties (name, food value, etc).
1751 * based on the original owner (or 'donor' if you like). -b.t.
1752 */
1753
1754 void
1755 fix_flesh_item (object * item, object * donor)
1756 {
1757 char tmpbuf[MAX_BUF];
1758 int i;
1759
1760 if (item->type == FLESH && donor)
1761 {
1762 /* change the name */
1763 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf;
1764 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf;
1765
1766 /* weight is FLESH weight/100 * donor */
1767 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1768 item->weight = 1;
1769
1770 /* value is multiplied by level of donor */
1771 item->value *= isqrt (donor->level * 2);
1772
1773 /* food value */
1774 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1775
1776 /* flesh items inherit some abilities of donor, but not
1777 * full effect.
1778 */
1779 for (i = 0; i < NROFATTACKS; i++)
1780 item->resist[i] = donor->resist[i] / 2;
1781
1782 /* item inherits donor's level (important for quezals) */
1783 item->level = donor->level;
1784
1785 /* if donor has some attacktypes, the flesh is poisonous */
1786 if (donor->attacktype & AT_POISON)
1787 item->type = POISON;
1788 if (donor->attacktype & AT_ACID)
1789 item->stats.hp = -1 * item->stats.food;
1790 SET_FLAG (item, FLAG_NO_STEAL);
1791 }
1792 }
1793
1794 /* special_potion() - so that old potion code is still done right. */
1795
1796 int
1797 special_potion (object * op)
1798 {
1799
1800 int i;
1801
1802 if (op->attacktype)
1803 return 1;
1804
1805 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1806 return 1;
1807
1808 for (i = 0; i < NROFATTACKS; i++)
1809 if (op->resist[i])
1810 return 1;
1811
1812 return 0;
1813 }
1814
1815 void
1816 free_treasurestruct (treasure * t)
1817 {
1818 if (t->next)
1819 free_treasurestruct (t->next);
1820 if (t->next_yes)
1821 free_treasurestruct (t->next_yes);
1822 if (t->next_no)
1823 free_treasurestruct (t->next_no);
1824
1825 delete t;
1826 }
1827
1828 void
1829 free_charlinks (linked_char * lc)
1830 {
1831 if (lc->next)
1832 free_charlinks (lc->next);
1833
1834 delete lc;
1835 }
1836
1837 void
1838 free_artifact (artifact * at)
1839 {
1840 if (at->next)
1841 free_artifact (at->next);
1842
1843 if (at->allowed)
1844 free_charlinks (at->allowed);
1845
1846 at->item->free (1);
1847
1848 delete at;
1849 }
1850
1851 void
1852 free_artifactlist (artifactlist * al)
1853 {
1854 artifactlist *nextal;
1855
1856 for (al = first_artifactlist; al != NULL; al = nextal)
1857 {
1858 nextal = al->next;
1859
1860 if (al->items)
1861 free_artifact (al->items);
1862
1863 free (al);
1864 }
1865 }
1866
1867 void
1868 free_all_treasures (void)
1869 {
1870 treasurelist *tl, *next;
1871
1872
1873 for (tl = first_treasurelist; tl != NULL; tl = next)
1874 {
1875 next = tl->next;
1876 if (tl->items)
1877 free_treasurestruct (tl->items);
1878 delete tl;
1879 }
1880 free_artifactlist (first_artifactlist);
1881 }