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Revision: 1.18
Committed: Thu Sep 14 21:16:11 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.17: +6 -6 lines
Log Message:
cleanup

File Contents

# Content
1
2 /*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.17 2006-09-12 18:15:34 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 = archetype::find ("ring");
64 if (amulet_arch == NULL)
65 amulet_arch = archetype::find ("amulet");
66 if (staff_arch == NULL)
67 staff_arch = archetype::find ("staff");
68 if (crown_arch == NULL)
69 crown_arch = archetype::find ("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 = archetype::find (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 shstr_cmp name_ (name);
265
266 if (!name_)
267 return 0;
268
269 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
270 if (name_ == 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
486 /*chance of magic difficulty*/
487
488 /* +0 +1 +2 +3 +4 */
489 {95, 2, 2, 1, 0}, /*1 */
490 {92, 5, 2, 1, 0}, /*2 */
491 {85, 10, 4, 1, 0}, /*3 */
492 {80, 14, 4, 2, 0}, /*4 */
493 {75, 17, 5, 2, 1}, /*5 */
494 {70, 18, 8, 3, 1}, /*6 */
495 {65, 21, 10, 3, 1}, /*7 */
496 {60, 22, 12, 4, 2}, /*8 */
497 {55, 25, 14, 4, 2}, /*9 */
498 {50, 27, 16, 5, 2}, /*10 */
499 {45, 28, 18, 6, 3}, /*11 */
500 {42, 28, 20, 7, 3}, /*12 */
501 {40, 27, 21, 8, 4}, /*13 */
502 {38, 25, 22, 10, 5}, /*14 */
503 {36, 23, 23, 12, 6}, /*15 */
504 {33, 21, 24, 14, 8}, /*16 */
505 {31, 19, 25, 16, 9}, /*17 */
506 {27, 15, 30, 18, 10}, /*18 */
507 {20, 12, 30, 25, 13}, /*19 */
508 {15, 10, 28, 30, 17}, /*20 */
509 {13, 9, 27, 28, 23}, /*21 */
510 {10, 8, 25, 28, 29}, /*22 */
511 {8, 7, 23, 26, 36}, /*23 */
512 {6, 6, 20, 22, 46}, /*24 */
513 {4, 5, 17, 18, 56}, /*25 */
514 {2, 4, 12, 14, 68}, /*26 */
515 {0, 3, 7, 10, 80}, /*27 */
516 {0, 0, 3, 7, 90}, /*28 */
517 {0, 0, 0, 3, 97}, /*29 */
518 {0, 0, 0, 0, 100}, /*30 */
519 {0, 0, 0, 0, 100}, /*31 */
520 };
521
522
523 /* calculate the appropriate level for wands staves and scrolls.
524 * This code presumes that op has had its spell object created (in op->inv)
525 *
526 * elmex Wed Aug 9 17:44:59 CEST 2006:
527 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
528 */
529
530 int
531 level_for_item (const object *op, int difficulty)
532 {
533 int olevel = 0;
534
535 if (!op->inv)
536 {
537 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
538 return 0;
539 }
540
541 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
542
543 if (olevel <= 0)
544 olevel = rndm (1, MIN (op->inv->level, 1));
545
546 if (olevel > MAXLEVEL)
547 olevel = MAXLEVEL;
548
549 return olevel;
550 }
551
552 /*
553 * Based upon the specified difficulty and upon the difftomagic_list array,
554 * a random magical bonus is returned. This is used when determine
555 * the magical bonus created on specific maps.
556 *
557 * elmex Thu Aug 10 18:45:44 CEST 2006:
558 * Scaling difficulty by max_level, as difficulty is a level and not some
559 * weird integer between 1-31.
560 *
561 */
562
563 int
564 magic_from_difficulty (int difficulty)
565 {
566 int percent = 0, magic = 0;
567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
568
569 scaled_diff--;
570
571 if (scaled_diff < 0)
572 scaled_diff = 0;
573
574 if (scaled_diff >= DIFFLEVELS)
575 scaled_diff = DIFFLEVELS - 1;
576
577 percent = RANDOM () % 100;
578
579 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
580 {
581 percent -= difftomagic_list[scaled_diff][magic];
582
583 if (percent < 0)
584 break;
585 }
586
587 if (magic == (MAXMAGIC + 1))
588 {
589 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
590 magic = 0;
591 }
592
593 magic = (RANDOM () % 3) ? magic : -magic;
594 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
595
596 return magic;
597 }
598
599 /*
600 * Sets magical bonus in an object, and recalculates the effect on
601 * the armour variable, and the effect on speed of armour.
602 * This function doesn't work properly, should add use of archetypes
603 * to make it truly absolute.
604 */
605
606 void
607 set_abs_magic (object *op, int magic)
608 {
609 if (!magic)
610 return;
611
612 op->magic = magic;
613 if (op->arch)
614 {
615 if (op->type == ARMOUR)
616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
617
618 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
619 magic = (-magic);
620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
621 }
622 else
623 {
624 if (op->type == ARMOUR)
625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
626 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
627 magic = (-magic);
628 op->weight = (op->weight * (100 - magic * 10)) / 100;
629 }
630 }
631
632 /*
633 * Sets a random magical bonus in the given object based upon
634 * the given difficulty, and the given max possible bonus.
635 */
636
637 static void
638 set_magic (int difficulty, object *op, int max_magic, int flags)
639 {
640 int i;
641
642 i = magic_from_difficulty (difficulty);
643 if ((flags & GT_ONLY_GOOD) && i < 0)
644 i = -i;
645 if (i > max_magic)
646 i = max_magic;
647 set_abs_magic (op, i);
648 if (i < 0)
649 SET_FLAG (op, FLAG_CURSED);
650 }
651
652 /*
653 * Randomly adds one magical ability to the given object.
654 * Modified for Partial Resistance in many ways:
655 * 1) Since rings can have multiple bonuses, if the same bonus
656 * is rolled again, increase it - the bonuses now stack with
657 * other bonuses previously rolled and ones the item might natively have.
658 * 2) Add code to deal with new PR method.
659 */
660
661 void
662 set_ring_bonus (object *op, int bonus)
663 {
664
665 int r = RANDOM () % (bonus > 0 ? 25 : 11);
666
667 if (op->type == AMULET)
668 {
669 if (!(RANDOM () % 21))
670 r = 20 + RANDOM () % 2;
671 else
672 {
673 if (RANDOM () & 2)
674 r = 10;
675 else
676 r = 11 + RANDOM () % 9;
677 }
678 }
679
680 switch (r)
681 {
682 /* Redone by MSW 2000-11-26 to have much less code. Also,
683 * bonuses and penalties will stack and add to existing values.
684 * of the item.
685 */
686 case 0:
687 case 1:
688 case 2:
689 case 3:
690 case 4:
691 case 5:
692 case 6:
693 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
694 break;
695
696 case 7:
697 op->stats.dam += bonus;
698 break;
699
700 case 8:
701 op->stats.wc += bonus;
702 break;
703
704 case 9:
705 op->stats.food += bonus; /* hunger/sustenance */
706 break;
707
708 case 10:
709 op->stats.ac += bonus;
710 break;
711
712 /* Item that gives protections/vulnerabilities */
713 case 11:
714 case 12:
715 case 13:
716 case 14:
717 case 15:
718 case 16:
719 case 17:
720 case 18:
721 case 19:
722 {
723 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
724
725 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
726 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
727
728 /* Cursed items need to have higher negative values to equal out with
729 * positive values for how protections work out. Put another
730 * little random element in since that they don't always end up with
731 * even values.
732 */
733 if (bonus < 0)
734 val = 2 * -val - RANDOM () % b;
735 if (val > 35)
736 val = 35; /* Upper limit */
737 b = 0;
738 while (op->resist[resist_table[resist]] != 0 && b < 4)
739 {
740 resist = RANDOM () % num_resist_table;
741 }
742 if (b == 4)
743 return; /* Not able to find a free resistance */
744 op->resist[resist_table[resist]] = val;
745 /* We should probably do something more clever here to adjust value
746 * based on how good a resistance we gave.
747 */
748 break;
749 }
750 case 20:
751 if (op->type == AMULET)
752 {
753 SET_FLAG (op, FLAG_REFL_SPELL);
754 op->value *= 11;
755 }
756 else
757 {
758 op->stats.hp = 1; /* regenerate hit points */
759 op->value *= 4;
760 }
761 break;
762
763 case 21:
764 if (op->type == AMULET)
765 {
766 SET_FLAG (op, FLAG_REFL_MISSILE);
767 op->value *= 9;
768 }
769 else
770 {
771 op->stats.sp = 1; /* regenerate spell points */
772 op->value *= 3;
773 }
774 break;
775
776 case 22:
777 op->stats.exp += bonus; /* Speed! */
778 op->value = (op->value * 2) / 3;
779 break;
780 }
781 if (bonus > 0)
782 op->value *= 2 * bonus;
783 else
784 op->value = -(op->value * 2 * bonus) / 3;
785 }
786
787 /*
788 * get_magic(diff) will return a random number between 0 and 4.
789 * diff can be any value above 2. The higher the diff-variable, the
790 * higher is the chance of returning a low number.
791 * It is only used in fix_generated_treasure() to set bonuses on
792 * rings and amulets.
793 * Another scheme is used to calculate the magic of weapons and armours.
794 */
795
796 int
797 get_magic (int diff)
798 {
799 int i;
800
801 if (diff < 3)
802 diff = 3;
803 for (i = 0; i < 4; i++)
804 if (RANDOM () % diff)
805 return i;
806 return 4;
807 }
808
809 #define DICE2 (get_magic(2)==2?2:1)
810 #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
811
812 /*
813 * fix_generated_item(): This is called after an item is generated, in
814 * order to set it up right. This produced magical bonuses, puts spells
815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
816 */
817
818 /* 4/28/96 added creator object from which op may now inherit properties based on
819 * op->type. Right now, which stuff the creator passes on is object type
820 * dependant. I know this is a spagetti manuever, but is there a cleaner
821 * way to do this? b.t. */
822
823 /*
824 * ! (flags & GT_ENVIRONMENT):
825 * Automatically calls fix_flesh_item().
826 *
827 * flags:
828 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
829 * value.
830 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
831 * a working object - don't change magic, value, etc, but set it material
832 * type as appropriate, for objects that need spell objects, set those, etc
833 */
834
835 void
836 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837 {
838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839
840 if (!creator || creator->type == op->type)
841 creator = op; /*safety & to prevent polymorphed objects giving attributes */
842
843 /* If we make an artifact, this information will be destroyed */
844 save_item_power = op->item_power;
845 op->item_power = 0;
846
847 if (op->randomitems && op->type != SPELL)
848 {
849 create_treasure (op->randomitems, op, flags, difficulty, 0);
850 if (!op->inv)
851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
852
853 /* So the treasure doesn't get created again */
854 op->randomitems = NULL;
855 }
856
857 if (difficulty < 1)
858 difficulty = 1;
859
860 if (!(flags & GT_MINIMAL))
861 {
862 if (op->arch == crown_arch)
863 {
864 set_magic (difficulty, op, max_magic, flags);
865 num_enchantments = calc_item_power (op, 1);
866 generate_artifact (op, difficulty);
867 }
868 else
869 {
870 if (!op->magic && max_magic)
871 set_magic (difficulty, op, max_magic, flags);
872
873 num_enchantments = calc_item_power (op, 1);
874
875 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
876 * used for shop_floors or treasures */
877 generate_artifact (op, difficulty);
878 }
879
880 /* Object was made an artifact. Calculate its item_power rating.
881 * the item_power in the object is what the artfiact adds.
882 */
883 if (op->title)
884 {
885 /* if save_item_power is set, then most likely we started with an
886 * artifact and have added new abilities to it - this is rare, but
887 * but I have seen things like 'strange rings of fire'. So just figure
888 * out the power from the base power plus what this one adds. Note
889 * that since item_power is not quite linear, this actually ends up
890 * being somewhat of a bonus
891 */
892 if (save_item_power)
893 op->item_power = save_item_power + get_power_from_ench (op->item_power);
894 else
895 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
896 }
897 else if (save_item_power)
898 {
899 /* restore the item_power field to the object if we haven't changed it.
900 * we don't care about num_enchantments - that will basically just
901 * have calculated some value from the base attributes of the archetype.
902 */
903 op->item_power = save_item_power;
904 }
905 else
906 {
907 /* item_power was zero. This is suspicious, as it may be because it
908 * was never previously calculated. Let's compute a value and see if
909 * it is non-zero. If it indeed is, then assign it as the new
910 * item_power value.
911 * - gros, 21th of July 2006.
912 */
913 op->item_power = calc_item_power (op, 0);
914 save_item_power = op->item_power; /* Just in case it would get used
915 * again below */
916 }
917 }
918
919 /* materialtype modifications. Note we allow this on artifacts. */
920 set_materialname (op, difficulty, NULL);
921
922 if (flags & GT_MINIMAL)
923 {
924 if (op->type == POTION)
925 /* Handle healing and magic power potions */
926 if (op->stats.sp && !op->randomitems)
927 {
928 object *tmp;
929
930 tmp = get_archetype (spell_mapping[op->stats.sp]);
931 insert_ob_in_ob (tmp, op);
932 op->stats.sp = 0;
933 }
934 }
935 else if (!op->title) /* Only modify object if not special */
936 switch (op->type)
937 {
938 case WEAPON:
939 case ARMOUR:
940 case SHIELD:
941 case HELMET:
942 case CLOAK:
943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
944 set_ring_bonus (op, -DICE2);
945 break;
946
947 case BRACERS:
948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
949 {
950 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
951 if (!QUERY_FLAG (op, FLAG_CURSED))
952 op->value *= 3;
953 }
954 break;
955
956 case POTION:
957 {
958 int too_many_tries = 0, is_special = 0;
959
960 /* Handle healing and magic power potions */
961 if (op->stats.sp && !op->randomitems)
962 {
963 object *tmp;
964
965 tmp = get_archetype (spell_mapping[op->stats.sp]);
966 insert_ob_in_ob (tmp, op);
967 op->stats.sp = 0;
968 }
969
970 while (!(is_special = special_potion (op)) && !op->inv)
971 {
972 generate_artifact (op, difficulty);
973 if (too_many_tries++ > 10)
974 break;
975 }
976
977 /* don't want to change value for healing/magic power potions,
978 * since the value set on those is already correct.
979 */
980 if (op->inv && op->randomitems)
981 {
982 /* value multiplier is same as for scrolls */
983 op->value = (op->value * op->inv->value);
984 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
985 }
986 else
987 {
988 op->name = "potion";
989 op->name_pl = "potions";
990 }
991
992 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
993 SET_FLAG (op, FLAG_CURSED);
994 break;
995 }
996
997 case AMULET:
998 if (op->arch == amulet_arch)
999 op->value *= 5; /* Since it's not just decoration */
1000
1001 case RING:
1002 if (op->arch == NULL)
1003 {
1004 remove_ob (op);
1005 free_object (op);
1006 op = NULL;
1007 break;
1008 }
1009
1010 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1011 break;
1012
1013 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1014 SET_FLAG (op, FLAG_CURSED);
1015
1016 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1017
1018 if (op->type != RING) /* Amulets have only one ability */
1019 break;
1020
1021 if (!(RANDOM () % 4))
1022 {
1023 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1024
1025 if (d > 0)
1026 op->value *= 3;
1027
1028 set_ring_bonus (op, d);
1029
1030 if (!(RANDOM () % 4))
1031 {
1032 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033
1034 if (d > 0)
1035 op->value *= 5;
1036 set_ring_bonus (op, d);
1037 }
1038 }
1039
1040 if (GET_ANIM_ID (op))
1041 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1042
1043 break;
1044
1045 case BOOK:
1046 /* Is it an empty book?, if yes lets make a special·
1047 * msg for it, and tailor its properties based on the·
1048 * creator and/or map level we found it on.
1049 */
1050 if (!op->msg && RANDOM () % 10)
1051 {
1052 /* set the book level properly */
1053 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1054 {
1055 if (op->map && op->map->difficulty)
1056 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1057 else
1058 op->level = RANDOM () % 20 + 1;
1059 }
1060 else
1061 op->level = RANDOM () % creator->level;
1062
1063 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1064 /* books w/ info are worth more! */
1065 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1066 /* creator related stuff */
1067
1068 /* for library, chained books. Note that some monsters have no_pick
1069 * set - we don't want to set no pick in that case.
1070 */
1071 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1072 SET_FLAG (op, FLAG_NO_PICK);
1073 if (creator->slaying && !op->slaying) /* for check_inv floors */
1074 op->slaying = creator->slaying;
1075
1076 /* add exp so reading it gives xp (once) */
1077 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1078 }
1079 break;
1080
1081 case SPELLBOOK:
1082 op->value = op->value * op->inv->value;
1083 /* add exp so learning gives xp */
1084 op->level = op->inv->level;
1085 op->stats.exp = op->value;
1086 break;
1087
1088 case WAND:
1089 /* nrof in the treasure list is number of charges,
1090 * not number of wands. So copy that into food (charges),
1091 * and reset nrof.
1092 */
1093 op->stats.food = op->inv->nrof;
1094 op->nrof = 1;
1095 /* If the spell changes by level, choose a random level
1096 * for it, and adjust price. If the spell doesn't
1097 * change by level, just set the wand to the level of
1098 * the spell, and value calculation is simpler.
1099 */
1100 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1101 {
1102 op->level = level_for_item (op, difficulty);
1103 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1104 }
1105 else
1106 {
1107 op->level = op->inv->level;
1108 op->value = op->value * op->inv->value;
1109 }
1110 break;
1111
1112 case ROD:
1113 op->level = level_for_item (op, difficulty);
1114 /* Add 50 to both level an divisor to keep prices a little more
1115 * reasonable. Otherwise, a high level version of a low level
1116 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1117 * 10 time multiplier). This way, the value are a bit more reasonable.
1118 */
1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1120 /* maxhp is used to denote how many 'charges' the rod holds before */
1121 if (op->stats.maxhp)
1122 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1123 else
1124 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1125
1126 op->stats.hp = op->stats.maxhp;
1127 break;
1128
1129 case SCROLL:
1130 op->level = level_for_item (op, difficulty);
1131 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1132
1133 /* add exp so reading them properly gives xp */
1134 op->stats.exp = op->value / 5;
1135 op->nrof = op->inv->nrof;
1136 break;
1137
1138 case RUNE:
1139 trap_adjust (op, difficulty);
1140 break;
1141
1142 case TRAP:
1143 trap_adjust (op, difficulty);
1144 break;
1145 } /* switch type */
1146
1147 if (flags & GT_STARTEQUIP)
1148 {
1149 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1150 SET_FLAG (op, FLAG_STARTEQUIP);
1151 else if (op->type != MONEY)
1152 op->value = 0;
1153 }
1154
1155 if (!(flags & GT_ENVIRONMENT))
1156 fix_flesh_item (op, creator);
1157 }
1158
1159 /*
1160 *
1161 *
1162 * CODE DEALING WITH ARTIFACTS STARTS HERE
1163 *
1164 *
1165 */
1166
1167 /*
1168 * Allocate and return the pointer to an empty artifactlist structure.
1169 */
1170
1171 static artifactlist *
1172 get_empty_artifactlist (void)
1173 {
1174 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1175
1176 if (tl == NULL)
1177 fatal (OUT_OF_MEMORY);
1178 tl->next = NULL;
1179 tl->items = NULL;
1180 tl->total_chance = 0;
1181 return tl;
1182 }
1183
1184 /*
1185 * Allocate and return the pointer to an empty artifact structure.
1186 */
1187
1188 static artifact *
1189 get_empty_artifact (void)
1190 {
1191 artifact *t = (artifact *) malloc (sizeof (artifact));
1192
1193 if (t == NULL)
1194 fatal (OUT_OF_MEMORY);
1195 t->item = NULL;
1196 t->next = NULL;
1197 t->chance = 0;
1198 t->difficulty = 0;
1199 t->allowed = NULL;
1200 return t;
1201 }
1202
1203 /*
1204 * Searches the artifact lists and returns one that has the same type
1205 * of objects on it.
1206 */
1207
1208 artifactlist *
1209 find_artifactlist (int type)
1210 {
1211 artifactlist *al;
1212
1213 for (al = first_artifactlist; al != NULL; al = al->next)
1214 if (al->type == type)
1215 return al;
1216 return NULL;
1217 }
1218
1219 /*
1220 * For debugging purposes. Dumps all tables.
1221 */
1222
1223 void
1224 dump_artifacts (void)
1225 {
1226 artifactlist *al;
1227 artifact *art;
1228 linked_char *next;
1229
1230 fprintf (logfile, "\n");
1231 for (al = first_artifactlist; al != NULL; al = al->next)
1232 {
1233 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1234 for (art = al->items; art != NULL; art = art->next)
1235 {
1236 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1237 if (art->allowed != NULL)
1238 {
1239 fprintf (logfile, "\tAllowed combinations:");
1240 for (next = art->allowed; next != NULL; next = next->next)
1241 fprintf (logfile, "%s,", &next->name);
1242 fprintf (logfile, "\n");
1243 }
1244 }
1245 }
1246 fprintf (logfile, "\n");
1247 }
1248
1249 /*
1250 * For debugging purposes. Dumps all treasures recursively (see below).
1251 */
1252 void
1253 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1254 {
1255 treasurelist *tl;
1256 int i;
1257
1258 if (depth > 100)
1259 return;
1260 while (t != NULL)
1261 {
1262 if (t->name != NULL)
1263 {
1264 for (i = 0; i < depth; i++)
1265 fprintf (logfile, " ");
1266 fprintf (logfile, "{ (list: %s)\n", &t->name);
1267 tl = find_treasurelist (t->name);
1268 dump_monster_treasure_rec (name, tl->items, depth + 2);
1269 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " ");
1271 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1272 }
1273 else
1274 {
1275 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " ");
1277 if (t->item->clone.type == FLESH)
1278 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1279 else
1280 fprintf (logfile, "%s\n", &t->item->clone.name);
1281 }
1282 if (t->next_yes != NULL)
1283 {
1284 for (i = 0; i < depth; i++)
1285 fprintf (logfile, " ");
1286 fprintf (logfile, " (if yes)\n");
1287 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1288 }
1289 if (t->next_no != NULL)
1290 {
1291 for (i = 0; i < depth; i++)
1292 fprintf (logfile, " ");
1293 fprintf (logfile, " (if no)\n");
1294 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1295 }
1296 t = t->next;
1297 }
1298 }
1299
1300 /*
1301 * For debugging purposes. Dumps all treasures for a given monster.
1302 * Created originally by Raphael Quinet for debugging the alchemy code.
1303 */
1304
1305 void
1306 dump_monster_treasure (const char *name)
1307 {
1308 archetype *at;
1309 int found;
1310
1311 found = 0;
1312 fprintf (logfile, "\n");
1313 for (at = first_archetype; at != NULL; at = at->next)
1314 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1315 {
1316 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1317 if (at->clone.randomitems != NULL)
1318 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1319 else
1320 fprintf (logfile, "(nothing)\n");
1321 fprintf (logfile, "\n");
1322 found++;
1323 }
1324 if (found == 0)
1325 fprintf (logfile, "No objects have the name %s!\n\n", name);
1326 }
1327
1328 /*
1329 * Builds up the lists of artifacts from the file in the libdir.
1330 */
1331
1332 void
1333 init_artifacts (void)
1334 {
1335 static int has_been_inited = 0;
1336 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1337 artifact *art = NULL;
1338 linked_char *tmp;
1339 int value;
1340 artifactlist *al;
1341
1342 if (has_been_inited)
1343 return;
1344 else
1345 has_been_inited = 1;
1346
1347 sprintf (filename, "%s/artifacts", settings.datadir);
1348 object_thawer thawer (filename);
1349
1350 if (!thawer)
1351 return;
1352
1353 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1354 {
1355 if (*buf == '#')
1356 continue;
1357 if ((cp = strchr (buf, '\n')) != NULL)
1358 *cp = '\0';
1359 cp = buf;
1360 while (*cp == ' ') /* Skip blanks */
1361 cp++;
1362 if (*cp == '\0')
1363 continue;
1364
1365 if (!strncmp (cp, "Allowed", 7))
1366 {
1367 if (art == NULL)
1368 {
1369 art = get_empty_artifact ();
1370 nrofartifacts++;
1371 }
1372 cp = strchr (cp, ' ') + 1;
1373 if (!strcmp (cp, "all"))
1374 continue;
1375
1376 do
1377 {
1378 nrofallowedstr++;
1379 if ((next = strchr (cp, ',')) != NULL)
1380 *(next++) = '\0';
1381 tmp = new linked_char;
1382
1383 tmp->name = cp;
1384 tmp->next = art->allowed;
1385 art->allowed = tmp;
1386 }
1387 while ((cp = next) != NULL);
1388 }
1389 else if (sscanf (cp, "chance %d", &value))
1390 art->chance = (uint16) value;
1391 else if (sscanf (cp, "difficulty %d", &value))
1392 art->difficulty = (uint8) value;
1393 else if (!strncmp (cp, "Object", 6))
1394 {
1395 art->item = get_object ();
1396
1397 if (!load_object (thawer, art->item, 0))
1398 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1399
1400 art->item->name = strchr (cp, ' ') + 1;
1401 al = find_artifactlist (art->item->type);
1402 if (al == NULL)
1403 {
1404 al = get_empty_artifactlist ();
1405 al->type = art->item->type;
1406 al->next = first_artifactlist;
1407 first_artifactlist = al;
1408 }
1409 art->next = al->items;
1410 al->items = art;
1411 art = NULL;
1412 }
1413 else
1414 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1415 }
1416
1417 for (al = first_artifactlist; al != NULL; al = al->next)
1418 {
1419 for (art = al->items; art != NULL; art = art->next)
1420 {
1421 if (!art->chance)
1422 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1423 else
1424 al->total_chance += art->chance;
1425 }
1426 #if 0
1427 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1428 #endif
1429 }
1430
1431 LOG (llevDebug, "done.\n");
1432 }
1433
1434
1435 /*
1436 * Used in artifact generation. The bonuses of the first object
1437 * is modified by the bonuses of the second object.
1438 */
1439
1440 void
1441 add_abilities (object *op, object *change)
1442 {
1443 int i, tmp;
1444
1445 if (change->face != blank_face)
1446 {
1447 #ifdef TREASURE_VERBOSE
1448 LOG (llevDebug, "FACE: %d\n", change->face->number);
1449 #endif
1450 op->face = change->face;
1451 }
1452
1453 for (i = 0; i < NUM_STATS; i++)
1454 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1455
1456 op->attacktype |= change->attacktype;
1457 op->path_attuned |= change->path_attuned;
1458 op->path_repelled |= change->path_repelled;
1459 op->path_denied |= change->path_denied;
1460 op->move_type |= change->move_type;
1461 op->stats.luck += change->stats.luck;
1462
1463 if (QUERY_FLAG (change, FLAG_CURSED))
1464 SET_FLAG (op, FLAG_CURSED);
1465 if (QUERY_FLAG (change, FLAG_DAMNED))
1466 SET_FLAG (op, FLAG_DAMNED);
1467 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1468 set_abs_magic (op, -op->magic);
1469
1470 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1471 SET_FLAG (op, FLAG_LIFESAVE);
1472 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1473 SET_FLAG (op, FLAG_REFL_SPELL);
1474 if (QUERY_FLAG (change, FLAG_STEALTH))
1475 SET_FLAG (op, FLAG_STEALTH);
1476 if (QUERY_FLAG (change, FLAG_XRAYS))
1477 SET_FLAG (op, FLAG_XRAYS);
1478 if (QUERY_FLAG (change, FLAG_BLIND))
1479 SET_FLAG (op, FLAG_BLIND);
1480 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1481 SET_FLAG (op, FLAG_SEE_IN_DARK);
1482 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1483 SET_FLAG (op, FLAG_REFL_MISSILE);
1484 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1485 SET_FLAG (op, FLAG_MAKE_INVIS);
1486
1487 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1488 {
1489 CLEAR_FLAG (op, FLAG_ANIMATE);
1490 /* so artifacts will join */
1491 if (!QUERY_FLAG (op, FLAG_ALIVE))
1492 op->speed = 0.0;
1493
1494 update_ob_speed (op);
1495 }
1496
1497 if (change->nrof)
1498 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1499
1500 op->stats.exp += change->stats.exp; /* Speed modifier */
1501 op->stats.wc += change->stats.wc;
1502 op->stats.ac += change->stats.ac;
1503
1504 if (change->other_arch)
1505 {
1506 /* Basically, for horns & potions, the other_arch field is the spell
1507 * to cast. So convert that to into a spell and put it into
1508 * this object.
1509 */
1510 if (op->type == HORN || op->type == POTION)
1511 {
1512 object *tmp_obj;
1513
1514 /* Remove any spells this object currently has in it */
1515 while (op->inv)
1516 {
1517 tmp_obj = op->inv;
1518 remove_ob (tmp_obj);
1519 free_object (tmp_obj);
1520 }
1521
1522 tmp_obj = arch_to_object (change->other_arch);
1523 insert_ob_in_ob (tmp_obj, op);
1524 }
1525 /* No harm setting this for potions/horns */
1526 op->other_arch = change->other_arch;
1527 }
1528
1529 if (change->stats.hp < 0)
1530 op->stats.hp = -change->stats.hp;
1531 else
1532 op->stats.hp += change->stats.hp;
1533
1534 if (change->stats.maxhp < 0)
1535 op->stats.maxhp = -change->stats.maxhp;
1536 else
1537 op->stats.maxhp += change->stats.maxhp;
1538
1539 if (change->stats.sp < 0)
1540 op->stats.sp = -change->stats.sp;
1541 else
1542 op->stats.sp += change->stats.sp;
1543
1544 if (change->stats.maxsp < 0)
1545 op->stats.maxsp = -change->stats.maxsp;
1546 else
1547 op->stats.maxsp += change->stats.maxsp;
1548
1549 if (change->stats.food < 0)
1550 op->stats.food = -(change->stats.food);
1551 else
1552 op->stats.food += change->stats.food;
1553
1554 if (change->level < 0)
1555 op->level = -(change->level);
1556 else
1557 op->level += change->level;
1558
1559 if (change->gen_sp_armour < 0)
1560 op->gen_sp_armour = -(change->gen_sp_armour);
1561 else
1562 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1563
1564 op->item_power = change->item_power;
1565
1566 for (i = 0; i < NROFATTACKS; i++)
1567 {
1568 if (change->resist[i])
1569 {
1570 op->resist[i] += change->resist[i];
1571 }
1572 }
1573
1574 if (change->stats.dam)
1575 {
1576 if (change->stats.dam < 0)
1577 op->stats.dam = (-change->stats.dam);
1578 else if (op->stats.dam)
1579 {
1580 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1581 if (tmp == op->stats.dam)
1582 {
1583 if (change->stats.dam < 10)
1584 op->stats.dam--;
1585 else
1586 op->stats.dam++;
1587 }
1588 else
1589 op->stats.dam = tmp;
1590 }
1591 }
1592
1593 if (change->weight)
1594 {
1595 if (change->weight < 0)
1596 op->weight = (-change->weight);
1597 else
1598 op->weight = (op->weight * (change->weight)) / 100;
1599 }
1600
1601 if (change->last_sp)
1602 {
1603 if (change->last_sp < 0)
1604 op->last_sp = (-change->last_sp);
1605 else
1606 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1607 }
1608
1609 if (change->gen_sp_armour)
1610 {
1611 if (change->gen_sp_armour < 0)
1612 op->gen_sp_armour = (-change->gen_sp_armour);
1613 else
1614 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1615 }
1616
1617 op->value *= change->value;
1618
1619 if (change->material)
1620 op->material = change->material;
1621
1622 if (change->materialname)
1623 op->materialname = change->materialname;
1624
1625 if (change->slaying)
1626 op->slaying = change->slaying;
1627
1628 if (change->race)
1629 op->race = change->race;
1630
1631 if (change->msg)
1632 op->msg = change->msg;
1633 }
1634
1635 static int
1636 legal_artifact_combination (object *op, artifact * art)
1637 {
1638 int neg, success = 0;
1639 linked_char *tmp;
1640 const char *name;
1641
1642 if (art->allowed == (linked_char *) NULL)
1643 return 1; /* Ie, "all" */
1644 for (tmp = art->allowed; tmp; tmp = tmp->next)
1645 {
1646 #ifdef TREASURE_VERBOSE
1647 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1648 #endif
1649 if (*tmp->name == '!')
1650 name = tmp->name + 1, neg = 1;
1651 else
1652 name = tmp->name, neg = 0;
1653
1654 /* If we match name, then return the opposite of 'neg' */
1655 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1656 return !neg;
1657
1658 /* Set success as true, since if the match was an inverse, it means
1659 * everything is allowed except what we match
1660 */
1661 else if (neg)
1662 success = 1;
1663 }
1664 return success;
1665 }
1666
1667 /*
1668 * Fixes the given object, giving it the abilities and titles
1669 * it should have due to the second artifact-template.
1670 */
1671
1672 void
1673 give_artifact_abilities (object *op, object *artifct)
1674 {
1675 char new_name[MAX_BUF];
1676
1677 sprintf (new_name, "of %s", &artifct->name);
1678 op->title = new_name;
1679 add_abilities (op, artifct); /* Give out the bonuses */
1680
1681 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1682 {
1683 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1684
1685 SET_FLAG (op, FLAG_IDENTIFIED);
1686 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1687 if (!identified)
1688 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1689 }
1690 #endif
1691 return;
1692 }
1693
1694 /*
1695 * Decides randomly which artifact the object should be
1696 * turned into. Makes sure that the item can become that
1697 * artifact (means magic, difficulty, and Allowed fields properly).
1698 * Then calls give_artifact_abilities in order to actually create
1699 * the artifact.
1700 */
1701
1702 /* Give 1 re-roll attempt per artifact */
1703 #define ARTIFACT_TRIES 2
1704
1705 void
1706 generate_artifact (object *op, int difficulty)
1707 {
1708 artifactlist *al;
1709 artifact *art;
1710 int i;
1711
1712 al = find_artifactlist (op->type);
1713
1714 if (al == NULL)
1715 {
1716 #if 0 /* This is too verbose, usually */
1717 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1718 #endif
1719 return;
1720 }
1721
1722 for (i = 0; i < ARTIFACT_TRIES; i++)
1723 {
1724 int roll = RANDOM () % al->total_chance;
1725
1726 for (art = al->items; art != NULL; art = art->next)
1727 {
1728 roll -= art->chance;
1729 if (roll < 0)
1730 break;
1731 }
1732
1733 if (art == NULL || roll >= 0)
1734 {
1735 #if 1
1736 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1737 #endif
1738 return;
1739 }
1740 if (!strcmp (art->item->name, "NONE"))
1741 return;
1742 if (FABS (op->magic) < art->item->magic)
1743 continue; /* Not magic enough to be this item */
1744
1745 /* Map difficulty not high enough */
1746 if (difficulty < art->difficulty)
1747 continue;
1748
1749 if (!legal_artifact_combination (op, art))
1750 {
1751 #ifdef TREASURE_VERBOSE
1752 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1753 #endif
1754 continue;
1755 }
1756 give_artifact_abilities (op, art->item);
1757 return;
1758 }
1759 }
1760
1761 /* fix_flesh_item() - objects of type FLESH are similar to type
1762 * FOOD, except they inherit properties (name, food value, etc).
1763 * based on the original owner (or 'donor' if you like). -b.t.
1764 */
1765
1766 void
1767 fix_flesh_item (object *item, object *donor)
1768 {
1769 char tmpbuf[MAX_BUF];
1770 int i;
1771
1772 if (item->type == FLESH && donor)
1773 {
1774 /* change the name */
1775 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1776 item->name = tmpbuf;
1777 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1778 item->name_pl = tmpbuf;
1779
1780 /* weight is FLESH weight/100 * donor */
1781 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1782 item->weight = 1;
1783
1784 /* value is multiplied by level of donor */
1785 item->value *= isqrt (donor->level * 2);
1786
1787 /* food value */
1788 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1789
1790 /* flesh items inherit some abilities of donor, but not
1791 * full effect.
1792 */
1793 for (i = 0; i < NROFATTACKS; i++)
1794 item->resist[i] = donor->resist[i] / 2;
1795
1796 /* item inherits donor's level (important for quezals) */
1797 item->level = donor->level;
1798
1799 /* if donor has some attacktypes, the flesh is poisonous */
1800 if (donor->attacktype & AT_POISON)
1801 item->type = POISON;
1802 if (donor->attacktype & AT_ACID)
1803 item->stats.hp = -1 * item->stats.food;
1804 SET_FLAG (item, FLAG_NO_STEAL);
1805 }
1806 }
1807
1808 /* special_potion() - so that old potion code is still done right. */
1809
1810 int
1811 special_potion (object *op)
1812 {
1813
1814 int i;
1815
1816 if (op->attacktype)
1817 return 1;
1818
1819 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1820 return 1;
1821
1822 for (i = 0; i < NROFATTACKS; i++)
1823 if (op->resist[i])
1824 return 1;
1825
1826 return 0;
1827 }
1828
1829 void
1830 free_treasurestruct (treasure *t)
1831 {
1832 if (t->next)
1833 free_treasurestruct (t->next);
1834 if (t->next_yes)
1835 free_treasurestruct (t->next_yes);
1836 if (t->next_no)
1837 free_treasurestruct (t->next_no);
1838
1839 delete t;
1840 }
1841
1842 void
1843 free_charlinks (linked_char *lc)
1844 {
1845 if (lc->next)
1846 free_charlinks (lc->next);
1847
1848 delete lc;
1849 }
1850
1851 void
1852 free_artifact (artifact * at)
1853 {
1854 if (at->next)
1855 free_artifact (at->next);
1856
1857 if (at->allowed)
1858 free_charlinks (at->allowed);
1859
1860 at->item->free (1);
1861
1862 delete at;
1863 }
1864
1865 void
1866 free_artifactlist (artifactlist * al)
1867 {
1868 artifactlist *nextal;
1869
1870 for (al = first_artifactlist; al != NULL; al = nextal)
1871 {
1872 nextal = al->next;
1873
1874 if (al->items)
1875 free_artifact (al->items);
1876
1877 free (al);
1878 }
1879 }
1880
1881 void
1882 free_all_treasures (void)
1883 {
1884 treasurelist *tl, *next;
1885
1886
1887 for (tl = first_treasurelist; tl != NULL; tl = next)
1888 {
1889 next = tl->next;
1890 if (tl->items)
1891 free_treasurestruct (tl->items);
1892 delete tl;
1893 }
1894 free_artifactlist (first_artifactlist);
1895 }