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Revision: 1.20
Committed: Tue Sep 26 17:19:38 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.19: +2 -6 lines
Log Message:
realign struct living and make food 32 bit

File Contents

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