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Revision: 1.22
Committed: Sun Dec 10 20:15:57 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.21: +6 -0 lines
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# 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
464 if (ob->inv)
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 (INVOKE_OBJECT (ADD_BONUS, op,
855 ARG_OBJECT (creator != op ? creator : 0),
856 ARG_INT (difficulty), ARG_INT (max_magic),
857 ARG_INT (flags)))
858 return;
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 if (change->resist[i])
1568 op->resist[i] += change->resist[i];
1569
1570 if (change->stats.dam)
1571 {
1572 if (change->stats.dam < 0)
1573 op->stats.dam = (-change->stats.dam);
1574 else if (op->stats.dam)
1575 {
1576 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1577 if (tmp == op->stats.dam)
1578 {
1579 if (change->stats.dam < 10)
1580 op->stats.dam--;
1581 else
1582 op->stats.dam++;
1583 }
1584 else
1585 op->stats.dam = tmp;
1586 }
1587 }
1588
1589 if (change->weight)
1590 {
1591 if (change->weight < 0)
1592 op->weight = (-change->weight);
1593 else
1594 op->weight = (op->weight * (change->weight)) / 100;
1595 }
1596
1597 if (change->last_sp)
1598 {
1599 if (change->last_sp < 0)
1600 op->last_sp = (-change->last_sp);
1601 else
1602 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1603 }
1604
1605 if (change->gen_sp_armour)
1606 {
1607 if (change->gen_sp_armour < 0)
1608 op->gen_sp_armour = (-change->gen_sp_armour);
1609 else
1610 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1611 }
1612
1613 op->value *= change->value;
1614
1615 if (change->material)
1616 op->material = change->material;
1617
1618 if (change->materialname)
1619 op->materialname = change->materialname;
1620
1621 if (change->slaying)
1622 op->slaying = change->slaying;
1623
1624 if (change->race)
1625 op->race = change->race;
1626
1627 if (change->msg)
1628 op->msg = change->msg;
1629 }
1630
1631 static int
1632 legal_artifact_combination (object *op, artifact * art)
1633 {
1634 int neg, success = 0;
1635 linked_char *tmp;
1636 const char *name;
1637
1638 if (art->allowed == (linked_char *) NULL)
1639 return 1; /* Ie, "all" */
1640 for (tmp = art->allowed; tmp; tmp = tmp->next)
1641 {
1642 #ifdef TREASURE_VERBOSE
1643 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1644 #endif
1645 if (*tmp->name == '!')
1646 name = tmp->name + 1, neg = 1;
1647 else
1648 name = tmp->name, neg = 0;
1649
1650 /* If we match name, then return the opposite of 'neg' */
1651 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1652 return !neg;
1653
1654 /* Set success as true, since if the match was an inverse, it means
1655 * everything is allowed except what we match
1656 */
1657 else if (neg)
1658 success = 1;
1659 }
1660 return success;
1661 }
1662
1663 /*
1664 * Fixes the given object, giving it the abilities and titles
1665 * it should have due to the second artifact-template.
1666 */
1667
1668 void
1669 give_artifact_abilities (object *op, object *artifct)
1670 {
1671 char new_name[MAX_BUF];
1672
1673 sprintf (new_name, "of %s", &artifct->name);
1674 op->title = new_name;
1675 add_abilities (op, artifct); /* Give out the bonuses */
1676
1677 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1678 {
1679 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1680
1681 SET_FLAG (op, FLAG_IDENTIFIED);
1682 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1683 if (!identified)
1684 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1685 }
1686 #endif
1687 return;
1688 }
1689
1690 /*
1691 * Decides randomly which artifact the object should be
1692 * turned into. Makes sure that the item can become that
1693 * artifact (means magic, difficulty, and Allowed fields properly).
1694 * Then calls give_artifact_abilities in order to actually create
1695 * the artifact.
1696 */
1697
1698 /* Give 1 re-roll attempt per artifact */
1699 #define ARTIFACT_TRIES 2
1700
1701 void
1702 generate_artifact (object *op, int difficulty)
1703 {
1704 artifactlist *al;
1705 artifact *art;
1706 int i;
1707
1708 al = find_artifactlist (op->type);
1709
1710 if (al == NULL)
1711 {
1712 #if 0 /* This is too verbose, usually */
1713 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1714 #endif
1715 return;
1716 }
1717
1718 for (i = 0; i < ARTIFACT_TRIES; i++)
1719 {
1720 int roll = RANDOM () % al->total_chance;
1721
1722 for (art = al->items; art != NULL; art = art->next)
1723 {
1724 roll -= art->chance;
1725 if (roll < 0)
1726 break;
1727 }
1728
1729 if (art == NULL || roll >= 0)
1730 {
1731 #if 1
1732 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1733 #endif
1734 return;
1735 }
1736 if (!strcmp (art->item->name, "NONE"))
1737 return;
1738 if (FABS (op->magic) < art->item->magic)
1739 continue; /* Not magic enough to be this item */
1740
1741 /* Map difficulty not high enough */
1742 if (difficulty < art->difficulty)
1743 continue;
1744
1745 if (!legal_artifact_combination (op, art))
1746 {
1747 #ifdef TREASURE_VERBOSE
1748 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1749 #endif
1750 continue;
1751 }
1752 give_artifact_abilities (op, art->item);
1753 return;
1754 }
1755 }
1756
1757 /* fix_flesh_item() - objects of type FLESH are similar to type
1758 * FOOD, except they inherit properties (name, food value, etc).
1759 * based on the original owner (or 'donor' if you like). -b.t.
1760 */
1761
1762 void
1763 fix_flesh_item (object *item, object *donor)
1764 {
1765 char tmpbuf[MAX_BUF];
1766 int i;
1767
1768 if (item->type == FLESH && donor)
1769 {
1770 /* change the name */
1771 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1772 item->name = tmpbuf;
1773 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1774 item->name_pl = tmpbuf;
1775
1776 /* weight is FLESH weight/100 * donor */
1777 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1778 item->weight = 1;
1779
1780 /* value is multiplied by level of donor */
1781 item->value *= isqrt (donor->level * 2);
1782
1783 /* food value */
1784 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1785
1786 /* flesh items inherit some abilities of donor, but not
1787 * full effect.
1788 */
1789 for (i = 0; i < NROFATTACKS; i++)
1790 item->resist[i] = donor->resist[i] / 2;
1791
1792 /* item inherits donor's level (important for quezals) */
1793 item->level = donor->level;
1794
1795 /* if donor has some attacktypes, the flesh is poisonous */
1796 if (donor->attacktype & AT_POISON)
1797 item->type = POISON;
1798 if (donor->attacktype & AT_ACID)
1799 item->stats.hp = -1 * item->stats.food;
1800 SET_FLAG (item, FLAG_NO_STEAL);
1801 }
1802 }
1803
1804 /* special_potion() - so that old potion code is still done right. */
1805
1806 int
1807 special_potion (object *op)
1808 {
1809
1810 int i;
1811
1812 if (op->attacktype)
1813 return 1;
1814
1815 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1816 return 1;
1817
1818 for (i = 0; i < NROFATTACKS; i++)
1819 if (op->resist[i])
1820 return 1;
1821
1822 return 0;
1823 }
1824
1825 void
1826 free_treasurestruct (treasure *t)
1827 {
1828 if (t->next)
1829 free_treasurestruct (t->next);
1830 if (t->next_yes)
1831 free_treasurestruct (t->next_yes);
1832 if (t->next_no)
1833 free_treasurestruct (t->next_no);
1834
1835 delete t;
1836 }
1837
1838 void
1839 free_charlinks (linked_char *lc)
1840 {
1841 if (lc->next)
1842 free_charlinks (lc->next);
1843
1844 delete lc;
1845 }
1846
1847 void
1848 free_artifact (artifact * at)
1849 {
1850 if (at->next)
1851 free_artifact (at->next);
1852
1853 if (at->allowed)
1854 free_charlinks (at->allowed);
1855
1856 at->item->destroy (1);
1857
1858 delete at;
1859 }
1860
1861 void
1862 free_artifactlist (artifactlist * al)
1863 {
1864 artifactlist *nextal;
1865
1866 for (al = first_artifactlist; al; al = nextal)
1867 {
1868 nextal = al->next;
1869
1870 if (al->items)
1871 free_artifact (al->items);
1872
1873 free (al);
1874 }
1875 }
1876
1877 void
1878 free_all_treasures (void)
1879 {
1880 treasurelist *tl, *next;
1881
1882
1883 for (tl = first_treasurelist; tl != NULL; tl = next)
1884 {
1885 next = tl->next;
1886 if (tl->items)
1887 free_treasurestruct (tl->items);
1888 delete tl;
1889 }
1890 free_artifactlist (first_artifactlist);
1891 }