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Revision: 1.25
Committed: Tue Dec 12 22:37:05 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.24: +3 -1 lines
Log Message:
limit difficulty in treasure generation to 1..max_level

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 difficulty = clamp (difficulty, 1, settings.max_level);
456
457 object *ob = object::create (), *tmp;
458
459 create_treasure (t, ob, 0, difficulty, 0);
460
461 /* Don't want to free the object we are about to return */
462 tmp = ob->inv;
463 if (tmp != NULL)
464 tmp->remove ();
465
466 if (ob->inv)
467 LOG (llevError, "In generate treasure, created multiple objects.\n");
468
469 ob->destroy ();
470 return tmp;
471 }
472
473 /*
474 * This is a new way of calculating the chance for an item to have
475 * a specific magical bonus.
476 * The array has two arguments, the difficulty of the level, and the
477 * magical bonus "wanted".
478 */
479
480 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
481
482 /*chance of magic difficulty*/
483
484 /* +0 +1 +2 +3 +4 */
485 {95, 2, 2, 1, 0}, /*1 */
486 {92, 5, 2, 1, 0}, /*2 */
487 {85, 10, 4, 1, 0}, /*3 */
488 {80, 14, 4, 2, 0}, /*4 */
489 {75, 17, 5, 2, 1}, /*5 */
490 {70, 18, 8, 3, 1}, /*6 */
491 {65, 21, 10, 3, 1}, /*7 */
492 {60, 22, 12, 4, 2}, /*8 */
493 {55, 25, 14, 4, 2}, /*9 */
494 {50, 27, 16, 5, 2}, /*10 */
495 {45, 28, 18, 6, 3}, /*11 */
496 {42, 28, 20, 7, 3}, /*12 */
497 {40, 27, 21, 8, 4}, /*13 */
498 {38, 25, 22, 10, 5}, /*14 */
499 {36, 23, 23, 12, 6}, /*15 */
500 {33, 21, 24, 14, 8}, /*16 */
501 {31, 19, 25, 16, 9}, /*17 */
502 {27, 15, 30, 18, 10}, /*18 */
503 {20, 12, 30, 25, 13}, /*19 */
504 {15, 10, 28, 30, 17}, /*20 */
505 {13, 9, 27, 28, 23}, /*21 */
506 {10, 8, 25, 28, 29}, /*22 */
507 {8, 7, 23, 26, 36}, /*23 */
508 {6, 6, 20, 22, 46}, /*24 */
509 {4, 5, 17, 18, 56}, /*25 */
510 {2, 4, 12, 14, 68}, /*26 */
511 {0, 3, 7, 10, 80}, /*27 */
512 {0, 0, 3, 7, 90}, /*28 */
513 {0, 0, 0, 3, 97}, /*29 */
514 {0, 0, 0, 0, 100}, /*30 */
515 {0, 0, 0, 0, 100}, /*31 */
516 };
517
518
519 /* calculate the appropriate level for wands staves and scrolls.
520 * This code presumes that op has had its spell object created (in op->inv)
521 *
522 * elmex Wed Aug 9 17:44:59 CEST 2006:
523 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
524 */
525
526 int
527 level_for_item (const object *op, int difficulty)
528 {
529 int olevel = 0;
530
531 if (!op->inv)
532 {
533 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
534 return 0;
535 }
536
537 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
538
539 if (olevel <= 0)
540 olevel = rndm (1, MIN (op->inv->level, 1));
541
542 if (olevel > MAXLEVEL)
543 olevel = MAXLEVEL;
544
545 return olevel;
546 }
547
548 /*
549 * Based upon the specified difficulty and upon the difftomagic_list array,
550 * a random magical bonus is returned. This is used when determine
551 * the magical bonus created on specific maps.
552 *
553 * elmex Thu Aug 10 18:45:44 CEST 2006:
554 * Scaling difficulty by max_level, as difficulty is a level and not some
555 * weird integer between 1-31.
556 *
557 */
558
559 int
560 magic_from_difficulty (int difficulty)
561 {
562 int percent = 0, magic = 0;
563 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
564
565 scaled_diff--;
566
567 if (scaled_diff < 0)
568 scaled_diff = 0;
569
570 if (scaled_diff >= DIFFLEVELS)
571 scaled_diff = DIFFLEVELS - 1;
572
573 percent = RANDOM () % 100;
574
575 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
576 {
577 percent -= difftomagic_list[scaled_diff][magic];
578
579 if (percent < 0)
580 break;
581 }
582
583 if (magic == (MAXMAGIC + 1))
584 {
585 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
586 magic = 0;
587 }
588
589 magic = (RANDOM () % 3) ? magic : -magic;
590 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
591
592 return magic;
593 }
594
595 /*
596 * Sets magical bonus in an object, and recalculates the effect on
597 * the armour variable, and the effect on speed of armour.
598 * This function doesn't work properly, should add use of archetypes
599 * to make it truly absolute.
600 */
601
602 void
603 set_abs_magic (object *op, int magic)
604 {
605 if (!magic)
606 return;
607
608 op->magic = magic;
609 if (op->arch)
610 {
611 if (op->type == ARMOUR)
612 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
613
614 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
615 magic = (-magic);
616 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
617 }
618 else
619 {
620 if (op->type == ARMOUR)
621 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
623 magic = (-magic);
624 op->weight = (op->weight * (100 - magic * 10)) / 100;
625 }
626 }
627
628 /*
629 * Sets a random magical bonus in the given object based upon
630 * the given difficulty, and the given max possible bonus.
631 */
632
633 static void
634 set_magic (int difficulty, object *op, int max_magic, int flags)
635 {
636 int i;
637
638 i = magic_from_difficulty (difficulty);
639 if ((flags & GT_ONLY_GOOD) && i < 0)
640 i = -i;
641 if (i > max_magic)
642 i = max_magic;
643 set_abs_magic (op, i);
644 if (i < 0)
645 SET_FLAG (op, FLAG_CURSED);
646 }
647
648 /*
649 * Randomly adds one magical ability to the given object.
650 * Modified for Partial Resistance in many ways:
651 * 1) Since rings can have multiple bonuses, if the same bonus
652 * is rolled again, increase it - the bonuses now stack with
653 * other bonuses previously rolled and ones the item might natively have.
654 * 2) Add code to deal with new PR method.
655 */
656
657 void
658 set_ring_bonus (object *op, int bonus)
659 {
660
661 int r = RANDOM () % (bonus > 0 ? 25 : 11);
662
663 if (op->type == AMULET)
664 {
665 if (!(RANDOM () % 21))
666 r = 20 + RANDOM () % 2;
667 else
668 {
669 if (RANDOM () & 2)
670 r = 10;
671 else
672 r = 11 + RANDOM () % 9;
673 }
674 }
675
676 switch (r)
677 {
678 /* Redone by MSW 2000-11-26 to have much less code. Also,
679 * bonuses and penalties will stack and add to existing values.
680 * of the item.
681 */
682 case 0:
683 case 1:
684 case 2:
685 case 3:
686 case 4:
687 case 5:
688 case 6:
689 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
690 break;
691
692 case 7:
693 op->stats.dam += bonus;
694 break;
695
696 case 8:
697 op->stats.wc += bonus;
698 break;
699
700 case 9:
701 op->stats.food += bonus; /* hunger/sustenance */
702 break;
703
704 case 10:
705 op->stats.ac += bonus;
706 break;
707
708 /* Item that gives protections/vulnerabilities */
709 case 11:
710 case 12:
711 case 13:
712 case 14:
713 case 15:
714 case 16:
715 case 17:
716 case 18:
717 case 19:
718 {
719 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
720
721 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
722 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
723
724 /* Cursed items need to have higher negative values to equal out with
725 * positive values for how protections work out. Put another
726 * little random element in since that they don't always end up with
727 * even values.
728 */
729 if (bonus < 0)
730 val = 2 * -val - RANDOM () % b;
731 if (val > 35)
732 val = 35; /* Upper limit */
733 b = 0;
734 while (op->resist[resist_table[resist]] != 0 && b < 4)
735 {
736 resist = RANDOM () % num_resist_table;
737 }
738 if (b == 4)
739 return; /* Not able to find a free resistance */
740 op->resist[resist_table[resist]] = val;
741 /* We should probably do something more clever here to adjust value
742 * based on how good a resistance we gave.
743 */
744 break;
745 }
746 case 20:
747 if (op->type == AMULET)
748 {
749 SET_FLAG (op, FLAG_REFL_SPELL);
750 op->value *= 11;
751 }
752 else
753 {
754 op->stats.hp = 1; /* regenerate hit points */
755 op->value *= 4;
756 }
757 break;
758
759 case 21:
760 if (op->type == AMULET)
761 {
762 SET_FLAG (op, FLAG_REFL_MISSILE);
763 op->value *= 9;
764 }
765 else
766 {
767 op->stats.sp = 1; /* regenerate spell points */
768 op->value *= 3;
769 }
770 break;
771
772 case 22:
773 op->stats.exp += bonus; /* Speed! */
774 op->value = (op->value * 2) / 3;
775 break;
776 }
777 if (bonus > 0)
778 op->value *= 2 * bonus;
779 else
780 op->value = -(op->value * 2 * bonus) / 3;
781 }
782
783 /*
784 * get_magic(diff) will return a random number between 0 and 4.
785 * diff can be any value above 2. The higher the diff-variable, the
786 * higher is the chance of returning a low number.
787 * It is only used in fix_generated_treasure() to set bonuses on
788 * rings and amulets.
789 * Another scheme is used to calculate the magic of weapons and armours.
790 */
791
792 int
793 get_magic (int diff)
794 {
795 int i;
796
797 if (diff < 3)
798 diff = 3;
799 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff)
801 return i;
802 return 4;
803 }
804
805 #define DICE2 (get_magic(2)==2?2:1)
806 #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
807
808 /*
809 * fix_generated_item(): This is called after an item is generated, in
810 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812 */
813
814 /* 4/28/96 added creator object from which op may now inherit properties based on
815 * op->type. Right now, which stuff the creator passes on is object type
816 * dependant. I know this is a spagetti manuever, but is there a cleaner
817 * way to do this? b.t. */
818
819 /*
820 * ! (flags & GT_ENVIRONMENT):
821 * Automatically calls fix_flesh_item().
822 *
823 * flags:
824 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
825 * value.
826 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
827 * a working object - don't change magic, value, etc, but set it material
828 * type as appropriate, for objects that need spell objects, set those, etc
829 */
830
831 void
832 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
833 {
834 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
835
836 if (!creator || creator->type == op->type)
837 creator = op; /*safety & to prevent polymorphed objects giving attributes */
838
839 /* If we make an artifact, this information will be destroyed */
840 save_item_power = op->item_power;
841 op->item_power = 0;
842
843 if (op->randomitems && op->type != SPELL)
844 {
845 create_treasure (op->randomitems, op, flags, difficulty, 0);
846 if (!op->inv)
847 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
848
849 /* So the treasure doesn't get created again */
850 op->randomitems = NULL;
851 }
852
853 if (difficulty < 1)
854 difficulty = 1;
855
856 if (INVOKE_OBJECT (ADD_BONUS, op,
857 ARG_OBJECT (creator != op ? creator : 0),
858 ARG_INT (difficulty), ARG_INT (max_magic),
859 ARG_INT (flags)))
860 return;
861
862 if (!(flags & GT_MINIMAL))
863 {
864 if (op->arch == crown_arch)
865 {
866 set_magic (difficulty, op, max_magic, flags);
867 num_enchantments = calc_item_power (op, 1);
868 generate_artifact (op, difficulty);
869 }
870 else
871 {
872 if (!op->magic && max_magic)
873 set_magic (difficulty, op, max_magic, flags);
874
875 num_enchantments = calc_item_power (op, 1);
876
877 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
878 * used for shop_floors or treasures */
879 generate_artifact (op, difficulty);
880 }
881
882 /* Object was made an artifact. Calculate its item_power rating.
883 * the item_power in the object is what the artfiact adds.
884 */
885 if (op->title)
886 {
887 /* if save_item_power is set, then most likely we started with an
888 * artifact and have added new abilities to it - this is rare, but
889 * but I have seen things like 'strange rings of fire'. So just figure
890 * out the power from the base power plus what this one adds. Note
891 * that since item_power is not quite linear, this actually ends up
892 * being somewhat of a bonus
893 */
894 if (save_item_power)
895 op->item_power = save_item_power + get_power_from_ench (op->item_power);
896 else
897 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
898 }
899 else if (save_item_power)
900 {
901 /* restore the item_power field to the object if we haven't changed it.
902 * we don't care about num_enchantments - that will basically just
903 * have calculated some value from the base attributes of the archetype.
904 */
905 op->item_power = save_item_power;
906 }
907 else
908 {
909 /* item_power was zero. This is suspicious, as it may be because it
910 * was never previously calculated. Let's compute a value and see if
911 * it is non-zero. If it indeed is, then assign it as the new
912 * item_power value.
913 * - gros, 21th of July 2006.
914 */
915 op->item_power = calc_item_power (op, 0);
916 save_item_power = op->item_power; /* Just in case it would get used
917 * again below */
918 }
919 }
920
921 /* materialtype modifications. Note we allow this on artifacts. */
922 set_materialname (op, difficulty, NULL);
923
924 if (flags & GT_MINIMAL)
925 {
926 if (op->type == POTION)
927 /* Handle healing and magic power potions */
928 if (op->stats.sp && !op->randomitems)
929 {
930 object *tmp;
931
932 tmp = get_archetype (spell_mapping[op->stats.sp]);
933 insert_ob_in_ob (tmp, op);
934 op->stats.sp = 0;
935 }
936 }
937 else if (!op->title) /* Only modify object if not special */
938 switch (op->type)
939 {
940 case WEAPON:
941 case ARMOUR:
942 case SHIELD:
943 case HELMET:
944 case CLOAK:
945 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
946 set_ring_bonus (op, -DICE2);
947 break;
948
949 case BRACERS:
950 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
951 {
952 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
953 if (!QUERY_FLAG (op, FLAG_CURSED))
954 op->value *= 3;
955 }
956 break;
957
958 case POTION:
959 {
960 int too_many_tries = 0, is_special = 0;
961
962 /* Handle healing and magic power potions */
963 if (op->stats.sp && !op->randomitems)
964 {
965 object *tmp;
966
967 tmp = get_archetype (spell_mapping[op->stats.sp]);
968 insert_ob_in_ob (tmp, op);
969 op->stats.sp = 0;
970 }
971
972 while (!(is_special = special_potion (op)) && !op->inv)
973 {
974 generate_artifact (op, difficulty);
975 if (too_many_tries++ > 10)
976 break;
977 }
978
979 /* don't want to change value for healing/magic power potions,
980 * since the value set on those is already correct.
981 */
982 if (op->inv && op->randomitems)
983 {
984 /* value multiplier is same as for scrolls */
985 op->value = (op->value * op->inv->value);
986 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
987 }
988 else
989 {
990 op->name = "potion";
991 op->name_pl = "potions";
992 }
993
994 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
995 SET_FLAG (op, FLAG_CURSED);
996 break;
997 }
998
999 case AMULET:
1000 if (op->arch == amulet_arch)
1001 op->value *= 5; /* Since it's not just decoration */
1002
1003 case RING:
1004 if (op->arch == NULL)
1005 {
1006 op->destroy ();
1007 op = 0;
1008 break;
1009 }
1010
1011 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1012 break;
1013
1014 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1015 SET_FLAG (op, FLAG_CURSED);
1016
1017 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1018
1019 if (op->type != RING) /* Amulets have only one ability */
1020 break;
1021
1022 if (!(RANDOM () % 4))
1023 {
1024 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1025
1026 if (d > 0)
1027 op->value *= 3;
1028
1029 set_ring_bonus (op, d);
1030
1031 if (!(RANDOM () % 4))
1032 {
1033 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1034
1035 if (d > 0)
1036 op->value *= 5;
1037 set_ring_bonus (op, d);
1038 }
1039 }
1040
1041 if (GET_ANIM_ID (op))
1042 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1043
1044 break;
1045
1046 case BOOK:
1047 /* Is it an empty book?, if yes lets make a special·
1048 * msg for it, and tailor its properties based on the·
1049 * creator and/or map level we found it on.
1050 */
1051 if (!op->msg && RANDOM () % 10)
1052 {
1053 /* set the book level properly */
1054 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1055 {
1056 if (op->map && op->map->difficulty)
1057 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1058 else
1059 op->level = RANDOM () % 20 + 1;
1060 }
1061 else
1062 op->level = RANDOM () % creator->level;
1063
1064 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1065 /* books w/ info are worth more! */
1066 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1067 /* creator related stuff */
1068
1069 /* for library, chained books. Note that some monsters have no_pick
1070 * set - we don't want to set no pick in that case.
1071 */
1072 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1073 SET_FLAG (op, FLAG_NO_PICK);
1074 if (creator->slaying && !op->slaying) /* for check_inv floors */
1075 op->slaying = creator->slaying;
1076
1077 /* add exp so reading it gives xp (once) */
1078 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1079 }
1080 break;
1081
1082 case SPELLBOOK:
1083 op->value = op->value * op->inv->value;
1084 /* add exp so learning gives xp */
1085 op->level = op->inv->level;
1086 op->stats.exp = op->value;
1087 break;
1088
1089 case WAND:
1090 /* nrof in the treasure list is number of charges,
1091 * not number of wands. So copy that into food (charges),
1092 * and reset nrof.
1093 */
1094 op->stats.food = op->inv->nrof;
1095 op->nrof = 1;
1096 /* If the spell changes by level, choose a random level
1097 * for it, and adjust price. If the spell doesn't
1098 * change by level, just set the wand to the level of
1099 * the spell, and value calculation is simpler.
1100 */
1101 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1102 {
1103 op->level = level_for_item (op, difficulty);
1104 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1105 }
1106 else
1107 {
1108 op->level = op->inv->level;
1109 op->value = op->value * op->inv->value;
1110 }
1111 break;
1112
1113 case ROD:
1114 op->level = level_for_item (op, difficulty);
1115 /* Add 50 to both level an divisor to keep prices a little more
1116 * reasonable. Otherwise, a high level version of a low level
1117 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1118 * 10 time multiplier). This way, the value are a bit more reasonable.
1119 */
1120 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1121 /* maxhp is used to denote how many 'charges' the rod holds before */
1122 if (op->stats.maxhp)
1123 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1124 else
1125 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1126
1127 op->stats.hp = op->stats.maxhp;
1128 break;
1129
1130 case SCROLL:
1131 op->level = level_for_item (op, difficulty);
1132 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1133
1134 /* add exp so reading them properly gives xp */
1135 op->stats.exp = op->value / 5;
1136 op->nrof = op->inv->nrof;
1137 break;
1138
1139 case RUNE:
1140 trap_adjust (op, difficulty);
1141 break;
1142
1143 case TRAP:
1144 trap_adjust (op, difficulty);
1145 break;
1146 } /* switch type */
1147
1148 if (flags & GT_STARTEQUIP)
1149 {
1150 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1151 SET_FLAG (op, FLAG_STARTEQUIP);
1152 else if (op->type != MONEY)
1153 op->value = 0;
1154 }
1155
1156 if (!(flags & GT_ENVIRONMENT))
1157 fix_flesh_item (op, creator);
1158 }
1159
1160 /*
1161 *
1162 *
1163 * CODE DEALING WITH ARTIFACTS STARTS HERE
1164 *
1165 *
1166 */
1167
1168 /*
1169 * Allocate and return the pointer to an empty artifactlist structure.
1170 */
1171
1172 static artifactlist *
1173 get_empty_artifactlist (void)
1174 {
1175 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1176
1177 if (tl == NULL)
1178 fatal (OUT_OF_MEMORY);
1179 tl->next = NULL;
1180 tl->items = NULL;
1181 tl->total_chance = 0;
1182 return tl;
1183 }
1184
1185 /*
1186 * Allocate and return the pointer to an empty artifact structure.
1187 */
1188
1189 static artifact *
1190 get_empty_artifact (void)
1191 {
1192 artifact *t = (artifact *) malloc (sizeof (artifact));
1193
1194 if (t == NULL)
1195 fatal (OUT_OF_MEMORY);
1196 t->item = NULL;
1197 t->next = NULL;
1198 t->chance = 0;
1199 t->difficulty = 0;
1200 t->allowed = NULL;
1201 return t;
1202 }
1203
1204 /*
1205 * Searches the artifact lists and returns one that has the same type
1206 * of objects on it.
1207 */
1208
1209 artifactlist *
1210 find_artifactlist (int type)
1211 {
1212 artifactlist *al;
1213
1214 for (al = first_artifactlist; al != NULL; al = al->next)
1215 if (al->type == type)
1216 return al;
1217 return NULL;
1218 }
1219
1220 /*
1221 * For debugging purposes. Dumps all tables.
1222 */
1223
1224 void
1225 dump_artifacts (void)
1226 {
1227 artifactlist *al;
1228 artifact *art;
1229 linked_char *next;
1230
1231 fprintf (logfile, "\n");
1232 for (al = first_artifactlist; al != NULL; al = al->next)
1233 {
1234 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1235 for (art = al->items; art != NULL; art = art->next)
1236 {
1237 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1238 if (art->allowed != NULL)
1239 {
1240 fprintf (logfile, "\tAllowed combinations:");
1241 for (next = art->allowed; next != NULL; next = next->next)
1242 fprintf (logfile, "%s,", &next->name);
1243 fprintf (logfile, "\n");
1244 }
1245 }
1246 }
1247 fprintf (logfile, "\n");
1248 }
1249
1250 /*
1251 * For debugging purposes. Dumps all treasures recursively (see below).
1252 */
1253 void
1254 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1255 {
1256 treasurelist *tl;
1257 int i;
1258
1259 if (depth > 100)
1260 return;
1261 while (t != NULL)
1262 {
1263 if (t->name != NULL)
1264 {
1265 for (i = 0; i < depth; i++)
1266 fprintf (logfile, " ");
1267 fprintf (logfile, "{ (list: %s)\n", &t->name);
1268 tl = find_treasurelist (t->name);
1269 dump_monster_treasure_rec (name, tl->items, depth + 2);
1270 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " ");
1272 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1273 }
1274 else
1275 {
1276 for (i = 0; i < depth; i++)
1277 fprintf (logfile, " ");
1278 if (t->item->clone.type == FLESH)
1279 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1280 else
1281 fprintf (logfile, "%s\n", &t->item->clone.name);
1282 }
1283 if (t->next_yes != NULL)
1284 {
1285 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " ");
1287 fprintf (logfile, " (if yes)\n");
1288 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1289 }
1290 if (t->next_no != NULL)
1291 {
1292 for (i = 0; i < depth; i++)
1293 fprintf (logfile, " ");
1294 fprintf (logfile, " (if no)\n");
1295 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1296 }
1297 t = t->next;
1298 }
1299 }
1300
1301 /*
1302 * For debugging purposes. Dumps all treasures for a given monster.
1303 * Created originally by Raphael Quinet for debugging the alchemy code.
1304 */
1305
1306 void
1307 dump_monster_treasure (const char *name)
1308 {
1309 archetype *at;
1310 int found;
1311
1312 found = 0;
1313 fprintf (logfile, "\n");
1314 for (at = first_archetype; at != NULL; at = at->next)
1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1316 {
1317 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1318 if (at->clone.randomitems != NULL)
1319 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1320 else
1321 fprintf (logfile, "(nothing)\n");
1322 fprintf (logfile, "\n");
1323 found++;
1324 }
1325 if (found == 0)
1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1327 }
1328
1329 /*
1330 * Builds up the lists of artifacts from the file in the libdir.
1331 */
1332
1333 void
1334 init_artifacts (void)
1335 {
1336 static int has_been_inited = 0;
1337 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1338 artifact *art = NULL;
1339 linked_char *tmp;
1340 int value;
1341 artifactlist *al;
1342
1343 if (has_been_inited)
1344 return;
1345 else
1346 has_been_inited = 1;
1347
1348 sprintf (filename, "%s/artifacts", settings.datadir);
1349 object_thawer thawer (filename);
1350
1351 if (!thawer)
1352 return;
1353
1354 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1355 {
1356 if (*buf == '#')
1357 continue;
1358 if ((cp = strchr (buf, '\n')) != NULL)
1359 *cp = '\0';
1360 cp = buf;
1361 while (*cp == ' ') /* Skip blanks */
1362 cp++;
1363 if (*cp == '\0')
1364 continue;
1365
1366 if (!strncmp (cp, "Allowed", 7))
1367 {
1368 if (art == NULL)
1369 {
1370 art = get_empty_artifact ();
1371 nrofartifacts++;
1372 }
1373 cp = strchr (cp, ' ') + 1;
1374 if (!strcmp (cp, "all"))
1375 continue;
1376
1377 do
1378 {
1379 nrofallowedstr++;
1380 if ((next = strchr (cp, ',')) != NULL)
1381 *(next++) = '\0';
1382 tmp = new linked_char;
1383
1384 tmp->name = cp;
1385 tmp->next = art->allowed;
1386 art->allowed = tmp;
1387 }
1388 while ((cp = next) != NULL);
1389 }
1390 else if (sscanf (cp, "chance %d", &value))
1391 art->chance = (uint16) value;
1392 else if (sscanf (cp, "difficulty %d", &value))
1393 art->difficulty = (uint8) value;
1394 else if (!strncmp (cp, "Object", 6))
1395 {
1396 art->item = object::create ();
1397
1398 if (!load_object (thawer, art->item, 0))
1399 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1400
1401 art->item->name = strchr (cp, ' ') + 1;
1402 al = find_artifactlist (art->item->type);
1403 if (al == NULL)
1404 {
1405 al = get_empty_artifactlist ();
1406 al->type = art->item->type;
1407 al->next = first_artifactlist;
1408 first_artifactlist = al;
1409 }
1410 art->next = al->items;
1411 al->items = art;
1412 art = NULL;
1413 }
1414 else
1415 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1416 }
1417
1418 for (al = first_artifactlist; al != NULL; al = al->next)
1419 {
1420 for (art = al->items; art != NULL; art = art->next)
1421 {
1422 if (!art->chance)
1423 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1424 else
1425 al->total_chance += art->chance;
1426 }
1427 #if 0
1428 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1429 #endif
1430 }
1431
1432 LOG (llevDebug, "done.\n");
1433 }
1434
1435
1436 /*
1437 * Used in artifact generation. The bonuses of the first object
1438 * is modified by the bonuses of the second object.
1439 */
1440
1441 void
1442 add_abilities (object *op, object *change)
1443 {
1444 int i, tmp;
1445
1446 if (change->face != blank_face)
1447 {
1448 #ifdef TREASURE_VERBOSE
1449 LOG (llevDebug, "FACE: %d\n", change->face->number);
1450 #endif
1451 op->face = change->face;
1452 }
1453
1454 for (i = 0; i < NUM_STATS; i++)
1455 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1456
1457 op->attacktype |= change->attacktype;
1458 op->path_attuned |= change->path_attuned;
1459 op->path_repelled |= change->path_repelled;
1460 op->path_denied |= change->path_denied;
1461 op->move_type |= change->move_type;
1462 op->stats.luck += change->stats.luck;
1463
1464 if (QUERY_FLAG (change, FLAG_CURSED))
1465 SET_FLAG (op, FLAG_CURSED);
1466 if (QUERY_FLAG (change, FLAG_DAMNED))
1467 SET_FLAG (op, FLAG_DAMNED);
1468 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1469 set_abs_magic (op, -op->magic);
1470
1471 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1472 SET_FLAG (op, FLAG_LIFESAVE);
1473 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1474 SET_FLAG (op, FLAG_REFL_SPELL);
1475 if (QUERY_FLAG (change, FLAG_STEALTH))
1476 SET_FLAG (op, FLAG_STEALTH);
1477 if (QUERY_FLAG (change, FLAG_XRAYS))
1478 SET_FLAG (op, FLAG_XRAYS);
1479 if (QUERY_FLAG (change, FLAG_BLIND))
1480 SET_FLAG (op, FLAG_BLIND);
1481 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1482 SET_FLAG (op, FLAG_SEE_IN_DARK);
1483 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1484 SET_FLAG (op, FLAG_REFL_MISSILE);
1485 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1486 SET_FLAG (op, FLAG_MAKE_INVIS);
1487
1488 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1489 {
1490 CLEAR_FLAG (op, FLAG_ANIMATE);
1491 /* so artifacts will join */
1492 if (!QUERY_FLAG (op, FLAG_ALIVE))
1493 op->speed = 0.0;
1494
1495 update_ob_speed (op);
1496 }
1497
1498 if (change->nrof)
1499 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1500
1501 op->stats.exp += change->stats.exp; /* Speed modifier */
1502 op->stats.wc += change->stats.wc;
1503 op->stats.ac += change->stats.ac;
1504
1505 if (change->other_arch)
1506 {
1507 /* Basically, for horns & potions, the other_arch field is the spell
1508 * to cast. So convert that to into a spell and put it into
1509 * this object.
1510 */
1511 if (op->type == HORN || op->type == POTION)
1512 {
1513 object *tmp_obj;
1514
1515 /* Remove any spells this object currently has in it */
1516 while (op->inv)
1517 op->inv->destroy ();
1518
1519 tmp_obj = arch_to_object (change->other_arch);
1520 insert_ob_in_ob (tmp_obj, op);
1521 }
1522 /* No harm setting this for potions/horns */
1523 op->other_arch = change->other_arch;
1524 }
1525
1526 if (change->stats.hp < 0)
1527 op->stats.hp = -change->stats.hp;
1528 else
1529 op->stats.hp += change->stats.hp;
1530
1531 if (change->stats.maxhp < 0)
1532 op->stats.maxhp = -change->stats.maxhp;
1533 else
1534 op->stats.maxhp += change->stats.maxhp;
1535
1536 if (change->stats.sp < 0)
1537 op->stats.sp = -change->stats.sp;
1538 else
1539 op->stats.sp += change->stats.sp;
1540
1541 if (change->stats.maxsp < 0)
1542 op->stats.maxsp = -change->stats.maxsp;
1543 else
1544 op->stats.maxsp += change->stats.maxsp;
1545
1546 if (change->stats.food < 0)
1547 op->stats.food = -(change->stats.food);
1548 else
1549 op->stats.food += change->stats.food;
1550
1551 if (change->level < 0)
1552 op->level = -(change->level);
1553 else
1554 op->level += change->level;
1555
1556 if (change->gen_sp_armour < 0)
1557 op->gen_sp_armour = -(change->gen_sp_armour);
1558 else
1559 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1560
1561 op->item_power = change->item_power;
1562
1563 for (i = 0; i < NROFATTACKS; i++)
1564 if (change->resist[i])
1565 op->resist[i] += change->resist[i];
1566
1567 if (change->stats.dam)
1568 {
1569 if (change->stats.dam < 0)
1570 op->stats.dam = (-change->stats.dam);
1571 else if (op->stats.dam)
1572 {
1573 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1574 if (tmp == op->stats.dam)
1575 {
1576 if (change->stats.dam < 10)
1577 op->stats.dam--;
1578 else
1579 op->stats.dam++;
1580 }
1581 else
1582 op->stats.dam = tmp;
1583 }
1584 }
1585
1586 if (change->weight)
1587 {
1588 if (change->weight < 0)
1589 op->weight = (-change->weight);
1590 else
1591 op->weight = (op->weight * (change->weight)) / 100;
1592 }
1593
1594 if (change->last_sp)
1595 {
1596 if (change->last_sp < 0)
1597 op->last_sp = (-change->last_sp);
1598 else
1599 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1600 }
1601
1602 if (change->gen_sp_armour)
1603 {
1604 if (change->gen_sp_armour < 0)
1605 op->gen_sp_armour = (-change->gen_sp_armour);
1606 else
1607 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1608 }
1609
1610 op->value *= change->value;
1611
1612 if (change->material)
1613 op->material = change->material;
1614
1615 if (change->materialname)
1616 op->materialname = change->materialname;
1617
1618 if (change->slaying)
1619 op->slaying = change->slaying;
1620
1621 if (change->race)
1622 op->race = change->race;
1623
1624 if (change->msg)
1625 op->msg = change->msg;
1626 }
1627
1628 static int
1629 legal_artifact_combination (object *op, artifact * art)
1630 {
1631 int neg, success = 0;
1632 linked_char *tmp;
1633 const char *name;
1634
1635 if (art->allowed == (linked_char *) NULL)
1636 return 1; /* Ie, "all" */
1637 for (tmp = art->allowed; tmp; tmp = tmp->next)
1638 {
1639 #ifdef TREASURE_VERBOSE
1640 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1641 #endif
1642 if (*tmp->name == '!')
1643 name = tmp->name + 1, neg = 1;
1644 else
1645 name = tmp->name, neg = 0;
1646
1647 /* If we match name, then return the opposite of 'neg' */
1648 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1649 return !neg;
1650
1651 /* Set success as true, since if the match was an inverse, it means
1652 * everything is allowed except what we match
1653 */
1654 else if (neg)
1655 success = 1;
1656 }
1657 return success;
1658 }
1659
1660 /*
1661 * Fixes the given object, giving it the abilities and titles
1662 * it should have due to the second artifact-template.
1663 */
1664
1665 void
1666 give_artifact_abilities (object *op, object *artifct)
1667 {
1668 char new_name[MAX_BUF];
1669
1670 sprintf (new_name, "of %s", &artifct->name);
1671 op->title = new_name;
1672 add_abilities (op, artifct); /* Give out the bonuses */
1673
1674 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1675 {
1676 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1677
1678 SET_FLAG (op, FLAG_IDENTIFIED);
1679 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1680 if (!identified)
1681 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1682 }
1683 #endif
1684 return;
1685 }
1686
1687 /*
1688 * Decides randomly which artifact the object should be
1689 * turned into. Makes sure that the item can become that
1690 * artifact (means magic, difficulty, and Allowed fields properly).
1691 * Then calls give_artifact_abilities in order to actually create
1692 * the artifact.
1693 */
1694
1695 /* Give 1 re-roll attempt per artifact */
1696 #define ARTIFACT_TRIES 2
1697
1698 void
1699 generate_artifact (object *op, int difficulty)
1700 {
1701 artifactlist *al;
1702 artifact *art;
1703 int i;
1704
1705 al = find_artifactlist (op->type);
1706
1707 if (al == NULL)
1708 {
1709 #if 0 /* This is too verbose, usually */
1710 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1711 #endif
1712 return;
1713 }
1714
1715 for (i = 0; i < ARTIFACT_TRIES; i++)
1716 {
1717 int roll = RANDOM () % al->total_chance;
1718
1719 for (art = al->items; art != NULL; art = art->next)
1720 {
1721 roll -= art->chance;
1722 if (roll < 0)
1723 break;
1724 }
1725
1726 if (art == NULL || roll >= 0)
1727 {
1728 #if 1
1729 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1730 #endif
1731 return;
1732 }
1733 if (!strcmp (art->item->name, "NONE"))
1734 return;
1735 if (FABS (op->magic) < art->item->magic)
1736 continue; /* Not magic enough to be this item */
1737
1738 /* Map difficulty not high enough */
1739 if (difficulty < art->difficulty)
1740 continue;
1741
1742 if (!legal_artifact_combination (op, art))
1743 {
1744 #ifdef TREASURE_VERBOSE
1745 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1746 #endif
1747 continue;
1748 }
1749 give_artifact_abilities (op, art->item);
1750 return;
1751 }
1752 }
1753
1754 /* fix_flesh_item() - objects of type FLESH are similar to type
1755 * FOOD, except they inherit properties (name, food value, etc).
1756 * based on the original owner (or 'donor' if you like). -b.t.
1757 */
1758
1759 void
1760 fix_flesh_item (object *item, object *donor)
1761 {
1762 char tmpbuf[MAX_BUF];
1763 int i;
1764
1765 if (item->type == FLESH && donor)
1766 {
1767 /* change the name */
1768 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1769 item->name = tmpbuf;
1770 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1771 item->name_pl = tmpbuf;
1772
1773 /* weight is FLESH weight/100 * donor */
1774 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1775 item->weight = 1;
1776
1777 /* value is multiplied by level of donor */
1778 item->value *= isqrt (donor->level * 2);
1779
1780 /* food value */
1781 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1782
1783 /* flesh items inherit some abilities of donor, but not
1784 * full effect.
1785 */
1786 for (i = 0; i < NROFATTACKS; i++)
1787 item->resist[i] = donor->resist[i] / 2;
1788
1789 /* item inherits donor's level (important for quezals) */
1790 item->level = donor->level;
1791
1792 /* if donor has some attacktypes, the flesh is poisonous */
1793 if (donor->attacktype & AT_POISON)
1794 item->type = POISON;
1795 if (donor->attacktype & AT_ACID)
1796 item->stats.hp = -1 * item->stats.food;
1797 SET_FLAG (item, FLAG_NO_STEAL);
1798 }
1799 }
1800
1801 /* special_potion() - so that old potion code is still done right. */
1802
1803 int
1804 special_potion (object *op)
1805 {
1806
1807 int i;
1808
1809 if (op->attacktype)
1810 return 1;
1811
1812 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1813 return 1;
1814
1815 for (i = 0; i < NROFATTACKS; i++)
1816 if (op->resist[i])
1817 return 1;
1818
1819 return 0;
1820 }
1821
1822 void
1823 free_treasurestruct (treasure *t)
1824 {
1825 if (t->next)
1826 free_treasurestruct (t->next);
1827 if (t->next_yes)
1828 free_treasurestruct (t->next_yes);
1829 if (t->next_no)
1830 free_treasurestruct (t->next_no);
1831
1832 delete t;
1833 }
1834
1835 void
1836 free_charlinks (linked_char *lc)
1837 {
1838 if (lc->next)
1839 free_charlinks (lc->next);
1840
1841 delete lc;
1842 }
1843
1844 void
1845 free_artifact (artifact * at)
1846 {
1847 if (at->next)
1848 free_artifact (at->next);
1849
1850 if (at->allowed)
1851 free_charlinks (at->allowed);
1852
1853 at->item->destroy (1);
1854
1855 delete at;
1856 }
1857
1858 void
1859 free_artifactlist (artifactlist * al)
1860 {
1861 artifactlist *nextal;
1862
1863 for (al = first_artifactlist; al; al = nextal)
1864 {
1865 nextal = al->next;
1866
1867 if (al->items)
1868 free_artifact (al->items);
1869
1870 free (al);
1871 }
1872 }
1873
1874 void
1875 free_all_treasures (void)
1876 {
1877 treasurelist *tl, *next;
1878
1879
1880 for (tl = first_treasurelist; tl != NULL; tl = next)
1881 {
1882 next = tl->next;
1883 if (tl->items)
1884 free_treasurestruct (tl->items);
1885 delete tl;
1886 }
1887 free_artifactlist (first_artifactlist);
1888 }