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/cvs/deliantra/server/common/treasure.C
Revision: 1.27
Committed: Wed Dec 20 09:14:21 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +3 -3 lines
Log Message:
- minor cleanups
- minor optimisations (in_player vs. is_player_inv)
- added P_PLAYER map flag
- some (dead) concept code

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 static void
286 put_treasure (object *op, object *creator, int flags)
287 {
288 object *tmp;
289
290 /* Bit of a hack - spells should never be put onto the map. The entire
291 * treasure stuff is a problem - there is no clear idea of knowing
292 * this is the original object, or if this is an object that should be created
293 * by another object.
294 */
295 if (flags & GT_ENVIRONMENT && op->type != SPELL)
296 {
297 op->x = creator->x;
298 op->y = creator->y;
299 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
300 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
301 }
302 else
303 {
304 op = insert_ob_in_ob (op, creator);
305
306 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
307 monster_check_apply (creator, op);
308
309 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
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 {
345 treasurelist *tl = find_treasurelist (t->name);
346 if (tl)
347 create_treasure (tl, op, flag, difficulty, tries);
348 }
349 }
350 else
351 {
352 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
353 {
354 tmp = arch_to_object (t->item);
355 if (t->nrof && tmp->nrof <= 1)
356 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
357 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 change_treasure (t, tmp);
359 put_treasure (tmp, op, flag);
360 }
361 }
362
363 if (t->next_yes != NULL)
364 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
365 }
366 else if (t->next_no != NULL)
367 create_all_treasures (t->next_no, op, flag, difficulty, tries);
368
369 if (t->next != NULL)
370 create_all_treasures (t->next, op, flag, difficulty, tries);
371 }
372
373 void
374 create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
375 {
376 int value = RANDOM () % tl->total_chance;
377 treasure *t;
378
379 if (tries++ > 100)
380 {
381 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
382 return;
383 }
384
385 for (t = tl->items; t != NULL; t = t->next)
386 {
387 value -= t->chance;
388
389 if (value < 0)
390 break;
391 }
392
393 if (!t || value >= 0)
394 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
396 abort ();
397 return;
398 }
399
400 if (t->name)
401 {
402 if (!strcmp (t->name, "NONE"))
403 return;
404
405 if (difficulty >= t->magic)
406 {
407 treasurelist *tl = find_treasurelist (t->name);
408 if (tl)
409 create_treasure (tl, op, flag, difficulty, tries);
410 }
411 else if (t->nrof)
412 create_one_treasure (tl, op, flag, difficulty, tries);
413
414 return;
415 }
416
417 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
418 {
419 object *tmp = arch_to_object (t->item);
420
421 if (!tmp)
422 return;
423
424 if (t->nrof && tmp->nrof <= 1)
425 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
426
427 fix_generated_item (tmp, op, difficulty, t->magic, flag);
428 change_treasure (t, tmp);
429 put_treasure (tmp, op, flag);
430 }
431 }
432
433 /* This calls the appropriate treasure creation function. tries is passed
434 * to determine how many list transitions or attempts to create treasure
435 * have been made. It is really in place to prevent infinite loops with
436 * list transitions, or so that excessively good treasure will not be
437 * created on weak maps, because it will exceed the number of allowed tries
438 * to do that.
439 */
440 void
441 create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
442 {
443
444 if (tries++ > 100)
445 {
446 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
447 return;
448 }
449 if (t->total_chance)
450 create_one_treasure (t, op, flag, difficulty, tries);
451 else
452 create_all_treasures (t->items, op, flag, difficulty, tries);
453 }
454
455 /* This is similar to the old generate treasure function. However,
456 * it instead takes a treasurelist. It is really just a wrapper around
457 * create_treasure. We create a dummy object that the treasure gets
458 * inserted into, and then return that treausre
459 */
460 object *
461 generate_treasure (treasurelist *t, int difficulty)
462 {
463 difficulty = clamp (difficulty, 1, settings.max_level);
464
465 object *ob = object::create (), *tmp;
466
467 create_treasure (t, ob, 0, difficulty, 0);
468
469 /* Don't want to free the object we are about to return */
470 tmp = ob->inv;
471 if (tmp != NULL)
472 tmp->remove ();
473
474 if (ob->inv)
475 LOG (llevError, "In generate treasure, created multiple objects.\n");
476
477 ob->destroy ();
478 return tmp;
479 }
480
481 /*
482 * This is a new way of calculating the chance for an item to have
483 * a specific magical bonus.
484 * The array has two arguments, the difficulty of the level, and the
485 * magical bonus "wanted".
486 */
487
488 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490 /*chance of magic difficulty*/
491
492 /* +0 +1 +2 +3 +4 */
493 {95, 2, 2, 1, 0}, /*1 */
494 {92, 5, 2, 1, 0}, /*2 */
495 {85, 10, 4, 1, 0}, /*3 */
496 {80, 14, 4, 2, 0}, /*4 */
497 {75, 17, 5, 2, 1}, /*5 */
498 {70, 18, 8, 3, 1}, /*6 */
499 {65, 21, 10, 3, 1}, /*7 */
500 {60, 22, 12, 4, 2}, /*8 */
501 {55, 25, 14, 4, 2}, /*9 */
502 {50, 27, 16, 5, 2}, /*10 */
503 {45, 28, 18, 6, 3}, /*11 */
504 {42, 28, 20, 7, 3}, /*12 */
505 {40, 27, 21, 8, 4}, /*13 */
506 {38, 25, 22, 10, 5}, /*14 */
507 {36, 23, 23, 12, 6}, /*15 */
508 {33, 21, 24, 14, 8}, /*16 */
509 {31, 19, 25, 16, 9}, /*17 */
510 {27, 15, 30, 18, 10}, /*18 */
511 {20, 12, 30, 25, 13}, /*19 */
512 {15, 10, 28, 30, 17}, /*20 */
513 {13, 9, 27, 28, 23}, /*21 */
514 {10, 8, 25, 28, 29}, /*22 */
515 {8, 7, 23, 26, 36}, /*23 */
516 {6, 6, 20, 22, 46}, /*24 */
517 {4, 5, 17, 18, 56}, /*25 */
518 {2, 4, 12, 14, 68}, /*26 */
519 {0, 3, 7, 10, 80}, /*27 */
520 {0, 0, 3, 7, 90}, /*28 */
521 {0, 0, 0, 3, 97}, /*29 */
522 {0, 0, 0, 0, 100}, /*30 */
523 {0, 0, 0, 0, 100}, /*31 */
524 };
525
526
527 /* calculate the appropriate level for wands staves and scrolls.
528 * This code presumes that op has had its spell object created (in op->inv)
529 *
530 * elmex Wed Aug 9 17:44:59 CEST 2006:
531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
532 */
533
534 int
535 level_for_item (const object *op, int difficulty)
536 {
537 int olevel = 0;
538
539 if (!op->inv)
540 {
541 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
542 return 0;
543 }
544
545 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
546
547 if (olevel <= 0)
548 olevel = rndm (1, MIN (op->inv->level, 1));
549
550 if (olevel > MAXLEVEL)
551 olevel = MAXLEVEL;
552
553 return olevel;
554 }
555
556 /*
557 * Based upon the specified difficulty and upon the difftomagic_list array,
558 * a random magical bonus is returned. This is used when determine
559 * the magical bonus created on specific maps.
560 *
561 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * Scaling difficulty by max_level, as difficulty is a level and not some
563 * weird integer between 1-31.
564 *
565 */
566
567 int
568 magic_from_difficulty (int difficulty)
569 {
570 int percent = 0, magic = 0;
571 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
572
573 scaled_diff--;
574
575 if (scaled_diff < 0)
576 scaled_diff = 0;
577
578 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1;
580
581 percent = RANDOM () % 100;
582
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 {
585 percent -= difftomagic_list[scaled_diff][magic];
586
587 if (percent < 0)
588 break;
589 }
590
591 if (magic == (MAXMAGIC + 1))
592 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0;
595 }
596
597 magic = (RANDOM () % 3) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599
600 return magic;
601 }
602
603 /*
604 * Sets magical bonus in an object, and recalculates the effect on
605 * the armour variable, and the effect on speed of armour.
606 * This function doesn't work properly, should add use of archetypes
607 * to make it truly absolute.
608 */
609
610 void
611 set_abs_magic (object *op, int magic)
612 {
613 if (!magic)
614 return;
615
616 op->magic = magic;
617 if (op->arch)
618 {
619 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
621
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
623 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 }
626 else
627 {
628 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
631 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 }
634 }
635
636 /*
637 * Sets a random magical bonus in the given object based upon
638 * the given difficulty, and the given max possible bonus.
639 */
640
641 static void
642 set_magic (int difficulty, object *op, int max_magic, int flags)
643 {
644 int i;
645
646 i = magic_from_difficulty (difficulty);
647 if ((flags & GT_ONLY_GOOD) && i < 0)
648 i = -i;
649 if (i > max_magic)
650 i = max_magic;
651 set_abs_magic (op, i);
652 if (i < 0)
653 SET_FLAG (op, FLAG_CURSED);
654 }
655
656 /*
657 * Randomly adds one magical ability to the given object.
658 * Modified for Partial Resistance in many ways:
659 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method.
663 */
664
665 void
666 set_ring_bonus (object *op, int bonus)
667 {
668
669 int r = RANDOM () % (bonus > 0 ? 25 : 11);
670
671 if (op->type == AMULET)
672 {
673 if (!(RANDOM () % 21))
674 r = 20 + RANDOM () % 2;
675 else
676 {
677 if (RANDOM () & 2)
678 r = 10;
679 else
680 r = 11 + RANDOM () % 9;
681 }
682 }
683
684 switch (r)
685 {
686 /* Redone by MSW 2000-11-26 to have much less code. Also,
687 * bonuses and penalties will stack and add to existing values.
688 * of the item.
689 */
690 case 0:
691 case 1:
692 case 2:
693 case 3:
694 case 4:
695 case 5:
696 case 6:
697 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
698 break;
699
700 case 7:
701 op->stats.dam += bonus;
702 break;
703
704 case 8:
705 op->stats.wc += bonus;
706 break;
707
708 case 9:
709 op->stats.food += bonus; /* hunger/sustenance */
710 break;
711
712 case 10:
713 op->stats.ac += bonus;
714 break;
715
716 /* Item that gives protections/vulnerabilities */
717 case 11:
718 case 12:
719 case 13:
720 case 14:
721 case 15:
722 case 16:
723 case 17:
724 case 18:
725 case 19:
726 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
728
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
731
732 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another
734 * little random element in since that they don't always end up with
735 * even values.
736 */
737 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b;
739 if (val > 35)
740 val = 35; /* Upper limit */
741 b = 0;
742 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table;
745 }
746 if (b == 4)
747 return; /* Not able to find a free resistance */
748 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave.
751 */
752 break;
753 }
754 case 20:
755 if (op->type == AMULET)
756 {
757 SET_FLAG (op, FLAG_REFL_SPELL);
758 op->value *= 11;
759 }
760 else
761 {
762 op->stats.hp = 1; /* regenerate hit points */
763 op->value *= 4;
764 }
765 break;
766
767 case 21:
768 if (op->type == AMULET)
769 {
770 SET_FLAG (op, FLAG_REFL_MISSILE);
771 op->value *= 9;
772 }
773 else
774 {
775 op->stats.sp = 1; /* regenerate spell points */
776 op->value *= 3;
777 }
778 break;
779
780 case 22:
781 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3;
783 break;
784 }
785 if (bonus > 0)
786 op->value *= 2 * bonus;
787 else
788 op->value = -(op->value * 2 * bonus) / 3;
789 }
790
791 /*
792 * get_magic(diff) will return a random number between 0 and 4.
793 * diff can be any value above 2. The higher the diff-variable, the
794 * higher is the chance of returning a low number.
795 * It is only used in fix_generated_treasure() to set bonuses on
796 * rings and amulets.
797 * Another scheme is used to calculate the magic of weapons and armours.
798 */
799
800 int
801 get_magic (int diff)
802 {
803 int i;
804
805 if (diff < 3)
806 diff = 3;
807 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff)
809 return i;
810 return 4;
811 }
812
813 #define DICE2 (get_magic(2)==2?2:1)
814 #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
815
816 /*
817 * fix_generated_item(): This is called after an item is generated, in
818 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
820 */
821
822 /* 4/28/96 added creator object from which op may now inherit properties based on
823 * op->type. Right now, which stuff the creator passes on is object type
824 * dependant. I know this is a spagetti manuever, but is there a cleaner
825 * way to do this? b.t. */
826
827 /*
828 * ! (flags & GT_ENVIRONMENT):
829 * Automatically calls fix_flesh_item().
830 *
831 * flags:
832 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
833 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
835 * a working object - don't change magic, value, etc, but set it material
836 * type as appropriate, for objects that need spell objects, set those, etc
837 */
838
839 void
840 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841 {
842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843
844 if (!creator || creator->type == op->type)
845 creator = op; /*safety & to prevent polymorphed objects giving attributes */
846
847 /* If we make an artifact, this information will be destroyed */
848 save_item_power = op->item_power;
849 op->item_power = 0;
850
851 if (op->randomitems && op->type != SPELL)
852 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0);
854 if (!op->inv)
855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
856
857 /* So the treasure doesn't get created again */
858 op->randomitems = NULL;
859 }
860
861 if (difficulty < 1)
862 difficulty = 1;
863
864 if (INVOKE_OBJECT (ADD_BONUS, op,
865 ARG_OBJECT (creator != op ? creator : 0),
866 ARG_INT (difficulty), ARG_INT (max_magic),
867 ARG_INT (flags)))
868 return;
869
870 if (!(flags & GT_MINIMAL))
871 {
872 if (op->arch == crown_arch)
873 {
874 set_magic (difficulty, op, max_magic, flags);
875 num_enchantments = calc_item_power (op, 1);
876 generate_artifact (op, difficulty);
877 }
878 else
879 {
880 if (!op->magic && max_magic)
881 set_magic (difficulty, op, max_magic, flags);
882
883 num_enchantments = calc_item_power (op, 1);
884
885 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
886 * used for shop_floors or treasures */
887 generate_artifact (op, difficulty);
888 }
889
890 /* Object was made an artifact. Calculate its item_power rating.
891 * the item_power in the object is what the artfiact adds.
892 */
893 if (op->title)
894 {
895 /* if save_item_power is set, then most likely we started with an
896 * artifact and have added new abilities to it - this is rare, but
897 * but I have seen things like 'strange rings of fire'. So just figure
898 * out the power from the base power plus what this one adds. Note
899 * that since item_power is not quite linear, this actually ends up
900 * being somewhat of a bonus
901 */
902 if (save_item_power)
903 op->item_power = save_item_power + get_power_from_ench (op->item_power);
904 else
905 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
906 }
907 else if (save_item_power)
908 {
909 /* restore the item_power field to the object if we haven't changed it.
910 * we don't care about num_enchantments - that will basically just
911 * have calculated some value from the base attributes of the archetype.
912 */
913 op->item_power = save_item_power;
914 }
915 else
916 {
917 /* item_power was zero. This is suspicious, as it may be because it
918 * was never previously calculated. Let's compute a value and see if
919 * it is non-zero. If it indeed is, then assign it as the new
920 * item_power value.
921 * - gros, 21th of July 2006.
922 */
923 op->item_power = calc_item_power (op, 0);
924 save_item_power = op->item_power; /* Just in case it would get used
925 * again below */
926 }
927 }
928
929 /* materialtype modifications. Note we allow this on artifacts. */
930 set_materialname (op, difficulty, NULL);
931
932 if (flags & GT_MINIMAL)
933 {
934 if (op->type == POTION)
935 /* Handle healing and magic power potions */
936 if (op->stats.sp && !op->randomitems)
937 {
938 object *tmp;
939
940 tmp = get_archetype (spell_mapping[op->stats.sp]);
941 insert_ob_in_ob (tmp, op);
942 op->stats.sp = 0;
943 }
944 }
945 else if (!op->title) /* Only modify object if not special */
946 switch (op->type)
947 {
948 case WEAPON:
949 case ARMOUR:
950 case SHIELD:
951 case HELMET:
952 case CLOAK:
953 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
954 set_ring_bonus (op, -DICE2);
955 break;
956
957 case BRACERS:
958 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
959 {
960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
961 if (!QUERY_FLAG (op, FLAG_CURSED))
962 op->value *= 3;
963 }
964 break;
965
966 case POTION:
967 {
968 int too_many_tries = 0, is_special = 0;
969
970 /* Handle healing and magic power potions */
971 if (op->stats.sp && !op->randomitems)
972 {
973 object *tmp;
974
975 tmp = get_archetype (spell_mapping[op->stats.sp]);
976 insert_ob_in_ob (tmp, op);
977 op->stats.sp = 0;
978 }
979
980 while (!(is_special = special_potion (op)) && !op->inv)
981 {
982 generate_artifact (op, difficulty);
983 if (too_many_tries++ > 10)
984 break;
985 }
986
987 /* don't want to change value for healing/magic power potions,
988 * since the value set on those is already correct.
989 */
990 if (op->inv && op->randomitems)
991 {
992 /* value multiplier is same as for scrolls */
993 op->value = (op->value * op->inv->value);
994 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
995 }
996 else
997 {
998 op->name = "potion";
999 op->name_pl = "potions";
1000 }
1001
1002 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
1003 SET_FLAG (op, FLAG_CURSED);
1004 break;
1005 }
1006
1007 case AMULET:
1008 if (op->arch == amulet_arch)
1009 op->value *= 5; /* Since it's not just decoration */
1010
1011 case RING:
1012 if (op->arch == NULL)
1013 {
1014 op->destroy ();
1015 op = 0;
1016 break;
1017 }
1018
1019 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1020 break;
1021
1022 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1023 SET_FLAG (op, FLAG_CURSED);
1024
1025 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1026
1027 if (op->type != RING) /* Amulets have only one ability */
1028 break;
1029
1030 if (!(RANDOM () % 4))
1031 {
1032 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033
1034 if (d > 0)
1035 op->value *= 3;
1036
1037 set_ring_bonus (op, d);
1038
1039 if (!(RANDOM () % 4))
1040 {
1041 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1042
1043 if (d > 0)
1044 op->value *= 5;
1045 set_ring_bonus (op, d);
1046 }
1047 }
1048
1049 if (GET_ANIM_ID (op))
1050 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1051
1052 break;
1053
1054 case BOOK:
1055 /* Is it an empty book?, if yes lets make a special·
1056 * msg for it, and tailor its properties based on the·
1057 * creator and/or map level we found it on.
1058 */
1059 if (!op->msg && RANDOM () % 10)
1060 {
1061 /* set the book level properly */
1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1063 {
1064 if (op->map && op->map->difficulty)
1065 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1066 else
1067 op->level = RANDOM () % 20 + 1;
1068 }
1069 else
1070 op->level = RANDOM () % creator->level;
1071
1072 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1073 /* books w/ info are worth more! */
1074 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1075 /* creator related stuff */
1076
1077 /* for library, chained books. Note that some monsters have no_pick
1078 * set - we don't want to set no pick in that case.
1079 */
1080 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1081 SET_FLAG (op, FLAG_NO_PICK);
1082 if (creator->slaying && !op->slaying) /* for check_inv floors */
1083 op->slaying = creator->slaying;
1084
1085 /* add exp so reading it gives xp (once) */
1086 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1087 }
1088 break;
1089
1090 case SPELLBOOK:
1091 op->value = op->value * op->inv->value;
1092 /* add exp so learning gives xp */
1093 op->level = op->inv->level;
1094 op->stats.exp = op->value;
1095 break;
1096
1097 case WAND:
1098 /* nrof in the treasure list is number of charges,
1099 * not number of wands. So copy that into food (charges),
1100 * and reset nrof.
1101 */
1102 op->stats.food = op->inv->nrof;
1103 op->nrof = 1;
1104 /* If the spell changes by level, choose a random level
1105 * for it, and adjust price. If the spell doesn't
1106 * change by level, just set the wand to the level of
1107 * the spell, and value calculation is simpler.
1108 */
1109 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1110 {
1111 op->level = level_for_item (op, difficulty);
1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113 }
1114 else
1115 {
1116 op->level = op->inv->level;
1117 op->value = op->value * op->inv->value;
1118 }
1119 break;
1120
1121 case ROD:
1122 op->level = level_for_item (op, difficulty);
1123 /* Add 50 to both level an divisor to keep prices a little more
1124 * reasonable. Otherwise, a high level version of a low level
1125 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1126 * 10 time multiplier). This way, the value are a bit more reasonable.
1127 */
1128 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1129 /* maxhp is used to denote how many 'charges' the rod holds before */
1130 if (op->stats.maxhp)
1131 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1132 else
1133 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1134
1135 op->stats.hp = op->stats.maxhp;
1136 break;
1137
1138 case SCROLL:
1139 op->level = level_for_item (op, difficulty);
1140 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1141
1142 /* add exp so reading them properly gives xp */
1143 op->stats.exp = op->value / 5;
1144 op->nrof = op->inv->nrof;
1145 break;
1146
1147 case RUNE:
1148 trap_adjust (op, difficulty);
1149 break;
1150
1151 case TRAP:
1152 trap_adjust (op, difficulty);
1153 break;
1154 } /* switch type */
1155
1156 if (flags & GT_STARTEQUIP)
1157 {
1158 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1159 SET_FLAG (op, FLAG_STARTEQUIP);
1160 else if (op->type != MONEY)
1161 op->value = 0;
1162 }
1163
1164 if (!(flags & GT_ENVIRONMENT))
1165 fix_flesh_item (op, creator);
1166 }
1167
1168 /*
1169 *
1170 *
1171 * CODE DEALING WITH ARTIFACTS STARTS HERE
1172 *
1173 *
1174 */
1175
1176 /*
1177 * Allocate and return the pointer to an empty artifactlist structure.
1178 */
1179
1180 static artifactlist *
1181 get_empty_artifactlist (void)
1182 {
1183 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1184
1185 if (tl == NULL)
1186 fatal (OUT_OF_MEMORY);
1187 tl->next = NULL;
1188 tl->items = NULL;
1189 tl->total_chance = 0;
1190 return tl;
1191 }
1192
1193 /*
1194 * Allocate and return the pointer to an empty artifact structure.
1195 */
1196
1197 static artifact *
1198 get_empty_artifact (void)
1199 {
1200 artifact *t = (artifact *) malloc (sizeof (artifact));
1201
1202 if (t == NULL)
1203 fatal (OUT_OF_MEMORY);
1204 t->item = NULL;
1205 t->next = NULL;
1206 t->chance = 0;
1207 t->difficulty = 0;
1208 t->allowed = NULL;
1209 return t;
1210 }
1211
1212 /*
1213 * Searches the artifact lists and returns one that has the same type
1214 * of objects on it.
1215 */
1216
1217 artifactlist *
1218 find_artifactlist (int type)
1219 {
1220 artifactlist *al;
1221
1222 for (al = first_artifactlist; al != NULL; al = al->next)
1223 if (al->type == type)
1224 return al;
1225 return NULL;
1226 }
1227
1228 /*
1229 * For debugging purposes. Dumps all tables.
1230 */
1231
1232 void
1233 dump_artifacts (void)
1234 {
1235 artifactlist *al;
1236 artifact *art;
1237 linked_char *next;
1238
1239 fprintf (logfile, "\n");
1240 for (al = first_artifactlist; al != NULL; al = al->next)
1241 {
1242 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1243 for (art = al->items; art != NULL; art = art->next)
1244 {
1245 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1246 if (art->allowed != NULL)
1247 {
1248 fprintf (logfile, "\tAllowed combinations:");
1249 for (next = art->allowed; next != NULL; next = next->next)
1250 fprintf (logfile, "%s,", &next->name);
1251 fprintf (logfile, "\n");
1252 }
1253 }
1254 }
1255 fprintf (logfile, "\n");
1256 }
1257
1258 /*
1259 * For debugging purposes. Dumps all treasures recursively (see below).
1260 */
1261 void
1262 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1263 {
1264 treasurelist *tl;
1265 int i;
1266
1267 if (depth > 100)
1268 return;
1269 while (t != NULL)
1270 {
1271 if (t->name != NULL)
1272 {
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, "{ (list: %s)\n", &t->name);
1276 tl = find_treasurelist (t->name);
1277 if (tl)
1278 dump_monster_treasure_rec (name, tl->items, depth + 2);
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1282 }
1283 else
1284 {
1285 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " ");
1287 if (t->item->clone.type == FLESH)
1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1289 else
1290 fprintf (logfile, "%s\n", &t->item->clone.name);
1291 }
1292 if (t->next_yes != NULL)
1293 {
1294 for (i = 0; i < depth; i++)
1295 fprintf (logfile, " ");
1296 fprintf (logfile, " (if yes)\n");
1297 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1298 }
1299 if (t->next_no != NULL)
1300 {
1301 for (i = 0; i < depth; i++)
1302 fprintf (logfile, " ");
1303 fprintf (logfile, " (if no)\n");
1304 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1305 }
1306 t = t->next;
1307 }
1308 }
1309
1310 /*
1311 * For debugging purposes. Dumps all treasures for a given monster.
1312 * Created originally by Raphael Quinet for debugging the alchemy code.
1313 */
1314
1315 void
1316 dump_monster_treasure (const char *name)
1317 {
1318 archetype *at;
1319 int found;
1320
1321 found = 0;
1322 fprintf (logfile, "\n");
1323 for (at = first_archetype; at != NULL; at = at->next)
1324 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1325 {
1326 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1327 if (at->clone.randomitems != NULL)
1328 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1329 else
1330 fprintf (logfile, "(nothing)\n");
1331 fprintf (logfile, "\n");
1332 found++;
1333 }
1334 if (found == 0)
1335 fprintf (logfile, "No objects have the name %s!\n\n", name);
1336 }
1337
1338 /*
1339 * Builds up the lists of artifacts from the file in the libdir.
1340 */
1341
1342 void
1343 init_artifacts (void)
1344 {
1345 static int has_been_inited = 0;
1346 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1347 artifact *art = NULL;
1348 linked_char *tmp;
1349 int value;
1350 artifactlist *al;
1351
1352 if (has_been_inited)
1353 return;
1354 else
1355 has_been_inited = 1;
1356
1357 sprintf (filename, "%s/artifacts", settings.datadir);
1358 object_thawer thawer (filename);
1359
1360 if (!thawer)
1361 return;
1362
1363 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1364 {
1365 if (*buf == '#')
1366 continue;
1367 if ((cp = strchr (buf, '\n')) != NULL)
1368 *cp = '\0';
1369 cp = buf;
1370 while (*cp == ' ') /* Skip blanks */
1371 cp++;
1372 if (*cp == '\0')
1373 continue;
1374
1375 if (!strncmp (cp, "Allowed", 7))
1376 {
1377 if (art == NULL)
1378 {
1379 art = get_empty_artifact ();
1380 nrofartifacts++;
1381 }
1382 cp = strchr (cp, ' ') + 1;
1383 if (!strcmp (cp, "all"))
1384 continue;
1385
1386 do
1387 {
1388 nrofallowedstr++;
1389 if ((next = strchr (cp, ',')) != NULL)
1390 *(next++) = '\0';
1391 tmp = new linked_char;
1392
1393 tmp->name = cp;
1394 tmp->next = art->allowed;
1395 art->allowed = tmp;
1396 }
1397 while ((cp = next) != NULL);
1398 }
1399 else if (sscanf (cp, "chance %d", &value))
1400 art->chance = (uint16) value;
1401 else if (sscanf (cp, "difficulty %d", &value))
1402 art->difficulty = (uint8) value;
1403 else if (!strncmp (cp, "Object", 6))
1404 {
1405 art->item = object::create ();
1406
1407 if (!load_object (thawer, art->item, 0))
1408 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1409
1410 art->item->name = strchr (cp, ' ') + 1;
1411 al = find_artifactlist (art->item->type);
1412 if (al == NULL)
1413 {
1414 al = get_empty_artifactlist ();
1415 al->type = art->item->type;
1416 al->next = first_artifactlist;
1417 first_artifactlist = al;
1418 }
1419 art->next = al->items;
1420 al->items = art;
1421 art = NULL;
1422 }
1423 else
1424 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1425 }
1426
1427 for (al = first_artifactlist; al != NULL; al = al->next)
1428 {
1429 for (art = al->items; art != NULL; art = art->next)
1430 {
1431 if (!art->chance)
1432 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1433 else
1434 al->total_chance += art->chance;
1435 }
1436 #if 0
1437 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1438 #endif
1439 }
1440
1441 LOG (llevDebug, "done.\n");
1442 }
1443
1444
1445 /*
1446 * Used in artifact generation. The bonuses of the first object
1447 * is modified by the bonuses of the second object.
1448 */
1449
1450 void
1451 add_abilities (object *op, object *change)
1452 {
1453 int i, tmp;
1454
1455 if (change->face != blank_face)
1456 {
1457 #ifdef TREASURE_VERBOSE
1458 LOG (llevDebug, "FACE: %d\n", change->face->number);
1459 #endif
1460 op->face = change->face;
1461 }
1462
1463 for (i = 0; i < NUM_STATS; i++)
1464 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1465
1466 op->attacktype |= change->attacktype;
1467 op->path_attuned |= change->path_attuned;
1468 op->path_repelled |= change->path_repelled;
1469 op->path_denied |= change->path_denied;
1470 op->move_type |= change->move_type;
1471 op->stats.luck += change->stats.luck;
1472
1473 if (QUERY_FLAG (change, FLAG_CURSED))
1474 SET_FLAG (op, FLAG_CURSED);
1475 if (QUERY_FLAG (change, FLAG_DAMNED))
1476 SET_FLAG (op, FLAG_DAMNED);
1477 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1478 set_abs_magic (op, -op->magic);
1479
1480 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1481 SET_FLAG (op, FLAG_LIFESAVE);
1482 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1483 SET_FLAG (op, FLAG_REFL_SPELL);
1484 if (QUERY_FLAG (change, FLAG_STEALTH))
1485 SET_FLAG (op, FLAG_STEALTH);
1486 if (QUERY_FLAG (change, FLAG_XRAYS))
1487 SET_FLAG (op, FLAG_XRAYS);
1488 if (QUERY_FLAG (change, FLAG_BLIND))
1489 SET_FLAG (op, FLAG_BLIND);
1490 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1491 SET_FLAG (op, FLAG_SEE_IN_DARK);
1492 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1493 SET_FLAG (op, FLAG_REFL_MISSILE);
1494 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1495 SET_FLAG (op, FLAG_MAKE_INVIS);
1496
1497 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1498 {
1499 CLEAR_FLAG (op, FLAG_ANIMATE);
1500 /* so artifacts will join */
1501 if (!QUERY_FLAG (op, FLAG_ALIVE))
1502 op->speed = 0.0;
1503
1504 update_ob_speed (op);
1505 }
1506
1507 if (change->nrof)
1508 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1509
1510 op->stats.exp += change->stats.exp; /* Speed modifier */
1511 op->stats.wc += change->stats.wc;
1512 op->stats.ac += change->stats.ac;
1513
1514 if (change->other_arch)
1515 {
1516 /* Basically, for horns & potions, the other_arch field is the spell
1517 * to cast. So convert that to into a spell and put it into
1518 * this object.
1519 */
1520 if (op->type == HORN || op->type == POTION)
1521 {
1522 object *tmp_obj;
1523
1524 /* Remove any spells this object currently has in it */
1525 while (op->inv)
1526 op->inv->destroy ();
1527
1528 tmp_obj = arch_to_object (change->other_arch);
1529 insert_ob_in_ob (tmp_obj, op);
1530 }
1531 /* No harm setting this for potions/horns */
1532 op->other_arch = change->other_arch;
1533 }
1534
1535 if (change->stats.hp < 0)
1536 op->stats.hp = -change->stats.hp;
1537 else
1538 op->stats.hp += change->stats.hp;
1539
1540 if (change->stats.maxhp < 0)
1541 op->stats.maxhp = -change->stats.maxhp;
1542 else
1543 op->stats.maxhp += change->stats.maxhp;
1544
1545 if (change->stats.sp < 0)
1546 op->stats.sp = -change->stats.sp;
1547 else
1548 op->stats.sp += change->stats.sp;
1549
1550 if (change->stats.maxsp < 0)
1551 op->stats.maxsp = -change->stats.maxsp;
1552 else
1553 op->stats.maxsp += change->stats.maxsp;
1554
1555 if (change->stats.food < 0)
1556 op->stats.food = -(change->stats.food);
1557 else
1558 op->stats.food += change->stats.food;
1559
1560 if (change->level < 0)
1561 op->level = -(change->level);
1562 else
1563 op->level += change->level;
1564
1565 if (change->gen_sp_armour < 0)
1566 op->gen_sp_armour = -(change->gen_sp_armour);
1567 else
1568 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1569
1570 op->item_power = change->item_power;
1571
1572 for (i = 0; i < NROFATTACKS; i++)
1573 if (change->resist[i])
1574 op->resist[i] += change->resist[i];
1575
1576 if (change->stats.dam)
1577 {
1578 if (change->stats.dam < 0)
1579 op->stats.dam = (-change->stats.dam);
1580 else if (op->stats.dam)
1581 {
1582 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1583 if (tmp == op->stats.dam)
1584 {
1585 if (change->stats.dam < 10)
1586 op->stats.dam--;
1587 else
1588 op->stats.dam++;
1589 }
1590 else
1591 op->stats.dam = tmp;
1592 }
1593 }
1594
1595 if (change->weight)
1596 {
1597 if (change->weight < 0)
1598 op->weight = (-change->weight);
1599 else
1600 op->weight = (op->weight * (change->weight)) / 100;
1601 }
1602
1603 if (change->last_sp)
1604 {
1605 if (change->last_sp < 0)
1606 op->last_sp = (-change->last_sp);
1607 else
1608 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1609 }
1610
1611 if (change->gen_sp_armour)
1612 {
1613 if (change->gen_sp_armour < 0)
1614 op->gen_sp_armour = (-change->gen_sp_armour);
1615 else
1616 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1617 }
1618
1619 op->value *= change->value;
1620
1621 if (change->material)
1622 op->material = change->material;
1623
1624 if (change->materialname)
1625 op->materialname = change->materialname;
1626
1627 if (change->slaying)
1628 op->slaying = change->slaying;
1629
1630 if (change->race)
1631 op->race = change->race;
1632
1633 if (change->msg)
1634 op->msg = change->msg;
1635 }
1636
1637 static int
1638 legal_artifact_combination (object *op, artifact * art)
1639 {
1640 int neg, success = 0;
1641 linked_char *tmp;
1642 const char *name;
1643
1644 if (art->allowed == (linked_char *) NULL)
1645 return 1; /* Ie, "all" */
1646 for (tmp = art->allowed; tmp; tmp = tmp->next)
1647 {
1648 #ifdef TREASURE_VERBOSE
1649 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1650 #endif
1651 if (*tmp->name == '!')
1652 name = tmp->name + 1, neg = 1;
1653 else
1654 name = tmp->name, neg = 0;
1655
1656 /* If we match name, then return the opposite of 'neg' */
1657 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1658 return !neg;
1659
1660 /* Set success as true, since if the match was an inverse, it means
1661 * everything is allowed except what we match
1662 */
1663 else if (neg)
1664 success = 1;
1665 }
1666 return success;
1667 }
1668
1669 /*
1670 * Fixes the given object, giving it the abilities and titles
1671 * it should have due to the second artifact-template.
1672 */
1673
1674 void
1675 give_artifact_abilities (object *op, object *artifct)
1676 {
1677 char new_name[MAX_BUF];
1678
1679 sprintf (new_name, "of %s", &artifct->name);
1680 op->title = new_name;
1681 add_abilities (op, artifct); /* Give out the bonuses */
1682
1683 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1684 {
1685 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1686
1687 SET_FLAG (op, FLAG_IDENTIFIED);
1688 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1689 if (!identified)
1690 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1691 }
1692 #endif
1693 return;
1694 }
1695
1696 /*
1697 * Decides randomly which artifact the object should be
1698 * turned into. Makes sure that the item can become that
1699 * artifact (means magic, difficulty, and Allowed fields properly).
1700 * Then calls give_artifact_abilities in order to actually create
1701 * the artifact.
1702 */
1703
1704 /* Give 1 re-roll attempt per artifact */
1705 #define ARTIFACT_TRIES 2
1706
1707 void
1708 generate_artifact (object *op, int difficulty)
1709 {
1710 artifactlist *al;
1711 artifact *art;
1712 int i;
1713
1714 al = find_artifactlist (op->type);
1715
1716 if (al == NULL)
1717 {
1718 #if 0 /* This is too verbose, usually */
1719 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1720 #endif
1721 return;
1722 }
1723
1724 for (i = 0; i < ARTIFACT_TRIES; i++)
1725 {
1726 int roll = RANDOM () % al->total_chance;
1727
1728 for (art = al->items; art != NULL; art = art->next)
1729 {
1730 roll -= art->chance;
1731 if (roll < 0)
1732 break;
1733 }
1734
1735 if (art == NULL || roll >= 0)
1736 {
1737 #if 1
1738 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1739 #endif
1740 return;
1741 }
1742 if (!strcmp (art->item->name, "NONE"))
1743 return;
1744 if (FABS (op->magic) < art->item->magic)
1745 continue; /* Not magic enough to be this item */
1746
1747 /* Map difficulty not high enough */
1748 if (difficulty < art->difficulty)
1749 continue;
1750
1751 if (!legal_artifact_combination (op, art))
1752 {
1753 #ifdef TREASURE_VERBOSE
1754 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1755 #endif
1756 continue;
1757 }
1758 give_artifact_abilities (op, art->item);
1759 return;
1760 }
1761 }
1762
1763 /* fix_flesh_item() - objects of type FLESH are similar to type
1764 * FOOD, except they inherit properties (name, food value, etc).
1765 * based on the original owner (or 'donor' if you like). -b.t.
1766 */
1767
1768 void
1769 fix_flesh_item (object *item, object *donor)
1770 {
1771 char tmpbuf[MAX_BUF];
1772 int i;
1773
1774 if (item->type == FLESH && donor)
1775 {
1776 /* change the name */
1777 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1778 item->name = tmpbuf;
1779 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1780 item->name_pl = tmpbuf;
1781
1782 /* weight is FLESH weight/100 * donor */
1783 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1784 item->weight = 1;
1785
1786 /* value is multiplied by level of donor */
1787 item->value *= isqrt (donor->level * 2);
1788
1789 /* food value */
1790 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1791
1792 /* flesh items inherit some abilities of donor, but not
1793 * full effect.
1794 */
1795 for (i = 0; i < NROFATTACKS; i++)
1796 item->resist[i] = donor->resist[i] / 2;
1797
1798 /* item inherits donor's level (important for quezals) */
1799 item->level = donor->level;
1800
1801 /* if donor has some attacktypes, the flesh is poisonous */
1802 if (donor->attacktype & AT_POISON)
1803 item->type = POISON;
1804 if (donor->attacktype & AT_ACID)
1805 item->stats.hp = -1 * item->stats.food;
1806 SET_FLAG (item, FLAG_NO_STEAL);
1807 }
1808 }
1809
1810 /* special_potion() - so that old potion code is still done right. */
1811
1812 int
1813 special_potion (object *op)
1814 {
1815
1816 int i;
1817
1818 if (op->attacktype)
1819 return 1;
1820
1821 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1822 return 1;
1823
1824 for (i = 0; i < NROFATTACKS; i++)
1825 if (op->resist[i])
1826 return 1;
1827
1828 return 0;
1829 }
1830
1831 void
1832 free_treasurestruct (treasure *t)
1833 {
1834 if (t->next)
1835 free_treasurestruct (t->next);
1836 if (t->next_yes)
1837 free_treasurestruct (t->next_yes);
1838 if (t->next_no)
1839 free_treasurestruct (t->next_no);
1840
1841 delete t;
1842 }
1843
1844 void
1845 free_charlinks (linked_char *lc)
1846 {
1847 if (lc->next)
1848 free_charlinks (lc->next);
1849
1850 delete lc;
1851 }
1852
1853 void
1854 free_artifact (artifact * at)
1855 {
1856 if (at->next)
1857 free_artifact (at->next);
1858
1859 if (at->allowed)
1860 free_charlinks (at->allowed);
1861
1862 at->item->destroy (1);
1863
1864 delete at;
1865 }
1866
1867 void
1868 free_artifactlist (artifactlist * al)
1869 {
1870 artifactlist *nextal;
1871
1872 for (al = first_artifactlist; al; al = nextal)
1873 {
1874 nextal = al->next;
1875
1876 if (al->items)
1877 free_artifact (al->items);
1878
1879 free (al);
1880 }
1881 }
1882
1883 void
1884 free_all_treasures (void)
1885 {
1886 treasurelist *tl, *next;
1887
1888
1889 for (tl = first_treasurelist; tl != NULL; tl = next)
1890 {
1891 next = tl->next;
1892 if (tl->items)
1893 free_treasurestruct (tl->items);
1894 delete tl;
1895 }
1896 free_artifactlist (first_artifactlist);
1897 }