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/cvs/deliantra/server/common/treasure.C
Revision: 1.29
Committed: Tue Dec 26 20:04:09 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +2 -4 lines
Log Message:
- added maptile->insert and object->insert_at methods that might
  make code using it clearer.
- replaced some insert_ob_in_map calls.

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 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
298 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
299 }
300 else
301 {
302 op = creator->insert (op);
303
304 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
305 monster_check_apply (creator, op);
306
307 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
308 esrv_send_item (tmp, op);
309 }
310 }
311
312 /* if there are change_xxx commands in the treasure, we include the changes
313 * in the generated object
314 */
315 static void
316 change_treasure (treasure *t, object *op)
317 {
318 /* CMD: change_name xxxx */
319 if (t->change_arch.name)
320 {
321 op->name = t->change_arch.name;
322 op->name_pl = t->change_arch.name;
323 }
324
325 if (t->change_arch.title)
326 op->title = t->change_arch.title;
327
328 if (t->change_arch.slaying)
329 op->slaying = t->change_arch.slaying;
330 }
331
332 void
333 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
334 {
335 object *tmp;
336
337 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
338 {
339 if (t->name)
340 {
341 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
342 {
343 treasurelist *tl = find_treasurelist (t->name);
344 if (tl)
345 create_treasure (tl, op, flag, difficulty, tries);
346 }
347 }
348 else
349 {
350 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
351 {
352 tmp = arch_to_object (t->item);
353 if (t->nrof && tmp->nrof <= 1)
354 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
355 fix_generated_item (tmp, op, difficulty, t->magic, flag);
356 change_treasure (t, tmp);
357 put_treasure (tmp, op, flag);
358 }
359 }
360
361 if (t->next_yes != NULL)
362 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
363 }
364 else if (t->next_no != NULL)
365 create_all_treasures (t->next_no, op, flag, difficulty, tries);
366
367 if (t->next != NULL)
368 create_all_treasures (t->next, op, flag, difficulty, tries);
369 }
370
371 void
372 create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
373 {
374 int value = RANDOM () % tl->total_chance;
375 treasure *t;
376
377 if (tries++ > 100)
378 {
379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
380 return;
381 }
382
383 for (t = tl->items; t != NULL; t = t->next)
384 {
385 value -= t->chance;
386
387 if (value < 0)
388 break;
389 }
390
391 if (!t || value >= 0)
392 {
393 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
394 abort ();
395 return;
396 }
397
398 if (t->name)
399 {
400 if (!strcmp (t->name, "NONE"))
401 return;
402
403 if (difficulty >= t->magic)
404 {
405 treasurelist *tl = find_treasurelist (t->name);
406 if (tl)
407 create_treasure (tl, op, flag, difficulty, tries);
408 }
409 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
416 {
417 object *tmp = arch_to_object (t->item);
418
419 if (!tmp)
420 return;
421
422 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
424
425 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag);
428 }
429 }
430
431 /* This calls the appropriate treasure creation function. tries is passed
432 * to determine how many list transitions or attempts to create treasure
433 * have been made. It is really in place to prevent infinite loops with
434 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that.
437 */
438 void
439 create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
440 {
441
442 if (tries++ > 100)
443 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return;
446 }
447 if (t->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries);
449 else
450 create_all_treasures (t->items, op, flag, difficulty, tries);
451 }
452
453 /* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre
457 */
458 object *
459 generate_treasure (treasurelist *t, int difficulty)
460 {
461 difficulty = clamp (difficulty, 1, settings.max_level);
462
463 object *ob = object::create (), *tmp;
464
465 create_treasure (t, ob, 0, difficulty, 0);
466
467 /* Don't want to free the object we are about to return */
468 tmp = ob->inv;
469 if (tmp != NULL)
470 tmp->remove ();
471
472 if (ob->inv)
473 LOG (llevError, "In generate treasure, created multiple objects.\n");
474
475 ob->destroy ();
476 return tmp;
477 }
478
479 /*
480 * This is a new way of calculating the chance for an item to have
481 * a specific magical bonus.
482 * The array has two arguments, the difficulty of the level, and the
483 * magical bonus "wanted".
484 */
485
486 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
487
488 /*chance of magic difficulty*/
489
490 /* +0 +1 +2 +3 +4 */
491 {95, 2, 2, 1, 0}, /*1 */
492 {92, 5, 2, 1, 0}, /*2 */
493 {85, 10, 4, 1, 0}, /*3 */
494 {80, 14, 4, 2, 0}, /*4 */
495 {75, 17, 5, 2, 1}, /*5 */
496 {70, 18, 8, 3, 1}, /*6 */
497 {65, 21, 10, 3, 1}, /*7 */
498 {60, 22, 12, 4, 2}, /*8 */
499 {55, 25, 14, 4, 2}, /*9 */
500 {50, 27, 16, 5, 2}, /*10 */
501 {45, 28, 18, 6, 3}, /*11 */
502 {42, 28, 20, 7, 3}, /*12 */
503 {40, 27, 21, 8, 4}, /*13 */
504 {38, 25, 22, 10, 5}, /*14 */
505 {36, 23, 23, 12, 6}, /*15 */
506 {33, 21, 24, 14, 8}, /*16 */
507 {31, 19, 25, 16, 9}, /*17 */
508 {27, 15, 30, 18, 10}, /*18 */
509 {20, 12, 30, 25, 13}, /*19 */
510 {15, 10, 28, 30, 17}, /*20 */
511 {13, 9, 27, 28, 23}, /*21 */
512 {10, 8, 25, 28, 29}, /*22 */
513 {8, 7, 23, 26, 36}, /*23 */
514 {6, 6, 20, 22, 46}, /*24 */
515 {4, 5, 17, 18, 56}, /*25 */
516 {2, 4, 12, 14, 68}, /*26 */
517 {0, 3, 7, 10, 80}, /*27 */
518 {0, 0, 3, 7, 90}, /*28 */
519 {0, 0, 0, 3, 97}, /*29 */
520 {0, 0, 0, 0, 100}, /*30 */
521 {0, 0, 0, 0, 100}, /*31 */
522 };
523
524
525 /* calculate the appropriate level for wands staves and scrolls.
526 * This code presumes that op has had its spell object created (in op->inv)
527 *
528 * elmex Wed Aug 9 17:44:59 CEST 2006:
529 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
530 */
531
532 int
533 level_for_item (const object *op, int difficulty)
534 {
535 int olevel = 0;
536
537 if (!op->inv)
538 {
539 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
540 return 0;
541 }
542
543 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
544
545 if (olevel <= 0)
546 olevel = rndm (1, MIN (op->inv->level, 1));
547
548 if (olevel > MAXLEVEL)
549 olevel = MAXLEVEL;
550
551 return olevel;
552 }
553
554 /*
555 * Based upon the specified difficulty and upon the difftomagic_list array,
556 * a random magical bonus is returned. This is used when determine
557 * the magical bonus created on specific maps.
558 *
559 * elmex Thu Aug 10 18:45:44 CEST 2006:
560 * Scaling difficulty by max_level, as difficulty is a level and not some
561 * weird integer between 1-31.
562 *
563 */
564
565 int
566 magic_from_difficulty (int difficulty)
567 {
568 int percent = 0, magic = 0;
569 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570
571 scaled_diff--;
572
573 if (scaled_diff < 0)
574 scaled_diff = 0;
575
576 if (scaled_diff >= DIFFLEVELS)
577 scaled_diff = DIFFLEVELS - 1;
578
579 percent = RANDOM () % 100;
580
581 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
582 {
583 percent -= difftomagic_list[scaled_diff][magic];
584
585 if (percent < 0)
586 break;
587 }
588
589 if (magic == (MAXMAGIC + 1))
590 {
591 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
592 magic = 0;
593 }
594
595 magic = (RANDOM () % 3) ? magic : -magic;
596 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
597
598 return magic;
599 }
600
601 /*
602 * Sets magical bonus in an object, and recalculates the effect on
603 * the armour variable, and the effect on speed of armour.
604 * This function doesn't work properly, should add use of archetypes
605 * to make it truly absolute.
606 */
607
608 void
609 set_abs_magic (object *op, int magic)
610 {
611 if (!magic)
612 return;
613
614 op->magic = magic;
615 if (op->arch)
616 {
617 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
619
620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
621 magic = (-magic);
622 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
623 }
624 else
625 {
626 if (op->type == ARMOUR)
627 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
628 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
629 magic = (-magic);
630 op->weight = (op->weight * (100 - magic * 10)) / 100;
631 }
632 }
633
634 /*
635 * Sets a random magical bonus in the given object based upon
636 * the given difficulty, and the given max possible bonus.
637 */
638
639 static void
640 set_magic (int difficulty, object *op, int max_magic, int flags)
641 {
642 int i;
643
644 i = magic_from_difficulty (difficulty);
645 if ((flags & GT_ONLY_GOOD) && i < 0)
646 i = -i;
647 if (i > max_magic)
648 i = max_magic;
649 set_abs_magic (op, i);
650 if (i < 0)
651 SET_FLAG (op, FLAG_CURSED);
652 }
653
654 /*
655 * Randomly adds one magical ability to the given object.
656 * Modified for Partial Resistance in many ways:
657 * 1) Since rings can have multiple bonuses, if the same bonus
658 * is rolled again, increase it - the bonuses now stack with
659 * other bonuses previously rolled and ones the item might natively have.
660 * 2) Add code to deal with new PR method.
661 */
662
663 void
664 set_ring_bonus (object *op, int bonus)
665 {
666
667 int r = RANDOM () % (bonus > 0 ? 25 : 11);
668
669 if (op->type == AMULET)
670 {
671 if (!(RANDOM () % 21))
672 r = 20 + RANDOM () % 2;
673 else
674 {
675 if (RANDOM () & 2)
676 r = 10;
677 else
678 r = 11 + RANDOM () % 9;
679 }
680 }
681
682 switch (r)
683 {
684 /* Redone by MSW 2000-11-26 to have much less code. Also,
685 * bonuses and penalties will stack and add to existing values.
686 * of the item.
687 */
688 case 0:
689 case 1:
690 case 2:
691 case 3:
692 case 4:
693 case 5:
694 case 6:
695 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
696 break;
697
698 case 7:
699 op->stats.dam += bonus;
700 break;
701
702 case 8:
703 op->stats.wc += bonus;
704 break;
705
706 case 9:
707 op->stats.food += bonus; /* hunger/sustenance */
708 break;
709
710 case 10:
711 op->stats.ac += bonus;
712 break;
713
714 /* Item that gives protections/vulnerabilities */
715 case 11:
716 case 12:
717 case 13:
718 case 14:
719 case 15:
720 case 16:
721 case 17:
722 case 18:
723 case 19:
724 {
725 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
726
727 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
728 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
729
730 /* Cursed items need to have higher negative values to equal out with
731 * positive values for how protections work out. Put another
732 * little random element in since that they don't always end up with
733 * even values.
734 */
735 if (bonus < 0)
736 val = 2 * -val - RANDOM () % b;
737 if (val > 35)
738 val = 35; /* Upper limit */
739 b = 0;
740 while (op->resist[resist_table[resist]] != 0 && b < 4)
741 {
742 resist = RANDOM () % num_resist_table;
743 }
744 if (b == 4)
745 return; /* Not able to find a free resistance */
746 op->resist[resist_table[resist]] = val;
747 /* We should probably do something more clever here to adjust value
748 * based on how good a resistance we gave.
749 */
750 break;
751 }
752 case 20:
753 if (op->type == AMULET)
754 {
755 SET_FLAG (op, FLAG_REFL_SPELL);
756 op->value *= 11;
757 }
758 else
759 {
760 op->stats.hp = 1; /* regenerate hit points */
761 op->value *= 4;
762 }
763 break;
764
765 case 21:
766 if (op->type == AMULET)
767 {
768 SET_FLAG (op, FLAG_REFL_MISSILE);
769 op->value *= 9;
770 }
771 else
772 {
773 op->stats.sp = 1; /* regenerate spell points */
774 op->value *= 3;
775 }
776 break;
777
778 case 22:
779 op->stats.exp += bonus; /* Speed! */
780 op->value = (op->value * 2) / 3;
781 break;
782 }
783 if (bonus > 0)
784 op->value *= 2 * bonus;
785 else
786 op->value = -(op->value * 2 * bonus) / 3;
787 }
788
789 /*
790 * get_magic(diff) will return a random number between 0 and 4.
791 * diff can be any value above 2. The higher the diff-variable, the
792 * higher is the chance of returning a low number.
793 * It is only used in fix_generated_treasure() to set bonuses on
794 * rings and amulets.
795 * Another scheme is used to calculate the magic of weapons and armours.
796 */
797
798 int
799 get_magic (int diff)
800 {
801 int i;
802
803 if (diff < 3)
804 diff = 3;
805 for (i = 0; i < 4; i++)
806 if (RANDOM () % diff)
807 return i;
808 return 4;
809 }
810
811 #define DICE2 (get_magic(2)==2?2:1)
812 #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
813
814 /*
815 * fix_generated_item(): This is called after an item is generated, in
816 * order to set it up right. This produced magical bonuses, puts spells
817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
818 */
819
820 /* 4/28/96 added creator object from which op may now inherit properties based on
821 * op->type. Right now, which stuff the creator passes on is object type
822 * dependant. I know this is a spagetti manuever, but is there a cleaner
823 * way to do this? b.t. */
824
825 /*
826 * ! (flags & GT_ENVIRONMENT):
827 * Automatically calls fix_flesh_item().
828 *
829 * flags:
830 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
831 * value.
832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
833 * a working object - don't change magic, value, etc, but set it material
834 * type as appropriate, for objects that need spell objects, set those, etc
835 */
836
837 void
838 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
839 {
840 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
841
842 if (!creator || creator->type == op->type)
843 creator = op; /*safety & to prevent polymorphed objects giving attributes */
844
845 /* If we make an artifact, this information will be destroyed */
846 save_item_power = op->item_power;
847 op->item_power = 0;
848
849 if (op->randomitems && op->type != SPELL)
850 {
851 create_treasure (op->randomitems, op, flags, difficulty, 0);
852 if (!op->inv)
853 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
854
855 /* So the treasure doesn't get created again */
856 op->randomitems = NULL;
857 }
858
859 if (difficulty < 1)
860 difficulty = 1;
861
862 if (INVOKE_OBJECT (ADD_BONUS, op,
863 ARG_OBJECT (creator != op ? creator : 0),
864 ARG_INT (difficulty), ARG_INT (max_magic),
865 ARG_INT (flags)))
866 return;
867
868 if (!(flags & GT_MINIMAL))
869 {
870 if (op->arch == crown_arch)
871 {
872 set_magic (difficulty, op, max_magic, flags);
873 num_enchantments = calc_item_power (op, 1);
874 generate_artifact (op, difficulty);
875 }
876 else
877 {
878 if (!op->magic && max_magic)
879 set_magic (difficulty, op, max_magic, flags);
880
881 num_enchantments = calc_item_power (op, 1);
882
883 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
884 * used for shop_floors or treasures */
885 generate_artifact (op, difficulty);
886 }
887
888 /* Object was made an artifact. Calculate its item_power rating.
889 * the item_power in the object is what the artfiact adds.
890 */
891 if (op->title)
892 {
893 /* if save_item_power is set, then most likely we started with an
894 * artifact and have added new abilities to it - this is rare, but
895 * but I have seen things like 'strange rings of fire'. So just figure
896 * out the power from the base power plus what this one adds. Note
897 * that since item_power is not quite linear, this actually ends up
898 * being somewhat of a bonus
899 */
900 if (save_item_power)
901 op->item_power = save_item_power + get_power_from_ench (op->item_power);
902 else
903 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
904 }
905 else if (save_item_power)
906 {
907 /* restore the item_power field to the object if we haven't changed it.
908 * we don't care about num_enchantments - that will basically just
909 * have calculated some value from the base attributes of the archetype.
910 */
911 op->item_power = save_item_power;
912 }
913 else
914 {
915 /* item_power was zero. This is suspicious, as it may be because it
916 * was never previously calculated. Let's compute a value and see if
917 * it is non-zero. If it indeed is, then assign it as the new
918 * item_power value.
919 * - gros, 21th of July 2006.
920 */
921 op->item_power = calc_item_power (op, 0);
922 save_item_power = op->item_power; /* Just in case it would get used
923 * again below */
924 }
925 }
926
927 /* materialtype modifications. Note we allow this on artifacts. */
928 set_materialname (op, difficulty, NULL);
929
930 if (flags & GT_MINIMAL)
931 {
932 if (op->type == POTION)
933 /* Handle healing and magic power potions */
934 if (op->stats.sp && !op->randomitems)
935 {
936 object *tmp;
937
938 tmp = get_archetype (spell_mapping[op->stats.sp]);
939 insert_ob_in_ob (tmp, op);
940 op->stats.sp = 0;
941 }
942 }
943 else if (!op->title) /* Only modify object if not special */
944 switch (op->type)
945 {
946 case WEAPON:
947 case ARMOUR:
948 case SHIELD:
949 case HELMET:
950 case CLOAK:
951 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
952 set_ring_bonus (op, -DICE2);
953 break;
954
955 case BRACERS:
956 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
957 {
958 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
959 if (!QUERY_FLAG (op, FLAG_CURSED))
960 op->value *= 3;
961 }
962 break;
963
964 case POTION:
965 {
966 int too_many_tries = 0, is_special = 0;
967
968 /* Handle healing and magic power potions */
969 if (op->stats.sp && !op->randomitems)
970 {
971 object *tmp;
972
973 tmp = get_archetype (spell_mapping[op->stats.sp]);
974 insert_ob_in_ob (tmp, op);
975 op->stats.sp = 0;
976 }
977
978 while (!(is_special = special_potion (op)) && !op->inv)
979 {
980 generate_artifact (op, difficulty);
981 if (too_many_tries++ > 10)
982 break;
983 }
984
985 /* don't want to change value for healing/magic power potions,
986 * since the value set on those is already correct.
987 */
988 if (op->inv && op->randomitems)
989 {
990 /* value multiplier is same as for scrolls */
991 op->value = (op->value * op->inv->value);
992 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
993 }
994 else
995 {
996 op->name = "potion";
997 op->name_pl = "potions";
998 }
999
1000 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
1001 SET_FLAG (op, FLAG_CURSED);
1002 break;
1003 }
1004
1005 case AMULET:
1006 if (op->arch == amulet_arch)
1007 op->value *= 5; /* Since it's not just decoration */
1008
1009 case RING:
1010 if (op->arch == NULL)
1011 {
1012 op->destroy ();
1013 op = 0;
1014 break;
1015 }
1016
1017 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1018 break;
1019
1020 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1021 SET_FLAG (op, FLAG_CURSED);
1022
1023 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1024
1025 if (op->type != RING) /* Amulets have only one ability */
1026 break;
1027
1028 if (!(RANDOM () % 4))
1029 {
1030 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1031
1032 if (d > 0)
1033 op->value *= 3;
1034
1035 set_ring_bonus (op, d);
1036
1037 if (!(RANDOM () % 4))
1038 {
1039 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1040
1041 if (d > 0)
1042 op->value *= 5;
1043 set_ring_bonus (op, d);
1044 }
1045 }
1046
1047 if (GET_ANIM_ID (op))
1048 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1049
1050 break;
1051
1052 case BOOK:
1053 /* Is it an empty book?, if yes lets make a special·
1054 * msg for it, and tailor its properties based on the·
1055 * creator and/or map level we found it on.
1056 */
1057 if (!op->msg && RANDOM () % 10)
1058 {
1059 /* set the book level properly */
1060 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1061 {
1062 if (op->map && op->map->difficulty)
1063 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1064 else
1065 op->level = RANDOM () % 20 + 1;
1066 }
1067 else
1068 op->level = RANDOM () % creator->level;
1069
1070 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1071 /* books w/ info are worth more! */
1072 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1073 /* creator related stuff */
1074
1075 /* for library, chained books. Note that some monsters have no_pick
1076 * set - we don't want to set no pick in that case.
1077 */
1078 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1079 SET_FLAG (op, FLAG_NO_PICK);
1080 if (creator->slaying && !op->slaying) /* for check_inv floors */
1081 op->slaying = creator->slaying;
1082
1083 /* add exp so reading it gives xp (once) */
1084 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1085 }
1086 break;
1087
1088 case SPELLBOOK:
1089 op->value = op->value * op->inv->value;
1090 /* add exp so learning gives xp */
1091 op->level = op->inv->level;
1092 op->stats.exp = op->value;
1093 break;
1094
1095 case WAND:
1096 /* nrof in the treasure list is number of charges,
1097 * not number of wands. So copy that into food (charges),
1098 * and reset nrof.
1099 */
1100 op->stats.food = op->inv->nrof;
1101 op->nrof = 1;
1102 /* If the spell changes by level, choose a random level
1103 * for it, and adjust price. If the spell doesn't
1104 * change by level, just set the wand to the level of
1105 * the spell, and value calculation is simpler.
1106 */
1107 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1108 {
1109 op->level = level_for_item (op, difficulty);
1110 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1111 }
1112 else
1113 {
1114 op->level = op->inv->level;
1115 op->value = op->value * op->inv->value;
1116 }
1117 break;
1118
1119 case ROD:
1120 op->level = level_for_item (op, difficulty);
1121 /* Add 50 to both level an divisor to keep prices a little more
1122 * reasonable. Otherwise, a high level version of a low level
1123 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1124 * 10 time multiplier). This way, the value are a bit more reasonable.
1125 */
1126 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1127 /* maxhp is used to denote how many 'charges' the rod holds before */
1128 if (op->stats.maxhp)
1129 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1130 else
1131 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1132
1133 op->stats.hp = op->stats.maxhp;
1134 break;
1135
1136 case SCROLL:
1137 op->level = level_for_item (op, difficulty);
1138 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1139
1140 /* add exp so reading them properly gives xp */
1141 op->stats.exp = op->value / 5;
1142 op->nrof = op->inv->nrof;
1143 break;
1144
1145 case RUNE:
1146 trap_adjust (op, difficulty);
1147 break;
1148
1149 case TRAP:
1150 trap_adjust (op, difficulty);
1151 break;
1152 } /* switch type */
1153
1154 if (flags & GT_STARTEQUIP)
1155 {
1156 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1157 SET_FLAG (op, FLAG_STARTEQUIP);
1158 else if (op->type != MONEY)
1159 op->value = 0;
1160 }
1161
1162 if (!(flags & GT_ENVIRONMENT))
1163 fix_flesh_item (op, creator);
1164 }
1165
1166 /*
1167 *
1168 *
1169 * CODE DEALING WITH ARTIFACTS STARTS HERE
1170 *
1171 *
1172 */
1173
1174 /*
1175 * Allocate and return the pointer to an empty artifactlist structure.
1176 */
1177
1178 static artifactlist *
1179 get_empty_artifactlist (void)
1180 {
1181 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1182
1183 if (tl == NULL)
1184 fatal (OUT_OF_MEMORY);
1185 tl->next = NULL;
1186 tl->items = NULL;
1187 tl->total_chance = 0;
1188 return tl;
1189 }
1190
1191 /*
1192 * Allocate and return the pointer to an empty artifact structure.
1193 */
1194
1195 static artifact *
1196 get_empty_artifact (void)
1197 {
1198 artifact *t = (artifact *) malloc (sizeof (artifact));
1199
1200 if (t == NULL)
1201 fatal (OUT_OF_MEMORY);
1202 t->item = NULL;
1203 t->next = NULL;
1204 t->chance = 0;
1205 t->difficulty = 0;
1206 t->allowed = NULL;
1207 return t;
1208 }
1209
1210 /*
1211 * Searches the artifact lists and returns one that has the same type
1212 * of objects on it.
1213 */
1214
1215 artifactlist *
1216 find_artifactlist (int type)
1217 {
1218 artifactlist *al;
1219
1220 for (al = first_artifactlist; al != NULL; al = al->next)
1221 if (al->type == type)
1222 return al;
1223 return NULL;
1224 }
1225
1226 /*
1227 * For debugging purposes. Dumps all tables.
1228 */
1229
1230 void
1231 dump_artifacts (void)
1232 {
1233 artifactlist *al;
1234 artifact *art;
1235 linked_char *next;
1236
1237 fprintf (logfile, "\n");
1238 for (al = first_artifactlist; al != NULL; al = al->next)
1239 {
1240 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1241 for (art = al->items; art != NULL; art = art->next)
1242 {
1243 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1244 if (art->allowed != NULL)
1245 {
1246 fprintf (logfile, "\tAllowed combinations:");
1247 for (next = art->allowed; next != NULL; next = next->next)
1248 fprintf (logfile, "%s,", &next->name);
1249 fprintf (logfile, "\n");
1250 }
1251 }
1252 }
1253 fprintf (logfile, "\n");
1254 }
1255
1256 /*
1257 * For debugging purposes. Dumps all treasures recursively (see below).
1258 */
1259 void
1260 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1261 {
1262 treasurelist *tl;
1263 int i;
1264
1265 if (depth > 100)
1266 return;
1267 while (t != NULL)
1268 {
1269 if (t->name != NULL)
1270 {
1271 for (i = 0; i < depth; i++)
1272 fprintf (logfile, " ");
1273 fprintf (logfile, "{ (list: %s)\n", &t->name);
1274 tl = find_treasurelist (t->name);
1275 if (tl)
1276 dump_monster_treasure_rec (name, tl->items, depth + 2);
1277 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " ");
1279 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1280 }
1281 else
1282 {
1283 for (i = 0; i < depth; i++)
1284 fprintf (logfile, " ");
1285 if (t->item->clone.type == FLESH)
1286 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1287 else
1288 fprintf (logfile, "%s\n", &t->item->clone.name);
1289 }
1290 if (t->next_yes != NULL)
1291 {
1292 for (i = 0; i < depth; i++)
1293 fprintf (logfile, " ");
1294 fprintf (logfile, " (if yes)\n");
1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1296 }
1297 if (t->next_no != NULL)
1298 {
1299 for (i = 0; i < depth; i++)
1300 fprintf (logfile, " ");
1301 fprintf (logfile, " (if no)\n");
1302 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1303 }
1304 t = t->next;
1305 }
1306 }
1307
1308 /*
1309 * For debugging purposes. Dumps all treasures for a given monster.
1310 * Created originally by Raphael Quinet for debugging the alchemy code.
1311 */
1312
1313 void
1314 dump_monster_treasure (const char *name)
1315 {
1316 archetype *at;
1317 int found;
1318
1319 found = 0;
1320 fprintf (logfile, "\n");
1321 for (at = first_archetype; at != NULL; at = at->next)
1322 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1323 {
1324 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1325 if (at->clone.randomitems != NULL)
1326 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1327 else
1328 fprintf (logfile, "(nothing)\n");
1329 fprintf (logfile, "\n");
1330 found++;
1331 }
1332 if (found == 0)
1333 fprintf (logfile, "No objects have the name %s!\n\n", name);
1334 }
1335
1336 /*
1337 * Builds up the lists of artifacts from the file in the libdir.
1338 */
1339
1340 void
1341 init_artifacts (void)
1342 {
1343 static int has_been_inited = 0;
1344 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1345 artifact *art = NULL;
1346 linked_char *tmp;
1347 int value;
1348 artifactlist *al;
1349
1350 if (has_been_inited)
1351 return;
1352 else
1353 has_been_inited = 1;
1354
1355 sprintf (filename, "%s/artifacts", settings.datadir);
1356 object_thawer thawer (filename);
1357
1358 if (!thawer)
1359 return;
1360
1361 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1362 {
1363 if (*buf == '#')
1364 continue;
1365 if ((cp = strchr (buf, '\n')) != NULL)
1366 *cp = '\0';
1367 cp = buf;
1368 while (*cp == ' ') /* Skip blanks */
1369 cp++;
1370 if (*cp == '\0')
1371 continue;
1372
1373 if (!strncmp (cp, "Allowed", 7))
1374 {
1375 if (art == NULL)
1376 {
1377 art = get_empty_artifact ();
1378 nrofartifacts++;
1379 }
1380 cp = strchr (cp, ' ') + 1;
1381 if (!strcmp (cp, "all"))
1382 continue;
1383
1384 do
1385 {
1386 nrofallowedstr++;
1387 if ((next = strchr (cp, ',')) != NULL)
1388 *(next++) = '\0';
1389 tmp = new linked_char;
1390
1391 tmp->name = cp;
1392 tmp->next = art->allowed;
1393 art->allowed = tmp;
1394 }
1395 while ((cp = next) != NULL);
1396 }
1397 else if (sscanf (cp, "chance %d", &value))
1398 art->chance = (uint16) value;
1399 else if (sscanf (cp, "difficulty %d", &value))
1400 art->difficulty = (uint8) value;
1401 else if (!strncmp (cp, "Object", 6))
1402 {
1403 art->item = object::create ();
1404
1405 if (!load_object (thawer, art->item, 0))
1406 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1407
1408 art->item->name = strchr (cp, ' ') + 1;
1409 al = find_artifactlist (art->item->type);
1410 if (al == NULL)
1411 {
1412 al = get_empty_artifactlist ();
1413 al->type = art->item->type;
1414 al->next = first_artifactlist;
1415 first_artifactlist = al;
1416 }
1417 art->next = al->items;
1418 al->items = art;
1419 art = NULL;
1420 }
1421 else
1422 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1423 }
1424
1425 for (al = first_artifactlist; al != NULL; al = al->next)
1426 {
1427 for (art = al->items; art != NULL; art = art->next)
1428 {
1429 if (!art->chance)
1430 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1431 else
1432 al->total_chance += art->chance;
1433 }
1434 #if 0
1435 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1436 #endif
1437 }
1438
1439 LOG (llevDebug, "done.\n");
1440 }
1441
1442
1443 /*
1444 * Used in artifact generation. The bonuses of the first object
1445 * is modified by the bonuses of the second object.
1446 */
1447
1448 void
1449 add_abilities (object *op, object *change)
1450 {
1451 int i, tmp;
1452
1453 if (change->face != blank_face)
1454 {
1455 #ifdef TREASURE_VERBOSE
1456 LOG (llevDebug, "FACE: %d\n", change->face->number);
1457 #endif
1458 op->face = change->face;
1459 }
1460
1461 for (i = 0; i < NUM_STATS; i++)
1462 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1463
1464 op->attacktype |= change->attacktype;
1465 op->path_attuned |= change->path_attuned;
1466 op->path_repelled |= change->path_repelled;
1467 op->path_denied |= change->path_denied;
1468 op->move_type |= change->move_type;
1469 op->stats.luck += change->stats.luck;
1470
1471 if (QUERY_FLAG (change, FLAG_CURSED))
1472 SET_FLAG (op, FLAG_CURSED);
1473 if (QUERY_FLAG (change, FLAG_DAMNED))
1474 SET_FLAG (op, FLAG_DAMNED);
1475 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1476 set_abs_magic (op, -op->magic);
1477
1478 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1479 SET_FLAG (op, FLAG_LIFESAVE);
1480 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1481 SET_FLAG (op, FLAG_REFL_SPELL);
1482 if (QUERY_FLAG (change, FLAG_STEALTH))
1483 SET_FLAG (op, FLAG_STEALTH);
1484 if (QUERY_FLAG (change, FLAG_XRAYS))
1485 SET_FLAG (op, FLAG_XRAYS);
1486 if (QUERY_FLAG (change, FLAG_BLIND))
1487 SET_FLAG (op, FLAG_BLIND);
1488 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1489 SET_FLAG (op, FLAG_SEE_IN_DARK);
1490 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1491 SET_FLAG (op, FLAG_REFL_MISSILE);
1492 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1493 SET_FLAG (op, FLAG_MAKE_INVIS);
1494
1495 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1496 {
1497 CLEAR_FLAG (op, FLAG_ANIMATE);
1498 /* so artifacts will join */
1499 if (!QUERY_FLAG (op, FLAG_ALIVE))
1500 op->speed = 0.0;
1501
1502 op->set_speed (op->speed);
1503 }
1504
1505 if (change->nrof)
1506 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1507
1508 op->stats.exp += change->stats.exp; /* Speed modifier */
1509 op->stats.wc += change->stats.wc;
1510 op->stats.ac += change->stats.ac;
1511
1512 if (change->other_arch)
1513 {
1514 /* Basically, for horns & potions, the other_arch field is the spell
1515 * to cast. So convert that to into a spell and put it into
1516 * this object.
1517 */
1518 if (op->type == HORN || op->type == POTION)
1519 {
1520 object *tmp_obj;
1521
1522 /* Remove any spells this object currently has in it */
1523 while (op->inv)
1524 op->inv->destroy ();
1525
1526 tmp_obj = arch_to_object (change->other_arch);
1527 insert_ob_in_ob (tmp_obj, op);
1528 }
1529 /* No harm setting this for potions/horns */
1530 op->other_arch = change->other_arch;
1531 }
1532
1533 if (change->stats.hp < 0)
1534 op->stats.hp = -change->stats.hp;
1535 else
1536 op->stats.hp += change->stats.hp;
1537
1538 if (change->stats.maxhp < 0)
1539 op->stats.maxhp = -change->stats.maxhp;
1540 else
1541 op->stats.maxhp += change->stats.maxhp;
1542
1543 if (change->stats.sp < 0)
1544 op->stats.sp = -change->stats.sp;
1545 else
1546 op->stats.sp += change->stats.sp;
1547
1548 if (change->stats.maxsp < 0)
1549 op->stats.maxsp = -change->stats.maxsp;
1550 else
1551 op->stats.maxsp += change->stats.maxsp;
1552
1553 if (change->stats.food < 0)
1554 op->stats.food = -(change->stats.food);
1555 else
1556 op->stats.food += change->stats.food;
1557
1558 if (change->level < 0)
1559 op->level = -(change->level);
1560 else
1561 op->level += change->level;
1562
1563 if (change->gen_sp_armour < 0)
1564 op->gen_sp_armour = -(change->gen_sp_armour);
1565 else
1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567
1568 op->item_power = change->item_power;
1569
1570 for (i = 0; i < NROFATTACKS; i++)
1571 if (change->resist[i])
1572 op->resist[i] += change->resist[i];
1573
1574 if (change->stats.dam)
1575 {
1576 if (change->stats.dam < 0)
1577 op->stats.dam = (-change->stats.dam);
1578 else if (op->stats.dam)
1579 {
1580 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1581 if (tmp == op->stats.dam)
1582 {
1583 if (change->stats.dam < 10)
1584 op->stats.dam--;
1585 else
1586 op->stats.dam++;
1587 }
1588 else
1589 op->stats.dam = tmp;
1590 }
1591 }
1592
1593 if (change->weight)
1594 {
1595 if (change->weight < 0)
1596 op->weight = (-change->weight);
1597 else
1598 op->weight = (op->weight * (change->weight)) / 100;
1599 }
1600
1601 if (change->last_sp)
1602 {
1603 if (change->last_sp < 0)
1604 op->last_sp = (-change->last_sp);
1605 else
1606 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1607 }
1608
1609 if (change->gen_sp_armour)
1610 {
1611 if (change->gen_sp_armour < 0)
1612 op->gen_sp_armour = (-change->gen_sp_armour);
1613 else
1614 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1615 }
1616
1617 op->value *= change->value;
1618
1619 if (change->material)
1620 op->material = change->material;
1621
1622 if (change->materialname)
1623 op->materialname = change->materialname;
1624
1625 if (change->slaying)
1626 op->slaying = change->slaying;
1627
1628 if (change->race)
1629 op->race = change->race;
1630
1631 if (change->msg)
1632 op->msg = change->msg;
1633 }
1634
1635 static int
1636 legal_artifact_combination (object *op, artifact * art)
1637 {
1638 int neg, success = 0;
1639 linked_char *tmp;
1640 const char *name;
1641
1642 if (art->allowed == (linked_char *) NULL)
1643 return 1; /* Ie, "all" */
1644 for (tmp = art->allowed; tmp; tmp = tmp->next)
1645 {
1646 #ifdef TREASURE_VERBOSE
1647 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1648 #endif
1649 if (*tmp->name == '!')
1650 name = tmp->name + 1, neg = 1;
1651 else
1652 name = tmp->name, neg = 0;
1653
1654 /* If we match name, then return the opposite of 'neg' */
1655 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1656 return !neg;
1657
1658 /* Set success as true, since if the match was an inverse, it means
1659 * everything is allowed except what we match
1660 */
1661 else if (neg)
1662 success = 1;
1663 }
1664 return success;
1665 }
1666
1667 /*
1668 * Fixes the given object, giving it the abilities and titles
1669 * it should have due to the second artifact-template.
1670 */
1671
1672 void
1673 give_artifact_abilities (object *op, object *artifct)
1674 {
1675 char new_name[MAX_BUF];
1676
1677 sprintf (new_name, "of %s", &artifct->name);
1678 op->title = new_name;
1679 add_abilities (op, artifct); /* Give out the bonuses */
1680
1681 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1682 {
1683 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1684
1685 SET_FLAG (op, FLAG_IDENTIFIED);
1686 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1687 if (!identified)
1688 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1689 }
1690 #endif
1691 return;
1692 }
1693
1694 /*
1695 * Decides randomly which artifact the object should be
1696 * turned into. Makes sure that the item can become that
1697 * artifact (means magic, difficulty, and Allowed fields properly).
1698 * Then calls give_artifact_abilities in order to actually create
1699 * the artifact.
1700 */
1701
1702 /* Give 1 re-roll attempt per artifact */
1703 #define ARTIFACT_TRIES 2
1704
1705 void
1706 generate_artifact (object *op, int difficulty)
1707 {
1708 artifactlist *al;
1709 artifact *art;
1710 int i;
1711
1712 al = find_artifactlist (op->type);
1713
1714 if (al == NULL)
1715 {
1716 #if 0 /* This is too verbose, usually */
1717 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1718 #endif
1719 return;
1720 }
1721
1722 for (i = 0; i < ARTIFACT_TRIES; i++)
1723 {
1724 int roll = RANDOM () % al->total_chance;
1725
1726 for (art = al->items; art != NULL; art = art->next)
1727 {
1728 roll -= art->chance;
1729 if (roll < 0)
1730 break;
1731 }
1732
1733 if (art == NULL || roll >= 0)
1734 {
1735 #if 1
1736 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1737 #endif
1738 return;
1739 }
1740 if (!strcmp (art->item->name, "NONE"))
1741 return;
1742 if (FABS (op->magic) < art->item->magic)
1743 continue; /* Not magic enough to be this item */
1744
1745 /* Map difficulty not high enough */
1746 if (difficulty < art->difficulty)
1747 continue;
1748
1749 if (!legal_artifact_combination (op, art))
1750 {
1751 #ifdef TREASURE_VERBOSE
1752 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1753 #endif
1754 continue;
1755 }
1756 give_artifact_abilities (op, art->item);
1757 return;
1758 }
1759 }
1760
1761 /* fix_flesh_item() - objects of type FLESH are similar to type
1762 * FOOD, except they inherit properties (name, food value, etc).
1763 * based on the original owner (or 'donor' if you like). -b.t.
1764 */
1765
1766 void
1767 fix_flesh_item (object *item, object *donor)
1768 {
1769 char tmpbuf[MAX_BUF];
1770 int i;
1771
1772 if (item->type == FLESH && donor)
1773 {
1774 /* change the name */
1775 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1776 item->name = tmpbuf;
1777 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1778 item->name_pl = tmpbuf;
1779
1780 /* weight is FLESH weight/100 * donor */
1781 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1782 item->weight = 1;
1783
1784 /* value is multiplied by level of donor */
1785 item->value *= isqrt (donor->level * 2);
1786
1787 /* food value */
1788 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1789
1790 /* flesh items inherit some abilities of donor, but not
1791 * full effect.
1792 */
1793 for (i = 0; i < NROFATTACKS; i++)
1794 item->resist[i] = donor->resist[i] / 2;
1795
1796 /* item inherits donor's level (important for quezals) */
1797 item->level = donor->level;
1798
1799 /* if donor has some attacktypes, the flesh is poisonous */
1800 if (donor->attacktype & AT_POISON)
1801 item->type = POISON;
1802 if (donor->attacktype & AT_ACID)
1803 item->stats.hp = -1 * item->stats.food;
1804 SET_FLAG (item, FLAG_NO_STEAL);
1805 }
1806 }
1807
1808 /* special_potion() - so that old potion code is still done right. */
1809
1810 int
1811 special_potion (object *op)
1812 {
1813
1814 int i;
1815
1816 if (op->attacktype)
1817 return 1;
1818
1819 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1820 return 1;
1821
1822 for (i = 0; i < NROFATTACKS; i++)
1823 if (op->resist[i])
1824 return 1;
1825
1826 return 0;
1827 }
1828
1829 void
1830 free_treasurestruct (treasure *t)
1831 {
1832 if (t->next)
1833 free_treasurestruct (t->next);
1834 if (t->next_yes)
1835 free_treasurestruct (t->next_yes);
1836 if (t->next_no)
1837 free_treasurestruct (t->next_no);
1838
1839 delete t;
1840 }
1841
1842 void
1843 free_charlinks (linked_char *lc)
1844 {
1845 if (lc->next)
1846 free_charlinks (lc->next);
1847
1848 delete lc;
1849 }
1850
1851 void
1852 free_artifact (artifact * at)
1853 {
1854 if (at->next)
1855 free_artifact (at->next);
1856
1857 if (at->allowed)
1858 free_charlinks (at->allowed);
1859
1860 at->item->destroy (1);
1861
1862 delete at;
1863 }
1864
1865 void
1866 free_artifactlist (artifactlist * al)
1867 {
1868 artifactlist *nextal;
1869
1870 for (al = first_artifactlist; al; al = nextal)
1871 {
1872 nextal = al->next;
1873
1874 if (al->items)
1875 free_artifact (al->items);
1876
1877 free (al);
1878 }
1879 }
1880
1881 void
1882 free_all_treasures (void)
1883 {
1884 treasurelist *tl, *next;
1885
1886
1887 for (tl = first_treasurelist; tl != NULL; tl = next)
1888 {
1889 next = tl->next;
1890 if (tl->items)
1891 free_treasurestruct (tl->items);
1892 delete tl;
1893 }
1894 free_artifactlist (first_artifactlist);
1895 }