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/cvs/deliantra/server/common/treasure.C
Revision: 1.33
Committed: Thu Jan 18 19:42:09 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.32: +19 -19 lines
Log Message:
just experimenting

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #define ALLOWED_COMBINATION
26
27 /* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * It is useful for finding bugs in the treasures file. Since it only
29 * slows the startup some (and not actual game play), it is by default
30 * left on
31 */
32 #define TREASURE_DEBUG
33
34 /* TREASURE_VERBOSE enables copious output concerning artifact generation */
35
36 /* #define TREASURE_VERBOSE */
37
38 #include <global.h>
39 #include <treasure.h>
40 #include <funcpoint.h>
41 #include <loader.h>
42
43
44 static void change_treasure (treasure *t, object *op); /* overrule default values */
45 extern char *spell_mapping[];
46
47 /*
48 * Initialize global archtype pointers:
49 */
50
51 void
52 init_archetype_pointers ()
53 {
54 int prev_warn = warn_archetypes;
55
56 warn_archetypes = 1;
57 if (ring_arch == NULL)
58 ring_arch = archetype::find ("ring");
59 if (amulet_arch == NULL)
60 amulet_arch = archetype::find ("amulet");
61 if (staff_arch == NULL)
62 staff_arch = archetype::find ("staff");
63 if (crown_arch == NULL)
64 crown_arch = archetype::find ("crown");
65 warn_archetypes = prev_warn;
66 }
67
68 /*
69 * Allocate and return the pointer to an empty treasurelist structure.
70 */
71
72 static treasurelist *
73 get_empty_treasurelist (void)
74 {
75 return new treasurelist;
76 }
77
78 /*
79 * Allocate and return the pointer to an empty treasure structure.
80 */
81 //TODO: make this a constructor
82 static treasure *
83 get_empty_treasure (void)
84 {
85 treasure *t = new treasure;
86
87 t->chance = 100;
88
89 return t;
90 }
91
92 /*
93 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists)
95 */
96
97 static treasure *
98 load_treasure (FILE * fp, int *line)
99 {
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure ();
102 int value;
103
104 nroftreasures++;
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108
109 if (*buf == '#')
110 continue;
111 if ((cp = strchr (buf, '\n')) != NULL)
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116
117 if (sscanf (cp, "arch %s", variable))
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 }
122 else if (sscanf (cp, "list %s", variable))
123 t->name = variable;
124 else if (sscanf (cp, "change_name %s", variable))
125 t->change_arch.name = variable;
126 else if (sscanf (cp, "change_title %s", variable))
127 t->change_arch.title = variable;
128 else if (sscanf (cp, "change_slaying %s", variable))
129 t->change_arch.slaying = variable;
130 else if (sscanf (cp, "chance %d", &value))
131 t->chance = (uint8) value;
132 else if (sscanf (cp, "nrof %d", &value))
133 t->nrof = (uint16) value;
134 else if (sscanf (cp, "magic %d", &value))
135 t->magic = (uint8) value;
136 else if (!strcmp (cp, "yes"))
137 t->next_yes = load_treasure (fp, line);
138 else if (!strcmp (cp, "no"))
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 {
144 t->next = load_treasure (fp, line);
145 return t;
146 }
147 else
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
149 }
150 LOG (llevError, "treasure lacks 'end'.\n");
151 return t;
152 }
153
154 #ifdef TREASURE_DEBUG
155
156 /* recursived checks the linked list. Treasurelist is passed only
157 * so that the treasure name can be printed out
158 */
159 static void
160 check_treasurelist (const treasure *t, const treasurelist * tl)
161 {
162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164 /* find_treasurelist will print out its own error message */
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next)
168 check_treasurelist (t->next, tl);
169 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl);
171 if (t->next_no)
172 check_treasurelist (t->next_no, tl);
173 }
174 #endif
175
176 /*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure().
179 */
180
181 void
182 load_treasures (void)
183 {
184 FILE *fp;
185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186 treasurelist *previous = NULL;
187 treasure *t;
188 int comp, line = 0;
189
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
192 {
193 LOG (llevError, "Can't open treasure file.\n");
194 return;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201
202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
203 {
204 treasurelist *tl = get_empty_treasurelist ();
205
206 tl->name = name;
207 if (previous == NULL)
208 first_treasurelist = tl;
209 else
210 previous->next = tl;
211 previous = tl;
212 tl->items = load_treasure (fp, &line);
213
214 /* This is a one of the many items on the list should be generated.
215 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used.
217 */
218 if (!strncmp (buf, "treasureone", 11))
219 {
220 for (t = tl->items; t != NULL; t = t->next)
221 {
222 #ifdef TREASURE_DEBUG
223 if (t->next_yes || t->next_no)
224 {
225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228 #endif
229 tl->total_chance += t->chance;
230 }
231 }
232 }
233 else
234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 }
236 close_and_delete (fp, comp);
237
238 #ifdef TREASURE_DEBUG
239 /* Perform some checks on how valid the treasure data actually is.
240 * verify that list transitions work (ie, the list that it is supposed
241 * to transition to exists). Also, verify that at least the name
242 * or archetype is set for each treasure element.
243 */
244 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
245 check_treasurelist (previous->items, previous);
246 #endif
247 }
248
249 /*
250 * Searches for the given treasurelist in the globally linked list
251 * of treasurelists which has been built by load_treasures().
252 */
253
254 treasurelist *
255 find_treasurelist (const char *name)
256 {
257 shstr_cmp name_ (name);
258
259 if (!name_)
260 return 0;
261
262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
263 if (name_ == tl->name)
264 return tl;
265
266 if (first_treasurelist)
267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
268
269 return 0;
270 }
271
272
273 /*
274 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated,
277 * this is taken into consideration.
278 * The second argument specifies for which object the treasure is
279 * being generated.
280 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
281 * abilities. This is used by summon spells, thus no summoned monsters
282 * start with equipment, but only their abilities).
283 */
284 static void
285 put_treasure (object *op, object *creator, int flags)
286 {
287 object *tmp;
288
289 /* Bit of a hack - spells should never be put onto the map. The entire
290 * treasure stuff is a problem - there is no clear idea of knowing
291 * this is the original object, or if this is an object that should be created
292 * by another object.
293 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
295 {
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
298 }
299 else
300 {
301 op = creator->insert (op);
302
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
304 monster_check_apply (creator, op);
305
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
307 esrv_send_item (tmp, op);
308 }
309 }
310
311 /* if there are change_xxx commands in the treasure, we include the changes
312 * in the generated object
313 */
314 static void
315 change_treasure (treasure *t, object *op)
316 {
317 /* CMD: change_name xxxx */
318 if (t->change_arch.name)
319 {
320 op->name = t->change_arch.name;
321 op->name_pl = t->change_arch.name;
322 }
323
324 if (t->change_arch.title)
325 op->title = t->change_arch.title;
326
327 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying;
329 }
330
331 void
332 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333 {
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 {
338 if (t->name)
339 {
340 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
347 else
348 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 {
351 tmp = arch_to_object (t->item);
352 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
354 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag);
357 }
358 }
359
360 if (t->next_yes != NULL)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 }
363 else if (t->next_no != NULL)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365
366 if (t->next != NULL)
367 create_all_treasures (t->next, op, flag, difficulty, tries);
368 }
369
370 void
371 create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
372 {
373 int value = RANDOM () % tl->total_chance;
374 treasure *t;
375
376 if (tries++ > 100)
377 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return;
380 }
381
382 for (t = tl->items; t != NULL; t = t->next)
383 {
384 value -= t->chance;
385
386 if (value < 0)
387 break;
388 }
389
390 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
393 abort ();
394 return;
395 }
396
397 if (t->name)
398 {
399 if (difficulty >= t->magic)
400 {
401 treasurelist *tl = find_treasurelist (t->name);
402 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries);
404 }
405 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
412 {
413 object *tmp = arch_to_object (t->item);
414
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
420
421 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag);
424 }
425 }
426
427 /* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure
429 * have been made. It is really in place to prevent infinite loops with
430 * list transitions, or so that excessively good treasure will not be
431 * created on weak maps, because it will exceed the number of allowed tries
432 * to do that.
433 */
434 void
435 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436 {
437
438 if (tries++ > 100)
439 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return;
442 }
443 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries);
445 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries);
447 }
448
449 /* This is similar to the old generate treasure function. However,
450 * it instead takes a treasurelist. It is really just a wrapper around
451 * create_treasure. We create a dummy object that the treasure gets
452 * inserted into, and then return that treausre
453 */
454 object *
455 generate_treasure (treasurelist *tl, int difficulty)
456 {
457 difficulty = clamp (difficulty, 1, settings.max_level);
458
459 object *ob = object::create (), *tmp;
460
461 create_treasure (tl, ob, 0, difficulty, 0);
462
463 /* Don't want to free the object we are about to return */
464 tmp = ob->inv;
465 if (tmp != NULL)
466 tmp->remove ();
467
468 if (ob->inv)
469 LOG (llevError, "In generate treasure, created multiple objects.\n");
470
471 ob->destroy ();
472 return tmp;
473 }
474
475 /*
476 * This is a new way of calculating the chance for an item to have
477 * a specific magical bonus.
478 * The array has two arguments, the difficulty of the level, and the
479 * magical bonus "wanted".
480 */
481
482 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483
484 /*chance of magic difficulty*/
485
486 /* +0 +1 +2 +3 +4 */
487 {95, 2, 2, 1, 0}, /*1 */
488 {92, 5, 2, 1, 0}, /*2 */
489 {85, 10, 4, 1, 0}, /*3 */
490 {80, 14, 4, 2, 0}, /*4 */
491 {75, 17, 5, 2, 1}, /*5 */
492 {70, 18, 8, 3, 1}, /*6 */
493 {65, 21, 10, 3, 1}, /*7 */
494 {60, 22, 12, 4, 2}, /*8 */
495 {55, 25, 14, 4, 2}, /*9 */
496 {50, 27, 16, 5, 2}, /*10 */
497 {45, 28, 18, 6, 3}, /*11 */
498 {42, 28, 20, 7, 3}, /*12 */
499 {40, 27, 21, 8, 4}, /*13 */
500 {38, 25, 22, 10, 5}, /*14 */
501 {36, 23, 23, 12, 6}, /*15 */
502 {33, 21, 24, 14, 8}, /*16 */
503 {31, 19, 25, 16, 9}, /*17 */
504 {27, 15, 30, 18, 10}, /*18 */
505 {20, 12, 30, 25, 13}, /*19 */
506 {15, 10, 28, 30, 17}, /*20 */
507 {13, 9, 27, 28, 23}, /*21 */
508 {10, 8, 25, 28, 29}, /*22 */
509 {8, 7, 23, 26, 36}, /*23 */
510 {6, 6, 20, 22, 46}, /*24 */
511 {4, 5, 17, 18, 56}, /*25 */
512 {2, 4, 12, 14, 68}, /*26 */
513 {0, 3, 7, 10, 80}, /*27 */
514 {0, 0, 3, 7, 90}, /*28 */
515 {0, 0, 0, 3, 97}, /*29 */
516 {0, 0, 0, 0, 100}, /*30 */
517 {0, 0, 0, 0, 100}, /*31 */
518 };
519
520
521 /* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv)
523 *
524 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */
527
528 int
529 level_for_item (const object *op, int difficulty)
530 {
531 int olevel = 0;
532
533 if (!op->inv)
534 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0;
537 }
538
539 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
540
541 if (olevel <= 0)
542 olevel = rndm (1, MIN (op->inv->level, 1));
543
544 if (olevel > MAXLEVEL)
545 olevel = MAXLEVEL;
546
547 return olevel;
548 }
549
550 /*
551 * Based upon the specified difficulty and upon the difftomagic_list array,
552 * a random magical bonus is returned. This is used when determine
553 * the magical bonus created on specific maps.
554 *
555 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31.
558 *
559 */
560
561 int
562 magic_from_difficulty (int difficulty)
563 {
564 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
566
567 scaled_diff--;
568
569 if (scaled_diff < 0)
570 scaled_diff = 0;
571
572 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1;
574
575 percent = rndm (100);
576
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 {
579 percent -= difftomagic_list[scaled_diff][magic];
580
581 if (percent < 0)
582 break;
583 }
584
585 if (magic == (MAXMAGIC + 1))
586 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0;
589 }
590
591 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593
594 return magic;
595 }
596
597 /*
598 * Sets magical bonus in an object, and recalculates the effect on
599 * the armour variable, and the effect on speed of armour.
600 * This function doesn't work properly, should add use of archetypes
601 * to make it truly absolute.
602 */
603
604 void
605 set_abs_magic (object *op, int magic)
606 {
607 if (!magic)
608 return;
609
610 op->magic = magic;
611 if (op->arch)
612 {
613 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615
616 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 }
620 else
621 {
622 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 }
628 }
629
630 /*
631 * Sets a random magical bonus in the given object based upon
632 * the given difficulty, and the given max possible bonus.
633 */
634
635 static void
636 set_magic (int difficulty, object *op, int max_magic, int flags)
637 {
638 int i;
639
640 i = magic_from_difficulty (difficulty);
641 if ((flags & GT_ONLY_GOOD) && i < 0)
642 i = -i;
643 if (i > max_magic)
644 i = max_magic;
645 set_abs_magic (op, i);
646 if (i < 0)
647 SET_FLAG (op, FLAG_CURSED);
648 }
649
650 /*
651 * Randomly adds one magical ability to the given object.
652 * Modified for Partial Resistance in many ways:
653 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method.
657 */
658
659 void
660 set_ring_bonus (object *op, int bonus)
661 {
662
663 int r = RANDOM () % (bonus > 0 ? 25 : 11);
664
665 if (op->type == AMULET)
666 {
667 if (!(rndm (21)))
668 r = 20 + rndm (2);
669 else
670 {
671 if (RANDOM () & 2)
672 r = 10;
673 else
674 r = 11 + rndm (9);
675 }
676 }
677
678 switch (r)
679 {
680 /* Redone by MSW 2000-11-26 to have much less code. Also,
681 * bonuses and penalties will stack and add to existing values.
682 * of the item.
683 */
684 case 0:
685 case 1:
686 case 2:
687 case 3:
688 case 4:
689 case 5:
690 case 6:
691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
692 break;
693
694 case 7:
695 op->stats.dam += bonus;
696 break;
697
698 case 8:
699 op->stats.wc += bonus;
700 break;
701
702 case 9:
703 op->stats.food += bonus; /* hunger/sustenance */
704 break;
705
706 case 10:
707 op->stats.ac += bonus;
708 break;
709
710 /* Item that gives protections/vulnerabilities */
711 case 11:
712 case 12:
713 case 13:
714 case 14:
715 case 15:
716 case 16:
717 case 17:
718 case 18:
719 case 19:
720 {
721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
722
723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
725
726 /* Cursed items need to have higher negative values to equal out with
727 * positive values for how protections work out. Put another
728 * little random element in since that they don't always end up with
729 * even values.
730 */
731 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b;
733 if (val > 35)
734 val = 35; /* Upper limit */
735 b = 0;
736 while (op->resist[resist_table[resist]] != 0 && b < 4)
737 {
738 resist = RANDOM () % num_resist_table;
739 }
740 if (b == 4)
741 return; /* Not able to find a free resistance */
742 op->resist[resist_table[resist]] = val;
743 /* We should probably do something more clever here to adjust value
744 * based on how good a resistance we gave.
745 */
746 break;
747 }
748 case 20:
749 if (op->type == AMULET)
750 {
751 SET_FLAG (op, FLAG_REFL_SPELL);
752 op->value *= 11;
753 }
754 else
755 {
756 op->stats.hp = 1; /* regenerate hit points */
757 op->value *= 4;
758 }
759 break;
760
761 case 21:
762 if (op->type == AMULET)
763 {
764 SET_FLAG (op, FLAG_REFL_MISSILE);
765 op->value *= 9;
766 }
767 else
768 {
769 op->stats.sp = 1; /* regenerate spell points */
770 op->value *= 3;
771 }
772 break;
773
774 case 22:
775 op->stats.exp += bonus; /* Speed! */
776 op->value = (op->value * 2) / 3;
777 break;
778 }
779 if (bonus > 0)
780 op->value *= 2 * bonus;
781 else
782 op->value = -(op->value * 2 * bonus) / 3;
783 }
784
785 /*
786 * get_magic(diff) will return a random number between 0 and 4.
787 * diff can be any value above 2. The higher the diff-variable, the
788 * higher is the chance of returning a low number.
789 * It is only used in fix_generated_treasure() to set bonuses on
790 * rings and amulets.
791 * Another scheme is used to calculate the magic of weapons and armours.
792 */
793
794 int
795 get_magic (int diff)
796 {
797 int i;
798
799 if (diff < 3)
800 diff = 3;
801 for (i = 0; i < 4; i++)
802 if (RANDOM () % diff)
803 return i;
804 return 4;
805 }
806
807 #define DICE2 (get_magic(2)==2?2:1)
808 #define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
809
810 /*
811 * fix_generated_item(): This is called after an item is generated, in
812 * order to set it up right. This produced magical bonuses, puts spells
813 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
814 */
815
816 /* 4/28/96 added creator object from which op may now inherit properties based on
817 * op->type. Right now, which stuff the creator passes on is object type
818 * dependant. I know this is a spagetti manuever, but is there a cleaner
819 * way to do this? b.t. */
820
821 /*
822 * ! (flags & GT_ENVIRONMENT):
823 * Automatically calls fix_flesh_item().
824 *
825 * flags:
826 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
827 * value.
828 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
829 * a working object - don't change magic, value, etc, but set it material
830 * type as appropriate, for objects that need spell objects, set those, etc
831 */
832
833 void
834 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
835 {
836 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
837
838 if (!creator || creator->type == op->type)
839 creator = op; /*safety & to prevent polymorphed objects giving attributes */
840
841 /* If we make an artifact, this information will be destroyed */
842 save_item_power = op->item_power;
843 op->item_power = 0;
844
845 if (op->randomitems && op->type != SPELL)
846 {
847 create_treasure (op->randomitems, op, flags, difficulty, 0);
848 if (!op->inv)
849 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
850
851 /* So the treasure doesn't get created again */
852 op->randomitems = NULL;
853 }
854
855 if (difficulty < 1)
856 difficulty = 1;
857
858 if (INVOKE_OBJECT (ADD_BONUS, op,
859 ARG_OBJECT (creator != op ? creator : 0),
860 ARG_INT (difficulty), ARG_INT (max_magic),
861 ARG_INT (flags)))
862 return;
863
864 if (!(flags & GT_MINIMAL))
865 {
866 if (op->arch == crown_arch)
867 {
868 set_magic (difficulty, op, max_magic, flags);
869 num_enchantments = calc_item_power (op, 1);
870 generate_artifact (op, difficulty);
871 }
872 else
873 {
874 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags);
876
877 num_enchantments = calc_item_power (op, 1);
878
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880 * used for shop_floors or treasures */
881 generate_artifact (op, difficulty);
882 }
883
884 /* Object was made an artifact. Calculate its item_power rating.
885 * the item_power in the object is what the artfiact adds.
886 */
887 if (op->title)
888 {
889 /* if save_item_power is set, then most likely we started with an
890 * artifact and have added new abilities to it - this is rare, but
891 * but I have seen things like 'strange rings of fire'. So just figure
892 * out the power from the base power plus what this one adds. Note
893 * that since item_power is not quite linear, this actually ends up
894 * being somewhat of a bonus
895 */
896 if (save_item_power)
897 op->item_power = save_item_power + get_power_from_ench (op->item_power);
898 else
899 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
900 }
901 else if (save_item_power)
902 {
903 /* restore the item_power field to the object if we haven't changed it.
904 * we don't care about num_enchantments - that will basically just
905 * have calculated some value from the base attributes of the archetype.
906 */
907 op->item_power = save_item_power;
908 }
909 else
910 {
911 /* item_power was zero. This is suspicious, as it may be because it
912 * was never previously calculated. Let's compute a value and see if
913 * it is non-zero. If it indeed is, then assign it as the new
914 * item_power value.
915 * - gros, 21th of July 2006.
916 */
917 op->item_power = calc_item_power (op, 0);
918 save_item_power = op->item_power; /* Just in case it would get used
919 * again below */
920 }
921 }
922
923 /* materialtype modifications. Note we allow this on artifacts. */
924 set_materialname (op, difficulty, NULL);
925
926 if (flags & GT_MINIMAL)
927 {
928 if (op->type == POTION)
929 /* Handle healing and magic power potions */
930 if (op->stats.sp && !op->randomitems)
931 {
932 object *tmp;
933
934 tmp = get_archetype (spell_mapping[op->stats.sp]);
935 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0;
937 }
938 }
939 else if (!op->title) /* Only modify object if not special */
940 switch (op->type)
941 {
942 case WEAPON:
943 case ARMOUR:
944 case SHIELD:
945 case HELMET:
946 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2);
949 break;
950
951 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
953 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3;
957 }
958 break;
959
960 case POTION:
961 {
962 int too_many_tries = 0, is_special = 0;
963
964 /* Handle healing and magic power potions */
965 if (op->stats.sp && !op->randomitems)
966 {
967 object *tmp;
968
969 tmp = get_archetype (spell_mapping[op->stats.sp]);
970 insert_ob_in_ob (tmp, op);
971 op->stats.sp = 0;
972 }
973
974 while (!(is_special = special_potion (op)) && !op->inv)
975 {
976 generate_artifact (op, difficulty);
977 if (too_many_tries++ > 10)
978 break;
979 }
980
981 /* don't want to change value for healing/magic power potions,
982 * since the value set on those is already correct.
983 */
984 if (op->inv && op->randomitems)
985 {
986 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
989 }
990 else
991 {
992 op->name = "potion";
993 op->name_pl = "potions";
994 }
995
996 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED);
998 break;
999 }
1000
1001 case AMULET:
1002 if (op->arch == amulet_arch)
1003 op->value *= 5; /* Since it's not just decoration */
1004
1005 case RING:
1006 if (op->arch == NULL)
1007 {
1008 op->destroy ();
1009 op = 0;
1010 break;
1011 }
1012
1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1014 break;
1015
1016 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1017 SET_FLAG (op, FLAG_CURSED);
1018
1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1020
1021 if (op->type != RING) /* Amulets have only one ability */
1022 break;
1023
1024 if (!(rndm (4)))
1025 {
1026 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027
1028 if (d > 0)
1029 op->value *= 3;
1030
1031 set_ring_bonus (op, d);
1032
1033 if (!(rndm (4)))
1034 {
1035 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1036
1037 if (d > 0)
1038 op->value *= 5;
1039 set_ring_bonus (op, d);
1040 }
1041 }
1042
1043 if (GET_ANIM_ID (op))
1044 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1045
1046 break;
1047
1048 case BOOK:
1049 /* Is it an empty book?, if yes lets make a special·
1050 * msg for it, and tailor its properties based on the·
1051 * creator and/or map level we found it on.
1052 */
1053 if (!op->msg && rndm (10))
1054 {
1055 /* set the book level properly */
1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1057 {
1058 if (op->map && op->map->difficulty)
1059 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1;
1060 else
1061 op->level = rndm (20) + 1;
1062 }
1063 else
1064 op->level = RANDOM () % creator->level;
1065
1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1067 /* books w/ info are worth more! */
1068 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1069 /* creator related stuff */
1070
1071 /* for library, chained books. Note that some monsters have no_pick
1072 * set - we don't want to set no pick in that case.
1073 */
1074 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1075 SET_FLAG (op, FLAG_NO_PICK);
1076 if (creator->slaying && !op->slaying) /* for check_inv floors */
1077 op->slaying = creator->slaying;
1078
1079 /* add exp so reading it gives xp (once) */
1080 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1081 }
1082 break;
1083
1084 case SPELLBOOK:
1085 op->value = op->value * op->inv->value;
1086 /* add exp so learning gives xp */
1087 op->level = op->inv->level;
1088 op->stats.exp = op->value;
1089 break;
1090
1091 case WAND:
1092 /* nrof in the treasure list is number of charges,
1093 * not number of wands. So copy that into food (charges),
1094 * and reset nrof.
1095 */
1096 op->stats.food = op->inv->nrof;
1097 op->nrof = 1;
1098 /* If the spell changes by level, choose a random level
1099 * for it, and adjust price. If the spell doesn't
1100 * change by level, just set the wand to the level of
1101 * the spell, and value calculation is simpler.
1102 */
1103 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1104 {
1105 op->level = level_for_item (op, difficulty);
1106 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1107 }
1108 else
1109 {
1110 op->level = op->inv->level;
1111 op->value = op->value * op->inv->value;
1112 }
1113 break;
1114
1115 case ROD:
1116 op->level = level_for_item (op, difficulty);
1117 /* Add 50 to both level an divisor to keep prices a little more
1118 * reasonable. Otherwise, a high level version of a low level
1119 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1120 * 10 time multiplier). This way, the value are a bit more reasonable.
1121 */
1122 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1123 /* maxhp is used to denote how many 'charges' the rod holds before */
1124 if (op->stats.maxhp)
1125 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1126 else
1127 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1128
1129 op->stats.hp = op->stats.maxhp;
1130 break;
1131
1132 case SCROLL:
1133 op->level = level_for_item (op, difficulty);
1134 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1135
1136 /* add exp so reading them properly gives xp */
1137 op->stats.exp = op->value / 5;
1138 op->nrof = op->inv->nrof;
1139 break;
1140
1141 case RUNE:
1142 trap_adjust (op, difficulty);
1143 break;
1144
1145 case TRAP:
1146 trap_adjust (op, difficulty);
1147 break;
1148 } /* switch type */
1149
1150 if (flags & GT_STARTEQUIP)
1151 {
1152 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1153 SET_FLAG (op, FLAG_STARTEQUIP);
1154 else if (op->type != MONEY)
1155 op->value = 0;
1156 }
1157
1158 if (!(flags & GT_ENVIRONMENT))
1159 fix_flesh_item (op, creator);
1160 }
1161
1162 /*
1163 *
1164 *
1165 * CODE DEALING WITH ARTIFACTS STARTS HERE
1166 *
1167 *
1168 */
1169
1170 /*
1171 * Allocate and return the pointer to an empty artifactlist structure.
1172 */
1173
1174 static artifactlist *
1175 get_empty_artifactlist (void)
1176 {
1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1178
1179 if (al == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 al->next = NULL;
1182 al->items = NULL;
1183 al->total_chance = 0;
1184 return al;
1185 }
1186
1187 /*
1188 * Allocate and return the pointer to an empty artifact structure.
1189 */
1190
1191 static artifact *
1192 get_empty_artifact (void)
1193 {
1194 artifact *a = (artifact *) malloc (sizeof (artifact));
1195
1196 if (a == NULL)
1197 fatal (OUT_OF_MEMORY);
1198 a->item = NULL;
1199 a->next = NULL;
1200 a->chance = 0;
1201 a->difficulty = 0;
1202 a->allowed = NULL;
1203 return a;
1204 }
1205
1206 /*
1207 * Searches the artifact lists and returns one that has the same type
1208 * of objects on it.
1209 */
1210
1211 artifactlist *
1212 find_artifactlist (int type)
1213 {
1214 artifactlist *al;
1215
1216 for (al = first_artifactlist; al != NULL; al = al->next)
1217 if (al->type == type)
1218 return al;
1219 return NULL;
1220 }
1221
1222 /*
1223 * For debugging purposes. Dumps all tables.
1224 */
1225
1226 void
1227 dump_artifacts (void)
1228 {
1229 artifactlist *al;
1230 artifact *art;
1231 linked_char *next;
1232
1233 fprintf (logfile, "\n");
1234 for (al = first_artifactlist; al != NULL; al = al->next)
1235 {
1236 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1237 for (art = al->items; art != NULL; art = art->next)
1238 {
1239 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1240 if (art->allowed != NULL)
1241 {
1242 fprintf (logfile, "\tAllowed combinations:");
1243 for (next = art->allowed; next != NULL; next = next->next)
1244 fprintf (logfile, "%s,", &next->name);
1245 fprintf (logfile, "\n");
1246 }
1247 }
1248 }
1249 fprintf (logfile, "\n");
1250 }
1251
1252 /*
1253 * For debugging purposes. Dumps all treasures recursively (see below).
1254 */
1255 void
1256 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1257 {
1258 treasurelist *tl;
1259 int i;
1260
1261 if (depth > 100)
1262 return;
1263 while (t)
1264 {
1265 if (t->name)
1266 {
1267 for (i = 0; i < depth; i++)
1268 fprintf (logfile, " ");
1269 fprintf (logfile, "{ (list: %s)\n", &t->name);
1270 tl = find_treasurelist (t->name);
1271 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 }
1277 else
1278 {
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 }
1286
1287 if (t->next_yes)
1288 {
1289 for (i = 0; i < depth; i++)
1290 fprintf (logfile, " ");
1291 fprintf (logfile, " (if yes)\n");
1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1293 }
1294
1295 if (t->next_no)
1296 {
1297 for (i = 0; i < depth; i++)
1298 fprintf (logfile, " ");
1299 fprintf (logfile, " (if no)\n");
1300 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1301 }
1302
1303 t = t->next;
1304 }
1305 }
1306
1307 /*
1308 * For debugging purposes. Dumps all treasures for a given monster.
1309 * Created originally by Raphael Quinet for debugging the alchemy code.
1310 */
1311
1312 void
1313 dump_monster_treasure (const char *name)
1314 {
1315 archetype *at;
1316 int found;
1317
1318 found = 0;
1319 fprintf (logfile, "\n");
1320 for (at = first_archetype; at != NULL; at = at->next)
1321 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1322 {
1323 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1324 if (at->clone.randomitems != NULL)
1325 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1326 else
1327 fprintf (logfile, "(nothing)\n");
1328 fprintf (logfile, "\n");
1329 found++;
1330 }
1331 if (found == 0)
1332 fprintf (logfile, "No objects have the name %s!\n\n", name);
1333 }
1334
1335 /*
1336 * Builds up the lists of artifacts from the file in the libdir.
1337 */
1338
1339 void
1340 init_artifacts (void)
1341 {
1342 static int has_been_inited = 0;
1343 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1344 artifact *art = NULL;
1345 linked_char *tmp;
1346 int value;
1347 artifactlist *al;
1348
1349 if (has_been_inited)
1350 return;
1351 else
1352 has_been_inited = 1;
1353
1354 sprintf (filename, "%s/artifacts", settings.datadir);
1355 object_thawer thawer (filename);
1356
1357 if (!thawer)
1358 return;
1359
1360 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1361 {
1362 if (*buf == '#')
1363 continue;
1364 if ((cp = strchr (buf, '\n')) != NULL)
1365 *cp = '\0';
1366 cp = buf;
1367 while (*cp == ' ') /* Skip blanks */
1368 cp++;
1369 if (*cp == '\0')
1370 continue;
1371
1372 if (!strncmp (cp, "Allowed", 7))
1373 {
1374 if (art == NULL)
1375 {
1376 art = get_empty_artifact ();
1377 nrofartifacts++;
1378 }
1379 cp = strchr (cp, ' ') + 1;
1380 if (!strcmp (cp, "all"))
1381 continue;
1382
1383 do
1384 {
1385 nrofallowedstr++;
1386 if ((next = strchr (cp, ',')) != NULL)
1387 *(next++) = '\0';
1388 tmp = new linked_char;
1389
1390 tmp->name = cp;
1391 tmp->next = art->allowed;
1392 art->allowed = tmp;
1393 }
1394 while ((cp = next) != NULL);
1395 }
1396 else if (sscanf (cp, "chance %d", &value))
1397 art->chance = (uint16) value;
1398 else if (sscanf (cp, "difficulty %d", &value))
1399 art->difficulty = (uint8) value;
1400 else if (!strncmp (cp, "Object", 6))
1401 {
1402 art->item = object::create ();
1403
1404 if (!load_object (thawer, art->item, 0))
1405 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1406
1407 art->item->name = strchr (cp, ' ') + 1;
1408 al = find_artifactlist (art->item->type);
1409 if (al == NULL)
1410 {
1411 al = get_empty_artifactlist ();
1412 al->type = art->item->type;
1413 al->next = first_artifactlist;
1414 first_artifactlist = al;
1415 }
1416 art->next = al->items;
1417 al->items = art;
1418 art = NULL;
1419 }
1420 else
1421 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1422 }
1423
1424 for (al = first_artifactlist; al != NULL; al = al->next)
1425 {
1426 for (art = al->items; art != NULL; art = art->next)
1427 {
1428 if (!art->chance)
1429 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1430 else
1431 al->total_chance += art->chance;
1432 }
1433 #if 0
1434 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1435 #endif
1436 }
1437
1438 LOG (llevDebug, "done.\n");
1439 }
1440
1441
1442 /*
1443 * Used in artifact generation. The bonuses of the first object
1444 * is modified by the bonuses of the second object.
1445 */
1446
1447 void
1448 add_abilities (object *op, object *change)
1449 {
1450 int i, tmp;
1451
1452 if (change->face != blank_face)
1453 {
1454 #ifdef TREASURE_VERBOSE
1455 LOG (llevDebug, "FACE: %d\n", change->face->number);
1456 #endif
1457 op->face = change->face;
1458 }
1459
1460 for (i = 0; i < NUM_STATS; i++)
1461 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1462
1463 op->attacktype |= change->attacktype;
1464 op->path_attuned |= change->path_attuned;
1465 op->path_repelled |= change->path_repelled;
1466 op->path_denied |= change->path_denied;
1467 op->move_type |= change->move_type;
1468 op->stats.luck += change->stats.luck;
1469
1470 if (QUERY_FLAG (change, FLAG_CURSED))
1471 SET_FLAG (op, FLAG_CURSED);
1472 if (QUERY_FLAG (change, FLAG_DAMNED))
1473 SET_FLAG (op, FLAG_DAMNED);
1474 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1475 set_abs_magic (op, -op->magic);
1476
1477 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1478 SET_FLAG (op, FLAG_LIFESAVE);
1479 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1480 SET_FLAG (op, FLAG_REFL_SPELL);
1481 if (QUERY_FLAG (change, FLAG_STEALTH))
1482 SET_FLAG (op, FLAG_STEALTH);
1483 if (QUERY_FLAG (change, FLAG_XRAYS))
1484 SET_FLAG (op, FLAG_XRAYS);
1485 if (QUERY_FLAG (change, FLAG_BLIND))
1486 SET_FLAG (op, FLAG_BLIND);
1487 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1488 SET_FLAG (op, FLAG_SEE_IN_DARK);
1489 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1490 SET_FLAG (op, FLAG_REFL_MISSILE);
1491 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1492 SET_FLAG (op, FLAG_MAKE_INVIS);
1493
1494 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1495 {
1496 CLEAR_FLAG (op, FLAG_ANIMATE);
1497 /* so artifacts will join */
1498 if (!QUERY_FLAG (op, FLAG_ALIVE))
1499 op->speed = 0.0;
1500
1501 op->set_speed (op->speed);
1502 }
1503
1504 if (change->nrof)
1505 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1506
1507 op->stats.exp += change->stats.exp; /* Speed modifier */
1508 op->stats.wc += change->stats.wc;
1509 op->stats.ac += change->stats.ac;
1510
1511 if (change->other_arch)
1512 {
1513 /* Basically, for horns & potions, the other_arch field is the spell
1514 * to cast. So convert that to into a spell and put it into
1515 * this object.
1516 */
1517 if (op->type == HORN || op->type == POTION)
1518 {
1519 object *tmp_obj;
1520
1521 /* Remove any spells this object currently has in it */
1522 while (op->inv)
1523 op->inv->destroy ();
1524
1525 tmp_obj = arch_to_object (change->other_arch);
1526 insert_ob_in_ob (tmp_obj, op);
1527 }
1528 /* No harm setting this for potions/horns */
1529 op->other_arch = change->other_arch;
1530 }
1531
1532 if (change->stats.hp < 0)
1533 op->stats.hp = -change->stats.hp;
1534 else
1535 op->stats.hp += change->stats.hp;
1536
1537 if (change->stats.maxhp < 0)
1538 op->stats.maxhp = -change->stats.maxhp;
1539 else
1540 op->stats.maxhp += change->stats.maxhp;
1541
1542 if (change->stats.sp < 0)
1543 op->stats.sp = -change->stats.sp;
1544 else
1545 op->stats.sp += change->stats.sp;
1546
1547 if (change->stats.maxsp < 0)
1548 op->stats.maxsp = -change->stats.maxsp;
1549 else
1550 op->stats.maxsp += change->stats.maxsp;
1551
1552 if (change->stats.food < 0)
1553 op->stats.food = -(change->stats.food);
1554 else
1555 op->stats.food += change->stats.food;
1556
1557 if (change->level < 0)
1558 op->level = -(change->level);
1559 else
1560 op->level += change->level;
1561
1562 if (change->gen_sp_armour < 0)
1563 op->gen_sp_armour = -(change->gen_sp_armour);
1564 else
1565 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1566
1567 op->item_power = change->item_power;
1568
1569 for (i = 0; i < NROFATTACKS; i++)
1570 if (change->resist[i])
1571 op->resist[i] += change->resist[i];
1572
1573 if (change->stats.dam)
1574 {
1575 if (change->stats.dam < 0)
1576 op->stats.dam = (-change->stats.dam);
1577 else if (op->stats.dam)
1578 {
1579 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1580 if (tmp == op->stats.dam)
1581 {
1582 if (change->stats.dam < 10)
1583 op->stats.dam--;
1584 else
1585 op->stats.dam++;
1586 }
1587 else
1588 op->stats.dam = tmp;
1589 }
1590 }
1591
1592 if (change->weight)
1593 {
1594 if (change->weight < 0)
1595 op->weight = (-change->weight);
1596 else
1597 op->weight = (op->weight * (change->weight)) / 100;
1598 }
1599
1600 if (change->last_sp)
1601 {
1602 if (change->last_sp < 0)
1603 op->last_sp = (-change->last_sp);
1604 else
1605 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1606 }
1607
1608 if (change->gen_sp_armour)
1609 {
1610 if (change->gen_sp_armour < 0)
1611 op->gen_sp_armour = (-change->gen_sp_armour);
1612 else
1613 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1614 }
1615
1616 op->value *= change->value;
1617
1618 if (change->material)
1619 op->material = change->material;
1620
1621 if (change->materialname)
1622 op->materialname = change->materialname;
1623
1624 if (change->slaying)
1625 op->slaying = change->slaying;
1626
1627 if (change->race)
1628 op->race = change->race;
1629
1630 if (change->msg)
1631 op->msg = change->msg;
1632 }
1633
1634 static int
1635 legal_artifact_combination (object *op, artifact * art)
1636 {
1637 int neg, success = 0;
1638 linked_char *tmp;
1639 const char *name;
1640
1641 if (art->allowed == (linked_char *) NULL)
1642 return 1; /* Ie, "all" */
1643 for (tmp = art->allowed; tmp; tmp = tmp->next)
1644 {
1645 #ifdef TREASURE_VERBOSE
1646 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1647 #endif
1648 if (*tmp->name == '!')
1649 name = tmp->name + 1, neg = 1;
1650 else
1651 name = tmp->name, neg = 0;
1652
1653 /* If we match name, then return the opposite of 'neg' */
1654 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1655 return !neg;
1656
1657 /* Set success as true, since if the match was an inverse, it means
1658 * everything is allowed except what we match
1659 */
1660 else if (neg)
1661 success = 1;
1662 }
1663 return success;
1664 }
1665
1666 /*
1667 * Fixes the given object, giving it the abilities and titles
1668 * it should have due to the second artifact-template.
1669 */
1670
1671 void
1672 give_artifact_abilities (object *op, object *artifct)
1673 {
1674 char new_name[MAX_BUF];
1675
1676 sprintf (new_name, "of %s", &artifct->name);
1677 op->title = new_name;
1678 add_abilities (op, artifct); /* Give out the bonuses */
1679
1680 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1681 {
1682 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1683
1684 SET_FLAG (op, FLAG_IDENTIFIED);
1685 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1686 if (!identified)
1687 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1688 }
1689 #endif
1690 return;
1691 }
1692
1693 /*
1694 * Decides randomly which artifact the object should be
1695 * turned into. Makes sure that the item can become that
1696 * artifact (means magic, difficulty, and Allowed fields properly).
1697 * Then calls give_artifact_abilities in order to actually create
1698 * the artifact.
1699 */
1700
1701 /* Give 1 re-roll attempt per artifact */
1702 #define ARTIFACT_TRIES 2
1703
1704 void
1705 generate_artifact (object *op, int difficulty)
1706 {
1707 artifactlist *al;
1708 artifact *art;
1709 int i;
1710
1711 al = find_artifactlist (op->type);
1712
1713 if (al == NULL)
1714 {
1715 #if 0 /* This is too verbose, usually */
1716 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1717 #endif
1718 return;
1719 }
1720
1721 for (i = 0; i < ARTIFACT_TRIES; i++)
1722 {
1723 int roll = RANDOM () % al->total_chance;
1724
1725 for (art = al->items; art != NULL; art = art->next)
1726 {
1727 roll -= art->chance;
1728 if (roll < 0)
1729 break;
1730 }
1731
1732 if (art == NULL || roll >= 0)
1733 {
1734 #if 1
1735 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1736 #endif
1737 return;
1738 }
1739 if (!strcmp (art->item->name, "NONE"))
1740 return;
1741 if (FABS (op->magic) < art->item->magic)
1742 continue; /* Not magic enough to be this item */
1743
1744 /* Map difficulty not high enough */
1745 if (difficulty < art->difficulty)
1746 continue;
1747
1748 if (!legal_artifact_combination (op, art))
1749 {
1750 #ifdef TREASURE_VERBOSE
1751 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1752 #endif
1753 continue;
1754 }
1755 give_artifact_abilities (op, art->item);
1756 return;
1757 }
1758 }
1759
1760 /* fix_flesh_item() - objects of type FLESH are similar to type
1761 * FOOD, except they inherit properties (name, food value, etc).
1762 * based on the original owner (or 'donor' if you like). -b.t.
1763 */
1764
1765 void
1766 fix_flesh_item (object *item, object *donor)
1767 {
1768 char tmpbuf[MAX_BUF];
1769 int i;
1770
1771 if (item->type == FLESH && donor)
1772 {
1773 /* change the name */
1774 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1775 item->name = tmpbuf;
1776 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1777 item->name_pl = tmpbuf;
1778
1779 /* weight is FLESH weight/100 * donor */
1780 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1781 item->weight = 1;
1782
1783 /* value is multiplied by level of donor */
1784 item->value *= isqrt (donor->level * 2);
1785
1786 /* food value */
1787 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1788
1789 /* flesh items inherit some abilities of donor, but not
1790 * full effect.
1791 */
1792 for (i = 0; i < NROFATTACKS; i++)
1793 item->resist[i] = donor->resist[i] / 2;
1794
1795 /* item inherits donor's level (important for quezals) */
1796 item->level = donor->level;
1797
1798 /* if donor has some attacktypes, the flesh is poisonous */
1799 if (donor->attacktype & AT_POISON)
1800 item->type = POISON;
1801 if (donor->attacktype & AT_ACID)
1802 item->stats.hp = -1 * item->stats.food;
1803 SET_FLAG (item, FLAG_NO_STEAL);
1804 }
1805 }
1806
1807 /* special_potion() - so that old potion code is still done right. */
1808
1809 int
1810 special_potion (object *op)
1811 {
1812 if (op->attacktype)
1813 return 1;
1814
1815 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1816 return 1;
1817
1818 for (int i = 0; i < NROFATTACKS; i++)
1819 if (op->resist[i])
1820 return 1;
1821
1822 return 0;
1823 }
1824
1825 void
1826 free_treasurestruct (treasure *t)
1827 {
1828 if (t->next)
1829 free_treasurestruct (t->next);
1830 if (t->next_yes)
1831 free_treasurestruct (t->next_yes);
1832 if (t->next_no)
1833 free_treasurestruct (t->next_no);
1834
1835 delete t;
1836 }
1837
1838 void
1839 free_charlinks (linked_char *lc)
1840 {
1841 if (lc->next)
1842 free_charlinks (lc->next);
1843
1844 delete lc;
1845 }
1846
1847 void
1848 free_artifact (artifact * at)
1849 {
1850 if (at->next)
1851 free_artifact (at->next);
1852
1853 if (at->allowed)
1854 free_charlinks (at->allowed);
1855
1856 at->item->destroy (1);
1857
1858 delete at;
1859 }
1860
1861 void
1862 free_artifactlist (artifactlist * al)
1863 {
1864 artifactlist *nextal;
1865
1866 for (al = first_artifactlist; al; al = nextal)
1867 {
1868 nextal = al->next;
1869
1870 if (al->items)
1871 free_artifact (al->items);
1872
1873 free (al);
1874 }
1875 }
1876
1877 void
1878 free_all_treasures (void)
1879 {
1880 treasurelist *tl, *next;
1881
1882
1883 for (tl = first_treasurelist; tl != NULL; tl = next)
1884 {
1885 next = tl->next;
1886 if (tl->items)
1887 free_treasurestruct (tl->items);
1888 delete tl;
1889 }
1890 free_artifactlist (first_artifactlist);
1891 }