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Revision: 1.38
Committed: Fri Feb 16 19:43:41 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +80 -66 lines
Log Message:
- identified random memory corrutpion bug
- fixed most likely cause for bug above
- rewrote object loader etc. into a simple one-line lookahead
  parser.
- rewrote/cleaned up archetype, treasure, artifact, formula parser.
- some optimisations / cleanups

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 = rndm (t->nrof) + 1;
354
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 = rndm (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 (difficulty >= t->magic)
401 {
402 treasurelist *tl = find_treasurelist (t->name);
403 if (tl)
404 create_treasure (tl, op, flag, difficulty, tries);
405 }
406 else if (t->nrof)
407 create_one_treasure (tl, op, flag, difficulty, tries);
408
409 return;
410 }
411
412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
413 {
414 object *tmp = arch_to_object (t->item);
415
416 if (!tmp)
417 return;
418
419 if (t->nrof && tmp->nrof <= 1)
420 tmp->nrof = rndm (t->nrof) + 1;
421
422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
423 change_treasure (t, tmp);
424 put_treasure (tmp, op, flag);
425 }
426 }
427
428 /* This calls the appropriate treasure creation function. tries is passed
429 * to determine how many list transitions or attempts to create treasure
430 * have been made. It is really in place to prevent infinite loops with
431 * list transitions, or so that excessively good treasure will not be
432 * created on weak maps, because it will exceed the number of allowed tries
433 * to do that.
434 */
435 void
436 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
437 {
438 if (tries++ > 100)
439 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return;
442 }
443
444 if (tl->total_chance)
445 create_one_treasure (tl, op, flag, difficulty, tries);
446 else
447 create_all_treasures (tl->items, op, flag, difficulty, tries);
448 }
449
450 /* This is similar to the old generate treasure function. However,
451 * it instead takes a treasurelist. It is really just a wrapper around
452 * create_treasure. We create a dummy object that the treasure gets
453 * inserted into, and then return that treausre
454 */
455 object *
456 generate_treasure (treasurelist *tl, int difficulty)
457 {
458 difficulty = clamp (difficulty, 1, settings.max_level);
459
460 object *ob = object::create (), *tmp;
461
462 create_treasure (tl, ob, 0, difficulty, 0);
463
464 /* Don't want to free the object we are about to return */
465 tmp = ob->inv;
466 if (tmp != NULL)
467 tmp->remove ();
468
469 if (ob->inv)
470 LOG (llevError, "In generate treasure, created multiple objects.\n");
471
472 ob->destroy ();
473 return tmp;
474 }
475
476 /*
477 * This is a new way of calculating the chance for an item to have
478 * a specific magical bonus.
479 * The array has two arguments, the difficulty of the level, and the
480 * magical bonus "wanted".
481 */
482
483 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
484
485 /*chance of magic difficulty*/
486
487 /* +0 +1 +2 +3 +4 */
488 {95, 2, 2, 1, 0}, /*1 */
489 {92, 5, 2, 1, 0}, /*2 */
490 {85, 10, 4, 1, 0}, /*3 */
491 {80, 14, 4, 2, 0}, /*4 */
492 {75, 17, 5, 2, 1}, /*5 */
493 {70, 18, 8, 3, 1}, /*6 */
494 {65, 21, 10, 3, 1}, /*7 */
495 {60, 22, 12, 4, 2}, /*8 */
496 {55, 25, 14, 4, 2}, /*9 */
497 {50, 27, 16, 5, 2}, /*10 */
498 {45, 28, 18, 6, 3}, /*11 */
499 {42, 28, 20, 7, 3}, /*12 */
500 {40, 27, 21, 8, 4}, /*13 */
501 {38, 25, 22, 10, 5}, /*14 */
502 {36, 23, 23, 12, 6}, /*15 */
503 {33, 21, 24, 14, 8}, /*16 */
504 {31, 19, 25, 16, 9}, /*17 */
505 {27, 15, 30, 18, 10}, /*18 */
506 {20, 12, 30, 25, 13}, /*19 */
507 {15, 10, 28, 30, 17}, /*20 */
508 {13, 9, 27, 28, 23}, /*21 */
509 {10, 8, 25, 28, 29}, /*22 */
510 {8, 7, 23, 26, 36}, /*23 */
511 {6, 6, 20, 22, 46}, /*24 */
512 {4, 5, 17, 18, 56}, /*25 */
513 {2, 4, 12, 14, 68}, /*26 */
514 {0, 3, 7, 10, 80}, /*27 */
515 {0, 0, 3, 7, 90}, /*28 */
516 {0, 0, 0, 3, 97}, /*29 */
517 {0, 0, 0, 0, 100}, /*30 */
518 {0, 0, 0, 0, 100}, /*31 */
519 };
520
521
522 /* calculate the appropriate level for wands staves and scrolls.
523 * This code presumes that op has had its spell object created (in op->inv)
524 *
525 * elmex Wed Aug 9 17:44:59 CEST 2006:
526 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
527 */
528
529 int
530 level_for_item (const object *op, int difficulty)
531 {
532 int olevel = 0;
533
534 if (!op->inv)
535 {
536 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
537 return 0;
538 }
539
540 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
541
542 if (olevel <= 0)
543 olevel = rndm (1, MIN (op->inv->level, 1));
544
545 if (olevel > MAXLEVEL)
546 olevel = MAXLEVEL;
547
548 return olevel;
549 }
550
551 /*
552 * Based upon the specified difficulty and upon the difftomagic_list array,
553 * a random magical bonus is returned. This is used when determine
554 * the magical bonus created on specific maps.
555 *
556 * elmex Thu Aug 10 18:45:44 CEST 2006:
557 * Scaling difficulty by max_level, as difficulty is a level and not some
558 * weird integer between 1-31.
559 *
560 */
561
562 int
563 magic_from_difficulty (int difficulty)
564 {
565 int percent = 0, magic = 0;
566 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
567
568 scaled_diff--;
569
570 if (scaled_diff < 0)
571 scaled_diff = 0;
572
573 if (scaled_diff >= DIFFLEVELS)
574 scaled_diff = DIFFLEVELS - 1;
575
576 percent = rndm (100);
577
578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
579 {
580 percent -= difftomagic_list[scaled_diff][magic];
581
582 if (percent < 0)
583 break;
584 }
585
586 if (magic == (MAXMAGIC + 1))
587 {
588 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
589 magic = 0;
590 }
591
592 magic = (rndm (3)) ? magic : -magic;
593 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
594
595 return magic;
596 }
597
598 /*
599 * Sets magical bonus in an object, and recalculates the effect on
600 * the armour variable, and the effect on speed of armour.
601 * This function doesn't work properly, should add use of archetypes
602 * to make it truly absolute.
603 */
604
605 void
606 set_abs_magic (object *op, int magic)
607 {
608 if (!magic)
609 return;
610
611 op->magic = magic;
612 if (op->arch)
613 {
614 if (op->type == ARMOUR)
615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
616
617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
618 magic = (-magic);
619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
620 }
621 else
622 {
623 if (op->type == ARMOUR)
624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
625 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
626 magic = (-magic);
627 op->weight = (op->weight * (100 - magic * 10)) / 100;
628 }
629 }
630
631 /*
632 * Sets a random magical bonus in the given object based upon
633 * the given difficulty, and the given max possible bonus.
634 */
635
636 static void
637 set_magic (int difficulty, object *op, int max_magic, int flags)
638 {
639 int i;
640
641 i = magic_from_difficulty (difficulty);
642 if ((flags & GT_ONLY_GOOD) && i < 0)
643 i = -i;
644 if (i > max_magic)
645 i = max_magic;
646 set_abs_magic (op, i);
647 if (i < 0)
648 SET_FLAG (op, FLAG_CURSED);
649 }
650
651 /*
652 * Randomly adds one magical ability to the given object.
653 * Modified for Partial Resistance in many ways:
654 * 1) Since rings can have multiple bonuses, if the same bonus
655 * is rolled again, increase it - the bonuses now stack with
656 * other bonuses previously rolled and ones the item might natively have.
657 * 2) Add code to deal with new PR method.
658 */
659
660 void
661 set_ring_bonus (object *op, int bonus)
662 {
663
664 int r = rndm (bonus > 0 ? 25 : 11);
665
666 if (op->type == AMULET)
667 {
668 if (!(rndm (21)))
669 r = 20 + rndm (2);
670 else
671 {
672 if (rndm (2))
673 r = 10;
674 else
675 r = 11 + rndm (9);
676 }
677 }
678
679 switch (r)
680 {
681 /* Redone by MSW 2000-11-26 to have much less code. Also,
682 * bonuses and penalties will stack and add to existing values.
683 * of the item.
684 */
685 case 0:
686 case 1:
687 case 2:
688 case 3:
689 case 4:
690 case 5:
691 case 6:
692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
693 break;
694
695 case 7:
696 op->stats.dam += bonus;
697 break;
698
699 case 8:
700 op->stats.wc += bonus;
701 break;
702
703 case 9:
704 op->stats.food += bonus; /* hunger/sustenance */
705 break;
706
707 case 10:
708 op->stats.ac += bonus;
709 break;
710
711 /* Item that gives protections/vulnerabilities */
712 case 11:
713 case 12:
714 case 13:
715 case 14:
716 case 15:
717 case 16:
718 case 17:
719 case 18:
720 case 19:
721 {
722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
723
724 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
726
727 /* Cursed items need to have higher negative values to equal out with
728 * positive values for how protections work out. Put another
729 * little random element in since that they don't always end up with
730 * even values.
731 */
732 if (bonus < 0)
733 val = 2 * -val - rndm (b);
734 if (val > 35)
735 val = 35; /* Upper limit */
736 b = 0;
737
738 while (op->resist[resist_table[resist]] != 0 && b < 4)
739 resist = rndm (num_resist_table);
740
741 if (b == 4)
742 return; /* Not able to find a free resistance */
743
744 op->resist[resist_table[resist]] = val;
745 /* We should probably do something more clever here to adjust value
746 * based on how good a resistance we gave.
747 */
748 break;
749 }
750 case 20:
751 if (op->type == AMULET)
752 {
753 SET_FLAG (op, FLAG_REFL_SPELL);
754 op->value *= 11;
755 }
756 else
757 {
758 op->stats.hp = 1; /* regenerate hit points */
759 op->value *= 4;
760 }
761 break;
762
763 case 21:
764 if (op->type == AMULET)
765 {
766 SET_FLAG (op, FLAG_REFL_MISSILE);
767 op->value *= 9;
768 }
769 else
770 {
771 op->stats.sp = 1; /* regenerate spell points */
772 op->value *= 3;
773 }
774 break;
775
776 case 22:
777 op->stats.exp += bonus; /* Speed! */
778 op->value = (op->value * 2) / 3;
779 break;
780 }
781
782 if (bonus > 0)
783 op->value *= 2 * bonus;
784 else
785 op->value = -(op->value * 2 * bonus) / 3;
786 }
787
788 /*
789 * get_magic(diff) will return a random number between 0 and 4.
790 * diff can be any value above 2. The higher the diff-variable, the
791 * higher is the chance of returning a low number.
792 * It is only used in fix_generated_treasure() to set bonuses on
793 * rings and amulets.
794 * Another scheme is used to calculate the magic of weapons and armours.
795 */
796 int
797 get_magic (int diff)
798 {
799 int i;
800
801 if (diff < 3)
802 diff = 3;
803
804 for (i = 0; i < 4; i++)
805 if (rndm (diff))
806 return i;
807
808 return 4;
809 }
810
811 #define DICE2 (get_magic(2)==2?2:1)
812 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (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 void
837 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
838 {
839 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
840
841 if (!creator || creator->type == op->type)
842 creator = op; /*safety & to prevent polymorphed objects giving attributes */
843
844 /* If we make an artifact, this information will be destroyed */
845 save_item_power = op->item_power;
846 op->item_power = 0;
847
848 if (op->randomitems && op->type != SPELL)
849 {
850 create_treasure (op->randomitems, op, flags, difficulty, 0);
851 if (!op->inv)
852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
853
854 /* So the treasure doesn't get created again */
855 op->randomitems = NULL;
856 }
857
858 if (difficulty < 1)
859 difficulty = 1;
860
861 if (INVOKE_OBJECT (ADD_BONUS, op,
862 ARG_OBJECT (creator != op ? creator : 0),
863 ARG_INT (difficulty), ARG_INT (max_magic),
864 ARG_INT (flags)))
865 return;
866
867 if (!(flags & GT_MINIMAL))
868 {
869 if (op->arch == crown_arch)
870 {
871 set_magic (difficulty, op, max_magic, flags);
872 num_enchantments = calc_item_power (op, 1);
873 generate_artifact (op, difficulty);
874 }
875 else
876 {
877 if (!op->magic && max_magic)
878 set_magic (difficulty, op, max_magic, flags);
879
880 num_enchantments = calc_item_power (op, 1);
881
882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
885 * used for shop_floors or treasures */
886 generate_artifact (op, difficulty);
887 }
888
889 /* Object was made an artifact. Calculate its item_power rating.
890 * the item_power in the object is what the artfiact adds.
891 */
892 if (op->title)
893 {
894 /* if save_item_power is set, then most likely we started with an
895 * artifact and have added new abilities to it - this is rare, but
896 * but I have seen things like 'strange rings of fire'. So just figure
897 * out the power from the base power plus what this one adds. Note
898 * that since item_power is not quite linear, this actually ends up
899 * being somewhat of a bonus
900 */
901 if (save_item_power)
902 op->item_power = save_item_power + get_power_from_ench (op->item_power);
903 else
904 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
905 }
906 else if (save_item_power)
907 {
908 /* restore the item_power field to the object if we haven't changed it.
909 * we don't care about num_enchantments - that will basically just
910 * have calculated some value from the base attributes of the archetype.
911 */
912 op->item_power = save_item_power;
913 }
914 else
915 {
916 /* item_power was zero. This is suspicious, as it may be because it
917 * was never previously calculated. Let's compute a value and see if
918 * it is non-zero. If it indeed is, then assign it as the new
919 * item_power value.
920 * - gros, 21th of July 2006.
921 */
922 op->item_power = calc_item_power (op, 0);
923 save_item_power = op->item_power; /* Just in case it would get used
924 * again below */
925 }
926 }
927
928 /* materialtype modifications. Note we allow this on artifacts. */
929 set_materialname (op, difficulty, NULL);
930
931 if (flags & GT_MINIMAL)
932 {
933 if (op->type == POTION)
934 /* Handle healing and magic power potions */
935 if (op->stats.sp && !op->randomitems)
936 {
937 object *tmp;
938
939 tmp = get_archetype (spell_mapping[op->stats.sp]);
940 insert_ob_in_ob (tmp, op);
941 op->stats.sp = 0;
942 }
943 }
944 else if (!op->title) /* Only modify object if not special */
945 switch (op->type)
946 {
947 case WEAPON:
948 case ARMOUR:
949 case SHIELD:
950 case HELMET:
951 case CLOAK:
952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
953 set_ring_bonus (op, -DICE2);
954 break;
955
956 case BRACERS:
957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
958 {
959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
960 if (!QUERY_FLAG (op, FLAG_CURSED))
961 op->value *= 3;
962 }
963 break;
964
965 case POTION:
966 {
967 int too_many_tries = 0, is_special = 0;
968
969 /* Handle healing and magic power potions */
970 if (op->stats.sp && !op->randomitems)
971 {
972 object *tmp;
973
974 tmp = get_archetype (spell_mapping[op->stats.sp]);
975 insert_ob_in_ob (tmp, op);
976 op->stats.sp = 0;
977 }
978
979 while (!(is_special = special_potion (op)) && !op->inv)
980 {
981 generate_artifact (op, difficulty);
982 if (too_many_tries++ > 10)
983 break;
984 }
985
986 /* don't want to change value for healing/magic power potions,
987 * since the value set on those is already correct.
988 */
989 if (op->inv && op->randomitems)
990 {
991 /* value multiplier is same as for scrolls */
992 op->value = (op->value * op->inv->value);
993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
994 }
995 else
996 {
997 op->name = "potion";
998 op->name_pl = "potions";
999 }
1000
1001 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1002 SET_FLAG (op, FLAG_CURSED);
1003 break;
1004 }
1005
1006 case AMULET:
1007 if (op->arch == amulet_arch)
1008 op->value *= 5; /* Since it's not just decoration */
1009
1010 case RING:
1011 if (op->arch == NULL)
1012 {
1013 op->destroy ();
1014 op = 0;
1015 break;
1016 }
1017
1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1019 break;
1020
1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1022 SET_FLAG (op, FLAG_CURSED);
1023
1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1025
1026 if (op->type != RING) /* Amulets have only one ability */
1027 break;
1028
1029 if (!(rndm (4)))
1030 {
1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1032
1033 if (d > 0)
1034 op->value *= 3;
1035
1036 set_ring_bonus (op, d);
1037
1038 if (!(rndm (4)))
1039 {
1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1041
1042 if (d > 0)
1043 op->value *= 5;
1044 set_ring_bonus (op, d);
1045 }
1046 }
1047
1048 if (GET_ANIM_ID (op))
1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1050
1051 break;
1052
1053 case BOOK:
1054 /* Is it an empty book?, if yes lets make a special·
1055 * msg for it, and tailor its properties based on the·
1056 * creator and/or map level we found it on.
1057 */
1058 if (!op->msg && rndm (10))
1059 {
1060 /* set the book level properly */
1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1062 {
1063 if (op->map && op->map->difficulty)
1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1065 else
1066 op->level = rndm (20) + 1;
1067 }
1068 else
1069 op->level = rndm (creator->level);
1070
1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1072 /* books w/ info are worth more! */
1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1074 /* creator related stuff */
1075
1076 /* for library, chained books. Note that some monsters have no_pick
1077 * set - we don't want to set no pick in that case.
1078 */
1079 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1080 SET_FLAG (op, FLAG_NO_PICK);
1081 if (creator->slaying && !op->slaying) /* for check_inv floors */
1082 op->slaying = creator->slaying;
1083
1084 /* add exp so reading it gives xp (once) */
1085 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1086 }
1087 break;
1088
1089 case SPELLBOOK:
1090 op->value = op->value * op->inv->value;
1091 /* add exp so learning gives xp */
1092 op->level = op->inv->level;
1093 op->stats.exp = op->value;
1094 break;
1095
1096 case WAND:
1097 /* nrof in the treasure list is number of charges,
1098 * not number of wands. So copy that into food (charges),
1099 * and reset nrof.
1100 */
1101 op->stats.food = op->inv->nrof;
1102 op->nrof = 1;
1103 /* If the spell changes by level, choose a random level
1104 * for it, and adjust price. If the spell doesn't
1105 * change by level, just set the wand to the level of
1106 * the spell, and value calculation is simpler.
1107 */
1108 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1109 {
1110 op->level = level_for_item (op, difficulty);
1111 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1112 }
1113 else
1114 {
1115 op->level = op->inv->level;
1116 op->value = op->value * op->inv->value;
1117 }
1118 break;
1119
1120 case ROD:
1121 op->level = level_for_item (op, difficulty);
1122 /* Add 50 to both level an divisor to keep prices a little more
1123 * reasonable. Otherwise, a high level version of a low level
1124 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1125 * 10 time multiplier). This way, the value are a bit more reasonable.
1126 */
1127 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1128 /* maxhp is used to denote how many 'charges' the rod holds before */
1129 if (op->stats.maxhp)
1130 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1131 else
1132 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1133
1134 op->stats.hp = op->stats.maxhp;
1135 break;
1136
1137 case SCROLL:
1138 op->level = level_for_item (op, difficulty);
1139 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1140
1141 /* add exp so reading them properly gives xp */
1142 op->stats.exp = op->value / 5;
1143 op->nrof = op->inv->nrof;
1144 break;
1145
1146 case RUNE:
1147 trap_adjust (op, difficulty);
1148 break;
1149
1150 case TRAP:
1151 trap_adjust (op, difficulty);
1152 break;
1153 } /* switch type */
1154
1155 if (flags & GT_STARTEQUIP)
1156 {
1157 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1158 SET_FLAG (op, FLAG_STARTEQUIP);
1159 else if (op->type != MONEY)
1160 op->value = 0;
1161 }
1162
1163 if (!(flags & GT_ENVIRONMENT))
1164 fix_flesh_item (op, creator);
1165 }
1166
1167 /*
1168 *
1169 *
1170 * CODE DEALING WITH ARTIFACTS STARTS HERE
1171 *
1172 *
1173 */
1174
1175 /*
1176 * Allocate and return the pointer to an empty artifactlist structure.
1177 */
1178 static artifactlist *
1179 get_empty_artifactlist (void)
1180 {
1181 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1182
1183 if (al == NULL)
1184 fatal (OUT_OF_MEMORY);
1185 al->next = NULL;
1186 al->items = NULL;
1187 al->total_chance = 0;
1188 return al;
1189 }
1190
1191 /*
1192 * Allocate and return the pointer to an empty artifact structure.
1193 */
1194 static artifact *
1195 get_empty_artifact (void)
1196 {
1197 artifact *a = (artifact *) malloc (sizeof (artifact));
1198
1199 if (a == NULL)
1200 fatal (OUT_OF_MEMORY);
1201
1202 a->item = NULL;
1203 a->next = NULL;
1204 a->chance = 0;
1205 a->difficulty = 0;
1206 a->allowed = NULL;
1207 return a;
1208 }
1209
1210 /*
1211 * Searches the artifact lists and returns one that has the same type
1212 * of objects on it.
1213 */
1214 artifactlist *
1215 find_artifactlist (int type)
1216 {
1217 artifactlist *al;
1218
1219 for (al = first_artifactlist; al; al = al->next)
1220 if (al->type == type)
1221 return al;
1222
1223 return 0;
1224 }
1225
1226 /*
1227 * For debugging purposes. Dumps all tables.
1228 */
1229 void
1230 dump_artifacts (void)
1231 {
1232 artifactlist *al;
1233 artifact *art;
1234 linked_char *next;
1235
1236 fprintf (logfile, "\n");
1237 for (al = first_artifactlist; al != NULL; al = al->next)
1238 {
1239 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1240 for (art = al->items; art != NULL; art = art->next)
1241 {
1242 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1243 if (art->allowed != NULL)
1244 {
1245 fprintf (logfile, "\tallowed combinations:");
1246 for (next = art->allowed; next != NULL; next = next->next)
1247 fprintf (logfile, "%s,", &next->name);
1248 fprintf (logfile, "\n");
1249 }
1250 }
1251 }
1252 fprintf (logfile, "\n");
1253 }
1254
1255 /*
1256 * For debugging purposes. Dumps all treasures recursively (see below).
1257 */
1258 void
1259 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1260 {
1261 treasurelist *tl;
1262 int i;
1263
1264 if (depth > 100)
1265 return;
1266 while (t)
1267 {
1268 if (t->name)
1269 {
1270 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " ");
1272 fprintf (logfile, "{ (list: %s)\n", &t->name);
1273 tl = find_treasurelist (t->name);
1274 if (tl)
1275 dump_monster_treasure_rec (name, tl->items, depth + 2);
1276 for (i = 0; i < depth; i++)
1277 fprintf (logfile, " ");
1278 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1279 }
1280 else
1281 {
1282 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " ");
1284 if (t->item && t->item->clone.type == FLESH)
1285 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1286 else
1287 fprintf (logfile, "%s\n", &t->item->clone.name);
1288 }
1289
1290 if (t->next_yes)
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
1298 if (t->next_no)
1299 {
1300 for (i = 0; i < depth; i++)
1301 fprintf (logfile, " ");
1302 fprintf (logfile, " (if no)\n");
1303 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1304 }
1305
1306 t = t->next;
1307 }
1308 }
1309
1310 /*
1311 * For debugging purposes. Dumps all treasures for a given monster.
1312 * Created originally by Raphael Quinet for debugging the alchemy code.
1313 */
1314
1315 void
1316 dump_monster_treasure (const char *name)
1317 {
1318 archetype *at;
1319 int found;
1320
1321 found = 0;
1322 fprintf (logfile, "\n");
1323
1324 for (at = first_archetype; at != NULL; at = at->next)
1325 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1326 {
1327 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1328 if (at->clone.randomitems != NULL)
1329 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1330 else
1331 fprintf (logfile, "(nothing)\n");
1332
1333 fprintf (logfile, "\n");
1334 found++;
1335 }
1336
1337 if (found == 0)
1338 fprintf (logfile, "No objects have the name %s!\n\n", name);
1339 }
1340
1341 /*
1342 * Builds up the lists of artifacts from the file in the libdir.
1343 */
1344 void
1345 init_artifacts (void)
1346 {
1347 static int has_been_inited = 0;
1348 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1349 artifact *art = NULL;
1350 int value;
1351 artifactlist *al;
1352
1353 if (has_been_inited)
1354 return;
1355 else
1356 has_been_inited = 1;
1357
1358 sprintf (filename, "%s/artifacts", settings.datadir);
1359 object_thawer f (filename);
1360
1361 if (!f)
1362 return;
1363
1364 f.next ();
1365
1366 for (;;)
1367 {
1368 switch (f.kw)
1369 {
1370 case KW_allowed:
1371 if (!art)
1372 {
1373 art = get_empty_artifact ();
1374 nrofartifacts++;
1375 }
1376
1377 {
1378 if (!strcmp (f.get_str (), "all"))
1379 break;
1380
1381 char *next, *cp = f.get_str ();
1382
1383 do
1384 {
1385 nrofallowedstr++;
1386
1387 if ((next = strchr (cp, ',')))
1388 *next++ = '\0';
1389
1390 linked_char *tmp = new linked_char;
1391
1392 tmp->name = cp;
1393 tmp->next = art->allowed;
1394 art->allowed = tmp;
1395 }
1396 while ((cp = next));
1397 }
1398 break;
1399
1400 case KW_chance:
1401 f.get (art->chance);
1402 break;
1403
1404 case KW_difficulty:
1405 f.get (art->difficulty);
1406 break;
1407
1408 case KW_object:
1409 {
1410 art->item = object::create ();
1411
1412 if (!art->item->parse_kv (f))
1413 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1414
1415 al = find_artifactlist (art->item->type);
1416
1417 if (!al)
1418 {
1419 al = get_empty_artifactlist ();
1420 al->type = art->item->type;
1421 al->next = first_artifactlist;
1422 first_artifactlist = al;
1423 }
1424
1425 art->next = al->items;
1426 al->items = art;
1427 art = 0;
1428 }
1429 continue;
1430
1431 case KW_EOF:
1432 goto done;
1433
1434 default:
1435 if (!f.parse_error ("artifacts file"))
1436 cleanup ("artifacts file required");
1437 break;
1438 }
1439
1440 f.next ();
1441 }
1442
1443 done:
1444 for (al = first_artifactlist; al; al = al->next)
1445 {
1446 for (art = al->items; art; art = art->next)
1447 {
1448 if (!art->chance)
1449 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1450 else
1451 al->total_chance += art->chance;
1452 }
1453 #if 0
1454 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1455 #endif
1456 }
1457
1458 LOG (llevDebug, "done.\n");
1459 }
1460
1461
1462 /*
1463 * Used in artifact generation. The bonuses of the first object
1464 * is modified by the bonuses of the second object.
1465 */
1466
1467 void
1468 add_abilities (object *op, object *change)
1469 {
1470 int i, tmp;
1471
1472 if (change->face != blank_face)
1473 {
1474 #ifdef TREASURE_VERBOSE
1475 LOG (llevDebug, "FACE: %d\n", change->face->number);
1476 #endif
1477 op->face = change->face;
1478 }
1479
1480 for (i = 0; i < NUM_STATS; i++)
1481 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1482
1483 op->attacktype |= change->attacktype;
1484 op->path_attuned |= change->path_attuned;
1485 op->path_repelled |= change->path_repelled;
1486 op->path_denied |= change->path_denied;
1487 op->move_type |= change->move_type;
1488 op->stats.luck += change->stats.luck;
1489
1490 if (QUERY_FLAG (change, FLAG_CURSED))
1491 SET_FLAG (op, FLAG_CURSED);
1492 if (QUERY_FLAG (change, FLAG_DAMNED))
1493 SET_FLAG (op, FLAG_DAMNED);
1494 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1495 set_abs_magic (op, -op->magic);
1496
1497 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1498 SET_FLAG (op, FLAG_LIFESAVE);
1499 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1500 SET_FLAG (op, FLAG_REFL_SPELL);
1501 if (QUERY_FLAG (change, FLAG_STEALTH))
1502 SET_FLAG (op, FLAG_STEALTH);
1503 if (QUERY_FLAG (change, FLAG_XRAYS))
1504 SET_FLAG (op, FLAG_XRAYS);
1505 if (QUERY_FLAG (change, FLAG_BLIND))
1506 SET_FLAG (op, FLAG_BLIND);
1507 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1508 SET_FLAG (op, FLAG_SEE_IN_DARK);
1509 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1510 SET_FLAG (op, FLAG_REFL_MISSILE);
1511 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1512 SET_FLAG (op, FLAG_MAKE_INVIS);
1513
1514 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1515 {
1516 CLEAR_FLAG (op, FLAG_ANIMATE);
1517 /* so artifacts will join */
1518 if (!QUERY_FLAG (op, FLAG_ALIVE))
1519 op->speed = 0.0;
1520
1521 op->set_speed (op->speed);
1522 }
1523
1524 if (change->nrof)
1525 op->nrof = rndm (change->nrof) + 1;
1526
1527 op->stats.exp += change->stats.exp; /* Speed modifier */
1528 op->stats.wc += change->stats.wc;
1529 op->stats.ac += change->stats.ac;
1530
1531 if (change->other_arch)
1532 {
1533 /* Basically, for horns & potions, the other_arch field is the spell
1534 * to cast. So convert that to into a spell and put it into
1535 * this object.
1536 */
1537 if (op->type == HORN || op->type == POTION)
1538 {
1539 object *tmp_obj;
1540
1541 /* Remove any spells this object currently has in it */
1542 while (op->inv)
1543 op->inv->destroy ();
1544
1545 tmp_obj = arch_to_object (change->other_arch);
1546 insert_ob_in_ob (tmp_obj, op);
1547 }
1548 /* No harm setting this for potions/horns */
1549 op->other_arch = change->other_arch;
1550 }
1551
1552 if (change->stats.hp < 0)
1553 op->stats.hp = -change->stats.hp;
1554 else
1555 op->stats.hp += change->stats.hp;
1556
1557 if (change->stats.maxhp < 0)
1558 op->stats.maxhp = -change->stats.maxhp;
1559 else
1560 op->stats.maxhp += change->stats.maxhp;
1561
1562 if (change->stats.sp < 0)
1563 op->stats.sp = -change->stats.sp;
1564 else
1565 op->stats.sp += change->stats.sp;
1566
1567 if (change->stats.maxsp < 0)
1568 op->stats.maxsp = -change->stats.maxsp;
1569 else
1570 op->stats.maxsp += change->stats.maxsp;
1571
1572 if (change->stats.food < 0)
1573 op->stats.food = -(change->stats.food);
1574 else
1575 op->stats.food += change->stats.food;
1576
1577 if (change->level < 0)
1578 op->level = -(change->level);
1579 else
1580 op->level += change->level;
1581
1582 if (change->gen_sp_armour < 0)
1583 op->gen_sp_armour = -(change->gen_sp_armour);
1584 else
1585 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1586
1587 op->item_power = change->item_power;
1588
1589 for (i = 0; i < NROFATTACKS; i++)
1590 if (change->resist[i])
1591 op->resist[i] += change->resist[i];
1592
1593 if (change->stats.dam)
1594 {
1595 if (change->stats.dam < 0)
1596 op->stats.dam = (-change->stats.dam);
1597 else if (op->stats.dam)
1598 {
1599 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1600 if (tmp == op->stats.dam)
1601 {
1602 if (change->stats.dam < 10)
1603 op->stats.dam--;
1604 else
1605 op->stats.dam++;
1606 }
1607 else
1608 op->stats.dam = tmp;
1609 }
1610 }
1611
1612 if (change->weight)
1613 {
1614 if (change->weight < 0)
1615 op->weight = (-change->weight);
1616 else
1617 op->weight = (op->weight * (change->weight)) / 100;
1618 }
1619
1620 if (change->last_sp)
1621 {
1622 if (change->last_sp < 0)
1623 op->last_sp = (-change->last_sp);
1624 else
1625 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1626 }
1627
1628 if (change->gen_sp_armour)
1629 {
1630 if (change->gen_sp_armour < 0)
1631 op->gen_sp_armour = (-change->gen_sp_armour);
1632 else
1633 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1634 }
1635
1636 op->value *= change->value;
1637
1638 if (change->materials)
1639 op->materials = change->materials;
1640
1641 if (change->materialname)
1642 op->materialname = change->materialname;
1643
1644 if (change->slaying)
1645 op->slaying = change->slaying;
1646
1647 if (change->race)
1648 op->race = change->race;
1649
1650 if (change->msg)
1651 op->msg = change->msg;
1652 }
1653
1654 static int
1655 legal_artifact_combination (object *op, artifact * art)
1656 {
1657 int neg, success = 0;
1658 linked_char *tmp;
1659 const char *name;
1660
1661 if (art->allowed == (linked_char *) NULL)
1662 return 1; /* Ie, "all" */
1663 for (tmp = art->allowed; tmp; tmp = tmp->next)
1664 {
1665 #ifdef TREASURE_VERBOSE
1666 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1667 #endif
1668 if (*tmp->name == '!')
1669 name = tmp->name + 1, neg = 1;
1670 else
1671 name = tmp->name, neg = 0;
1672
1673 /* If we match name, then return the opposite of 'neg' */
1674 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1675 return !neg;
1676
1677 /* Set success as true, since if the match was an inverse, it means
1678 * everything is allowed except what we match
1679 */
1680 else if (neg)
1681 success = 1;
1682 }
1683 return success;
1684 }
1685
1686 /*
1687 * Fixes the given object, giving it the abilities and titles
1688 * it should have due to the second artifact-template.
1689 */
1690
1691 void
1692 give_artifact_abilities (object *op, object *artifct)
1693 {
1694 char new_name[MAX_BUF];
1695
1696 sprintf (new_name, "of %s", &artifct->name);
1697 op->title = new_name;
1698 add_abilities (op, artifct); /* Give out the bonuses */
1699
1700 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1701 {
1702 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1703
1704 SET_FLAG (op, FLAG_IDENTIFIED);
1705 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1706 if (!identified)
1707 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1708 }
1709 #endif
1710 return;
1711 }
1712
1713 /*
1714 * Decides randomly which artifact the object should be
1715 * turned into. Makes sure that the item can become that
1716 * artifact (means magic, difficulty, and Allowed fields properly).
1717 * Then calls give_artifact_abilities in order to actually create
1718 * the artifact.
1719 */
1720
1721 /* Give 1 re-roll attempt per artifact */
1722 #define ARTIFACT_TRIES 2
1723
1724 void
1725 generate_artifact (object *op, int difficulty)
1726 {
1727 artifactlist *al;
1728 artifact *art;
1729 int i;
1730
1731 al = find_artifactlist (op->type);
1732
1733 if (al == NULL)
1734 {
1735 #if 0 /* This is too verbose, usually */
1736 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1737 #endif
1738 return;
1739 }
1740
1741 for (i = 0; i < ARTIFACT_TRIES; i++)
1742 {
1743 int roll = rndm (al->total_chance);
1744
1745 for (art = al->items; art; art = art->next)
1746 {
1747 roll -= art->chance;
1748 if (roll < 0)
1749 break;
1750 }
1751
1752 if (art == NULL || roll >= 0)
1753 {
1754 #if 1
1755 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1756 #endif
1757 return;
1758 }
1759 if (!strcmp (art->item->name, "NONE"))
1760 return;
1761 if (FABS (op->magic) < art->item->magic)
1762 continue; /* Not magic enough to be this item */
1763
1764 /* Map difficulty not high enough */
1765 if (difficulty < art->difficulty)
1766 continue;
1767
1768 if (!legal_artifact_combination (op, art))
1769 {
1770 #ifdef TREASURE_VERBOSE
1771 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1772 #endif
1773 continue;
1774 }
1775 give_artifact_abilities (op, art->item);
1776 return;
1777 }
1778 }
1779
1780 /* fix_flesh_item() - objects of type FLESH are similar to type
1781 * FOOD, except they inherit properties (name, food value, etc).
1782 * based on the original owner (or 'donor' if you like). -b.t.
1783 */
1784
1785 void
1786 fix_flesh_item (object *item, object *donor)
1787 {
1788 char tmpbuf[MAX_BUF];
1789 int i;
1790
1791 if (item->type == FLESH && donor)
1792 {
1793 /* change the name */
1794 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1795 item->name = tmpbuf;
1796 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1797 item->name_pl = tmpbuf;
1798
1799 /* weight is FLESH weight/100 * donor */
1800 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1801 item->weight = 1;
1802
1803 /* value is multiplied by level of donor */
1804 item->value *= isqrt (donor->level * 2);
1805
1806 /* food value */
1807 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1808
1809 /* flesh items inherit some abilities of donor, but not
1810 * full effect.
1811 */
1812 for (i = 0; i < NROFATTACKS; i++)
1813 item->resist[i] = donor->resist[i] / 2;
1814
1815 /* item inherits donor's level (important for quezals) */
1816 item->level = donor->level;
1817
1818 /* if donor has some attacktypes, the flesh is poisonous */
1819 if (donor->attacktype & AT_POISON)
1820 item->type = POISON;
1821 if (donor->attacktype & AT_ACID)
1822 item->stats.hp = -1 * item->stats.food;
1823 SET_FLAG (item, FLAG_NO_STEAL);
1824 }
1825 }
1826
1827 /* special_potion() - so that old potion code is still done right. */
1828
1829 int
1830 special_potion (object *op)
1831 {
1832 if (op->attacktype)
1833 return 1;
1834
1835 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1836 return 1;
1837
1838 for (int i = 0; i < NROFATTACKS; i++)
1839 if (op->resist[i])
1840 return 1;
1841
1842 return 0;
1843 }
1844
1845 void
1846 free_treasurestruct (treasure *t)
1847 {
1848 if (t->next)
1849 free_treasurestruct (t->next);
1850 if (t->next_yes)
1851 free_treasurestruct (t->next_yes);
1852 if (t->next_no)
1853 free_treasurestruct (t->next_no);
1854
1855 delete t;
1856 }
1857
1858 void
1859 free_charlinks (linked_char *lc)
1860 {
1861 if (lc->next)
1862 free_charlinks (lc->next);
1863
1864 delete lc;
1865 }
1866
1867 void
1868 free_artifact (artifact * at)
1869 {
1870 if (at->next)
1871 free_artifact (at->next);
1872
1873 if (at->allowed)
1874 free_charlinks (at->allowed);
1875
1876 at->item->destroy (1);
1877
1878 delete at;
1879 }
1880
1881 void
1882 free_artifactlist (artifactlist * al)
1883 {
1884 artifactlist *nextal;
1885
1886 for (al = first_artifactlist; al; al = nextal)
1887 {
1888 nextal = al->next;
1889
1890 if (al->items)
1891 free_artifact (al->items);
1892
1893 free (al);
1894 }
1895 }
1896
1897 void
1898 free_all_treasures (void)
1899 {
1900 treasurelist *tl, *next;
1901
1902
1903 for (tl = first_treasurelist; tl != NULL; tl = next)
1904 {
1905 next = tl->next;
1906 if (tl->items)
1907 free_treasurestruct (tl->items);
1908 delete tl;
1909 }
1910 free_artifactlist (first_artifactlist);
1911 }