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Revision: 1.42
Committed: Mon Apr 16 10:14:25 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +132 -129 lines
Log Message:
- rewrite treasure parser to new framework just for fun.
- actually call load_treasures again.
- fix bugs.

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 /* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default
28 * left on
29 */
30 #define TREASURE_DEBUG
31
32 /* TREASURE_VERBOSE enables copious output concerning artifact generation */
33
34 //#define TREASURE_VERBOSE
35
36 #include <global.h>
37 #include <treasure.h>
38 #include <funcpoint.h>
39 #include <loader.h>
40
41 extern char *spell_mapping[];
42
43 static treasurelist *first_treasurelist;
44
45 static void change_treasure (treasure *t, object *op); /* overrule default values */
46
47 typedef std::tr1::unordered_map<
48 const char *,
49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54 > tl_map_t;
55
56 static tl_map_t tl_map;
57
58 /*
59 * Initialize global archtype pointers:
60 */
61 void
62 init_archetype_pointers ()
63 {
64 int prev_warn = warn_archetypes;
65
66 warn_archetypes = 1;
67
68 if (ring_arch == NULL)
69 ring_arch = archetype::find ("ring");
70 if (amulet_arch == NULL)
71 amulet_arch = archetype::find ("amulet");
72 if (staff_arch == NULL)
73 staff_arch = archetype::find ("staff");
74 if (crown_arch == NULL)
75 crown_arch = archetype::find ("crown");
76
77 warn_archetypes = prev_warn;
78 }
79
80 /*
81 * Searches for the given treasurelist in the globally linked list
82 * of treasurelists which has been built by load_treasures().
83 */
84 treasurelist *
85 treasurelist::find (const char *name)
86 {
87 if (!name)
88 return 0;
89
90 AUTODECL (i, tl_map.find (name));
91
92 if (i == tl_map.end ())
93 return 0;
94
95 return i->second;
96 }
97
98 /*
99 * Searches for the given treasurelist in the globally linked list
100 * of treasurelists which has been built by load_treasures().
101 */
102 treasurelist *
103 treasurelist::get (const char *name)
104 {
105 treasurelist *tl = find (name);
106
107 if (!tl)
108 {
109 tl = new treasurelist;
110
111 tl->name = name;
112 tl->next = first_treasurelist;
113 first_treasurelist = tl;
114
115 tl_map.insert (std::make_pair (tl->name, tl));
116 }
117
118 return tl;
119 }
120
121 //TODO: class method
122 void
123 clear (treasurelist *tl)
124 {
125 if (tl->items)
126 {
127 free_treasurestruct (tl->items);
128 tl->items = 0;
129 }
130 }
131
132 /*
133 * Reads the lib/treasure file from disk, and parses the contents
134 * into an internal treasure structure (very linked lists)
135 */
136 static treasure *
137 load_treasure (object_thawer &f)
138 {
139 treasure *t = new treasure;
140 int value;
141
142 nroftreasures++;
143
144 for (;;)
145 {
146 coroapi::cede_every (10);
147
148 f.next ();
149
150 switch (f.kw)
151 {
152 case KW_arch:
153 if (!(t->item = archetype::find (f.get_str ())))
154 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
155 break;
156
157 case KW_list: f.get (t->name); break;
158 case KW_change_name: f.get (t->change_arch.name); break;
159 case KW_change_title: f.get (t->change_arch.title); break;
160 case KW_change_slaying: f.get (t->change_arch.slaying); break;
161 case KW_chance: f.get (t->chance); break;
162 case KW_nrof: f.get (t->nrof); break;
163 case KW_magic: f.get (t->magic); break;
164
165 case KW_yes: t->next_yes = load_treasure (f); break;
166 case KW_no: t->next_no = load_treasure (f); break;
167
168 case KW_end:
169 return t;
170
171 case KW_more:
172 t->next = load_treasure (f);
173 return t;
174
175 default:
176 if (!f.parse_error ("treasure list"))
177 return t; // error
178
179 return t;
180 }
181 }
182 }
183
184 #ifdef TREASURE_DEBUG
185 /* recursived checks the linked list. Treasurelist is passed only
186 * so that the treasure name can be printed out
187 */
188 static void
189 check_treasurelist (const treasure *t, const treasurelist * tl)
190 {
191 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
192 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
193
194 if (t->next)
195 check_treasurelist (t->next, tl);
196
197 if (t->next_yes)
198 check_treasurelist (t->next_yes, tl);
199
200 if (t->next_no)
201 check_treasurelist (t->next_no, tl);
202 }
203 #endif
204
205 /*
206 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
207 * Each treasure is parsed with the help of load_treasure().
208 */
209 bool
210 load_treasures ()
211 {
212 treasure *t;
213 int comp, line = 0;
214
215 char filename[MAX_BUF];
216 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
217
218 object_thawer f (filename);
219
220 if (!f)
221 {
222 LOG (llevError, "Can't open treasure file.\n");
223 return false;
224 }
225
226 f.next ();
227
228 for (;;)
229 {
230 switch (f.kw)
231 {
232 case KW_treasure:
233 case KW_treasureone:
234 {
235 bool one = f.kw == KW_treasureone;
236 treasurelist *tl = treasurelist::get (f.get_str ());
237
238 clear (tl);
239 tl->items = load_treasure (f);
240
241 if (!tl->items)
242 return false;
243
244 /* This is a one of the many items on the list should be generated.
245 * Add up the chance total, and check to make sure the yes & no
246 * fields of the treasures are not being used.
247 */
248 if (one)
249 {
250 for (t = tl->items; t; t = t->next)
251 {
252 #ifdef TREASURE_DEBUG
253 if (t->next_yes || t->next_no)
254 {
255 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
256 LOG (llevError, " the next_yes or next_no field is set\n");
257 }
258 #endif
259 tl->total_chance += t->chance;
260 }
261 }
262 }
263 break;
264
265 case KW_EOF:
266 #ifdef TREASURE_DEBUG
267 /* Perform some checks on how valid the treasure data actually is.
268 * verify that list transitions work (ie, the list that it is supposed
269 * to transition to exists). Also, verify that at least the name
270 * or archetype is set for each treasure element.
271 */
272 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
273 check_treasurelist (tl->items, tl);
274 #endif
275 return true;
276
277 default:
278 if (!f.parse_error ("treasure lists"))
279 return false;
280
281 break;
282 }
283
284 f.next ();
285 }
286 }
287
288 /*
289 * Generates the objects specified by the given treasure.
290 * It goes recursively through the rest of the linked list.
291 * If there is a certain percental chance for a treasure to be generated,
292 * this is taken into consideration.
293 * The second argument specifies for which object the treasure is
294 * being generated.
295 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
296 * abilities. This is used by summon spells, thus no summoned monsters
297 * start with equipment, but only their abilities).
298 */
299 static void
300 put_treasure (object *op, object *creator, int flags)
301 {
302 object *tmp;
303
304 /* Bit of a hack - spells should never be put onto the map. The entire
305 * treasure stuff is a problem - there is no clear idea of knowing
306 * this is the original object, or if this is an object that should be created
307 * by another object.
308 */
309 if (flags & GT_ENVIRONMENT && op->type != SPELL)
310 {
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
313 }
314 else
315 {
316 op = creator->insert (op);
317
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op);
320
321 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
322 esrv_send_item (tmp, op);
323 }
324 }
325
326 /* if there are change_xxx commands in the treasure, we include the changes
327 * in the generated object
328 */
329 static void
330 change_treasure (treasure *t, object *op)
331 {
332 /* CMD: change_name xxxx */
333 if (t->change_arch.name)
334 {
335 op->name = t->change_arch.name;
336 op->name_pl = t->change_arch.name;
337 }
338
339 if (t->change_arch.title)
340 op->title = t->change_arch.title;
341
342 if (t->change_arch.slaying)
343 op->slaying = t->change_arch.slaying;
344 }
345
346 static void
347 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
348 {
349 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 {
351 if (t->name)
352 {
353 if (difficulty >= t->magic)
354 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
355 }
356 else
357 {
358 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
359 {
360 object *tmp = arch_to_object (t->item);
361
362 if (t->nrof && tmp->nrof <= 1)
363 tmp->nrof = rndm (t->nrof) + 1;
364
365 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag);
368 }
369 }
370
371 if (t->next_yes)
372 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
373 }
374 else if (t->next_no)
375 create_all_treasures (t->next_no, op, flag, difficulty, tries);
376
377 if (t->next)
378 create_all_treasures (t->next, op, flag, difficulty, tries);
379 }
380
381 static void
382 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
383 {
384 int value = rndm (tl->total_chance);
385 treasure *t;
386
387 if (tries++ > 100)
388 {
389 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
390 return;
391 }
392
393 for (t = tl->items; t; t = t->next)
394 {
395 value -= t->chance;
396
397 if (value < 0)
398 break;
399 }
400
401 if (!t || value >= 0)
402 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
403
404 if (t->name)
405 {
406 if (difficulty >= t->magic)
407 {
408 treasurelist *tl = treasurelist::find (t->name);
409 if (tl)
410 create_treasure (tl, op, flag, difficulty, tries);
411 }
412 else if (t->nrof)
413 create_one_treasure (tl, op, flag, difficulty, tries);
414 }
415 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 {
417 if (object *tmp = arch_to_object (t->item))
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
429 /* This calls the appropriate treasure creation function. tries is passed
430 * to determine how many list transitions or attempts to create treasure
431 * have been made. It is really in place to prevent infinite loops with
432 * list transitions, or so that excessively good treasure will not be
433 * created on weak maps, because it will exceed the number of allowed tries
434 * to do that.
435 */
436 void
437 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
438 {
439 // empty treasurelists are legal
440 if (!tl->items)
441 return;
442
443 if (tries++ > 100)
444 {
445 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
446 return;
447 }
448
449 if (tl->total_chance)
450 create_one_treasure (tl, op, flag, difficulty, tries);
451 else
452 create_all_treasures (tl->items, op, flag, difficulty, tries);
453 }
454
455 /* This is similar to the old generate treasure function. However,
456 * it instead takes a treasurelist. It is really just a wrapper around
457 * create_treasure. We create a dummy object that the treasure gets
458 * inserted into, and then return that treausre
459 */
460 object *
461 generate_treasure (treasurelist *tl, int difficulty)
462 {
463 difficulty = clamp (difficulty, 1, settings.max_level);
464
465 object *ob = object::create (), *tmp;
466
467 create_treasure (tl, ob, 0, difficulty, 0);
468
469 /* Don't want to free the object we are about to return */
470 tmp = ob->inv;
471 if (tmp != NULL)
472 tmp->remove ();
473
474 if (ob->inv)
475 LOG (llevError, "In generate treasure, created multiple objects.\n");
476
477 ob->destroy ();
478 return tmp;
479 }
480
481 /*
482 * This is a new way of calculating the chance for an item to have
483 * a specific magical bonus.
484 * The array has two arguments, the difficulty of the level, and the
485 * magical bonus "wanted".
486 */
487
488 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490 // chance of magic difficulty
491 // +0 +1 +2 +3 +4
492 {95, 2, 2, 1, 0}, // 1
493 {92, 5, 2, 1, 0}, // 2
494 {85, 10, 4, 1, 0}, // 3
495 {80, 14, 4, 2, 0}, // 4
496 {75, 17, 5, 2, 1}, // 5
497 {70, 18, 8, 3, 1}, // 6
498 {65, 21, 10, 3, 1}, // 7
499 {60, 22, 12, 4, 2}, // 8
500 {55, 25, 14, 4, 2}, // 9
501 {50, 27, 16, 5, 2}, // 10
502 {45, 28, 18, 6, 3}, // 11
503 {42, 28, 20, 7, 3}, // 12
504 {40, 27, 21, 8, 4}, // 13
505 {38, 25, 22, 10, 5}, // 14
506 {36, 23, 23, 12, 6}, // 15
507 {33, 21, 24, 14, 8}, // 16
508 {31, 19, 25, 16, 9}, // 17
509 {27, 15, 30, 18, 10}, // 18
510 {20, 12, 30, 25, 13}, // 19
511 {15, 10, 28, 30, 17}, // 20
512 {13, 9, 27, 28, 23}, // 21
513 {10, 8, 25, 28, 29}, // 22
514 { 8, 7, 23, 26, 36}, // 23
515 { 6, 6, 20, 22, 46}, // 24
516 { 4, 5, 17, 18, 56}, // 25
517 { 2, 4, 12, 14, 68}, // 26
518 { 0, 3, 7, 10, 80}, // 27
519 { 0, 0, 3, 7, 90}, // 28
520 { 0, 0, 0, 3, 97}, // 29
521 { 0, 0, 0, 0, 100}, // 30
522 { 0, 0, 0, 0, 100}, // 31
523 };
524
525
526 /* calculate the appropriate level for wands staves and scrolls.
527 * This code presumes that op has had its spell object created (in op->inv)
528 *
529 * elmex Wed Aug 9 17:44:59 CEST 2006:
530 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
531 */
532
533 int
534 level_for_item (const object *op, int difficulty)
535 {
536 int olevel = 0;
537
538 if (!op->inv)
539 {
540 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
541 return 0;
542 }
543
544 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
545
546 if (olevel <= 0)
547 olevel = rndm (1, MIN (op->inv->level, 1));
548
549 if (olevel > MAXLEVEL)
550 olevel = MAXLEVEL;
551
552 return olevel;
553 }
554
555 /*
556 * Based upon the specified difficulty and upon the difftomagic_list array,
557 * a random magical bonus is returned. This is used when determine
558 * the magical bonus created on specific maps.
559 *
560 * elmex Thu Aug 10 18:45:44 CEST 2006:
561 * Scaling difficulty by max_level, as difficulty is a level and not some
562 * weird integer between 1-31.
563 *
564 */
565 int
566 magic_from_difficulty (int difficulty)
567 {
568 int percent = 0, magic = 0;
569 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570
571 scaled_diff--;
572
573 if (scaled_diff < 0)
574 scaled_diff = 0;
575
576 if (scaled_diff >= DIFFLEVELS)
577 scaled_diff = DIFFLEVELS - 1;
578
579 percent = rndm (100);
580
581 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
582 {
583 percent -= difftomagic_list[scaled_diff][magic];
584
585 if (percent < 0)
586 break;
587 }
588
589 if (magic == (MAXMAGIC + 1))
590 {
591 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
592 magic = 0;
593 }
594
595 magic = (rndm (3)) ? magic : -magic;
596 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
597
598 return magic;
599 }
600
601 /*
602 * Sets magical bonus in an object, and recalculates the effect on
603 * the armour variable, and the effect on speed of armour.
604 * This function doesn't work properly, should add use of archetypes
605 * to make it truly absolute.
606 */
607
608 void
609 set_abs_magic (object *op, int magic)
610 {
611 if (!magic)
612 return;
613
614 op->magic = magic;
615 if (op->arch)
616 {
617 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
619
620 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
621 magic = (-magic);
622 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
623 }
624 else
625 {
626 if (op->type == ARMOUR)
627 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
628 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
629 magic = (-magic);
630 op->weight = (op->weight * (100 - magic * 10)) / 100;
631 }
632 }
633
634 /*
635 * Sets a random magical bonus in the given object based upon
636 * the given difficulty, and the given max possible bonus.
637 */
638
639 static void
640 set_magic (int difficulty, object *op, int max_magic, int flags)
641 {
642 int i;
643
644 i = magic_from_difficulty (difficulty);
645 if ((flags & GT_ONLY_GOOD) && i < 0)
646 i = -i;
647 if (i > max_magic)
648 i = max_magic;
649 set_abs_magic (op, i);
650 if (i < 0)
651 SET_FLAG (op, FLAG_CURSED);
652 }
653
654 /*
655 * Randomly adds one magical ability to the given object.
656 * Modified for Partial Resistance in many ways:
657 * 1) Since rings can have multiple bonuses, if the same bonus
658 * is rolled again, increase it - the bonuses now stack with
659 * other bonuses previously rolled and ones the item might natively have.
660 * 2) Add code to deal with new PR method.
661 */
662 void
663 set_ring_bonus (object *op, int bonus)
664 {
665
666 int r = rndm (bonus > 0 ? 25 : 11);
667
668 if (op->type == AMULET)
669 {
670 if (!(rndm (21)))
671 r = 20 + rndm (2);
672 else
673 {
674 if (rndm (2))
675 r = 10;
676 else
677 r = 11 + rndm (9);
678 }
679 }
680
681 switch (r)
682 {
683 /* Redone by MSW 2000-11-26 to have much less code. Also,
684 * bonuses and penalties will stack and add to existing values.
685 * of the item.
686 */
687 case 0:
688 case 1:
689 case 2:
690 case 3:
691 case 4:
692 case 5:
693 case 6:
694 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
695 break;
696
697 case 7:
698 op->stats.dam += bonus;
699 break;
700
701 case 8:
702 op->stats.wc += bonus;
703 break;
704
705 case 9:
706 op->stats.food += bonus; /* hunger/sustenance */
707 break;
708
709 case 10:
710 op->stats.ac += bonus;
711 break;
712
713 /* Item that gives protections/vulnerabilities */
714 case 11:
715 case 12:
716 case 13:
717 case 14:
718 case 15:
719 case 16:
720 case 17:
721 case 18:
722 case 19:
723 {
724 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
725
726 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
727 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
728
729 /* Cursed items need to have higher negative values to equal out with
730 * positive values for how protections work out. Put another
731 * little random element in since that they don't always end up with
732 * even values.
733 */
734 if (bonus < 0)
735 val = 2 * -val - rndm (b);
736 if (val > 35)
737 val = 35; /* Upper limit */
738 b = 0;
739
740 while (op->resist[resist_table[resist]] != 0 && b < 4)
741 resist = rndm (num_resist_table);
742
743 if (b == 4)
744 return; /* Not able to find a free resistance */
745
746 op->resist[resist_table[resist]] = val;
747 /* We should probably do something more clever here to adjust value
748 * based on how good a resistance we gave.
749 */
750 break;
751 }
752 case 20:
753 if (op->type == AMULET)
754 {
755 SET_FLAG (op, FLAG_REFL_SPELL);
756 op->value *= 11;
757 }
758 else
759 {
760 op->stats.hp = 1; /* regenerate hit points */
761 op->value *= 4;
762 }
763 break;
764
765 case 21:
766 if (op->type == AMULET)
767 {
768 SET_FLAG (op, FLAG_REFL_MISSILE);
769 op->value *= 9;
770 }
771 else
772 {
773 op->stats.sp = 1; /* regenerate spell points */
774 op->value *= 3;
775 }
776 break;
777
778 case 22:
779 op->stats.exp += bonus; /* Speed! */
780 op->value = (op->value * 2) / 3;
781 break;
782 }
783
784 if (bonus > 0)
785 op->value *= 2 * bonus;
786 else
787 op->value = -(op->value * 2 * bonus) / 3;
788 }
789
790 /*
791 * get_magic(diff) will return a random number between 0 and 4.
792 * diff can be any value above 2. The higher the diff-variable, the
793 * higher is the chance of returning a low number.
794 * It is only used in fix_generated_treasure() to set bonuses on
795 * rings and amulets.
796 * Another scheme is used to calculate the magic of weapons and armours.
797 */
798 int
799 get_magic (int diff)
800 {
801 int i;
802
803 if (diff < 3)
804 diff = 3;
805
806 for (i = 0; i < 4; i++)
807 if (rndm (diff))
808 return i;
809
810 return 4;
811 }
812
813 #define DICE2 (get_magic(2)==2?2:1)
814 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815
816 /*
817 * fix_generated_item(): This is called after an item is generated, in
818 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
820 */
821
822 /* 4/28/96 added creator object from which op may now inherit properties based on
823 * op->type. Right now, which stuff the creator passes on is object type
824 * dependant. I know this is a spagetti manuever, but is there a cleaner
825 * way to do this? b.t. */
826
827 /*
828 * ! (flags & GT_ENVIRONMENT):
829 * Automatically calls fix_flesh_item().
830 *
831 * flags:
832 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
833 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
835 * a working object - don't change magic, value, etc, but set it material
836 * type as appropriate, for objects that need spell objects, set those, etc
837 */
838 void
839 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
840 {
841 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
842
843 if (!creator || creator->type == op->type)
844 creator = op; /*safety & to prevent polymorphed objects giving attributes */
845
846 /* If we make an artifact, this information will be destroyed */
847 save_item_power = op->item_power;
848 op->item_power = 0;
849
850 if (op->randomitems && op->type != SPELL)
851 {
852 create_treasure (op->randomitems, op, flags, difficulty, 0);
853 if (!op->inv)
854 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
855
856 /* So the treasure doesn't get created again */
857 op->randomitems = 0;
858 }
859
860 if (difficulty < 1)
861 difficulty = 1;
862
863 if (INVOKE_OBJECT (ADD_BONUS, op,
864 ARG_OBJECT (creator != op ? creator : 0),
865 ARG_INT (difficulty), ARG_INT (max_magic),
866 ARG_INT (flags)))
867 return;
868
869 if (!(flags & GT_MINIMAL))
870 {
871 if (op->arch == crown_arch)
872 {
873 set_magic (difficulty, op, max_magic, flags);
874 num_enchantments = calc_item_power (op, 1);
875 generate_artifact (op, difficulty);
876 }
877 else
878 {
879 if (!op->magic && max_magic)
880 set_magic (difficulty, op, max_magic, flags);
881
882 num_enchantments = calc_item_power (op, 1);
883
884 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
885 || op->type == HORN
886 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
887 * used for shop_floors or treasures */
888 generate_artifact (op, difficulty);
889 }
890
891 /* Object was made an artifact. Calculate its item_power rating.
892 * the item_power in the object is what the artfiact adds.
893 */
894 if (op->title)
895 {
896 /* if save_item_power is set, then most likely we started with an
897 * artifact and have added new abilities to it - this is rare, but
898 * but I have seen things like 'strange rings of fire'. So just figure
899 * out the power from the base power plus what this one adds. Note
900 * that since item_power is not quite linear, this actually ends up
901 * being somewhat of a bonus
902 */
903 if (save_item_power)
904 op->item_power = save_item_power + get_power_from_ench (op->item_power);
905 else
906 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
907 }
908 else if (save_item_power)
909 {
910 /* restore the item_power field to the object if we haven't changed it.
911 * we don't care about num_enchantments - that will basically just
912 * have calculated some value from the base attributes of the archetype.
913 */
914 op->item_power = save_item_power;
915 }
916 else
917 {
918 /* item_power was zero. This is suspicious, as it may be because it
919 * was never previously calculated. Let's compute a value and see if
920 * it is non-zero. If it indeed is, then assign it as the new
921 * item_power value.
922 * - gros, 21th of July 2006.
923 */
924 op->item_power = calc_item_power (op, 0);
925 save_item_power = op->item_power; /* Just in case it would get used
926 * again below */
927 }
928 }
929
930 /* materialtype modifications. Note we allow this on artifacts. */
931 set_materialname (op, difficulty, NULL);
932
933 if (flags & GT_MINIMAL)
934 {
935 if (op->type == POTION)
936 /* Handle healing and magic power potions */
937 if (op->stats.sp && !op->randomitems)
938 {
939 object *tmp;
940
941 tmp = get_archetype (spell_mapping[op->stats.sp]);
942 insert_ob_in_ob (tmp, op);
943 op->stats.sp = 0;
944 }
945 }
946 else if (!op->title) /* Only modify object if not special */
947 switch (op->type)
948 {
949 case WEAPON:
950 case ARMOUR:
951 case SHIELD:
952 case HELMET:
953 case CLOAK:
954 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
955 set_ring_bonus (op, -DICE2);
956 break;
957
958 case BRACERS:
959 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
960 {
961 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
962 if (!QUERY_FLAG (op, FLAG_CURSED))
963 op->value *= 3;
964 }
965 break;
966
967 case POTION:
968 {
969 int too_many_tries = 0, is_special = 0;
970
971 /* Handle healing and magic power potions */
972 if (op->stats.sp && !op->randomitems)
973 {
974 object *tmp;
975
976 tmp = get_archetype (spell_mapping[op->stats.sp]);
977 insert_ob_in_ob (tmp, op);
978 op->stats.sp = 0;
979 }
980
981 while (!(is_special = special_potion (op)) && !op->inv)
982 {
983 generate_artifact (op, difficulty);
984 if (too_many_tries++ > 10)
985 break;
986 }
987
988 /* don't want to change value for healing/magic power potions,
989 * since the value set on those is already correct.
990 */
991 if (op->inv && op->randomitems)
992 {
993 /* value multiplier is same as for scrolls */
994 op->value = (op->value * op->inv->value);
995 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
996 }
997 else
998 {
999 op->name = "potion";
1000 op->name_pl = "potions";
1001 }
1002
1003 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1004 SET_FLAG (op, FLAG_CURSED);
1005 break;
1006 }
1007
1008 case AMULET:
1009 if (op->arch == amulet_arch)
1010 op->value *= 5; /* Since it's not just decoration */
1011
1012 case RING:
1013 if (op->arch == NULL)
1014 {
1015 op->destroy ();
1016 op = 0;
1017 break;
1018 }
1019
1020 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1021 break;
1022
1023 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1024 SET_FLAG (op, FLAG_CURSED);
1025
1026 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1027
1028 if (op->type != RING) /* Amulets have only one ability */
1029 break;
1030
1031 if (!(rndm (4)))
1032 {
1033 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1034
1035 if (d > 0)
1036 op->value *= 3;
1037
1038 set_ring_bonus (op, d);
1039
1040 if (!(rndm (4)))
1041 {
1042 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1043
1044 if (d > 0)
1045 op->value *= 5;
1046 set_ring_bonus (op, d);
1047 }
1048 }
1049
1050 if (GET_ANIM_ID (op))
1051 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1052
1053 break;
1054
1055 case BOOK:
1056 /* Is it an empty book?, if yes lets make a special·
1057 * msg for it, and tailor its properties based on the·
1058 * creator and/or map level we found it on.
1059 */
1060 if (!op->msg && rndm (10))
1061 {
1062 /* set the book level properly */
1063 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1064 {
1065 if (op->map && op->map->difficulty)
1066 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1067 else
1068 op->level = rndm (20) + 1;
1069 }
1070 else
1071 op->level = rndm (creator->level);
1072
1073 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1074 /* books w/ info are worth more! */
1075 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1076 /* creator related stuff */
1077
1078 /* for library, chained books. Note that some monsters have no_pick
1079 * set - we don't want to set no pick in that case.
1080 */
1081 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1082 SET_FLAG (op, FLAG_NO_PICK);
1083 if (creator->slaying && !op->slaying) /* for check_inv floors */
1084 op->slaying = creator->slaying;
1085
1086 /* add exp so reading it gives xp (once) */
1087 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1088 }
1089 break;
1090
1091 case SPELLBOOK:
1092 op->value = op->value * op->inv->value;
1093 /* add exp so learning gives xp */
1094 op->level = op->inv->level;
1095 op->stats.exp = op->value;
1096 break;
1097
1098 case WAND:
1099 /* nrof in the treasure list is number of charges,
1100 * not number of wands. So copy that into food (charges),
1101 * and reset nrof.
1102 */
1103 op->stats.food = op->inv->nrof;
1104 op->nrof = 1;
1105 /* If the spell changes by level, choose a random level
1106 * for it, and adjust price. If the spell doesn't
1107 * change by level, just set the wand to the level of
1108 * the spell, and value calculation is simpler.
1109 */
1110 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1111 {
1112 op->level = level_for_item (op, difficulty);
1113 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1114 }
1115 else
1116 {
1117 op->level = op->inv->level;
1118 op->value = op->value * op->inv->value;
1119 }
1120 break;
1121
1122 case ROD:
1123 op->level = level_for_item (op, difficulty);
1124 /* Add 50 to both level an divisor to keep prices a little more
1125 * reasonable. Otherwise, a high level version of a low level
1126 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1127 * 10 time multiplier). This way, the value are a bit more reasonable.
1128 */
1129 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1130 /* maxhp is used to denote how many 'charges' the rod holds before */
1131 if (op->stats.maxhp)
1132 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1133 else
1134 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1135
1136 op->stats.hp = op->stats.maxhp;
1137 break;
1138
1139 case SCROLL:
1140 op->level = level_for_item (op, difficulty);
1141 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1142
1143 /* add exp so reading them properly gives xp */
1144 op->stats.exp = op->value / 5;
1145 op->nrof = op->inv->nrof;
1146 break;
1147
1148 case RUNE:
1149 trap_adjust (op, difficulty);
1150 break;
1151
1152 case TRAP:
1153 trap_adjust (op, difficulty);
1154 break;
1155 } /* switch type */
1156
1157 if (flags & GT_STARTEQUIP)
1158 {
1159 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1160 SET_FLAG (op, FLAG_STARTEQUIP);
1161 else if (op->type != MONEY)
1162 op->value = 0;
1163 }
1164
1165 if (!(flags & GT_ENVIRONMENT))
1166 fix_flesh_item (op, creator);
1167 }
1168
1169 /*
1170 *
1171 *
1172 * CODE DEALING WITH ARTIFACTS STARTS HERE
1173 *
1174 *
1175 */
1176
1177 /*
1178 * Allocate and return the pointer to an empty artifactlist structure.
1179 */
1180 static artifactlist *
1181 get_empty_artifactlist (void)
1182 {
1183 return salloc0 <artifactlist> ();
1184 }
1185
1186 /*
1187 * Allocate and return the pointer to an empty artifact structure.
1188 */
1189 static artifact *
1190 get_empty_artifact (void)
1191 {
1192 return salloc0 <artifact> ();
1193 }
1194
1195 /*
1196 * Searches the artifact lists and returns one that has the same type
1197 * of objects on it.
1198 */
1199 artifactlist *
1200 find_artifactlist (int type)
1201 {
1202 for (artifactlist *al = first_artifactlist; al; al = al->next)
1203 if (al->type == type)
1204 return al;
1205
1206 return 0;
1207 }
1208
1209 /*
1210 * For debugging purposes. Dumps all tables.
1211 */
1212 void
1213 dump_artifacts (void)
1214 {
1215 artifactlist *al;
1216 artifact *art;
1217 linked_char *next;
1218
1219 fprintf (logfile, "\n");
1220 for (al = first_artifactlist; al != NULL; al = al->next)
1221 {
1222 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1223 for (art = al->items; art != NULL; art = art->next)
1224 {
1225 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1226 if (art->allowed != NULL)
1227 {
1228 fprintf (logfile, "\tallowed combinations:");
1229 for (next = art->allowed; next != NULL; next = next->next)
1230 fprintf (logfile, "%s,", &next->name);
1231 fprintf (logfile, "\n");
1232 }
1233 }
1234 }
1235 fprintf (logfile, "\n");
1236 }
1237
1238 /*
1239 * For debugging purposes. Dumps all treasures recursively (see below).
1240 */
1241 void
1242 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1243 {
1244 treasurelist *tl;
1245 int i;
1246
1247 if (depth > 100)
1248 return;
1249
1250 while (t)
1251 {
1252 if (t->name)
1253 {
1254 for (i = 0; i < depth; i++)
1255 fprintf (logfile, " ");
1256
1257 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258
1259 tl = treasurelist::find (t->name);
1260 if (tl)
1261 dump_monster_treasure_rec (name, tl->items, depth + 2);
1262
1263 for (i = 0; i < depth; i++)
1264 fprintf (logfile, " ");
1265
1266 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1267 }
1268 else
1269 {
1270 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " ");
1272
1273 if (t->item && t->item->clone.type == FLESH)
1274 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1275 else
1276 fprintf (logfile, "%s\n", &t->item->clone.name);
1277 }
1278
1279 if (t->next_yes)
1280 {
1281 for (i = 0; i < depth; i++)
1282 fprintf (logfile, " ");
1283
1284 fprintf (logfile, " (if yes)\n");
1285 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1286 }
1287
1288 if (t->next_no)
1289 {
1290 for (i = 0; i < depth; i++)
1291 fprintf (logfile, " ");
1292
1293 fprintf (logfile, " (if no)\n");
1294 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1295 }
1296
1297 t = t->next;
1298 }
1299 }
1300
1301 /*
1302 * For debugging purposes. Dumps all treasures for a given monster.
1303 * Created originally by Raphael Quinet for debugging the alchemy code.
1304 */
1305 void
1306 dump_monster_treasure (const char *name)
1307 {
1308 archetype *at;
1309 int found;
1310
1311 found = 0;
1312 fprintf (logfile, "\n");
1313
1314 for (at = first_archetype; at != NULL; at = at->next)
1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1316 {
1317 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1318 if (at->clone.randomitems != NULL)
1319 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1320 else
1321 fprintf (logfile, "(nothing)\n");
1322
1323 fprintf (logfile, "\n");
1324 found++;
1325 }
1326
1327 if (found == 0)
1328 fprintf (logfile, "No objects have the name %s!\n\n", name);
1329 }
1330
1331 /*
1332 * Builds up the lists of artifacts from the file in the libdir.
1333 */
1334 void
1335 init_artifacts (void)
1336 {
1337 static int has_been_inited = 0;
1338 char filename[MAX_BUF];
1339 artifact *art = NULL;
1340 artifactlist *al;
1341
1342 if (has_been_inited)
1343 return;
1344 else
1345 has_been_inited = 1;
1346
1347 sprintf (filename, "%s/artifacts", settings.datadir);
1348 object_thawer f (filename);
1349
1350 if (!f)
1351 return;
1352
1353 f.next ();
1354
1355 for (;;)
1356 {
1357 switch (f.kw)
1358 {
1359 case KW_allowed:
1360 if (!art)
1361 {
1362 art = get_empty_artifact ();
1363 nrofartifacts++;
1364 }
1365
1366 {
1367 if (!strcmp (f.get_str (), "all"))
1368 break;
1369
1370 char *next, *cp = f.get_str ();
1371
1372 do
1373 {
1374 nrofallowedstr++;
1375
1376 if ((next = strchr (cp, ',')))
1377 *next++ = '\0';
1378
1379 linked_char *tmp = new linked_char;
1380
1381 tmp->name = cp;
1382 tmp->next = art->allowed;
1383 art->allowed = tmp;
1384 }
1385 while ((cp = next));
1386 }
1387 break;
1388
1389 case KW_chance:
1390 f.get (art->chance);
1391 break;
1392
1393 case KW_difficulty:
1394 f.get (art->difficulty);
1395 break;
1396
1397 case KW_object:
1398 {
1399 art->item = object::create ();
1400
1401 if (!art->item->parse_kv (f))
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403
1404 al = find_artifactlist (art->item->type);
1405
1406 if (!al)
1407 {
1408 al = get_empty_artifactlist ();
1409 al->type = art->item->type;
1410 al->next = first_artifactlist;
1411 first_artifactlist = al;
1412 }
1413
1414 art->next = al->items;
1415 al->items = art;
1416 art = 0;
1417 }
1418 continue;
1419
1420 case KW_EOF:
1421 goto done;
1422
1423 default:
1424 if (!f.parse_error ("artifacts file"))
1425 cleanup ("artifacts file required");
1426 break;
1427 }
1428
1429 f.next ();
1430 }
1431
1432 done:
1433 for (al = first_artifactlist; al; al = al->next)
1434 {
1435 for (art = al->items; art; art = art->next)
1436 {
1437 if (!art->chance)
1438 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1439 else
1440 al->total_chance += art->chance;
1441 }
1442 #if 0
1443 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1444 #endif
1445 }
1446
1447 LOG (llevDebug, "done.\n");
1448 }
1449
1450
1451 /*
1452 * Used in artifact generation. The bonuses of the first object
1453 * is modified by the bonuses of the second object.
1454 */
1455
1456 void
1457 add_abilities (object *op, object *change)
1458 {
1459 int i, tmp;
1460
1461 if (change->face != blank_face)
1462 {
1463 #ifdef TREASURE_VERBOSE
1464 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1465 #endif
1466 op->face = change->face;
1467 }
1468
1469 for (i = 0; i < NUM_STATS; i++)
1470 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1471
1472 op->attacktype |= change->attacktype;
1473 op->path_attuned |= change->path_attuned;
1474 op->path_repelled |= change->path_repelled;
1475 op->path_denied |= change->path_denied;
1476 op->move_type |= change->move_type;
1477 op->stats.luck += change->stats.luck;
1478
1479 if (QUERY_FLAG (change, FLAG_CURSED))
1480 SET_FLAG (op, FLAG_CURSED);
1481 if (QUERY_FLAG (change, FLAG_DAMNED))
1482 SET_FLAG (op, FLAG_DAMNED);
1483 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1484 set_abs_magic (op, -op->magic);
1485
1486 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1487 SET_FLAG (op, FLAG_LIFESAVE);
1488 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1489 SET_FLAG (op, FLAG_REFL_SPELL);
1490 if (QUERY_FLAG (change, FLAG_STEALTH))
1491 SET_FLAG (op, FLAG_STEALTH);
1492 if (QUERY_FLAG (change, FLAG_XRAYS))
1493 SET_FLAG (op, FLAG_XRAYS);
1494 if (QUERY_FLAG (change, FLAG_BLIND))
1495 SET_FLAG (op, FLAG_BLIND);
1496 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1497 SET_FLAG (op, FLAG_SEE_IN_DARK);
1498 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1499 SET_FLAG (op, FLAG_REFL_MISSILE);
1500 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1501 SET_FLAG (op, FLAG_MAKE_INVIS);
1502
1503 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1504 {
1505 CLEAR_FLAG (op, FLAG_ANIMATE);
1506 /* so artifacts will join */
1507 if (!QUERY_FLAG (op, FLAG_ALIVE))
1508 op->speed = 0.0;
1509
1510 op->set_speed (op->speed);
1511 }
1512
1513 if (change->nrof)
1514 op->nrof = rndm (change->nrof) + 1;
1515
1516 op->stats.exp += change->stats.exp; /* Speed modifier */
1517 op->stats.wc += change->stats.wc;
1518 op->stats.ac += change->stats.ac;
1519
1520 if (change->other_arch)
1521 {
1522 /* Basically, for horns & potions, the other_arch field is the spell
1523 * to cast. So convert that to into a spell and put it into
1524 * this object.
1525 */
1526 if (op->type == HORN || op->type == POTION)
1527 {
1528 object *tmp_obj;
1529
1530 /* Remove any spells this object currently has in it */
1531 while (op->inv)
1532 op->inv->destroy ();
1533
1534 tmp_obj = arch_to_object (change->other_arch);
1535 insert_ob_in_ob (tmp_obj, op);
1536 }
1537 /* No harm setting this for potions/horns */
1538 op->other_arch = change->other_arch;
1539 }
1540
1541 if (change->stats.hp < 0)
1542 op->stats.hp = -change->stats.hp;
1543 else
1544 op->stats.hp += change->stats.hp;
1545
1546 if (change->stats.maxhp < 0)
1547 op->stats.maxhp = -change->stats.maxhp;
1548 else
1549 op->stats.maxhp += change->stats.maxhp;
1550
1551 if (change->stats.sp < 0)
1552 op->stats.sp = -change->stats.sp;
1553 else
1554 op->stats.sp += change->stats.sp;
1555
1556 if (change->stats.maxsp < 0)
1557 op->stats.maxsp = -change->stats.maxsp;
1558 else
1559 op->stats.maxsp += change->stats.maxsp;
1560
1561 if (change->stats.food < 0)
1562 op->stats.food = -(change->stats.food);
1563 else
1564 op->stats.food += change->stats.food;
1565
1566 if (change->level < 0)
1567 op->level = -(change->level);
1568 else
1569 op->level += change->level;
1570
1571 if (change->gen_sp_armour < 0)
1572 op->gen_sp_armour = -(change->gen_sp_armour);
1573 else
1574 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1575
1576 op->item_power = change->item_power;
1577
1578 for (i = 0; i < NROFATTACKS; i++)
1579 if (change->resist[i])
1580 op->resist[i] += change->resist[i];
1581
1582 if (change->stats.dam)
1583 {
1584 if (change->stats.dam < 0)
1585 op->stats.dam = (-change->stats.dam);
1586 else if (op->stats.dam)
1587 {
1588 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1589 if (tmp == op->stats.dam)
1590 {
1591 if (change->stats.dam < 10)
1592 op->stats.dam--;
1593 else
1594 op->stats.dam++;
1595 }
1596 else
1597 op->stats.dam = tmp;
1598 }
1599 }
1600
1601 if (change->weight)
1602 {
1603 if (change->weight < 0)
1604 op->weight = (-change->weight);
1605 else
1606 op->weight = (op->weight * (change->weight)) / 100;
1607 }
1608
1609 if (change->last_sp)
1610 {
1611 if (change->last_sp < 0)
1612 op->last_sp = (-change->last_sp);
1613 else
1614 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1615 }
1616
1617 if (change->gen_sp_armour)
1618 {
1619 if (change->gen_sp_armour < 0)
1620 op->gen_sp_armour = (-change->gen_sp_armour);
1621 else
1622 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1623 }
1624
1625 op->value *= change->value;
1626
1627 if (change->materials)
1628 op->materials = change->materials;
1629
1630 if (change->materialname)
1631 op->materialname = change->materialname;
1632
1633 if (change->slaying)
1634 op->slaying = change->slaying;
1635
1636 if (change->race)
1637 op->race = change->race;
1638
1639 if (change->msg)
1640 op->msg = change->msg;
1641 }
1642
1643 static int
1644 legal_artifact_combination (object *op, artifact * art)
1645 {
1646 int neg, success = 0;
1647 linked_char *tmp;
1648 const char *name;
1649
1650 if (art->allowed == (linked_char *) NULL)
1651 return 1; /* Ie, "all" */
1652 for (tmp = art->allowed; tmp; tmp = tmp->next)
1653 {
1654 #ifdef TREASURE_VERBOSE
1655 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1656 #endif
1657 if (*tmp->name == '!')
1658 name = tmp->name + 1, neg = 1;
1659 else
1660 name = tmp->name, neg = 0;
1661
1662 /* If we match name, then return the opposite of 'neg' */
1663 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1664 return !neg;
1665
1666 /* Set success as true, since if the match was an inverse, it means
1667 * everything is allowed except what we match
1668 */
1669 else if (neg)
1670 success = 1;
1671 }
1672 return success;
1673 }
1674
1675 /*
1676 * Fixes the given object, giving it the abilities and titles
1677 * it should have due to the second artifact-template.
1678 */
1679
1680 void
1681 give_artifact_abilities (object *op, object *artifct)
1682 {
1683 char new_name[MAX_BUF];
1684
1685 sprintf (new_name, "of %s", &artifct->name);
1686 op->title = new_name;
1687 add_abilities (op, artifct); /* Give out the bonuses */
1688
1689 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1690 {
1691 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1692
1693 SET_FLAG (op, FLAG_IDENTIFIED);
1694 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1695 if (!identified)
1696 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1697 }
1698 #endif
1699 return;
1700 }
1701
1702 /*
1703 * Decides randomly which artifact the object should be
1704 * turned into. Makes sure that the item can become that
1705 * artifact (means magic, difficulty, and Allowed fields properly).
1706 * Then calls give_artifact_abilities in order to actually create
1707 * the artifact.
1708 */
1709
1710 /* Give 1 re-roll attempt per artifact */
1711 #define ARTIFACT_TRIES 2
1712
1713 void
1714 generate_artifact (object *op, int difficulty)
1715 {
1716 artifactlist *al;
1717 artifact *art;
1718 int i;
1719
1720 al = find_artifactlist (op->type);
1721
1722 if (al == NULL)
1723 {
1724 #if 0 /* This is too verbose, usually */
1725 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1726 #endif
1727 return;
1728 }
1729
1730 for (i = 0; i < ARTIFACT_TRIES; i++)
1731 {
1732 int roll = rndm (al->total_chance);
1733
1734 for (art = al->items; art; art = art->next)
1735 {
1736 roll -= art->chance;
1737 if (roll < 0)
1738 break;
1739 }
1740
1741 if (art == NULL || roll >= 0)
1742 {
1743 #if 1
1744 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1745 #endif
1746 return;
1747 }
1748 if (!strcmp (art->item->name, "NONE"))
1749 return;
1750 if (FABS (op->magic) < art->item->magic)
1751 continue; /* Not magic enough to be this item */
1752
1753 /* Map difficulty not high enough */
1754 if (difficulty < art->difficulty)
1755 continue;
1756
1757 if (!legal_artifact_combination (op, art))
1758 {
1759 #ifdef TREASURE_VERBOSE
1760 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1761 #endif
1762 continue;
1763 }
1764
1765 give_artifact_abilities (op, art->item);
1766 return;
1767 }
1768 }
1769
1770 /* fix_flesh_item() - objects of type FLESH are similar to type
1771 * FOOD, except they inherit properties (name, food value, etc).
1772 * based on the original owner (or 'donor' if you like). -b.t.
1773 */
1774
1775 void
1776 fix_flesh_item (object *item, object *donor)
1777 {
1778 char tmpbuf[MAX_BUF];
1779 int i;
1780
1781 if (item->type == FLESH && donor)
1782 {
1783 /* change the name */
1784 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1785 item->name = tmpbuf;
1786 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1787 item->name_pl = tmpbuf;
1788
1789 /* weight is FLESH weight/100 * donor */
1790 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1791 item->weight = 1;
1792
1793 /* value is multiplied by level of donor */
1794 item->value *= isqrt (donor->level * 2);
1795
1796 /* food value */
1797 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1798
1799 /* flesh items inherit some abilities of donor, but not
1800 * full effect.
1801 */
1802 for (i = 0; i < NROFATTACKS; i++)
1803 item->resist[i] = donor->resist[i] / 2;
1804
1805 /* item inherits donor's level (important for quezals) */
1806 item->level = donor->level;
1807
1808 /* if donor has some attacktypes, the flesh is poisonous */
1809 if (donor->attacktype & AT_POISON)
1810 item->type = POISON;
1811 if (donor->attacktype & AT_ACID)
1812 item->stats.hp = -1 * item->stats.food;
1813 SET_FLAG (item, FLAG_NO_STEAL);
1814 }
1815 }
1816
1817 /* special_potion() - so that old potion code is still done right. */
1818
1819 int
1820 special_potion (object *op)
1821 {
1822 if (op->attacktype)
1823 return 1;
1824
1825 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1826 return 1;
1827
1828 for (int i = 0; i < NROFATTACKS; i++)
1829 if (op->resist[i])
1830 return 1;
1831
1832 return 0;
1833 }
1834
1835 void
1836 free_treasurestruct (treasure *t)
1837 {
1838 if (t->next) free_treasurestruct (t->next);
1839 if (t->next_yes) free_treasurestruct (t->next_yes);
1840 if (t->next_no) free_treasurestruct (t->next_no);
1841
1842 delete t;
1843 }
1844
1845 void
1846 free_charlinks (linked_char *lc)
1847 {
1848 if (lc->next)
1849 free_charlinks (lc->next);
1850
1851 delete lc;
1852 }
1853
1854 void
1855 free_artifact (artifact *at)
1856 {
1857 if (at->next) free_artifact (at->next);
1858 if (at->allowed) free_charlinks (at->allowed);
1859
1860 at->item->destroy (1);
1861
1862 sfree (at);
1863 }
1864
1865 void
1866 free_artifactlist (artifactlist *al)
1867 {
1868 artifactlist *nextal;
1869
1870 for (al = first_artifactlist; al; al = nextal)
1871 {
1872 nextal = al->next;
1873
1874 if (al->items)
1875 free_artifact (al->items);
1876
1877 sfree (al);
1878 }
1879 }
1880
1881 void
1882 free_all_treasures (void)
1883 {
1884 treasurelist *tl, *next;
1885
1886 for (tl = first_treasurelist; tl; tl = next)
1887 {
1888 clear (tl);
1889
1890 next = tl->next;
1891 delete tl;
1892 }
1893
1894 free_artifactlist (first_artifactlist);
1895 }