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Revision: 1.45
Committed: Mon Apr 16 15:41:26 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +1 -1 lines
Log Message:
replace AUTODECL by auto. this is the first time in my life, I think, that I redefined a keyword - fortunately only with arguments

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
82 */
83 treasurelist *
84 treasurelist::find (const char *name)
85 {
86 if (!name)
87 return 0;
88
89 auto (i, tl_map.find (name));
90
91 if (i == tl_map.end ())
92 return 0;
93
94 return i->second;
95 }
96
97 /*
98 * Searches for the given treasurelist in the globally linked list
99 * of treasurelists which has been built by load_treasures().
100 */
101 treasurelist *
102 treasurelist::get (const char *name)
103 {
104 treasurelist *tl = find (name);
105
106 if (!tl)
107 {
108 tl = new treasurelist;
109
110 tl->name = name;
111 tl->next = first_treasurelist;
112 first_treasurelist = tl;
113
114 tl_map.insert (std::make_pair (tl->name, tl));
115 }
116
117 return tl;
118 }
119
120 //TODO: class method
121 void
122 clear (treasurelist *tl)
123 {
124 if (tl->items)
125 {
126 free_treasurestruct (tl->items);
127 tl->items = 0;
128 }
129
130 tl->total_chance = 0;
131 }
132
133 /*
134 * Reads the lib/treasure file from disk, and parses the contents
135 * into an internal treasure structure (very linked lists)
136 */
137 static treasure *
138 load_treasure (object_thawer &f)
139 {
140 treasure *t = new treasure;
141 int value;
142
143 nroftreasures++;
144
145 for (;;)
146 {
147 coroapi::cede_every (10);
148
149 f.next ();
150
151 switch (f.kw)
152 {
153 case KW_arch:
154 if (!(t->item = archetype::find (f.get_str ())))
155 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = load_treasure (f); break;
167 case KW_no: t->next_no = load_treasure (f); break;
168
169 case KW_end:
170 return t;
171
172 case KW_more:
173 t->next = load_treasure (f);
174 return t;
175
176 default:
177 if (!f.parse_error ("treasure list"))
178 return t; // error
179
180 return t;
181 }
182 }
183 }
184
185 #ifdef TREASURE_DEBUG
186 /* recursived checks the linked list. Treasurelist is passed only
187 * so that the treasure name can be printed out
188 */
189 static void
190 check_treasurelist (const treasure *t, const treasurelist * tl)
191 {
192 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
193 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
194
195 if (t->next)
196 check_treasurelist (t->next, tl);
197
198 if (t->next_yes)
199 check_treasurelist (t->next_yes, tl);
200
201 if (t->next_no)
202 check_treasurelist (t->next_no, tl);
203 }
204 #endif
205
206 /*
207 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
208 * Each treasure is parsed with the help of load_treasure().
209 */
210 bool
211 load_treasure_file (const char *filename)
212 {
213 treasure *t;
214 int comp, line = 0;
215
216 object_thawer f (filename);
217
218 if (!f)
219 {
220 LOG (llevError, "Can't open treasure file.\n");
221 return false;
222 }
223
224 f.next ();
225
226 for (;;)
227 {
228 switch (f.kw)
229 {
230 case KW_treasure:
231 case KW_treasureone:
232 {
233 bool one = f.kw == KW_treasureone;
234 treasurelist *tl = treasurelist::get (f.get_str ());
235
236 clear (tl);
237 tl->items = load_treasure (f);
238
239 if (!tl->items)
240 return false;
241
242 /* This is a one of the many items on the list should be generated.
243 * Add up the chance total, and check to make sure the yes & no
244 * fields of the treasures are not being used.
245 */
246 if (one)
247 {
248 for (t = tl->items; t; t = t->next)
249 {
250 #ifdef TREASURE_DEBUG
251 if (t->next_yes || t->next_no)
252 {
253 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
254 LOG (llevError, " the next_yes or next_no field is set\n");
255 }
256 #endif
257 tl->total_chance += t->chance;
258 }
259 }
260 }
261 break;
262
263 case KW_EOF:
264 #ifdef TREASURE_DEBUG
265 /* Perform some checks on how valid the treasure data actually is.
266 * verify that list transitions work (ie, the list that it is supposed
267 * to transition to exists). Also, verify that at least the name
268 * or archetype is set for each treasure element.
269 */
270 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
271 check_treasurelist (tl->items, tl);
272 #endif
273 return true;
274
275 default:
276 if (!f.parse_error ("treasure lists"))
277 return false;
278
279 break;
280 }
281
282 f.next ();
283 }
284 }
285
286 /*
287 * Generates the objects specified by the given treasure.
288 * It goes recursively through the rest of the linked list.
289 * If there is a certain percental chance for a treasure to be generated,
290 * this is taken into consideration.
291 * The second argument specifies for which object the treasure is
292 * being generated.
293 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
294 * abilities. This is used by summon spells, thus no summoned monsters
295 * start with equipment, but only their abilities).
296 */
297 static void
298 put_treasure (object *op, object *creator, int flags)
299 {
300 object *tmp;
301
302 /* Bit of a hack - spells should never be put onto the map. The entire
303 * treasure stuff is a problem - there is no clear idea of knowing
304 * this is the original object, or if this is an object that should be created
305 * by another object.
306 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL)
308 {
309 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
310 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
311 }
312 else
313 {
314 op = creator->insert (op);
315
316 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
317 monster_check_apply (creator, op);
318
319 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
320 esrv_send_item (tmp, op);
321 }
322 }
323
324 /* if there are change_xxx commands in the treasure, we include the changes
325 * in the generated object
326 */
327 static void
328 change_treasure (treasure *t, object *op)
329 {
330 /* CMD: change_name xxxx */
331 if (t->change_arch.name)
332 {
333 op->name = t->change_arch.name;
334 op->name_pl = t->change_arch.name;
335 }
336
337 if (t->change_arch.title)
338 op->title = t->change_arch.title;
339
340 if (t->change_arch.slaying)
341 op->slaying = t->change_arch.slaying;
342 }
343
344 static void
345 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
346 {
347 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 {
349 if (t->name)
350 {
351 if (difficulty >= t->magic)
352 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
353 }
354 else
355 {
356 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
357 {
358 object *tmp = arch_to_object (t->item);
359
360 if (t->nrof && tmp->nrof <= 1)
361 tmp->nrof = rndm (t->nrof) + 1;
362
363 fix_generated_item (tmp, op, difficulty, t->magic, flag);
364 change_treasure (t, tmp);
365 put_treasure (tmp, op, flag);
366 }
367 }
368
369 if (t->next_yes)
370 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
371 }
372 else if (t->next_no)
373 create_all_treasures (t->next_no, op, flag, difficulty, tries);
374
375 if (t->next)
376 create_all_treasures (t->next, op, flag, difficulty, tries);
377 }
378
379 static void
380 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
381 {
382 int value = rndm (tl->total_chance);
383 treasure *t;
384
385 if (tries++ > 100)
386 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return;
389 }
390
391 for (t = tl->items; t; t = t->next)
392 {
393 value -= t->chance;
394
395 if (value < 0)
396 break;
397 }
398
399 if (!t || value >= 0)
400 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
401
402 if (t->name)
403 {
404 if (difficulty >= t->magic)
405 {
406 treasurelist *tl = treasurelist::find (t->name);
407 if (tl)
408 create_treasure (tl, op, flag, difficulty, tries);
409 }
410 else if (t->nrof)
411 create_one_treasure (tl, op, flag, difficulty, tries);
412 }
413 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
414 {
415 if (object *tmp = arch_to_object (t->item))
416 {
417 if (t->nrof && tmp->nrof <= 1)
418 tmp->nrof = rndm (t->nrof) + 1;
419
420 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag);
423 }
424 }
425 }
426
427 /* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure
429 * have been made. It is really in place to prevent infinite loops with
430 * list transitions, or so that excessively good treasure will not be
431 * created on weak maps, because it will exceed the number of allowed tries
432 * to do that.
433 */
434 void
435 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436 {
437 // empty treasurelists are legal
438 if (!tl->items)
439 return;
440
441 if (tries++ > 100)
442 {
443 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
444 return;
445 }
446
447 if (tl->total_chance)
448 create_one_treasure (tl, op, flag, difficulty, tries);
449 else
450 create_all_treasures (tl->items, op, flag, difficulty, tries);
451 }
452
453 /* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre
457 */
458 object *
459 generate_treasure (treasurelist *tl, int difficulty)
460 {
461 difficulty = clamp (difficulty, 1, settings.max_level);
462
463 object *ob = object::create (), *tmp;
464
465 create_treasure (tl, ob, 0, difficulty, 0);
466
467 /* Don't want to free the object we are about to return */
468 tmp = ob->inv;
469 if (tmp != NULL)
470 tmp->remove ();
471
472 if (ob->inv)
473 LOG (llevError, "In generate treasure, created multiple objects.\n");
474
475 ob->destroy ();
476 return tmp;
477 }
478
479 /*
480 * This is a new way of calculating the chance for an item to have
481 * a specific magical bonus.
482 * The array has two arguments, the difficulty of the level, and the
483 * magical bonus "wanted".
484 */
485
486 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
487
488 // chance of magic difficulty
489 // +0 +1 +2 +3 +4
490 {95, 2, 2, 1, 0}, // 1
491 {92, 5, 2, 1, 0}, // 2
492 {85, 10, 4, 1, 0}, // 3
493 {80, 14, 4, 2, 0}, // 4
494 {75, 17, 5, 2, 1}, // 5
495 {70, 18, 8, 3, 1}, // 6
496 {65, 21, 10, 3, 1}, // 7
497 {60, 22, 12, 4, 2}, // 8
498 {55, 25, 14, 4, 2}, // 9
499 {50, 27, 16, 5, 2}, // 10
500 {45, 28, 18, 6, 3}, // 11
501 {42, 28, 20, 7, 3}, // 12
502 {40, 27, 21, 8, 4}, // 13
503 {38, 25, 22, 10, 5}, // 14
504 {36, 23, 23, 12, 6}, // 15
505 {33, 21, 24, 14, 8}, // 16
506 {31, 19, 25, 16, 9}, // 17
507 {27, 15, 30, 18, 10}, // 18
508 {20, 12, 30, 25, 13}, // 19
509 {15, 10, 28, 30, 17}, // 20
510 {13, 9, 27, 28, 23}, // 21
511 {10, 8, 25, 28, 29}, // 22
512 { 8, 7, 23, 26, 36}, // 23
513 { 6, 6, 20, 22, 46}, // 24
514 { 4, 5, 17, 18, 56}, // 25
515 { 2, 4, 12, 14, 68}, // 26
516 { 0, 3, 7, 10, 80}, // 27
517 { 0, 0, 3, 7, 90}, // 28
518 { 0, 0, 0, 3, 97}, // 29
519 { 0, 0, 0, 0, 100}, // 30
520 { 0, 0, 0, 0, 100}, // 31
521 };
522
523
524 /* calculate the appropriate level for wands staves and scrolls.
525 * This code presumes that op has had its spell object created (in op->inv)
526 *
527 * elmex Wed Aug 9 17:44:59 CEST 2006:
528 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
529 */
530
531 int
532 level_for_item (const object *op, int difficulty)
533 {
534 int olevel = 0;
535
536 if (!op->inv)
537 {
538 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
539 return 0;
540 }
541
542 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
543
544 if (olevel <= 0)
545 olevel = rndm (1, MIN (op->inv->level, 1));
546
547 if (olevel > MAXLEVEL)
548 olevel = MAXLEVEL;
549
550 return olevel;
551 }
552
553 /*
554 * Based upon the specified difficulty and upon the difftomagic_list array,
555 * a random magical bonus is returned. This is used when determine
556 * the magical bonus created on specific maps.
557 *
558 * elmex Thu Aug 10 18:45:44 CEST 2006:
559 * Scaling difficulty by max_level, as difficulty is a level and not some
560 * weird integer between 1-31.
561 *
562 */
563 int
564 magic_from_difficulty (int difficulty)
565 {
566 int percent = 0, magic = 0;
567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
568
569 scaled_diff--;
570
571 if (scaled_diff < 0)
572 scaled_diff = 0;
573
574 if (scaled_diff >= DIFFLEVELS)
575 scaled_diff = DIFFLEVELS - 1;
576
577 percent = rndm (100);
578
579 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
580 {
581 percent -= difftomagic_list[scaled_diff][magic];
582
583 if (percent < 0)
584 break;
585 }
586
587 if (magic == (MAXMAGIC + 1))
588 {
589 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
590 magic = 0;
591 }
592
593 magic = (rndm (3)) ? magic : -magic;
594 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
595
596 return magic;
597 }
598
599 /*
600 * Sets magical bonus in an object, and recalculates the effect on
601 * the armour variable, and the effect on speed of armour.
602 * This function doesn't work properly, should add use of archetypes
603 * to make it truly absolute.
604 */
605
606 void
607 set_abs_magic (object *op, int magic)
608 {
609 if (!magic)
610 return;
611
612 op->magic = magic;
613 if (op->arch)
614 {
615 if (op->type == ARMOUR)
616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
617
618 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
619 magic = (-magic);
620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
621 }
622 else
623 {
624 if (op->type == ARMOUR)
625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
626 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
627 magic = (-magic);
628 op->weight = (op->weight * (100 - magic * 10)) / 100;
629 }
630 }
631
632 /*
633 * Sets a random magical bonus in the given object based upon
634 * the given difficulty, and the given max possible bonus.
635 */
636
637 static void
638 set_magic (int difficulty, object *op, int max_magic, int flags)
639 {
640 int i;
641
642 i = magic_from_difficulty (difficulty);
643 if ((flags & GT_ONLY_GOOD) && i < 0)
644 i = -i;
645 if (i > max_magic)
646 i = max_magic;
647 set_abs_magic (op, i);
648 if (i < 0)
649 SET_FLAG (op, FLAG_CURSED);
650 }
651
652 /*
653 * Randomly adds one magical ability to the given object.
654 * Modified for Partial Resistance in many ways:
655 * 1) Since rings can have multiple bonuses, if the same bonus
656 * is rolled again, increase it - the bonuses now stack with
657 * other bonuses previously rolled and ones the item might natively have.
658 * 2) Add code to deal with new PR method.
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->debug_desc ());
853
854 /* So the treasure doesn't get created again */
855 op->randomitems = 0;
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 return salloc0 <artifactlist> ();
1182 }
1183
1184 /*
1185 * Allocate and return the pointer to an empty artifact structure.
1186 */
1187 static artifact *
1188 get_empty_artifact (void)
1189 {
1190 return salloc0 <artifact> ();
1191 }
1192
1193 /*
1194 * Searches the artifact lists and returns one that has the same type
1195 * of objects on it.
1196 */
1197 artifactlist *
1198 find_artifactlist (int type)
1199 {
1200 for (artifactlist *al = first_artifactlist; al; al = al->next)
1201 if (al->type == type)
1202 return al;
1203
1204 return 0;
1205 }
1206
1207 /*
1208 * For debugging purposes. Dumps all tables.
1209 */
1210 void
1211 dump_artifacts (void)
1212 {
1213 artifactlist *al;
1214 artifact *art;
1215 linked_char *next;
1216
1217 fprintf (logfile, "\n");
1218 for (al = first_artifactlist; al != NULL; al = al->next)
1219 {
1220 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1221 for (art = al->items; art != NULL; art = art->next)
1222 {
1223 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1224 if (art->allowed != NULL)
1225 {
1226 fprintf (logfile, "\tallowed combinations:");
1227 for (next = art->allowed; next != NULL; next = next->next)
1228 fprintf (logfile, "%s,", &next->name);
1229 fprintf (logfile, "\n");
1230 }
1231 }
1232 }
1233 fprintf (logfile, "\n");
1234 }
1235
1236 /*
1237 * For debugging purposes. Dumps all treasures recursively (see below).
1238 */
1239 void
1240 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1241 {
1242 treasurelist *tl;
1243 int i;
1244
1245 if (depth > 100)
1246 return;
1247
1248 while (t)
1249 {
1250 if (t->name)
1251 {
1252 for (i = 0; i < depth; i++)
1253 fprintf (logfile, " ");
1254
1255 fprintf (logfile, "{ (list: %s)\n", &t->name);
1256
1257 tl = treasurelist::find (t->name);
1258 if (tl)
1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260
1261 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " ");
1263
1264 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1265 }
1266 else
1267 {
1268 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " ");
1270
1271 if (t->item && t->item->clone.type == FLESH)
1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1273 else
1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1275 }
1276
1277 if (t->next_yes)
1278 {
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281
1282 fprintf (logfile, " (if yes)\n");
1283 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1284 }
1285
1286 if (t->next_no)
1287 {
1288 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " ");
1290
1291 fprintf (logfile, " (if no)\n");
1292 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1293 }
1294
1295 t = t->next;
1296 }
1297 }
1298
1299 /*
1300 * For debugging purposes. Dumps all treasures for a given monster.
1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1302 */
1303 void
1304 dump_monster_treasure (const char *name)
1305 {
1306 archetype *at;
1307 int found;
1308
1309 found = 0;
1310 fprintf (logfile, "\n");
1311
1312 for (at = first_archetype; at != NULL; at = at->next)
1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1314 {
1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1316 if (at->clone.randomitems != NULL)
1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1318 else
1319 fprintf (logfile, "(nothing)\n");
1320
1321 fprintf (logfile, "\n");
1322 found++;
1323 }
1324
1325 if (found == 0)
1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1327 }
1328
1329 /*
1330 * Builds up the lists of artifacts from the file in the libdir.
1331 */
1332 void
1333 init_artifacts (void)
1334 {
1335 static int has_been_inited = 0;
1336 char filename[MAX_BUF];
1337 artifact *art = NULL;
1338 artifactlist *al;
1339
1340 if (has_been_inited)
1341 return;
1342 else
1343 has_been_inited = 1;
1344
1345 sprintf (filename, "%s/artifacts", settings.datadir);
1346 object_thawer f (filename);
1347
1348 if (!f)
1349 return;
1350
1351 f.next ();
1352
1353 for (;;)
1354 {
1355 switch (f.kw)
1356 {
1357 case KW_allowed:
1358 if (!art)
1359 {
1360 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363
1364 {
1365 if (!strcmp (f.get_str (), "all"))
1366 break;
1367
1368 char *next, *cp = f.get_str ();
1369
1370 do
1371 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ',')))
1375 *next++ = '\0';
1376
1377 linked_char *tmp = new linked_char;
1378
1379 tmp->name = cp;
1380 tmp->next = art->allowed;
1381 art->allowed = tmp;
1382 }
1383 while ((cp = next));
1384 }
1385 break;
1386
1387 case KW_chance:
1388 f.get (art->chance);
1389 break;
1390
1391 case KW_difficulty:
1392 f.get (art->difficulty);
1393 break;
1394
1395 case KW_object:
1396 {
1397 art->item = object::create ();
1398
1399 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401
1402 al = find_artifactlist (art->item->type);
1403
1404 if (!al)
1405 {
1406 al = get_empty_artifactlist ();
1407 al->type = art->item->type;
1408 al->next = first_artifactlist;
1409 first_artifactlist = al;
1410 }
1411
1412 art->next = al->items;
1413 al->items = art;
1414 art = 0;
1415 }
1416 continue;
1417
1418 case KW_EOF:
1419 goto done;
1420
1421 default:
1422 if (!f.parse_error ("artifacts file"))
1423 cleanup ("artifacts file required");
1424 break;
1425 }
1426
1427 f.next ();
1428 }
1429
1430 done:
1431 for (al = first_artifactlist; al; al = al->next)
1432 {
1433 for (art = al->items; art; art = art->next)
1434 {
1435 if (!art->chance)
1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1437 else
1438 al->total_chance += art->chance;
1439 }
1440 #if 0
1441 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1442 #endif
1443 }
1444
1445 LOG (llevDebug, "done.\n");
1446 }
1447
1448
1449 /*
1450 * Used in artifact generation. The bonuses of the first object
1451 * is modified by the bonuses of the second object.
1452 */
1453
1454 void
1455 add_abilities (object *op, object *change)
1456 {
1457 int i, tmp;
1458
1459 if (change->face != blank_face)
1460 {
1461 #ifdef TREASURE_VERBOSE
1462 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1463 #endif
1464 op->face = change->face;
1465 }
1466
1467 for (i = 0; i < NUM_STATS; i++)
1468 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1469
1470 op->attacktype |= change->attacktype;
1471 op->path_attuned |= change->path_attuned;
1472 op->path_repelled |= change->path_repelled;
1473 op->path_denied |= change->path_denied;
1474 op->move_type |= change->move_type;
1475 op->stats.luck += change->stats.luck;
1476
1477 if (QUERY_FLAG (change, FLAG_CURSED))
1478 SET_FLAG (op, FLAG_CURSED);
1479 if (QUERY_FLAG (change, FLAG_DAMNED))
1480 SET_FLAG (op, FLAG_DAMNED);
1481 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1482 set_abs_magic (op, -op->magic);
1483
1484 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1485 SET_FLAG (op, FLAG_LIFESAVE);
1486 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1487 SET_FLAG (op, FLAG_REFL_SPELL);
1488 if (QUERY_FLAG (change, FLAG_STEALTH))
1489 SET_FLAG (op, FLAG_STEALTH);
1490 if (QUERY_FLAG (change, FLAG_XRAYS))
1491 SET_FLAG (op, FLAG_XRAYS);
1492 if (QUERY_FLAG (change, FLAG_BLIND))
1493 SET_FLAG (op, FLAG_BLIND);
1494 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1495 SET_FLAG (op, FLAG_SEE_IN_DARK);
1496 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1497 SET_FLAG (op, FLAG_REFL_MISSILE);
1498 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1499 SET_FLAG (op, FLAG_MAKE_INVIS);
1500
1501 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1502 {
1503 CLEAR_FLAG (op, FLAG_ANIMATE);
1504 /* so artifacts will join */
1505 if (!QUERY_FLAG (op, FLAG_ALIVE))
1506 op->speed = 0.0;
1507
1508 op->set_speed (op->speed);
1509 }
1510
1511 if (change->nrof)
1512 op->nrof = rndm (change->nrof) + 1;
1513
1514 op->stats.exp += change->stats.exp; /* Speed modifier */
1515 op->stats.wc += change->stats.wc;
1516 op->stats.ac += change->stats.ac;
1517
1518 if (change->other_arch)
1519 {
1520 /* Basically, for horns & potions, the other_arch field is the spell
1521 * to cast. So convert that to into a spell and put it into
1522 * this object.
1523 */
1524 if (op->type == HORN || op->type == POTION)
1525 {
1526 object *tmp_obj;
1527
1528 /* Remove any spells this object currently has in it */
1529 while (op->inv)
1530 op->inv->destroy ();
1531
1532 tmp_obj = arch_to_object (change->other_arch);
1533 insert_ob_in_ob (tmp_obj, op);
1534 }
1535 /* No harm setting this for potions/horns */
1536 op->other_arch = change->other_arch;
1537 }
1538
1539 if (change->stats.hp < 0)
1540 op->stats.hp = -change->stats.hp;
1541 else
1542 op->stats.hp += change->stats.hp;
1543
1544 if (change->stats.maxhp < 0)
1545 op->stats.maxhp = -change->stats.maxhp;
1546 else
1547 op->stats.maxhp += change->stats.maxhp;
1548
1549 if (change->stats.sp < 0)
1550 op->stats.sp = -change->stats.sp;
1551 else
1552 op->stats.sp += change->stats.sp;
1553
1554 if (change->stats.maxsp < 0)
1555 op->stats.maxsp = -change->stats.maxsp;
1556 else
1557 op->stats.maxsp += change->stats.maxsp;
1558
1559 if (change->stats.food < 0)
1560 op->stats.food = -(change->stats.food);
1561 else
1562 op->stats.food += change->stats.food;
1563
1564 if (change->level < 0)
1565 op->level = -(change->level);
1566 else
1567 op->level += change->level;
1568
1569 if (change->gen_sp_armour < 0)
1570 op->gen_sp_armour = -(change->gen_sp_armour);
1571 else
1572 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1573
1574 op->item_power = change->item_power;
1575
1576 for (i = 0; i < NROFATTACKS; i++)
1577 if (change->resist[i])
1578 op->resist[i] += change->resist[i];
1579
1580 if (change->stats.dam)
1581 {
1582 if (change->stats.dam < 0)
1583 op->stats.dam = (-change->stats.dam);
1584 else if (op->stats.dam)
1585 {
1586 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1587 if (tmp == op->stats.dam)
1588 {
1589 if (change->stats.dam < 10)
1590 op->stats.dam--;
1591 else
1592 op->stats.dam++;
1593 }
1594 else
1595 op->stats.dam = tmp;
1596 }
1597 }
1598
1599 if (change->weight)
1600 {
1601 if (change->weight < 0)
1602 op->weight = (-change->weight);
1603 else
1604 op->weight = (op->weight * (change->weight)) / 100;
1605 }
1606
1607 if (change->last_sp)
1608 {
1609 if (change->last_sp < 0)
1610 op->last_sp = (-change->last_sp);
1611 else
1612 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1613 }
1614
1615 if (change->gen_sp_armour)
1616 {
1617 if (change->gen_sp_armour < 0)
1618 op->gen_sp_armour = (-change->gen_sp_armour);
1619 else
1620 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1621 }
1622
1623 op->value *= change->value;
1624
1625 if (change->materials)
1626 op->materials = change->materials;
1627
1628 if (change->materialname)
1629 op->materialname = change->materialname;
1630
1631 if (change->slaying)
1632 op->slaying = change->slaying;
1633
1634 if (change->race)
1635 op->race = change->race;
1636
1637 if (change->msg)
1638 op->msg = change->msg;
1639 }
1640
1641 static int
1642 legal_artifact_combination (object *op, artifact * art)
1643 {
1644 int neg, success = 0;
1645 linked_char *tmp;
1646 const char *name;
1647
1648 if (art->allowed == (linked_char *) NULL)
1649 return 1; /* Ie, "all" */
1650 for (tmp = art->allowed; tmp; tmp = tmp->next)
1651 {
1652 #ifdef TREASURE_VERBOSE
1653 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1654 #endif
1655 if (*tmp->name == '!')
1656 name = tmp->name + 1, neg = 1;
1657 else
1658 name = tmp->name, neg = 0;
1659
1660 /* If we match name, then return the opposite of 'neg' */
1661 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1662 return !neg;
1663
1664 /* Set success as true, since if the match was an inverse, it means
1665 * everything is allowed except what we match
1666 */
1667 else if (neg)
1668 success = 1;
1669 }
1670 return success;
1671 }
1672
1673 /*
1674 * Fixes the given object, giving it the abilities and titles
1675 * it should have due to the second artifact-template.
1676 */
1677
1678 void
1679 give_artifact_abilities (object *op, object *artifct)
1680 {
1681 char new_name[MAX_BUF];
1682
1683 sprintf (new_name, "of %s", &artifct->name);
1684 op->title = new_name;
1685 add_abilities (op, artifct); /* Give out the bonuses */
1686
1687 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1688 {
1689 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1690
1691 SET_FLAG (op, FLAG_IDENTIFIED);
1692 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1693 if (!identified)
1694 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1695 }
1696 #endif
1697 return;
1698 }
1699
1700 /*
1701 * Decides randomly which artifact the object should be
1702 * turned into. Makes sure that the item can become that
1703 * artifact (means magic, difficulty, and Allowed fields properly).
1704 * Then calls give_artifact_abilities in order to actually create
1705 * the artifact.
1706 */
1707
1708 /* Give 1 re-roll attempt per artifact */
1709 #define ARTIFACT_TRIES 2
1710
1711 void
1712 generate_artifact (object *op, int difficulty)
1713 {
1714 artifactlist *al;
1715 artifact *art;
1716 int i;
1717
1718 al = find_artifactlist (op->type);
1719
1720 if (al == NULL)
1721 {
1722 #if 0 /* This is too verbose, usually */
1723 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1724 #endif
1725 return;
1726 }
1727
1728 for (i = 0; i < ARTIFACT_TRIES; i++)
1729 {
1730 int roll = rndm (al->total_chance);
1731
1732 for (art = al->items; art; art = art->next)
1733 {
1734 roll -= art->chance;
1735 if (roll < 0)
1736 break;
1737 }
1738
1739 if (art == NULL || roll >= 0)
1740 {
1741 #if 1
1742 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1743 #endif
1744 return;
1745 }
1746 if (!strcmp (art->item->name, "NONE"))
1747 return;
1748 if (FABS (op->magic) < art->item->magic)
1749 continue; /* Not magic enough to be this item */
1750
1751 /* Map difficulty not high enough */
1752 if (difficulty < art->difficulty)
1753 continue;
1754
1755 if (!legal_artifact_combination (op, art))
1756 {
1757 #ifdef TREASURE_VERBOSE
1758 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1759 #endif
1760 continue;
1761 }
1762
1763 give_artifact_abilities (op, art->item);
1764 return;
1765 }
1766 }
1767
1768 /* fix_flesh_item() - objects of type FLESH are similar to type
1769 * FOOD, except they inherit properties (name, food value, etc).
1770 * based on the original owner (or 'donor' if you like). -b.t.
1771 */
1772
1773 void
1774 fix_flesh_item (object *item, object *donor)
1775 {
1776 char tmpbuf[MAX_BUF];
1777 int i;
1778
1779 if (item->type == FLESH && donor)
1780 {
1781 /* change the name */
1782 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1783 item->name = tmpbuf;
1784 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1785 item->name_pl = tmpbuf;
1786
1787 /* weight is FLESH weight/100 * donor */
1788 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1789 item->weight = 1;
1790
1791 /* value is multiplied by level of donor */
1792 item->value *= isqrt (donor->level * 2);
1793
1794 /* food value */
1795 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1796
1797 /* flesh items inherit some abilities of donor, but not
1798 * full effect.
1799 */
1800 for (i = 0; i < NROFATTACKS; i++)
1801 item->resist[i] = donor->resist[i] / 2;
1802
1803 /* item inherits donor's level (important for quezals) */
1804 item->level = donor->level;
1805
1806 /* if donor has some attacktypes, the flesh is poisonous */
1807 if (donor->attacktype & AT_POISON)
1808 item->type = POISON;
1809 if (donor->attacktype & AT_ACID)
1810 item->stats.hp = -1 * item->stats.food;
1811 SET_FLAG (item, FLAG_NO_STEAL);
1812 }
1813 }
1814
1815 /* special_potion() - so that old potion code is still done right. */
1816
1817 int
1818 special_potion (object *op)
1819 {
1820 if (op->attacktype)
1821 return 1;
1822
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1824 return 1;
1825
1826 for (int i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i])
1828 return 1;
1829
1830 return 0;
1831 }
1832
1833 void
1834 free_treasurestruct (treasure *t)
1835 {
1836 if (t->next) free_treasurestruct (t->next);
1837 if (t->next_yes) free_treasurestruct (t->next_yes);
1838 if (t->next_no) free_treasurestruct (t->next_no);
1839
1840 delete t;
1841 }
1842
1843 void
1844 free_charlinks (linked_char *lc)
1845 {
1846 if (lc->next)
1847 free_charlinks (lc->next);
1848
1849 delete lc;
1850 }
1851
1852 void
1853 free_artifact (artifact *at)
1854 {
1855 if (at->next) free_artifact (at->next);
1856 if (at->allowed) free_charlinks (at->allowed);
1857
1858 at->item->destroy (1);
1859
1860 sfree (at);
1861 }
1862
1863 void
1864 free_artifactlist (artifactlist *al)
1865 {
1866 artifactlist *nextal;
1867
1868 for (al = first_artifactlist; al; al = nextal)
1869 {
1870 nextal = al->next;
1871
1872 if (al->items)
1873 free_artifact (al->items);
1874
1875 sfree (al);
1876 }
1877 }
1878
1879 void
1880 free_all_treasures (void)
1881 {
1882 treasurelist *tl, *next;
1883
1884 for (tl = first_treasurelist; tl; tl = next)
1885 {
1886 clear (tl);
1887
1888 next = tl->next;
1889 delete tl;
1890 }
1891
1892 free_artifactlist (first_artifactlist);
1893 }