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Revision: 1.47
Committed: Tue Apr 17 18:24:30 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.46: +60 -105 lines
Log Message:
- treasurelists and regions can now be freely mixed within the same
  generic resource file. more to come.

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 #ifdef TREASURE_DEBUG
134 /* recursived checks the linked list. Treasurelist is passed only
135 * so that the treasure name can be printed out
136 */
137 static void
138 check_treasurelist (const treasure *t, const treasurelist * tl)
139 {
140 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
141 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
142
143 if (t->next)
144 check_treasurelist (t->next, tl);
145
146 if (t->next_yes)
147 check_treasurelist (t->next_yes, tl);
148
149 if (t->next_no)
150 check_treasurelist (t->next_no, tl);
151 }
152 #endif
153
154 /*
155 * Reads the lib/treasure file from disk, and parses the contents
156 * into an internal treasure structure (very linked lists)
157 */
158 static treasure *
159 read_treasure (object_thawer &f)
160 {
161 treasure *t = new treasure;
162
163 f.next ();
164
165 for (;;)
166 {
167 coroapi::cede_to_tick_every (10);
168
169 switch (f.kw)
170 {
171 case KW_arch:
172 if (!(t->item = archetype::find (f.get_str ())))
173 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
174 break;
175
176 case KW_list: f.get (t->name); break;
177 case KW_change_name: f.get (t->change_arch.name); break;
178 case KW_change_title: f.get (t->change_arch.title); break;
179 case KW_change_slaying: f.get (t->change_arch.slaying); break;
180 case KW_chance: f.get (t->chance); break;
181 case KW_nrof: f.get (t->nrof); break;
182 case KW_magic: f.get (t->magic); break;
183
184 case KW_yes: t->next_yes = read_treasure (f); continue;
185 case KW_no: t->next_no = read_treasure (f); continue;
186
187 case KW_end:
188 f.next ();
189 return t;
190
191 case KW_more:
192 t->next = read_treasure (f);
193 return t;
194
195 default:
196 if (!f.parse_error ("treasurelist", t->name))
197 return 0;
198
199 return t;
200 }
201
202 f.next ();
203 }
204 }
205
206 /*
207 * Each treasure is parsed with the help of load_treasure().
208 */
209 treasurelist *
210 treasurelist::read (object_thawer &f)
211 {
212 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
213
214 bool one = f.kw == KW_treasureone;
215 treasurelist *tl = treasurelist::get (f.get_str ());
216 clear (tl);
217 tl->items = read_treasure (f);
218 if (!tl->items)
219 return 0;
220
221 /* This is a one of the many items on the list should be generated.
222 * Add up the chance total, and check to make sure the yes & no
223 * fields of the treasures are not being used.
224 */
225 tl->total_chance = 0;
226
227 if (one)
228 {
229 for (treasure *t = tl->items; t; t = t->next)
230 {
231 if (t->next_yes || t->next_no)
232 {
233 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
234 LOG (llevError, " the next_yes or next_no field is set\n");
235 }
236
237 tl->total_chance += t->chance;
238 }
239 }
240
241 return tl;
242 }
243
244 /*
245 * Generates the objects specified by the given treasure.
246 * It goes recursively through the rest of the linked list.
247 * If there is a certain percental chance for a treasure to be generated,
248 * this is taken into consideration.
249 * The second argument specifies for which object the treasure is
250 * being generated.
251 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
252 * abilities. This is used by summon spells, thus no summoned monsters
253 * start with equipment, but only their abilities).
254 */
255 static void
256 put_treasure (object *op, object *creator, int flags)
257 {
258 object *tmp;
259
260 /* Bit of a hack - spells should never be put onto the map. The entire
261 * treasure stuff is a problem - there is no clear idea of knowing
262 * this is the original object, or if this is an object that should be created
263 * by another object.
264 */
265 if (flags & GT_ENVIRONMENT && op->type != SPELL)
266 {
267 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
268 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
269 }
270 else
271 {
272 op = creator->insert (op);
273
274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
275 monster_check_apply (creator, op);
276
277 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
278 esrv_send_item (tmp, op);
279 }
280 }
281
282 /* if there are change_xxx commands in the treasure, we include the changes
283 * in the generated object
284 */
285 static void
286 change_treasure (treasure *t, object *op)
287 {
288 /* CMD: change_name xxxx */
289 if (t->change_arch.name)
290 {
291 op->name = t->change_arch.name;
292 op->name_pl = t->change_arch.name;
293 }
294
295 if (t->change_arch.title)
296 op->title = t->change_arch.title;
297
298 if (t->change_arch.slaying)
299 op->slaying = t->change_arch.slaying;
300 }
301
302 static void
303 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
304 {
305 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
306 {
307 if (t->name)
308 {
309 if (difficulty >= t->magic)
310 if (treasurelist *tl = treasurelist::find (t->name))
311 create_treasure (tl, op, flag, difficulty, tries);
312 else
313 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
314 }
315 else
316 {
317 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
318 {
319 object *tmp = arch_to_object (t->item);
320
321 if (t->nrof && tmp->nrof <= 1)
322 tmp->nrof = rndm (t->nrof) + 1;
323
324 fix_generated_item (tmp, op, difficulty, t->magic, flag);
325 change_treasure (t, tmp);
326 put_treasure (tmp, op, flag);
327 }
328 }
329
330 if (t->next_yes)
331 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
332 }
333 else if (t->next_no)
334 create_all_treasures (t->next_no, op, flag, difficulty, tries);
335
336 if (t->next)
337 create_all_treasures (t->next, op, flag, difficulty, tries);
338 }
339
340 static void
341 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
342 {
343 int value = rndm (tl->total_chance);
344 treasure *t;
345
346 if (tries++ > 100)
347 {
348 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
349 return;
350 }
351
352 for (t = tl->items; t; t = t->next)
353 {
354 value -= t->chance;
355
356 if (value < 0)
357 break;
358 }
359
360 if (!t || value >= 0)
361 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
362
363 if (t->name)
364 {
365 if (difficulty >= t->magic)
366 {
367 treasurelist *tl = treasurelist::find (t->name);
368 if (tl)
369 create_treasure (tl, op, flag, difficulty, tries);
370 }
371 else if (t->nrof)
372 create_one_treasure (tl, op, flag, difficulty, tries);
373 }
374 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
375 {
376 if (object *tmp = arch_to_object (t->item))
377 {
378 if (t->nrof && tmp->nrof <= 1)
379 tmp->nrof = rndm (t->nrof) + 1;
380
381 fix_generated_item (tmp, op, difficulty, t->magic, flag);
382 change_treasure (t, tmp);
383 put_treasure (tmp, op, flag);
384 }
385 }
386 }
387
388 /* This calls the appropriate treasure creation function. tries is passed
389 * to determine how many list transitions or attempts to create treasure
390 * have been made. It is really in place to prevent infinite loops with
391 * list transitions, or so that excessively good treasure will not be
392 * created on weak maps, because it will exceed the number of allowed tries
393 * to do that.
394 */
395 void
396 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
397 {
398 // empty treasurelists are legal
399 if (!tl->items)
400 return;
401
402 if (tries++ > 100)
403 {
404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
405 return;
406 }
407
408 if (tl->total_chance)
409 create_one_treasure (tl, op, flag, difficulty, tries);
410 else
411 create_all_treasures (tl->items, op, flag, difficulty, tries);
412 }
413
414 /* This is similar to the old generate treasure function. However,
415 * it instead takes a treasurelist. It is really just a wrapper around
416 * create_treasure. We create a dummy object that the treasure gets
417 * inserted into, and then return that treausre
418 */
419 object *
420 generate_treasure (treasurelist *tl, int difficulty)
421 {
422 difficulty = clamp (difficulty, 1, settings.max_level);
423
424 object *ob = object::create (), *tmp;
425
426 create_treasure (tl, ob, 0, difficulty, 0);
427
428 /* Don't want to free the object we are about to return */
429 tmp = ob->inv;
430 if (tmp != NULL)
431 tmp->remove ();
432
433 if (ob->inv)
434 LOG (llevError, "In generate treasure, created multiple objects.\n");
435
436 ob->destroy ();
437 return tmp;
438 }
439
440 /*
441 * This is a new way of calculating the chance for an item to have
442 * a specific magical bonus.
443 * The array has two arguments, the difficulty of the level, and the
444 * magical bonus "wanted".
445 */
446
447 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
448
449 // chance of magic difficulty
450 // +0 +1 +2 +3 +4
451 {95, 2, 2, 1, 0}, // 1
452 {92, 5, 2, 1, 0}, // 2
453 {85, 10, 4, 1, 0}, // 3
454 {80, 14, 4, 2, 0}, // 4
455 {75, 17, 5, 2, 1}, // 5
456 {70, 18, 8, 3, 1}, // 6
457 {65, 21, 10, 3, 1}, // 7
458 {60, 22, 12, 4, 2}, // 8
459 {55, 25, 14, 4, 2}, // 9
460 {50, 27, 16, 5, 2}, // 10
461 {45, 28, 18, 6, 3}, // 11
462 {42, 28, 20, 7, 3}, // 12
463 {40, 27, 21, 8, 4}, // 13
464 {38, 25, 22, 10, 5}, // 14
465 {36, 23, 23, 12, 6}, // 15
466 {33, 21, 24, 14, 8}, // 16
467 {31, 19, 25, 16, 9}, // 17
468 {27, 15, 30, 18, 10}, // 18
469 {20, 12, 30, 25, 13}, // 19
470 {15, 10, 28, 30, 17}, // 20
471 {13, 9, 27, 28, 23}, // 21
472 {10, 8, 25, 28, 29}, // 22
473 { 8, 7, 23, 26, 36}, // 23
474 { 6, 6, 20, 22, 46}, // 24
475 { 4, 5, 17, 18, 56}, // 25
476 { 2, 4, 12, 14, 68}, // 26
477 { 0, 3, 7, 10, 80}, // 27
478 { 0, 0, 3, 7, 90}, // 28
479 { 0, 0, 0, 3, 97}, // 29
480 { 0, 0, 0, 0, 100}, // 30
481 { 0, 0, 0, 0, 100}, // 31
482 };
483
484
485 /* calculate the appropriate level for wands staves and scrolls.
486 * This code presumes that op has had its spell object created (in op->inv)
487 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
490 */
491
492 int
493 level_for_item (const object *op, int difficulty)
494 {
495 int olevel = 0;
496
497 if (!op->inv)
498 {
499 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
500 return 0;
501 }
502
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
504
505 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1));
507
508 if (olevel > MAXLEVEL)
509 olevel = MAXLEVEL;
510
511 return olevel;
512 }
513
514 /*
515 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine
517 * the magical bonus created on specific maps.
518 *
519 * elmex Thu Aug 10 18:45:44 CEST 2006:
520 * Scaling difficulty by max_level, as difficulty is a level and not some
521 * weird integer between 1-31.
522 *
523 */
524 int
525 magic_from_difficulty (int difficulty)
526 {
527 int percent = 0, magic = 0;
528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
529
530 scaled_diff--;
531
532 if (scaled_diff < 0)
533 scaled_diff = 0;
534
535 if (scaled_diff >= DIFFLEVELS)
536 scaled_diff = DIFFLEVELS - 1;
537
538 percent = rndm (100);
539
540 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
541 {
542 percent -= difftomagic_list[scaled_diff][magic];
543
544 if (percent < 0)
545 break;
546 }
547
548 if (magic == (MAXMAGIC + 1))
549 {
550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
551 magic = 0;
552 }
553
554 magic = (rndm (3)) ? magic : -magic;
555 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
556
557 return magic;
558 }
559
560 /*
561 * Sets magical bonus in an object, and recalculates the effect on
562 * the armour variable, and the effect on speed of armour.
563 * This function doesn't work properly, should add use of archetypes
564 * to make it truly absolute.
565 */
566
567 void
568 set_abs_magic (object *op, int magic)
569 {
570 if (!magic)
571 return;
572
573 op->magic = magic;
574 if (op->arch)
575 {
576 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
578
579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic);
581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
582 }
583 else
584 {
585 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
588 magic = (-magic);
589 op->weight = (op->weight * (100 - magic * 10)) / 100;
590 }
591 }
592
593 /*
594 * Sets a random magical bonus in the given object based upon
595 * the given difficulty, and the given max possible bonus.
596 */
597
598 static void
599 set_magic (int difficulty, object *op, int max_magic, int flags)
600 {
601 int i;
602
603 i = magic_from_difficulty (difficulty);
604 if ((flags & GT_ONLY_GOOD) && i < 0)
605 i = -i;
606 if (i > max_magic)
607 i = max_magic;
608 set_abs_magic (op, i);
609 if (i < 0)
610 SET_FLAG (op, FLAG_CURSED);
611 }
612
613 /*
614 * Randomly adds one magical ability to the given object.
615 * Modified for Partial Resistance in many ways:
616 * 1) Since rings can have multiple bonuses, if the same bonus
617 * is rolled again, increase it - the bonuses now stack with
618 * other bonuses previously rolled and ones the item might natively have.
619 * 2) Add code to deal with new PR method.
620 */
621 void
622 set_ring_bonus (object *op, int bonus)
623 {
624
625 int r = rndm (bonus > 0 ? 25 : 11);
626
627 if (op->type == AMULET)
628 {
629 if (!(rndm (21)))
630 r = 20 + rndm (2);
631 else
632 {
633 if (rndm (2))
634 r = 10;
635 else
636 r = 11 + rndm (9);
637 }
638 }
639
640 switch (r)
641 {
642 /* Redone by MSW 2000-11-26 to have much less code. Also,
643 * bonuses and penalties will stack and add to existing values.
644 * of the item.
645 */
646 case 0:
647 case 1:
648 case 2:
649 case 3:
650 case 4:
651 case 5:
652 case 6:
653 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
654 break;
655
656 case 7:
657 op->stats.dam += bonus;
658 break;
659
660 case 8:
661 op->stats.wc += bonus;
662 break;
663
664 case 9:
665 op->stats.food += bonus; /* hunger/sustenance */
666 break;
667
668 case 10:
669 op->stats.ac += bonus;
670 break;
671
672 /* Item that gives protections/vulnerabilities */
673 case 11:
674 case 12:
675 case 13:
676 case 14:
677 case 15:
678 case 16:
679 case 17:
680 case 18:
681 case 19:
682 {
683 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
684
685 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
686 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
687
688 /* Cursed items need to have higher negative values to equal out with
689 * positive values for how protections work out. Put another
690 * little random element in since that they don't always end up with
691 * even values.
692 */
693 if (bonus < 0)
694 val = 2 * -val - rndm (b);
695 if (val > 35)
696 val = 35; /* Upper limit */
697 b = 0;
698
699 while (op->resist[resist_table[resist]] != 0 && b < 4)
700 resist = rndm (num_resist_table);
701
702 if (b == 4)
703 return; /* Not able to find a free resistance */
704
705 op->resist[resist_table[resist]] = val;
706 /* We should probably do something more clever here to adjust value
707 * based on how good a resistance we gave.
708 */
709 break;
710 }
711 case 20:
712 if (op->type == AMULET)
713 {
714 SET_FLAG (op, FLAG_REFL_SPELL);
715 op->value *= 11;
716 }
717 else
718 {
719 op->stats.hp = 1; /* regenerate hit points */
720 op->value *= 4;
721 }
722 break;
723
724 case 21:
725 if (op->type == AMULET)
726 {
727 SET_FLAG (op, FLAG_REFL_MISSILE);
728 op->value *= 9;
729 }
730 else
731 {
732 op->stats.sp = 1; /* regenerate spell points */
733 op->value *= 3;
734 }
735 break;
736
737 case 22:
738 op->stats.exp += bonus; /* Speed! */
739 op->value = (op->value * 2) / 3;
740 break;
741 }
742
743 if (bonus > 0)
744 op->value *= 2 * bonus;
745 else
746 op->value = -(op->value * 2 * bonus) / 3;
747 }
748
749 /*
750 * get_magic(diff) will return a random number between 0 and 4.
751 * diff can be any value above 2. The higher the diff-variable, the
752 * higher is the chance of returning a low number.
753 * It is only used in fix_generated_treasure() to set bonuses on
754 * rings and amulets.
755 * Another scheme is used to calculate the magic of weapons and armours.
756 */
757 int
758 get_magic (int diff)
759 {
760 int i;
761
762 if (diff < 3)
763 diff = 3;
764
765 for (i = 0; i < 4; i++)
766 if (rndm (diff))
767 return i;
768
769 return 4;
770 }
771
772 #define DICE2 (get_magic(2)==2?2:1)
773 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
774
775 /*
776 * fix_generated_item(): This is called after an item is generated, in
777 * order to set it up right. This produced magical bonuses, puts spells
778 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
779 */
780
781 /* 4/28/96 added creator object from which op may now inherit properties based on
782 * op->type. Right now, which stuff the creator passes on is object type
783 * dependant. I know this is a spagetti manuever, but is there a cleaner
784 * way to do this? b.t. */
785
786 /*
787 * ! (flags & GT_ENVIRONMENT):
788 * Automatically calls fix_flesh_item().
789 *
790 * flags:
791 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
792 * value.
793 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
794 * a working object - don't change magic, value, etc, but set it material
795 * type as appropriate, for objects that need spell objects, set those, etc
796 */
797 void
798 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
799 {
800 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
801
802 if (!creator || creator->type == op->type)
803 creator = op; /*safety & to prevent polymorphed objects giving attributes */
804
805 /* If we make an artifact, this information will be destroyed */
806 save_item_power = op->item_power;
807 op->item_power = 0;
808
809 if (op->randomitems && op->type != SPELL)
810 {
811 create_treasure (op->randomitems, op, flags, difficulty, 0);
812 if (!op->inv)
813 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
814
815 /* So the treasure doesn't get created again */
816 op->randomitems = 0;
817 }
818
819 if (difficulty < 1)
820 difficulty = 1;
821
822 if (INVOKE_OBJECT (ADD_BONUS, op,
823 ARG_OBJECT (creator != op ? creator : 0),
824 ARG_INT (difficulty), ARG_INT (max_magic),
825 ARG_INT (flags)))
826 return;
827
828 if (!(flags & GT_MINIMAL))
829 {
830 if (op->arch == crown_arch)
831 {
832 set_magic (difficulty, op, max_magic, flags);
833 num_enchantments = calc_item_power (op, 1);
834 generate_artifact (op, difficulty);
835 }
836 else
837 {
838 if (!op->magic && max_magic)
839 set_magic (difficulty, op, max_magic, flags);
840
841 num_enchantments = calc_item_power (op, 1);
842
843 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
844 || op->type == HORN
845 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
846 * used for shop_floors or treasures */
847 generate_artifact (op, difficulty);
848 }
849
850 /* Object was made an artifact. Calculate its item_power rating.
851 * the item_power in the object is what the artfiact adds.
852 */
853 if (op->title)
854 {
855 /* if save_item_power is set, then most likely we started with an
856 * artifact and have added new abilities to it - this is rare, but
857 * but I have seen things like 'strange rings of fire'. So just figure
858 * out the power from the base power plus what this one adds. Note
859 * that since item_power is not quite linear, this actually ends up
860 * being somewhat of a bonus
861 */
862 if (save_item_power)
863 op->item_power = save_item_power + get_power_from_ench (op->item_power);
864 else
865 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
866 }
867 else if (save_item_power)
868 {
869 /* restore the item_power field to the object if we haven't changed it.
870 * we don't care about num_enchantments - that will basically just
871 * have calculated some value from the base attributes of the archetype.
872 */
873 op->item_power = save_item_power;
874 }
875 else
876 {
877 /* item_power was zero. This is suspicious, as it may be because it
878 * was never previously calculated. Let's compute a value and see if
879 * it is non-zero. If it indeed is, then assign it as the new
880 * item_power value.
881 * - gros, 21th of July 2006.
882 */
883 op->item_power = calc_item_power (op, 0);
884 save_item_power = op->item_power; /* Just in case it would get used
885 * again below */
886 }
887 }
888
889 /* materialtype modifications. Note we allow this on artifacts. */
890 set_materialname (op, difficulty, NULL);
891
892 if (flags & GT_MINIMAL)
893 {
894 if (op->type == POTION)
895 /* Handle healing and magic power potions */
896 if (op->stats.sp && !op->randomitems)
897 {
898 object *tmp;
899
900 tmp = get_archetype (spell_mapping[op->stats.sp]);
901 insert_ob_in_ob (tmp, op);
902 op->stats.sp = 0;
903 }
904 }
905 else if (!op->title) /* Only modify object if not special */
906 switch (op->type)
907 {
908 case WEAPON:
909 case ARMOUR:
910 case SHIELD:
911 case HELMET:
912 case CLOAK:
913 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
914 set_ring_bonus (op, -DICE2);
915 break;
916
917 case BRACERS:
918 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
919 {
920 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
921 if (!QUERY_FLAG (op, FLAG_CURSED))
922 op->value *= 3;
923 }
924 break;
925
926 case POTION:
927 {
928 int too_many_tries = 0, is_special = 0;
929
930 /* Handle healing and magic power potions */
931 if (op->stats.sp && !op->randomitems)
932 {
933 object *tmp;
934
935 tmp = get_archetype (spell_mapping[op->stats.sp]);
936 insert_ob_in_ob (tmp, op);
937 op->stats.sp = 0;
938 }
939
940 while (!(is_special = special_potion (op)) && !op->inv)
941 {
942 generate_artifact (op, difficulty);
943 if (too_many_tries++ > 10)
944 break;
945 }
946
947 /* don't want to change value for healing/magic power potions,
948 * since the value set on those is already correct.
949 */
950 if (op->inv && op->randomitems)
951 {
952 /* value multiplier is same as for scrolls */
953 op->value = (op->value * op->inv->value);
954 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
955 }
956 else
957 {
958 op->name = "potion";
959 op->name_pl = "potions";
960 }
961
962 if (!(flags & GT_ONLY_GOOD) && rndm (2))
963 SET_FLAG (op, FLAG_CURSED);
964 break;
965 }
966
967 case AMULET:
968 if (op->arch == amulet_arch)
969 op->value *= 5; /* Since it's not just decoration */
970
971 case RING:
972 if (op->arch == NULL)
973 {
974 op->destroy ();
975 op = 0;
976 break;
977 }
978
979 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
980 break;
981
982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
983 SET_FLAG (op, FLAG_CURSED);
984
985 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
986
987 if (op->type != RING) /* Amulets have only one ability */
988 break;
989
990 if (!(rndm (4)))
991 {
992 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
993
994 if (d > 0)
995 op->value *= 3;
996
997 set_ring_bonus (op, d);
998
999 if (!(rndm (4)))
1000 {
1001 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1002
1003 if (d > 0)
1004 op->value *= 5;
1005 set_ring_bonus (op, d);
1006 }
1007 }
1008
1009 if (GET_ANIM_ID (op))
1010 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1011
1012 break;
1013
1014 case BOOK:
1015 /* Is it an empty book?, if yes lets make a special·
1016 * msg for it, and tailor its properties based on the·
1017 * creator and/or map level we found it on.
1018 */
1019 if (!op->msg && rndm (10))
1020 {
1021 /* set the book level properly */
1022 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1023 {
1024 if (op->map && op->map->difficulty)
1025 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1026 else
1027 op->level = rndm (20) + 1;
1028 }
1029 else
1030 op->level = rndm (creator->level);
1031
1032 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1033 /* books w/ info are worth more! */
1034 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1035 /* creator related stuff */
1036
1037 /* for library, chained books. Note that some monsters have no_pick
1038 * set - we don't want to set no pick in that case.
1039 */
1040 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1041 SET_FLAG (op, FLAG_NO_PICK);
1042 if (creator->slaying && !op->slaying) /* for check_inv floors */
1043 op->slaying = creator->slaying;
1044
1045 /* add exp so reading it gives xp (once) */
1046 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1047 }
1048 break;
1049
1050 case SPELLBOOK:
1051 op->value = op->value * op->inv->value;
1052 /* add exp so learning gives xp */
1053 op->level = op->inv->level;
1054 op->stats.exp = op->value;
1055 break;
1056
1057 case WAND:
1058 /* nrof in the treasure list is number of charges,
1059 * not number of wands. So copy that into food (charges),
1060 * and reset nrof.
1061 */
1062 op->stats.food = op->inv->nrof;
1063 op->nrof = 1;
1064 /* If the spell changes by level, choose a random level
1065 * for it, and adjust price. If the spell doesn't
1066 * change by level, just set the wand to the level of
1067 * the spell, and value calculation is simpler.
1068 */
1069 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1070 {
1071 op->level = level_for_item (op, difficulty);
1072 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1073 }
1074 else
1075 {
1076 op->level = op->inv->level;
1077 op->value = op->value * op->inv->value;
1078 }
1079 break;
1080
1081 case ROD:
1082 op->level = level_for_item (op, difficulty);
1083 /* Add 50 to both level an divisor to keep prices a little more
1084 * reasonable. Otherwise, a high level version of a low level
1085 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1086 * 10 time multiplier). This way, the value are a bit more reasonable.
1087 */
1088 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1089 /* maxhp is used to denote how many 'charges' the rod holds before */
1090 if (op->stats.maxhp)
1091 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1092 else
1093 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1094
1095 op->stats.hp = op->stats.maxhp;
1096 break;
1097
1098 case SCROLL:
1099 op->level = level_for_item (op, difficulty);
1100 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1101
1102 /* add exp so reading them properly gives xp */
1103 op->stats.exp = op->value / 5;
1104 op->nrof = op->inv->nrof;
1105 break;
1106
1107 case RUNE:
1108 trap_adjust (op, difficulty);
1109 break;
1110
1111 case TRAP:
1112 trap_adjust (op, difficulty);
1113 break;
1114 } /* switch type */
1115
1116 if (flags & GT_STARTEQUIP)
1117 {
1118 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1119 SET_FLAG (op, FLAG_STARTEQUIP);
1120 else if (op->type != MONEY)
1121 op->value = 0;
1122 }
1123
1124 if (!(flags & GT_ENVIRONMENT))
1125 fix_flesh_item (op, creator);
1126 }
1127
1128 /*
1129 *
1130 *
1131 * CODE DEALING WITH ARTIFACTS STARTS HERE
1132 *
1133 *
1134 */
1135
1136 /*
1137 * Allocate and return the pointer to an empty artifactlist structure.
1138 */
1139 static artifactlist *
1140 get_empty_artifactlist (void)
1141 {
1142 return salloc0 <artifactlist> ();
1143 }
1144
1145 /*
1146 * Allocate and return the pointer to an empty artifact structure.
1147 */
1148 static artifact *
1149 get_empty_artifact (void)
1150 {
1151 return salloc0 <artifact> ();
1152 }
1153
1154 /*
1155 * Searches the artifact lists and returns one that has the same type
1156 * of objects on it.
1157 */
1158 artifactlist *
1159 find_artifactlist (int type)
1160 {
1161 for (artifactlist *al = first_artifactlist; al; al = al->next)
1162 if (al->type == type)
1163 return al;
1164
1165 return 0;
1166 }
1167
1168 /*
1169 * For debugging purposes. Dumps all tables.
1170 */
1171 void
1172 dump_artifacts (void)
1173 {
1174 artifactlist *al;
1175 artifact *art;
1176 linked_char *next;
1177
1178 fprintf (logfile, "\n");
1179 for (al = first_artifactlist; al != NULL; al = al->next)
1180 {
1181 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1182 for (art = al->items; art != NULL; art = art->next)
1183 {
1184 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1185 if (art->allowed != NULL)
1186 {
1187 fprintf (logfile, "\tallowed combinations:");
1188 for (next = art->allowed; next != NULL; next = next->next)
1189 fprintf (logfile, "%s,", &next->name);
1190 fprintf (logfile, "\n");
1191 }
1192 }
1193 }
1194 fprintf (logfile, "\n");
1195 }
1196
1197 /*
1198 * For debugging purposes. Dumps all treasures recursively (see below).
1199 */
1200 void
1201 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1202 {
1203 treasurelist *tl;
1204 int i;
1205
1206 if (depth > 100)
1207 return;
1208
1209 while (t)
1210 {
1211 if (t->name)
1212 {
1213 for (i = 0; i < depth; i++)
1214 fprintf (logfile, " ");
1215
1216 fprintf (logfile, "{ (list: %s)\n", &t->name);
1217
1218 tl = treasurelist::find (t->name);
1219 if (tl)
1220 dump_monster_treasure_rec (name, tl->items, depth + 2);
1221
1222 for (i = 0; i < depth; i++)
1223 fprintf (logfile, " ");
1224
1225 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1226 }
1227 else
1228 {
1229 for (i = 0; i < depth; i++)
1230 fprintf (logfile, " ");
1231
1232 if (t->item && t->item->clone.type == FLESH)
1233 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1234 else
1235 fprintf (logfile, "%s\n", &t->item->clone.name);
1236 }
1237
1238 if (t->next_yes)
1239 {
1240 for (i = 0; i < depth; i++)
1241 fprintf (logfile, " ");
1242
1243 fprintf (logfile, " (if yes)\n");
1244 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1245 }
1246
1247 if (t->next_no)
1248 {
1249 for (i = 0; i < depth; i++)
1250 fprintf (logfile, " ");
1251
1252 fprintf (logfile, " (if no)\n");
1253 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1254 }
1255
1256 t = t->next;
1257 }
1258 }
1259
1260 /*
1261 * For debugging purposes. Dumps all treasures for a given monster.
1262 * Created originally by Raphael Quinet for debugging the alchemy code.
1263 */
1264 void
1265 dump_monster_treasure (const char *name)
1266 {
1267 archetype *at;
1268 int found;
1269
1270 found = 0;
1271 fprintf (logfile, "\n");
1272
1273 for (at = first_archetype; at != NULL; at = at->next)
1274 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1275 {
1276 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1277 if (at->clone.randomitems != NULL)
1278 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1279 else
1280 fprintf (logfile, "(nothing)\n");
1281
1282 fprintf (logfile, "\n");
1283 found++;
1284 }
1285
1286 if (found == 0)
1287 fprintf (logfile, "No objects have the name %s!\n\n", name);
1288 }
1289
1290 /*
1291 * Builds up the lists of artifacts from the file in the libdir.
1292 */
1293 void
1294 init_artifacts (void)
1295 {
1296 static int has_been_inited = 0;
1297 char filename[MAX_BUF];
1298 artifact *art = NULL;
1299 artifactlist *al;
1300
1301 if (has_been_inited)
1302 return;
1303 else
1304 has_been_inited = 1;
1305
1306 sprintf (filename, "%s/artifacts", settings.datadir);
1307 object_thawer f (filename);
1308
1309 if (!f)
1310 return;
1311
1312 f.next ();
1313
1314 for (;;)
1315 {
1316 switch (f.kw)
1317 {
1318 case KW_allowed:
1319 if (!art)
1320 art = get_empty_artifact ();
1321
1322 {
1323 if (!strcmp (f.get_str (), "all"))
1324 break;
1325
1326 char *next, *cp = f.get_str ();
1327
1328 do
1329 {
1330 if ((next = strchr (cp, ',')))
1331 *next++ = '\0';
1332
1333 linked_char *tmp = new linked_char;
1334
1335 tmp->name = cp;
1336 tmp->next = art->allowed;
1337 art->allowed = tmp;
1338 }
1339 while ((cp = next));
1340 }
1341 break;
1342
1343 case KW_chance:
1344 f.get (art->chance);
1345 break;
1346
1347 case KW_difficulty:
1348 f.get (art->difficulty);
1349 break;
1350
1351 case KW_object:
1352 {
1353 art->item = object::create ();
1354
1355 if (!art->item->parse_kv (f))
1356 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1357
1358 al = find_artifactlist (art->item->type);
1359
1360 if (!al)
1361 {
1362 al = get_empty_artifactlist ();
1363 al->type = art->item->type;
1364 al->next = first_artifactlist;
1365 first_artifactlist = al;
1366 }
1367
1368 art->next = al->items;
1369 al->items = art;
1370 art = 0;
1371 }
1372 continue;
1373
1374 case KW_EOF:
1375 goto done;
1376
1377 default:
1378 if (!f.parse_error ("artifacts file"))
1379 cleanup ("artifacts file required");
1380 break;
1381 }
1382
1383 f.next ();
1384 }
1385
1386 done:
1387 for (al = first_artifactlist; al; al = al->next)
1388 {
1389 al->total_chance = 0;
1390
1391 for (art = al->items; art; art = art->next)
1392 {
1393 if (!art->chance)
1394 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1395 else
1396 al->total_chance += art->chance;
1397 }
1398 #if 0
1399 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1400 #endif
1401 }
1402
1403 LOG (llevDebug, "done.\n");
1404 }
1405
1406 /*
1407 * Used in artifact generation. The bonuses of the first object
1408 * is modified by the bonuses of the second object.
1409 */
1410 void
1411 add_abilities (object *op, object *change)
1412 {
1413 int i, tmp;
1414
1415 if (change->face != blank_face)
1416 {
1417 #ifdef TREASURE_VERBOSE
1418 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1419 #endif
1420 op->face = change->face;
1421 }
1422
1423 for (i = 0; i < NUM_STATS; i++)
1424 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1425
1426 op->attacktype |= change->attacktype;
1427 op->path_attuned |= change->path_attuned;
1428 op->path_repelled |= change->path_repelled;
1429 op->path_denied |= change->path_denied;
1430 op->move_type |= change->move_type;
1431 op->stats.luck += change->stats.luck;
1432
1433 if (QUERY_FLAG (change, FLAG_CURSED))
1434 SET_FLAG (op, FLAG_CURSED);
1435 if (QUERY_FLAG (change, FLAG_DAMNED))
1436 SET_FLAG (op, FLAG_DAMNED);
1437 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1438 set_abs_magic (op, -op->magic);
1439
1440 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1441 SET_FLAG (op, FLAG_LIFESAVE);
1442 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1443 SET_FLAG (op, FLAG_REFL_SPELL);
1444 if (QUERY_FLAG (change, FLAG_STEALTH))
1445 SET_FLAG (op, FLAG_STEALTH);
1446 if (QUERY_FLAG (change, FLAG_XRAYS))
1447 SET_FLAG (op, FLAG_XRAYS);
1448 if (QUERY_FLAG (change, FLAG_BLIND))
1449 SET_FLAG (op, FLAG_BLIND);
1450 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1451 SET_FLAG (op, FLAG_SEE_IN_DARK);
1452 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1453 SET_FLAG (op, FLAG_REFL_MISSILE);
1454 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1455 SET_FLAG (op, FLAG_MAKE_INVIS);
1456
1457 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1458 {
1459 CLEAR_FLAG (op, FLAG_ANIMATE);
1460 /* so artifacts will join */
1461 if (!QUERY_FLAG (op, FLAG_ALIVE))
1462 op->speed = 0.0;
1463
1464 op->set_speed (op->speed);
1465 }
1466
1467 if (change->nrof)
1468 op->nrof = rndm (change->nrof) + 1;
1469
1470 op->stats.exp += change->stats.exp; /* Speed modifier */
1471 op->stats.wc += change->stats.wc;
1472 op->stats.ac += change->stats.ac;
1473
1474 if (change->other_arch)
1475 {
1476 /* Basically, for horns & potions, the other_arch field is the spell
1477 * to cast. So convert that to into a spell and put it into
1478 * this object.
1479 */
1480 if (op->type == HORN || op->type == POTION)
1481 {
1482 object *tmp_obj;
1483
1484 /* Remove any spells this object currently has in it */
1485 while (op->inv)
1486 op->inv->destroy ();
1487
1488 tmp_obj = arch_to_object (change->other_arch);
1489 insert_ob_in_ob (tmp_obj, op);
1490 }
1491 /* No harm setting this for potions/horns */
1492 op->other_arch = change->other_arch;
1493 }
1494
1495 if (change->stats.hp < 0)
1496 op->stats.hp = -change->stats.hp;
1497 else
1498 op->stats.hp += change->stats.hp;
1499
1500 if (change->stats.maxhp < 0)
1501 op->stats.maxhp = -change->stats.maxhp;
1502 else
1503 op->stats.maxhp += change->stats.maxhp;
1504
1505 if (change->stats.sp < 0)
1506 op->stats.sp = -change->stats.sp;
1507 else
1508 op->stats.sp += change->stats.sp;
1509
1510 if (change->stats.maxsp < 0)
1511 op->stats.maxsp = -change->stats.maxsp;
1512 else
1513 op->stats.maxsp += change->stats.maxsp;
1514
1515 if (change->stats.food < 0)
1516 op->stats.food = -(change->stats.food);
1517 else
1518 op->stats.food += change->stats.food;
1519
1520 if (change->level < 0)
1521 op->level = -(change->level);
1522 else
1523 op->level += change->level;
1524
1525 if (change->gen_sp_armour < 0)
1526 op->gen_sp_armour = -(change->gen_sp_armour);
1527 else
1528 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1529
1530 op->item_power = change->item_power;
1531
1532 for (i = 0; i < NROFATTACKS; i++)
1533 if (change->resist[i])
1534 op->resist[i] += change->resist[i];
1535
1536 if (change->stats.dam)
1537 {
1538 if (change->stats.dam < 0)
1539 op->stats.dam = (-change->stats.dam);
1540 else if (op->stats.dam)
1541 {
1542 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1543 if (tmp == op->stats.dam)
1544 {
1545 if (change->stats.dam < 10)
1546 op->stats.dam--;
1547 else
1548 op->stats.dam++;
1549 }
1550 else
1551 op->stats.dam = tmp;
1552 }
1553 }
1554
1555 if (change->weight)
1556 {
1557 if (change->weight < 0)
1558 op->weight = (-change->weight);
1559 else
1560 op->weight = (op->weight * (change->weight)) / 100;
1561 }
1562
1563 if (change->last_sp)
1564 {
1565 if (change->last_sp < 0)
1566 op->last_sp = (-change->last_sp);
1567 else
1568 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1569 }
1570
1571 if (change->gen_sp_armour)
1572 {
1573 if (change->gen_sp_armour < 0)
1574 op->gen_sp_armour = (-change->gen_sp_armour);
1575 else
1576 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1577 }
1578
1579 op->value *= change->value;
1580
1581 if (change->materials)
1582 op->materials = change->materials;
1583
1584 if (change->materialname)
1585 op->materialname = change->materialname;
1586
1587 if (change->slaying)
1588 op->slaying = change->slaying;
1589
1590 if (change->race)
1591 op->race = change->race;
1592
1593 if (change->msg)
1594 op->msg = change->msg;
1595 }
1596
1597 static int
1598 legal_artifact_combination (object *op, artifact * art)
1599 {
1600 int neg, success = 0;
1601 linked_char *tmp;
1602 const char *name;
1603
1604 if (art->allowed == (linked_char *) NULL)
1605 return 1; /* Ie, "all" */
1606 for (tmp = art->allowed; tmp; tmp = tmp->next)
1607 {
1608 #ifdef TREASURE_VERBOSE
1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1610 #endif
1611 if (*tmp->name == '!')
1612 name = tmp->name + 1, neg = 1;
1613 else
1614 name = tmp->name, neg = 0;
1615
1616 /* If we match name, then return the opposite of 'neg' */
1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1618 return !neg;
1619
1620 /* Set success as true, since if the match was an inverse, it means
1621 * everything is allowed except what we match
1622 */
1623 else if (neg)
1624 success = 1;
1625 }
1626 return success;
1627 }
1628
1629 /*
1630 * Fixes the given object, giving it the abilities and titles
1631 * it should have due to the second artifact-template.
1632 */
1633
1634 void
1635 give_artifact_abilities (object *op, object *artifct)
1636 {
1637 char new_name[MAX_BUF];
1638
1639 sprintf (new_name, "of %s", &artifct->name);
1640 op->title = new_name;
1641 add_abilities (op, artifct); /* Give out the bonuses */
1642
1643 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1644 {
1645 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1646
1647 SET_FLAG (op, FLAG_IDENTIFIED);
1648 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1649 if (!identified)
1650 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1651 }
1652 #endif
1653 return;
1654 }
1655
1656 /*
1657 * Decides randomly which artifact the object should be
1658 * turned into. Makes sure that the item can become that
1659 * artifact (means magic, difficulty, and Allowed fields properly).
1660 * Then calls give_artifact_abilities in order to actually create
1661 * the artifact.
1662 */
1663
1664 /* Give 1 re-roll attempt per artifact */
1665 #define ARTIFACT_TRIES 2
1666
1667 void
1668 generate_artifact (object *op, int difficulty)
1669 {
1670 artifactlist *al;
1671 artifact *art;
1672 int i;
1673
1674 al = find_artifactlist (op->type);
1675
1676 if (al == NULL)
1677 {
1678 #if 0 /* This is too verbose, usually */
1679 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1680 #endif
1681 return;
1682 }
1683
1684 for (i = 0; i < ARTIFACT_TRIES; i++)
1685 {
1686 int roll = rndm (al->total_chance);
1687
1688 for (art = al->items; art; art = art->next)
1689 {
1690 roll -= art->chance;
1691 if (roll < 0)
1692 break;
1693 }
1694
1695 if (art == NULL || roll >= 0)
1696 {
1697 #if 1
1698 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1699 #endif
1700 return;
1701 }
1702 if (!strcmp (art->item->name, "NONE"))
1703 return;
1704 if (FABS (op->magic) < art->item->magic)
1705 continue; /* Not magic enough to be this item */
1706
1707 /* Map difficulty not high enough */
1708 if (difficulty < art->difficulty)
1709 continue;
1710
1711 if (!legal_artifact_combination (op, art))
1712 {
1713 #ifdef TREASURE_VERBOSE
1714 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1715 #endif
1716 continue;
1717 }
1718
1719 give_artifact_abilities (op, art->item);
1720 return;
1721 }
1722 }
1723
1724 /* fix_flesh_item() - objects of type FLESH are similar to type
1725 * FOOD, except they inherit properties (name, food value, etc).
1726 * based on the original owner (or 'donor' if you like). -b.t.
1727 */
1728
1729 void
1730 fix_flesh_item (object *item, object *donor)
1731 {
1732 char tmpbuf[MAX_BUF];
1733 int i;
1734
1735 if (item->type == FLESH && donor)
1736 {
1737 /* change the name */
1738 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1739 item->name = tmpbuf;
1740 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1741 item->name_pl = tmpbuf;
1742
1743 /* weight is FLESH weight/100 * donor */
1744 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1745 item->weight = 1;
1746
1747 /* value is multiplied by level of donor */
1748 item->value *= isqrt (donor->level * 2);
1749
1750 /* food value */
1751 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1752
1753 /* flesh items inherit some abilities of donor, but not
1754 * full effect.
1755 */
1756 for (i = 0; i < NROFATTACKS; i++)
1757 item->resist[i] = donor->resist[i] / 2;
1758
1759 /* item inherits donor's level (important for quezals) */
1760 item->level = donor->level;
1761
1762 /* if donor has some attacktypes, the flesh is poisonous */
1763 if (donor->attacktype & AT_POISON)
1764 item->type = POISON;
1765 if (donor->attacktype & AT_ACID)
1766 item->stats.hp = -1 * item->stats.food;
1767 SET_FLAG (item, FLAG_NO_STEAL);
1768 }
1769 }
1770
1771 /* special_potion() - so that old potion code is still done right. */
1772 int
1773 special_potion (object *op)
1774 {
1775 if (op->attacktype)
1776 return 1;
1777
1778 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1779 return 1;
1780
1781 for (int i = 0; i < NROFATTACKS; i++)
1782 if (op->resist[i])
1783 return 1;
1784
1785 return 0;
1786 }
1787
1788 void
1789 free_treasurestruct (treasure *t)
1790 {
1791 if (t->next) free_treasurestruct (t->next);
1792 if (t->next_yes) free_treasurestruct (t->next_yes);
1793 if (t->next_no) free_treasurestruct (t->next_no);
1794
1795 delete t;
1796 }
1797
1798 void
1799 free_charlinks (linked_char *lc)
1800 {
1801 if (lc->next)
1802 free_charlinks (lc->next);
1803
1804 delete lc;
1805 }
1806
1807 void
1808 free_artifact (artifact *at)
1809 {
1810 if (at->next) free_artifact (at->next);
1811 if (at->allowed) free_charlinks (at->allowed);
1812
1813 at->item->destroy (1);
1814
1815 sfree (at);
1816 }
1817
1818 void
1819 free_artifactlist (artifactlist *al)
1820 {
1821 artifactlist *nextal;
1822
1823 for (al = first_artifactlist; al; al = nextal)
1824 {
1825 nextal = al->next;
1826
1827 if (al->items)
1828 free_artifact (al->items);
1829
1830 sfree (al);
1831 }
1832 }
1833
1834 void
1835 free_all_treasures (void)
1836 {
1837 treasurelist *tl, *next;
1838
1839 for (tl = first_treasurelist; tl; tl = next)
1840 {
1841 clear (tl);
1842
1843 next = tl->next;
1844 delete tl;
1845 }
1846
1847 free_artifactlist (first_artifactlist);
1848 }