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Revision: 1.49
Committed: Tue Apr 17 18:59:05 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.48: +2 -0 lines
Log Message:
parse_kv now behaves like other parse functions

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 * Searches for the given treasurelist
60 */
61 treasurelist *
62 treasurelist::find (const char *name)
63 {
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73 }
74
75 /*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79 treasurelist *
80 treasurelist::get (const char *name)
81 {
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96 }
97
98 //TODO: class method
99 void
100 clear (treasurelist *tl)
101 {
102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
109 }
110
111 #ifdef TREASURE_DEBUG
112 /* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115 static void
116 check_treasurelist (const treasure *t, const treasurelist * tl)
117 {
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129 }
130 #endif
131
132 /*
133 * Reads the lib/treasure file from disk, and parses the contents
134 * into an internal treasure structure (very linked lists)
135 */
136 static treasure *
137 read_treasure (object_thawer &f)
138 {
139 treasure *t = new treasure;
140
141 f.next ();
142
143 for (;;)
144 {
145 coroapi::cede_to_tick_every (10);
146
147 switch (f.kw)
148 {
149 case KW_arch:
150 if (!(t->item = archetype::find (f.get_str ())))
151 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
152 break;
153
154 case KW_list: f.get (t->name); break;
155 case KW_change_name: f.get (t->change_arch.name); break;
156 case KW_change_title: f.get (t->change_arch.title); break;
157 case KW_change_slaying: f.get (t->change_arch.slaying); break;
158 case KW_chance: f.get (t->chance); break;
159 case KW_nrof: f.get (t->nrof); break;
160 case KW_magic: f.get (t->magic); break;
161
162 case KW_yes: t->next_yes = read_treasure (f); continue;
163 case KW_no: t->next_no = read_treasure (f); continue;
164
165 case KW_end:
166 f.next ();
167 return t;
168
169 case KW_more:
170 t->next = read_treasure (f);
171 return t;
172
173 default:
174 if (!f.parse_error ("treasurelist", t->name))
175 return 0;
176
177 return t;
178 }
179
180 f.next ();
181 }
182 }
183
184 /*
185 * Each treasure is parsed with the help of load_treasure().
186 */
187 treasurelist *
188 treasurelist::read (object_thawer &f)
189 {
190 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
191
192 bool one = f.kw == KW_treasureone;
193 treasurelist *tl = treasurelist::get (f.get_str ());
194 clear (tl);
195 tl->items = read_treasure (f);
196 if (!tl->items)
197 return 0;
198
199 /* This is a one of the many items on the list should be generated.
200 * Add up the chance total, and check to make sure the yes & no
201 * fields of the treasures are not being used.
202 */
203 tl->total_chance = 0;
204
205 if (one)
206 {
207 for (treasure *t = tl->items; t; t = t->next)
208 {
209 if (t->next_yes || t->next_no)
210 {
211 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
212 LOG (llevError, " the next_yes or next_no field is set\n");
213 }
214
215 tl->total_chance += t->chance;
216 }
217 }
218
219 return tl;
220 }
221
222 /*
223 * Generates the objects specified by the given treasure.
224 * It goes recursively through the rest of the linked list.
225 * If there is a certain percental chance for a treasure to be generated,
226 * this is taken into consideration.
227 * The second argument specifies for which object the treasure is
228 * being generated.
229 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
230 * abilities. This is used by summon spells, thus no summoned monsters
231 * start with equipment, but only their abilities).
232 */
233 static void
234 put_treasure (object *op, object *creator, int flags)
235 {
236 object *tmp;
237
238 /* Bit of a hack - spells should never be put onto the map. The entire
239 * treasure stuff is a problem - there is no clear idea of knowing
240 * this is the original object, or if this is an object that should be created
241 * by another object.
242 */
243 if (flags & GT_ENVIRONMENT && op->type != SPELL)
244 {
245 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
246 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
247 }
248 else
249 {
250 op = creator->insert (op);
251
252 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
253 monster_check_apply (creator, op);
254
255 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
256 esrv_send_item (tmp, op);
257 }
258 }
259
260 /* if there are change_xxx commands in the treasure, we include the changes
261 * in the generated object
262 */
263 static void
264 change_treasure (treasure *t, object *op)
265 {
266 /* CMD: change_name xxxx */
267 if (t->change_arch.name)
268 {
269 op->name = t->change_arch.name;
270 op->name_pl = t->change_arch.name;
271 }
272
273 if (t->change_arch.title)
274 op->title = t->change_arch.title;
275
276 if (t->change_arch.slaying)
277 op->slaying = t->change_arch.slaying;
278 }
279
280 static void
281 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
282 {
283 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
284 {
285 if (t->name)
286 {
287 if (difficulty >= t->magic)
288 if (treasurelist *tl = treasurelist::find (t->name))
289 create_treasure (tl, op, flag, difficulty, tries);
290 else
291 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
292 }
293 else
294 {
295 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
296 {
297 object *tmp = arch_to_object (t->item);
298
299 if (t->nrof && tmp->nrof <= 1)
300 tmp->nrof = rndm (t->nrof) + 1;
301
302 fix_generated_item (tmp, op, difficulty, t->magic, flag);
303 change_treasure (t, tmp);
304 put_treasure (tmp, op, flag);
305 }
306 }
307
308 if (t->next_yes)
309 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
310 }
311 else if (t->next_no)
312 create_all_treasures (t->next_no, op, flag, difficulty, tries);
313
314 if (t->next)
315 create_all_treasures (t->next, op, flag, difficulty, tries);
316 }
317
318 static void
319 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
320 {
321 int value = rndm (tl->total_chance);
322 treasure *t;
323
324 if (tries++ > 100)
325 {
326 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
327 return;
328 }
329
330 for (t = tl->items; t; t = t->next)
331 {
332 value -= t->chance;
333
334 if (value < 0)
335 break;
336 }
337
338 if (!t || value >= 0)
339 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
340
341 if (t->name)
342 {
343 if (difficulty >= t->magic)
344 {
345 treasurelist *tl = treasurelist::find (t->name);
346 if (tl)
347 create_treasure (tl, op, flag, difficulty, tries);
348 }
349 else if (t->nrof)
350 create_one_treasure (tl, op, flag, difficulty, tries);
351 }
352 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
353 {
354 if (object *tmp = arch_to_object (t->item))
355 {
356 if (t->nrof && tmp->nrof <= 1)
357 tmp->nrof = rndm (t->nrof) + 1;
358
359 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag);
362 }
363 }
364 }
365
366 /* This calls the appropriate treasure creation function. tries is passed
367 * to determine how many list transitions or attempts to create treasure
368 * have been made. It is really in place to prevent infinite loops with
369 * list transitions, or so that excessively good treasure will not be
370 * created on weak maps, because it will exceed the number of allowed tries
371 * to do that.
372 */
373 void
374 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
375 {
376 // empty treasurelists are legal
377 if (!tl->items)
378 return;
379
380 if (tries++ > 100)
381 {
382 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
383 return;
384 }
385
386 if (tl->total_chance)
387 create_one_treasure (tl, op, flag, difficulty, tries);
388 else
389 create_all_treasures (tl->items, op, flag, difficulty, tries);
390 }
391
392 /* This is similar to the old generate treasure function. However,
393 * it instead takes a treasurelist. It is really just a wrapper around
394 * create_treasure. We create a dummy object that the treasure gets
395 * inserted into, and then return that treausre
396 */
397 object *
398 generate_treasure (treasurelist *tl, int difficulty)
399 {
400 difficulty = clamp (difficulty, 1, settings.max_level);
401
402 object *ob = object::create (), *tmp;
403
404 create_treasure (tl, ob, 0, difficulty, 0);
405
406 /* Don't want to free the object we are about to return */
407 tmp = ob->inv;
408 if (tmp != NULL)
409 tmp->remove ();
410
411 if (ob->inv)
412 LOG (llevError, "In generate treasure, created multiple objects.\n");
413
414 ob->destroy ();
415 return tmp;
416 }
417
418 /*
419 * This is a new way of calculating the chance for an item to have
420 * a specific magical bonus.
421 * The array has two arguments, the difficulty of the level, and the
422 * magical bonus "wanted".
423 */
424
425 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
426
427 // chance of magic difficulty
428 // +0 +1 +2 +3 +4
429 {95, 2, 2, 1, 0}, // 1
430 {92, 5, 2, 1, 0}, // 2
431 {85, 10, 4, 1, 0}, // 3
432 {80, 14, 4, 2, 0}, // 4
433 {75, 17, 5, 2, 1}, // 5
434 {70, 18, 8, 3, 1}, // 6
435 {65, 21, 10, 3, 1}, // 7
436 {60, 22, 12, 4, 2}, // 8
437 {55, 25, 14, 4, 2}, // 9
438 {50, 27, 16, 5, 2}, // 10
439 {45, 28, 18, 6, 3}, // 11
440 {42, 28, 20, 7, 3}, // 12
441 {40, 27, 21, 8, 4}, // 13
442 {38, 25, 22, 10, 5}, // 14
443 {36, 23, 23, 12, 6}, // 15
444 {33, 21, 24, 14, 8}, // 16
445 {31, 19, 25, 16, 9}, // 17
446 {27, 15, 30, 18, 10}, // 18
447 {20, 12, 30, 25, 13}, // 19
448 {15, 10, 28, 30, 17}, // 20
449 {13, 9, 27, 28, 23}, // 21
450 {10, 8, 25, 28, 29}, // 22
451 { 8, 7, 23, 26, 36}, // 23
452 { 6, 6, 20, 22, 46}, // 24
453 { 4, 5, 17, 18, 56}, // 25
454 { 2, 4, 12, 14, 68}, // 26
455 { 0, 3, 7, 10, 80}, // 27
456 { 0, 0, 3, 7, 90}, // 28
457 { 0, 0, 0, 3, 97}, // 29
458 { 0, 0, 0, 0, 100}, // 30
459 { 0, 0, 0, 0, 100}, // 31
460 };
461
462
463 /* calculate the appropriate level for wands staves and scrolls.
464 * This code presumes that op has had its spell object created (in op->inv)
465 *
466 * elmex Wed Aug 9 17:44:59 CEST 2006:
467 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
468 */
469
470 int
471 level_for_item (const object *op, int difficulty)
472 {
473 int olevel = 0;
474
475 if (!op->inv)
476 {
477 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
478 return 0;
479 }
480
481 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
482
483 if (olevel <= 0)
484 olevel = rndm (1, MIN (op->inv->level, 1));
485
486 if (olevel > MAXLEVEL)
487 olevel = MAXLEVEL;
488
489 return olevel;
490 }
491
492 /*
493 * Based upon the specified difficulty and upon the difftomagic_list array,
494 * a random magical bonus is returned. This is used when determine
495 * the magical bonus created on specific maps.
496 *
497 * elmex Thu Aug 10 18:45:44 CEST 2006:
498 * Scaling difficulty by max_level, as difficulty is a level and not some
499 * weird integer between 1-31.
500 *
501 */
502 int
503 magic_from_difficulty (int difficulty)
504 {
505 int percent = 0, magic = 0;
506 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
507
508 scaled_diff--;
509
510 if (scaled_diff < 0)
511 scaled_diff = 0;
512
513 if (scaled_diff >= DIFFLEVELS)
514 scaled_diff = DIFFLEVELS - 1;
515
516 percent = rndm (100);
517
518 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
519 {
520 percent -= difftomagic_list[scaled_diff][magic];
521
522 if (percent < 0)
523 break;
524 }
525
526 if (magic == (MAXMAGIC + 1))
527 {
528 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
529 magic = 0;
530 }
531
532 magic = (rndm (3)) ? magic : -magic;
533 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
534
535 return magic;
536 }
537
538 /*
539 * Sets magical bonus in an object, and recalculates the effect on
540 * the armour variable, and the effect on speed of armour.
541 * This function doesn't work properly, should add use of archetypes
542 * to make it truly absolute.
543 */
544
545 void
546 set_abs_magic (object *op, int magic)
547 {
548 if (!magic)
549 return;
550
551 op->magic = magic;
552 if (op->arch)
553 {
554 if (op->type == ARMOUR)
555 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
556
557 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
558 magic = (-magic);
559 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
560 }
561 else
562 {
563 if (op->type == ARMOUR)
564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
565 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
566 magic = (-magic);
567 op->weight = (op->weight * (100 - magic * 10)) / 100;
568 }
569 }
570
571 /*
572 * Sets a random magical bonus in the given object based upon
573 * the given difficulty, and the given max possible bonus.
574 */
575
576 static void
577 set_magic (int difficulty, object *op, int max_magic, int flags)
578 {
579 int i;
580
581 i = magic_from_difficulty (difficulty);
582 if ((flags & GT_ONLY_GOOD) && i < 0)
583 i = -i;
584 if (i > max_magic)
585 i = max_magic;
586 set_abs_magic (op, i);
587 if (i < 0)
588 SET_FLAG (op, FLAG_CURSED);
589 }
590
591 /*
592 * Randomly adds one magical ability to the given object.
593 * Modified for Partial Resistance in many ways:
594 * 1) Since rings can have multiple bonuses, if the same bonus
595 * is rolled again, increase it - the bonuses now stack with
596 * other bonuses previously rolled and ones the item might natively have.
597 * 2) Add code to deal with new PR method.
598 */
599 void
600 set_ring_bonus (object *op, int bonus)
601 {
602
603 int r = rndm (bonus > 0 ? 25 : 11);
604
605 if (op->type == AMULET)
606 {
607 if (!(rndm (21)))
608 r = 20 + rndm (2);
609 else
610 {
611 if (rndm (2))
612 r = 10;
613 else
614 r = 11 + rndm (9);
615 }
616 }
617
618 switch (r)
619 {
620 /* Redone by MSW 2000-11-26 to have much less code. Also,
621 * bonuses and penalties will stack and add to existing values.
622 * of the item.
623 */
624 case 0:
625 case 1:
626 case 2:
627 case 3:
628 case 4:
629 case 5:
630 case 6:
631 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
632 break;
633
634 case 7:
635 op->stats.dam += bonus;
636 break;
637
638 case 8:
639 op->stats.wc += bonus;
640 break;
641
642 case 9:
643 op->stats.food += bonus; /* hunger/sustenance */
644 break;
645
646 case 10:
647 op->stats.ac += bonus;
648 break;
649
650 /* Item that gives protections/vulnerabilities */
651 case 11:
652 case 12:
653 case 13:
654 case 14:
655 case 15:
656 case 16:
657 case 17:
658 case 18:
659 case 19:
660 {
661 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
662
663 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
664 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
665
666 /* Cursed items need to have higher negative values to equal out with
667 * positive values for how protections work out. Put another
668 * little random element in since that they don't always end up with
669 * even values.
670 */
671 if (bonus < 0)
672 val = 2 * -val - rndm (b);
673 if (val > 35)
674 val = 35; /* Upper limit */
675 b = 0;
676
677 while (op->resist[resist_table[resist]] != 0 && b < 4)
678 resist = rndm (num_resist_table);
679
680 if (b == 4)
681 return; /* Not able to find a free resistance */
682
683 op->resist[resist_table[resist]] = val;
684 /* We should probably do something more clever here to adjust value
685 * based on how good a resistance we gave.
686 */
687 break;
688 }
689 case 20:
690 if (op->type == AMULET)
691 {
692 SET_FLAG (op, FLAG_REFL_SPELL);
693 op->value *= 11;
694 }
695 else
696 {
697 op->stats.hp = 1; /* regenerate hit points */
698 op->value *= 4;
699 }
700 break;
701
702 case 21:
703 if (op->type == AMULET)
704 {
705 SET_FLAG (op, FLAG_REFL_MISSILE);
706 op->value *= 9;
707 }
708 else
709 {
710 op->stats.sp = 1; /* regenerate spell points */
711 op->value *= 3;
712 }
713 break;
714
715 case 22:
716 op->stats.exp += bonus; /* Speed! */
717 op->value = (op->value * 2) / 3;
718 break;
719 }
720
721 if (bonus > 0)
722 op->value *= 2 * bonus;
723 else
724 op->value = -(op->value * 2 * bonus) / 3;
725 }
726
727 /*
728 * get_magic(diff) will return a random number between 0 and 4.
729 * diff can be any value above 2. The higher the diff-variable, the
730 * higher is the chance of returning a low number.
731 * It is only used in fix_generated_treasure() to set bonuses on
732 * rings and amulets.
733 * Another scheme is used to calculate the magic of weapons and armours.
734 */
735 int
736 get_magic (int diff)
737 {
738 int i;
739
740 if (diff < 3)
741 diff = 3;
742
743 for (i = 0; i < 4; i++)
744 if (rndm (diff))
745 return i;
746
747 return 4;
748 }
749
750 #define DICE2 (get_magic(2)==2?2:1)
751 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
752
753 /*
754 * fix_generated_item(): This is called after an item is generated, in
755 * order to set it up right. This produced magical bonuses, puts spells
756 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
757 */
758
759 /* 4/28/96 added creator object from which op may now inherit properties based on
760 * op->type. Right now, which stuff the creator passes on is object type
761 * dependant. I know this is a spagetti manuever, but is there a cleaner
762 * way to do this? b.t. */
763
764 /*
765 * ! (flags & GT_ENVIRONMENT):
766 * Automatically calls fix_flesh_item().
767 *
768 * flags:
769 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
770 * value.
771 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
772 * a working object - don't change magic, value, etc, but set it material
773 * type as appropriate, for objects that need spell objects, set those, etc
774 */
775 void
776 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
777 {
778 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
779
780 if (!creator || creator->type == op->type)
781 creator = op; /*safety & to prevent polymorphed objects giving attributes */
782
783 /* If we make an artifact, this information will be destroyed */
784 save_item_power = op->item_power;
785 op->item_power = 0;
786
787 if (op->randomitems && op->type != SPELL)
788 {
789 create_treasure (op->randomitems, op, flags, difficulty, 0);
790 if (!op->inv)
791 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
792
793 /* So the treasure doesn't get created again */
794 op->randomitems = 0;
795 }
796
797 if (difficulty < 1)
798 difficulty = 1;
799
800 if (INVOKE_OBJECT (ADD_BONUS, op,
801 ARG_OBJECT (creator != op ? creator : 0),
802 ARG_INT (difficulty), ARG_INT (max_magic),
803 ARG_INT (flags)))
804 return;
805
806 if (!(flags & GT_MINIMAL))
807 {
808 if (op->arch == crown_arch)
809 {
810 set_magic (difficulty, op, max_magic, flags);
811 num_enchantments = calc_item_power (op, 1);
812 generate_artifact (op, difficulty);
813 }
814 else
815 {
816 if (!op->magic && max_magic)
817 set_magic (difficulty, op, max_magic, flags);
818
819 num_enchantments = calc_item_power (op, 1);
820
821 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
822 || op->type == HORN
823 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
824 * used for shop_floors or treasures */
825 generate_artifact (op, difficulty);
826 }
827
828 /* Object was made an artifact. Calculate its item_power rating.
829 * the item_power in the object is what the artfiact adds.
830 */
831 if (op->title)
832 {
833 /* if save_item_power is set, then most likely we started with an
834 * artifact and have added new abilities to it - this is rare, but
835 * but I have seen things like 'strange rings of fire'. So just figure
836 * out the power from the base power plus what this one adds. Note
837 * that since item_power is not quite linear, this actually ends up
838 * being somewhat of a bonus
839 */
840 if (save_item_power)
841 op->item_power = save_item_power + get_power_from_ench (op->item_power);
842 else
843 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
844 }
845 else if (save_item_power)
846 {
847 /* restore the item_power field to the object if we haven't changed it.
848 * we don't care about num_enchantments - that will basically just
849 * have calculated some value from the base attributes of the archetype.
850 */
851 op->item_power = save_item_power;
852 }
853 else
854 {
855 /* item_power was zero. This is suspicious, as it may be because it
856 * was never previously calculated. Let's compute a value and see if
857 * it is non-zero. If it indeed is, then assign it as the new
858 * item_power value.
859 * - gros, 21th of July 2006.
860 */
861 op->item_power = calc_item_power (op, 0);
862 save_item_power = op->item_power; /* Just in case it would get used
863 * again below */
864 }
865 }
866
867 /* materialtype modifications. Note we allow this on artifacts. */
868 set_materialname (op, difficulty, NULL);
869
870 if (flags & GT_MINIMAL)
871 {
872 if (op->type == POTION)
873 /* Handle healing and magic power potions */
874 if (op->stats.sp && !op->randomitems)
875 {
876 object *tmp;
877
878 tmp = get_archetype (spell_mapping[op->stats.sp]);
879 insert_ob_in_ob (tmp, op);
880 op->stats.sp = 0;
881 }
882 }
883 else if (!op->title) /* Only modify object if not special */
884 switch (op->type)
885 {
886 case WEAPON:
887 case ARMOUR:
888 case SHIELD:
889 case HELMET:
890 case CLOAK:
891 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
892 set_ring_bonus (op, -DICE2);
893 break;
894
895 case BRACERS:
896 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
897 {
898 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
899 if (!QUERY_FLAG (op, FLAG_CURSED))
900 op->value *= 3;
901 }
902 break;
903
904 case POTION:
905 {
906 int too_many_tries = 0, is_special = 0;
907
908 /* Handle healing and magic power potions */
909 if (op->stats.sp && !op->randomitems)
910 {
911 object *tmp;
912
913 tmp = get_archetype (spell_mapping[op->stats.sp]);
914 insert_ob_in_ob (tmp, op);
915 op->stats.sp = 0;
916 }
917
918 while (!(is_special = special_potion (op)) && !op->inv)
919 {
920 generate_artifact (op, difficulty);
921 if (too_many_tries++ > 10)
922 break;
923 }
924
925 /* don't want to change value for healing/magic power potions,
926 * since the value set on those is already correct.
927 */
928 if (op->inv && op->randomitems)
929 {
930 /* value multiplier is same as for scrolls */
931 op->value = (op->value * op->inv->value);
932 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
933 }
934 else
935 {
936 op->name = "potion";
937 op->name_pl = "potions";
938 }
939
940 if (!(flags & GT_ONLY_GOOD) && rndm (2))
941 SET_FLAG (op, FLAG_CURSED);
942 break;
943 }
944
945 case AMULET:
946 if (op->arch == amulet_arch)
947 op->value *= 5; /* Since it's not just decoration */
948
949 case RING:
950 if (op->arch == NULL)
951 {
952 op->destroy ();
953 op = 0;
954 break;
955 }
956
957 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
958 break;
959
960 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
961 SET_FLAG (op, FLAG_CURSED);
962
963 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
964
965 if (op->type != RING) /* Amulets have only one ability */
966 break;
967
968 if (!(rndm (4)))
969 {
970 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
971
972 if (d > 0)
973 op->value *= 3;
974
975 set_ring_bonus (op, d);
976
977 if (!(rndm (4)))
978 {
979 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
980
981 if (d > 0)
982 op->value *= 5;
983 set_ring_bonus (op, d);
984 }
985 }
986
987 if (GET_ANIM_ID (op))
988 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
989
990 break;
991
992 case BOOK:
993 /* Is it an empty book?, if yes lets make a special·
994 * msg for it, and tailor its properties based on the·
995 * creator and/or map level we found it on.
996 */
997 if (!op->msg && rndm (10))
998 {
999 /* set the book level properly */
1000 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1001 {
1002 if (op->map && op->map->difficulty)
1003 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1004 else
1005 op->level = rndm (20) + 1;
1006 }
1007 else
1008 op->level = rndm (creator->level);
1009
1010 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1011 /* books w/ info are worth more! */
1012 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1013 /* creator related stuff */
1014
1015 /* for library, chained books. Note that some monsters have no_pick
1016 * set - we don't want to set no pick in that case.
1017 */
1018 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1019 SET_FLAG (op, FLAG_NO_PICK);
1020 if (creator->slaying && !op->slaying) /* for check_inv floors */
1021 op->slaying = creator->slaying;
1022
1023 /* add exp so reading it gives xp (once) */
1024 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1025 }
1026 break;
1027
1028 case SPELLBOOK:
1029 op->value = op->value * op->inv->value;
1030 /* add exp so learning gives xp */
1031 op->level = op->inv->level;
1032 op->stats.exp = op->value;
1033 break;
1034
1035 case WAND:
1036 /* nrof in the treasure list is number of charges,
1037 * not number of wands. So copy that into food (charges),
1038 * and reset nrof.
1039 */
1040 op->stats.food = op->inv->nrof;
1041 op->nrof = 1;
1042 /* If the spell changes by level, choose a random level
1043 * for it, and adjust price. If the spell doesn't
1044 * change by level, just set the wand to the level of
1045 * the spell, and value calculation is simpler.
1046 */
1047 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1048 {
1049 op->level = level_for_item (op, difficulty);
1050 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1051 }
1052 else
1053 {
1054 op->level = op->inv->level;
1055 op->value = op->value * op->inv->value;
1056 }
1057 break;
1058
1059 case ROD:
1060 op->level = level_for_item (op, difficulty);
1061 /* Add 50 to both level an divisor to keep prices a little more
1062 * reasonable. Otherwise, a high level version of a low level
1063 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1064 * 10 time multiplier). This way, the value are a bit more reasonable.
1065 */
1066 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1067 /* maxhp is used to denote how many 'charges' the rod holds before */
1068 if (op->stats.maxhp)
1069 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1070 else
1071 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1072
1073 op->stats.hp = op->stats.maxhp;
1074 break;
1075
1076 case SCROLL:
1077 op->level = level_for_item (op, difficulty);
1078 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1079
1080 /* add exp so reading them properly gives xp */
1081 op->stats.exp = op->value / 5;
1082 op->nrof = op->inv->nrof;
1083 break;
1084
1085 case RUNE:
1086 trap_adjust (op, difficulty);
1087 break;
1088
1089 case TRAP:
1090 trap_adjust (op, difficulty);
1091 break;
1092 } /* switch type */
1093
1094 if (flags & GT_STARTEQUIP)
1095 {
1096 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1097 SET_FLAG (op, FLAG_STARTEQUIP);
1098 else if (op->type != MONEY)
1099 op->value = 0;
1100 }
1101
1102 if (!(flags & GT_ENVIRONMENT))
1103 fix_flesh_item (op, creator);
1104 }
1105
1106 /*
1107 *
1108 *
1109 * CODE DEALING WITH ARTIFACTS STARTS HERE
1110 *
1111 *
1112 */
1113
1114 /*
1115 * Allocate and return the pointer to an empty artifactlist structure.
1116 */
1117 static artifactlist *
1118 get_empty_artifactlist (void)
1119 {
1120 return salloc0 <artifactlist> ();
1121 }
1122
1123 /*
1124 * Allocate and return the pointer to an empty artifact structure.
1125 */
1126 static artifact *
1127 get_empty_artifact (void)
1128 {
1129 return salloc0 <artifact> ();
1130 }
1131
1132 /*
1133 * Searches the artifact lists and returns one that has the same type
1134 * of objects on it.
1135 */
1136 artifactlist *
1137 find_artifactlist (int type)
1138 {
1139 for (artifactlist *al = first_artifactlist; al; al = al->next)
1140 if (al->type == type)
1141 return al;
1142
1143 return 0;
1144 }
1145
1146 /*
1147 * For debugging purposes. Dumps all tables.
1148 */
1149 void
1150 dump_artifacts (void)
1151 {
1152 artifactlist *al;
1153 artifact *art;
1154 linked_char *next;
1155
1156 fprintf (logfile, "\n");
1157 for (al = first_artifactlist; al != NULL; al = al->next)
1158 {
1159 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1160 for (art = al->items; art != NULL; art = art->next)
1161 {
1162 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1163 if (art->allowed != NULL)
1164 {
1165 fprintf (logfile, "\tallowed combinations:");
1166 for (next = art->allowed; next != NULL; next = next->next)
1167 fprintf (logfile, "%s,", &next->name);
1168 fprintf (logfile, "\n");
1169 }
1170 }
1171 }
1172 fprintf (logfile, "\n");
1173 }
1174
1175 /*
1176 * For debugging purposes. Dumps all treasures recursively (see below).
1177 */
1178 void
1179 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1180 {
1181 treasurelist *tl;
1182 int i;
1183
1184 if (depth > 100)
1185 return;
1186
1187 while (t)
1188 {
1189 if (t->name)
1190 {
1191 for (i = 0; i < depth; i++)
1192 fprintf (logfile, " ");
1193
1194 fprintf (logfile, "{ (list: %s)\n", &t->name);
1195
1196 tl = treasurelist::find (t->name);
1197 if (tl)
1198 dump_monster_treasure_rec (name, tl->items, depth + 2);
1199
1200 for (i = 0; i < depth; i++)
1201 fprintf (logfile, " ");
1202
1203 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1204 }
1205 else
1206 {
1207 for (i = 0; i < depth; i++)
1208 fprintf (logfile, " ");
1209
1210 if (t->item && t->item->clone.type == FLESH)
1211 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1212 else
1213 fprintf (logfile, "%s\n", &t->item->clone.name);
1214 }
1215
1216 if (t->next_yes)
1217 {
1218 for (i = 0; i < depth; i++)
1219 fprintf (logfile, " ");
1220
1221 fprintf (logfile, " (if yes)\n");
1222 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1223 }
1224
1225 if (t->next_no)
1226 {
1227 for (i = 0; i < depth; i++)
1228 fprintf (logfile, " ");
1229
1230 fprintf (logfile, " (if no)\n");
1231 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1232 }
1233
1234 t = t->next;
1235 }
1236 }
1237
1238 /*
1239 * For debugging purposes. Dumps all treasures for a given monster.
1240 * Created originally by Raphael Quinet for debugging the alchemy code.
1241 */
1242 void
1243 dump_monster_treasure (const char *name)
1244 {
1245 archetype *at;
1246 int found;
1247
1248 found = 0;
1249 fprintf (logfile, "\n");
1250
1251 for (at = first_archetype; at != NULL; at = at->next)
1252 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1253 {
1254 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1255 if (at->clone.randomitems != NULL)
1256 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1257 else
1258 fprintf (logfile, "(nothing)\n");
1259
1260 fprintf (logfile, "\n");
1261 found++;
1262 }
1263
1264 if (found == 0)
1265 fprintf (logfile, "No objects have the name %s!\n\n", name);
1266 }
1267
1268 /*
1269 * Builds up the lists of artifacts from the file in the libdir.
1270 */
1271 void
1272 init_artifacts (void)
1273 {
1274 static int has_been_inited = 0;
1275 char filename[MAX_BUF];
1276 artifact *art = NULL;
1277 artifactlist *al;
1278
1279 if (has_been_inited)
1280 return;
1281 else
1282 has_been_inited = 1;
1283
1284 sprintf (filename, "%s/artifacts", settings.datadir);
1285 object_thawer f (filename);
1286
1287 if (!f)
1288 return;
1289
1290 f.next ();
1291
1292 for (;;)
1293 {
1294 switch (f.kw)
1295 {
1296 case KW_allowed:
1297 if (!art)
1298 art = get_empty_artifact ();
1299
1300 {
1301 if (!strcmp (f.get_str (), "all"))
1302 break;
1303
1304 char *next, *cp = f.get_str ();
1305
1306 do
1307 {
1308 if ((next = strchr (cp, ',')))
1309 *next++ = '\0';
1310
1311 linked_char *tmp = new linked_char;
1312
1313 tmp->name = cp;
1314 tmp->next = art->allowed;
1315 art->allowed = tmp;
1316 }
1317 while ((cp = next));
1318 }
1319 break;
1320
1321 case KW_chance:
1322 f.get (art->chance);
1323 break;
1324
1325 case KW_difficulty:
1326 f.get (art->difficulty);
1327 break;
1328
1329 case KW_object:
1330 {
1331 art->item = object::create ();
1332 f.get (art->item->name);
1333 f.next ();
1334
1335 if (!art->item->parse_kv (f))
1336 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1337
1338 al = find_artifactlist (art->item->type);
1339
1340 if (!al)
1341 {
1342 al = get_empty_artifactlist ();
1343 al->type = art->item->type;
1344 al->next = first_artifactlist;
1345 first_artifactlist = al;
1346 }
1347
1348 art->next = al->items;
1349 al->items = art;
1350 art = 0;
1351 }
1352 continue;
1353
1354 case KW_EOF:
1355 goto done;
1356
1357 default:
1358 if (!f.parse_error ("artifacts file"))
1359 cleanup ("artifacts file required");
1360 break;
1361 }
1362
1363 f.next ();
1364 }
1365
1366 done:
1367 for (al = first_artifactlist; al; al = al->next)
1368 {
1369 al->total_chance = 0;
1370
1371 for (art = al->items; art; art = art->next)
1372 {
1373 if (!art->chance)
1374 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1375 else
1376 al->total_chance += art->chance;
1377 }
1378 #if 0
1379 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1380 #endif
1381 }
1382
1383 LOG (llevDebug, "done.\n");
1384 }
1385
1386 /*
1387 * Used in artifact generation. The bonuses of the first object
1388 * is modified by the bonuses of the second object.
1389 */
1390 void
1391 add_abilities (object *op, object *change)
1392 {
1393 int i, tmp;
1394
1395 if (change->face != blank_face)
1396 {
1397 #ifdef TREASURE_VERBOSE
1398 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1399 #endif
1400 op->face = change->face;
1401 }
1402
1403 for (i = 0; i < NUM_STATS; i++)
1404 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1405
1406 op->attacktype |= change->attacktype;
1407 op->path_attuned |= change->path_attuned;
1408 op->path_repelled |= change->path_repelled;
1409 op->path_denied |= change->path_denied;
1410 op->move_type |= change->move_type;
1411 op->stats.luck += change->stats.luck;
1412
1413 if (QUERY_FLAG (change, FLAG_CURSED))
1414 SET_FLAG (op, FLAG_CURSED);
1415 if (QUERY_FLAG (change, FLAG_DAMNED))
1416 SET_FLAG (op, FLAG_DAMNED);
1417 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1418 set_abs_magic (op, -op->magic);
1419
1420 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1421 SET_FLAG (op, FLAG_LIFESAVE);
1422 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1423 SET_FLAG (op, FLAG_REFL_SPELL);
1424 if (QUERY_FLAG (change, FLAG_STEALTH))
1425 SET_FLAG (op, FLAG_STEALTH);
1426 if (QUERY_FLAG (change, FLAG_XRAYS))
1427 SET_FLAG (op, FLAG_XRAYS);
1428 if (QUERY_FLAG (change, FLAG_BLIND))
1429 SET_FLAG (op, FLAG_BLIND);
1430 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1431 SET_FLAG (op, FLAG_SEE_IN_DARK);
1432 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1433 SET_FLAG (op, FLAG_REFL_MISSILE);
1434 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1435 SET_FLAG (op, FLAG_MAKE_INVIS);
1436
1437 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1438 {
1439 CLEAR_FLAG (op, FLAG_ANIMATE);
1440 /* so artifacts will join */
1441 if (!QUERY_FLAG (op, FLAG_ALIVE))
1442 op->speed = 0.0;
1443
1444 op->set_speed (op->speed);
1445 }
1446
1447 if (change->nrof)
1448 op->nrof = rndm (change->nrof) + 1;
1449
1450 op->stats.exp += change->stats.exp; /* Speed modifier */
1451 op->stats.wc += change->stats.wc;
1452 op->stats.ac += change->stats.ac;
1453
1454 if (change->other_arch)
1455 {
1456 /* Basically, for horns & potions, the other_arch field is the spell
1457 * to cast. So convert that to into a spell and put it into
1458 * this object.
1459 */
1460 if (op->type == HORN || op->type == POTION)
1461 {
1462 object *tmp_obj;
1463
1464 /* Remove any spells this object currently has in it */
1465 while (op->inv)
1466 op->inv->destroy ();
1467
1468 tmp_obj = arch_to_object (change->other_arch);
1469 insert_ob_in_ob (tmp_obj, op);
1470 }
1471 /* No harm setting this for potions/horns */
1472 op->other_arch = change->other_arch;
1473 }
1474
1475 if (change->stats.hp < 0)
1476 op->stats.hp = -change->stats.hp;
1477 else
1478 op->stats.hp += change->stats.hp;
1479
1480 if (change->stats.maxhp < 0)
1481 op->stats.maxhp = -change->stats.maxhp;
1482 else
1483 op->stats.maxhp += change->stats.maxhp;
1484
1485 if (change->stats.sp < 0)
1486 op->stats.sp = -change->stats.sp;
1487 else
1488 op->stats.sp += change->stats.sp;
1489
1490 if (change->stats.maxsp < 0)
1491 op->stats.maxsp = -change->stats.maxsp;
1492 else
1493 op->stats.maxsp += change->stats.maxsp;
1494
1495 if (change->stats.food < 0)
1496 op->stats.food = -(change->stats.food);
1497 else
1498 op->stats.food += change->stats.food;
1499
1500 if (change->level < 0)
1501 op->level = -(change->level);
1502 else
1503 op->level += change->level;
1504
1505 if (change->gen_sp_armour < 0)
1506 op->gen_sp_armour = -(change->gen_sp_armour);
1507 else
1508 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1509
1510 op->item_power = change->item_power;
1511
1512 for (i = 0; i < NROFATTACKS; i++)
1513 if (change->resist[i])
1514 op->resist[i] += change->resist[i];
1515
1516 if (change->stats.dam)
1517 {
1518 if (change->stats.dam < 0)
1519 op->stats.dam = (-change->stats.dam);
1520 else if (op->stats.dam)
1521 {
1522 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1523 if (tmp == op->stats.dam)
1524 {
1525 if (change->stats.dam < 10)
1526 op->stats.dam--;
1527 else
1528 op->stats.dam++;
1529 }
1530 else
1531 op->stats.dam = tmp;
1532 }
1533 }
1534
1535 if (change->weight)
1536 {
1537 if (change->weight < 0)
1538 op->weight = (-change->weight);
1539 else
1540 op->weight = (op->weight * (change->weight)) / 100;
1541 }
1542
1543 if (change->last_sp)
1544 {
1545 if (change->last_sp < 0)
1546 op->last_sp = (-change->last_sp);
1547 else
1548 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1549 }
1550
1551 if (change->gen_sp_armour)
1552 {
1553 if (change->gen_sp_armour < 0)
1554 op->gen_sp_armour = (-change->gen_sp_armour);
1555 else
1556 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1557 }
1558
1559 op->value *= change->value;
1560
1561 if (change->materials)
1562 op->materials = change->materials;
1563
1564 if (change->materialname)
1565 op->materialname = change->materialname;
1566
1567 if (change->slaying)
1568 op->slaying = change->slaying;
1569
1570 if (change->race)
1571 op->race = change->race;
1572
1573 if (change->msg)
1574 op->msg = change->msg;
1575 }
1576
1577 static int
1578 legal_artifact_combination (object *op, artifact * art)
1579 {
1580 int neg, success = 0;
1581 linked_char *tmp;
1582 const char *name;
1583
1584 if (art->allowed == (linked_char *) NULL)
1585 return 1; /* Ie, "all" */
1586 for (tmp = art->allowed; tmp; tmp = tmp->next)
1587 {
1588 #ifdef TREASURE_VERBOSE
1589 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1590 #endif
1591 if (*tmp->name == '!')
1592 name = tmp->name + 1, neg = 1;
1593 else
1594 name = tmp->name, neg = 0;
1595
1596 /* If we match name, then return the opposite of 'neg' */
1597 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1598 return !neg;
1599
1600 /* Set success as true, since if the match was an inverse, it means
1601 * everything is allowed except what we match
1602 */
1603 else if (neg)
1604 success = 1;
1605 }
1606 return success;
1607 }
1608
1609 /*
1610 * Fixes the given object, giving it the abilities and titles
1611 * it should have due to the second artifact-template.
1612 */
1613
1614 void
1615 give_artifact_abilities (object *op, object *artifct)
1616 {
1617 char new_name[MAX_BUF];
1618
1619 sprintf (new_name, "of %s", &artifct->name);
1620 op->title = new_name;
1621 add_abilities (op, artifct); /* Give out the bonuses */
1622
1623 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1624 {
1625 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1626
1627 SET_FLAG (op, FLAG_IDENTIFIED);
1628 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1629 if (!identified)
1630 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1631 }
1632 #endif
1633 return;
1634 }
1635
1636 /*
1637 * Decides randomly which artifact the object should be
1638 * turned into. Makes sure that the item can become that
1639 * artifact (means magic, difficulty, and Allowed fields properly).
1640 * Then calls give_artifact_abilities in order to actually create
1641 * the artifact.
1642 */
1643
1644 /* Give 1 re-roll attempt per artifact */
1645 #define ARTIFACT_TRIES 2
1646
1647 void
1648 generate_artifact (object *op, int difficulty)
1649 {
1650 artifactlist *al;
1651 artifact *art;
1652 int i;
1653
1654 al = find_artifactlist (op->type);
1655
1656 if (al == NULL)
1657 {
1658 #if 0 /* This is too verbose, usually */
1659 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1660 #endif
1661 return;
1662 }
1663
1664 for (i = 0; i < ARTIFACT_TRIES; i++)
1665 {
1666 int roll = rndm (al->total_chance);
1667
1668 for (art = al->items; art; art = art->next)
1669 {
1670 roll -= art->chance;
1671 if (roll < 0)
1672 break;
1673 }
1674
1675 if (art == NULL || roll >= 0)
1676 {
1677 #if 1
1678 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1679 #endif
1680 return;
1681 }
1682 if (!strcmp (art->item->name, "NONE"))
1683 return;
1684 if (FABS (op->magic) < art->item->magic)
1685 continue; /* Not magic enough to be this item */
1686
1687 /* Map difficulty not high enough */
1688 if (difficulty < art->difficulty)
1689 continue;
1690
1691 if (!legal_artifact_combination (op, art))
1692 {
1693 #ifdef TREASURE_VERBOSE
1694 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1695 #endif
1696 continue;
1697 }
1698
1699 give_artifact_abilities (op, art->item);
1700 return;
1701 }
1702 }
1703
1704 /* fix_flesh_item() - objects of type FLESH are similar to type
1705 * FOOD, except they inherit properties (name, food value, etc).
1706 * based on the original owner (or 'donor' if you like). -b.t.
1707 */
1708
1709 void
1710 fix_flesh_item (object *item, object *donor)
1711 {
1712 char tmpbuf[MAX_BUF];
1713 int i;
1714
1715 if (item->type == FLESH && donor)
1716 {
1717 /* change the name */
1718 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1719 item->name = tmpbuf;
1720 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1721 item->name_pl = tmpbuf;
1722
1723 /* weight is FLESH weight/100 * donor */
1724 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1725 item->weight = 1;
1726
1727 /* value is multiplied by level of donor */
1728 item->value *= isqrt (donor->level * 2);
1729
1730 /* food value */
1731 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1732
1733 /* flesh items inherit some abilities of donor, but not
1734 * full effect.
1735 */
1736 for (i = 0; i < NROFATTACKS; i++)
1737 item->resist[i] = donor->resist[i] / 2;
1738
1739 /* item inherits donor's level (important for quezals) */
1740 item->level = donor->level;
1741
1742 /* if donor has some attacktypes, the flesh is poisonous */
1743 if (donor->attacktype & AT_POISON)
1744 item->type = POISON;
1745 if (donor->attacktype & AT_ACID)
1746 item->stats.hp = -1 * item->stats.food;
1747 SET_FLAG (item, FLAG_NO_STEAL);
1748 }
1749 }
1750
1751 /* special_potion() - so that old potion code is still done right. */
1752 int
1753 special_potion (object *op)
1754 {
1755 if (op->attacktype)
1756 return 1;
1757
1758 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1759 return 1;
1760
1761 for (int i = 0; i < NROFATTACKS; i++)
1762 if (op->resist[i])
1763 return 1;
1764
1765 return 0;
1766 }
1767
1768 void
1769 free_treasurestruct (treasure *t)
1770 {
1771 if (t->next) free_treasurestruct (t->next);
1772 if (t->next_yes) free_treasurestruct (t->next_yes);
1773 if (t->next_no) free_treasurestruct (t->next_no);
1774
1775 delete t;
1776 }
1777
1778 void
1779 free_charlinks (linked_char *lc)
1780 {
1781 if (lc->next)
1782 free_charlinks (lc->next);
1783
1784 delete lc;
1785 }
1786
1787 void
1788 free_artifact (artifact *at)
1789 {
1790 if (at->next) free_artifact (at->next);
1791 if (at->allowed) free_charlinks (at->allowed);
1792
1793 at->item->destroy (1);
1794
1795 sfree (at);
1796 }
1797
1798 void
1799 free_artifactlist (artifactlist *al)
1800 {
1801 artifactlist *nextal;
1802
1803 for (al = first_artifactlist; al; al = nextal)
1804 {
1805 nextal = al->next;
1806
1807 if (al->items)
1808 free_artifact (al->items);
1809
1810 sfree (al);
1811 }
1812 }
1813
1814 void
1815 free_all_treasures (void)
1816 {
1817 treasurelist *tl, *next;
1818
1819 for (tl = first_treasurelist; tl; tl = next)
1820 {
1821 clear (tl);
1822
1823 next = tl->next;
1824 delete tl;
1825 }
1826
1827 free_artifactlist (first_artifactlist);
1828 }