ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
Revision: 1.50
Committed: Thu Apr 19 16:23:46 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.49: +5 -12 lines
Log Message:
- implement "random encounters" by simply populating the
  worldmap randomly by region.
- allow treasurelists to silently forward-reference archetypes
  (should have an extra checkign path for never-defined archetypes)
- fix GT_ENVIRONMENT, which had the semantics of putting treasure
  items _and_ their inventory on the floor, now only puts the
  items themselves on the floor.
- remove warning about generated inventory - some items simply
  can come with an empty inventory.
- do some other minor improvements.

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