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Revision: 1.52
Committed: Thu Apr 19 19:24:25 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.51: +4 -2 lines
Log Message:
set the name on generated archetypes to void obvious crashes - should check for a special 'defined' flag in addition after loading

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 /* Bit of a hack - spells should never be put onto the map. The entire
236 * treasure stuff is a problem - there is no clear idea of knowing
237 * this is the original object, or if this is an object that should be created
238 * by another object.
239 */
240 if (flags & GT_ENVIRONMENT && op->type != SPELL)
241 {
242 if (ob_blocked (op, creator->map, creator->x, creator->y))
243 op->destroy ();
244 else
245 {
246 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
247 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
248 }
249 }
250 else
251 {
252 op = creator->insert (op);
253
254 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
255 monster_check_apply (creator, op);
256
257 if (flags & GT_UPDATE_INV)
258 if (object *tmp = creator->in_player ())
259 esrv_send_item (tmp, op);
260 }
261 }
262
263 /* if there are change_xxx commands in the treasure, we include the changes
264 * in the generated object
265 */
266 static void
267 change_treasure (treasure *t, object *op)
268 {
269 /* CMD: change_name xxxx */
270 if (t->change_arch.name)
271 {
272 op->name = t->change_arch.name;
273 op->name_pl = t->change_arch.name;
274 }
275
276 if (t->change_arch.title)
277 op->title = t->change_arch.title;
278
279 if (t->change_arch.slaying)
280 op->slaying = t->change_arch.slaying;
281 }
282
283 static void
284 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
285 {
286 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
287 {
288 if (t->name)
289 {
290 if (difficulty >= t->magic)
291 if (treasurelist *tl = treasurelist::find (t->name))
292 create_treasure (tl, op, flag, difficulty, tries);
293 else
294 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
295 }
296 else
297 {
298 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
299 {
300 object *tmp = arch_to_object (t->item);
301
302 if (t->nrof && tmp->nrof <= 1)
303 tmp->nrof = rndm (t->nrof) + 1;
304
305 fix_generated_item (tmp, op, difficulty, t->magic, flag);
306 change_treasure (t, tmp);
307 put_treasure (tmp, op, flag);
308 }
309 }
310
311 if (t->next_yes)
312 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
313 }
314 else if (t->next_no)
315 create_all_treasures (t->next_no, op, flag, difficulty, tries);
316
317 if (t->next)
318 create_all_treasures (t->next, op, flag, difficulty, tries);
319 }
320
321 static void
322 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
323 {
324 int value = rndm (tl->total_chance);
325 treasure *t;
326
327 if (tries++ > 100)
328 {
329 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
330 return;
331 }
332
333 for (t = tl->items; t; t = t->next)
334 {
335 value -= t->chance;
336
337 if (value < 0)
338 break;
339 }
340
341 if (!t || value >= 0)
342 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
343
344 if (t->name)
345 {
346 if (difficulty >= t->magic)
347 {
348 treasurelist *tl = treasurelist::find (t->name);
349 if (tl)
350 create_treasure (tl, op, flag, difficulty, tries);
351 }
352 else if (t->nrof)
353 create_one_treasure (tl, op, flag, difficulty, tries);
354 }
355 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
356 {
357 if (object *tmp = arch_to_object (t->item))
358 {
359 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = rndm (t->nrof) + 1;
361
362 fix_generated_item (tmp, op, difficulty, t->magic, flag);
363 change_treasure (t, tmp);
364 put_treasure (tmp, op, flag);
365 }
366 }
367 }
368
369 /* This calls the appropriate treasure creation function. tries is passed
370 * to determine how many list transitions or attempts to create treasure
371 * have been made. It is really in place to prevent infinite loops with
372 * list transitions, or so that excessively good treasure will not be
373 * created on weak maps, because it will exceed the number of allowed tries
374 * to do that.
375 */
376 void
377 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
378 {
379 // empty treasurelists are legal
380 if (!tl->items)
381 return;
382
383 if (tries++ > 100)
384 {
385 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
386 return;
387 }
388
389 if (tl->total_chance)
390 create_one_treasure (tl, op, flag, difficulty, tries);
391 else
392 create_all_treasures (tl->items, op, flag, difficulty, tries);
393 }
394
395 /* This is similar to the old generate treasure function. However,
396 * it instead takes a treasurelist. It is really just a wrapper around
397 * create_treasure. We create a dummy object that the treasure gets
398 * inserted into, and then return that treausre
399 */
400 object *
401 generate_treasure (treasurelist *tl, int difficulty)
402 {
403 difficulty = clamp (difficulty, 1, settings.max_level);
404
405 object *ob = object::create ();
406
407 create_treasure (tl, ob, 0, difficulty, 0);
408
409 /* Don't want to free the object we are about to return */
410 object *tmp = ob->inv;
411 if (tmp)
412 tmp->remove ();
413
414 if (ob->inv)
415 LOG (llevError, "In generate treasure, created multiple objects.\n");
416
417 ob->destroy ();
418 return tmp;
419 }
420
421 /*
422 * This is a new way of calculating the chance for an item to have
423 * a specific magical bonus.
424 * The array has two arguments, the difficulty of the level, and the
425 * magical bonus "wanted".
426 */
427
428 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
429 // chance of magic difficulty
430 // +0 +1 +2 +3 +4
431 {95, 2, 2, 1, 0}, // 1
432 {92, 5, 2, 1, 0}, // 2
433 {85, 10, 4, 1, 0}, // 3
434 {80, 14, 4, 2, 0}, // 4
435 {75, 17, 5, 2, 1}, // 5
436 {70, 18, 8, 3, 1}, // 6
437 {65, 21, 10, 3, 1}, // 7
438 {60, 22, 12, 4, 2}, // 8
439 {55, 25, 14, 4, 2}, // 9
440 {50, 27, 16, 5, 2}, // 10
441 {45, 28, 18, 6, 3}, // 11
442 {42, 28, 20, 7, 3}, // 12
443 {40, 27, 21, 8, 4}, // 13
444 {38, 25, 22, 10, 5}, // 14
445 {36, 23, 23, 12, 6}, // 15
446 {33, 21, 24, 14, 8}, // 16
447 {31, 19, 25, 16, 9}, // 17
448 {27, 15, 30, 18, 10}, // 18
449 {20, 12, 30, 25, 13}, // 19
450 {15, 10, 28, 30, 17}, // 20
451 {13, 9, 27, 28, 23}, // 21
452 {10, 8, 25, 28, 29}, // 22
453 { 8, 7, 23, 26, 36}, // 23
454 { 6, 6, 20, 22, 46}, // 24
455 { 4, 5, 17, 18, 56}, // 25
456 { 2, 4, 12, 14, 68}, // 26
457 { 0, 3, 7, 10, 80}, // 27
458 { 0, 0, 3, 7, 90}, // 28
459 { 0, 0, 0, 3, 97}, // 29
460 { 0, 0, 0, 0, 100}, // 30
461 { 0, 0, 0, 0, 100}, // 31
462 };
463
464 /* calculate the appropriate level for wands staves and scrolls.
465 * This code presumes that op has had its spell object created (in op->inv)
466 *
467 * elmex Wed Aug 9 17:44:59 CEST 2006:
468 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
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 & ~GT_ENVIRONMENT, difficulty, 0);
790 /* So the treasure doesn't get created again */
791 op->randomitems = 0;
792 }
793
794 if (difficulty < 1)
795 difficulty = 1;
796
797 if (INVOKE_OBJECT (ADD_BONUS, op,
798 ARG_OBJECT (creator != op ? creator : 0),
799 ARG_INT (difficulty), ARG_INT (max_magic),
800 ARG_INT (flags)))
801 return;
802
803 if (!(flags & GT_MINIMAL))
804 {
805 if (op->arch == crown_arch)
806 {
807 set_magic (difficulty, op, max_magic, flags);
808 num_enchantments = calc_item_power (op, 1);
809 generate_artifact (op, difficulty);
810 }
811 else
812 {
813 if (!op->magic && max_magic)
814 set_magic (difficulty, op, max_magic, flags);
815
816 num_enchantments = calc_item_power (op, 1);
817
818 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
819 || op->type == HORN
820 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
821 * used for shop_floors or treasures */
822 generate_artifact (op, difficulty);
823 }
824
825 /* Object was made an artifact. Calculate its item_power rating.
826 * the item_power in the object is what the artfiact adds.
827 */
828 if (op->title)
829 {
830 /* if save_item_power is set, then most likely we started with an
831 * artifact and have added new abilities to it - this is rare, but
832 * but I have seen things like 'strange rings of fire'. So just figure
833 * out the power from the base power plus what this one adds. Note
834 * that since item_power is not quite linear, this actually ends up
835 * being somewhat of a bonus
836 */
837 if (save_item_power)
838 op->item_power = save_item_power + get_power_from_ench (op->item_power);
839 else
840 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
841 }
842 else if (save_item_power)
843 {
844 /* restore the item_power field to the object if we haven't changed it.
845 * we don't care about num_enchantments - that will basically just
846 * have calculated some value from the base attributes of the archetype.
847 */
848 op->item_power = save_item_power;
849 }
850 else
851 {
852 /* item_power was zero. This is suspicious, as it may be because it
853 * was never previously calculated. Let's compute a value and see if
854 * it is non-zero. If it indeed is, then assign it as the new
855 * item_power value.
856 * - gros, 21th of July 2006.
857 */
858 op->item_power = calc_item_power (op, 0);
859 save_item_power = op->item_power; /* Just in case it would get used
860 * again below */
861 }
862 }
863
864 /* materialtype modifications. Note we allow this on artifacts. */
865 set_materialname (op, difficulty, NULL);
866
867 if (flags & GT_MINIMAL)
868 {
869 if (op->type == POTION)
870 /* Handle healing and magic power potions */
871 if (op->stats.sp && !op->randomitems)
872 {
873 object *tmp;
874
875 tmp = get_archetype (spell_mapping[op->stats.sp]);
876 insert_ob_in_ob (tmp, op);
877 op->stats.sp = 0;
878 }
879 }
880 else if (!op->title) /* Only modify object if not special */
881 switch (op->type)
882 {
883 case WEAPON:
884 case ARMOUR:
885 case SHIELD:
886 case HELMET:
887 case CLOAK:
888 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
889 set_ring_bonus (op, -DICE2);
890 break;
891
892 case BRACERS:
893 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
894 {
895 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
896 if (!QUERY_FLAG (op, FLAG_CURSED))
897 op->value *= 3;
898 }
899 break;
900
901 case POTION:
902 {
903 int too_many_tries = 0, is_special = 0;
904
905 /* Handle healing and magic power potions */
906 if (op->stats.sp && !op->randomitems)
907 {
908 object *tmp;
909
910 tmp = get_archetype (spell_mapping[op->stats.sp]);
911 insert_ob_in_ob (tmp, op);
912 op->stats.sp = 0;
913 }
914
915 while (!(is_special = special_potion (op)) && !op->inv)
916 {
917 generate_artifact (op, difficulty);
918 if (too_many_tries++ > 10)
919 break;
920 }
921
922 /* don't want to change value for healing/magic power potions,
923 * since the value set on those is already correct.
924 */
925 if (op->inv && op->randomitems)
926 {
927 /* value multiplier is same as for scrolls */
928 op->value = (op->value * op->inv->value);
929 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
930 }
931 else
932 {
933 op->name = "potion";
934 op->name_pl = "potions";
935 }
936
937 if (!(flags & GT_ONLY_GOOD) && rndm (2))
938 SET_FLAG (op, FLAG_CURSED);
939 break;
940 }
941
942 case AMULET:
943 if (op->arch == amulet_arch)
944 op->value *= 5; /* Since it's not just decoration */
945
946 case RING:
947 if (op->arch == NULL)
948 {
949 op->destroy ();
950 op = 0;
951 break;
952 }
953
954 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
955 break;
956
957 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
958 SET_FLAG (op, FLAG_CURSED);
959
960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
961
962 if (op->type != RING) /* Amulets have only one ability */
963 break;
964
965 if (!(rndm (4)))
966 {
967 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
968
969 if (d > 0)
970 op->value *= 3;
971
972 set_ring_bonus (op, d);
973
974 if (!(rndm (4)))
975 {
976 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
977
978 if (d > 0)
979 op->value *= 5;
980 set_ring_bonus (op, d);
981 }
982 }
983
984 if (GET_ANIM_ID (op))
985 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
986
987 break;
988
989 case BOOK:
990 /* Is it an empty book?, if yes lets make a special·
991 * msg for it, and tailor its properties based on the·
992 * creator and/or map level we found it on.
993 */
994 if (!op->msg && rndm (10))
995 {
996 /* set the book level properly */
997 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
998 {
999 if (op->map && op->map->difficulty)
1000 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1001 else
1002 op->level = rndm (20) + 1;
1003 }
1004 else
1005 op->level = rndm (creator->level);
1006
1007 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1008 /* books w/ info are worth more! */
1009 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1010 /* creator related stuff */
1011
1012 /* for library, chained books. Note that some monsters have no_pick
1013 * set - we don't want to set no pick in that case.
1014 */
1015 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1016 SET_FLAG (op, FLAG_NO_PICK);
1017 if (creator->slaying && !op->slaying) /* for check_inv floors */
1018 op->slaying = creator->slaying;
1019
1020 /* add exp so reading it gives xp (once) */
1021 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1022 }
1023 break;
1024
1025 case SPELLBOOK:
1026 op->value = op->value * op->inv->value;
1027 /* add exp so learning gives xp */
1028 op->level = op->inv->level;
1029 op->stats.exp = op->value;
1030 break;
1031
1032 case WAND:
1033 /* nrof in the treasure list is number of charges,
1034 * not number of wands. So copy that into food (charges),
1035 * and reset nrof.
1036 */
1037 op->stats.food = op->inv->nrof;
1038 op->nrof = 1;
1039 /* If the spell changes by level, choose a random level
1040 * for it, and adjust price. If the spell doesn't
1041 * change by level, just set the wand to the level of
1042 * the spell, and value calculation is simpler.
1043 */
1044 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1045 {
1046 op->level = level_for_item (op, difficulty);
1047 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1048 }
1049 else
1050 {
1051 op->level = op->inv->level;
1052 op->value = op->value * op->inv->value;
1053 }
1054 break;
1055
1056 case ROD:
1057 op->level = level_for_item (op, difficulty);
1058 /* Add 50 to both level an divisor to keep prices a little more
1059 * reasonable. Otherwise, a high level version of a low level
1060 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1061 * 10 time multiplier). This way, the value are a bit more reasonable.
1062 */
1063 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1064 /* maxhp is used to denote how many 'charges' the rod holds before */
1065 if (op->stats.maxhp)
1066 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1067 else
1068 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1069
1070 op->stats.hp = op->stats.maxhp;
1071 break;
1072
1073 case SCROLL:
1074 op->level = level_for_item (op, difficulty);
1075 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1076
1077 /* add exp so reading them properly gives xp */
1078 op->stats.exp = op->value / 5;
1079 op->nrof = op->inv->nrof;
1080 break;
1081
1082 case RUNE:
1083 trap_adjust (op, difficulty);
1084 break;
1085
1086 case TRAP:
1087 trap_adjust (op, difficulty);
1088 break;
1089 } /* switch type */
1090
1091 if (flags & GT_STARTEQUIP)
1092 {
1093 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1094 SET_FLAG (op, FLAG_STARTEQUIP);
1095 else if (op->type != MONEY)
1096 op->value = 0;
1097 }
1098
1099 if (!(flags & GT_ENVIRONMENT))
1100 fix_flesh_item (op, creator);
1101 }
1102
1103 /*
1104 *
1105 *
1106 * CODE DEALING WITH ARTIFACTS STARTS HERE
1107 *
1108 *
1109 */
1110
1111 /*
1112 * Allocate and return the pointer to an empty artifactlist structure.
1113 */
1114 static artifactlist *
1115 get_empty_artifactlist (void)
1116 {
1117 return salloc0 <artifactlist> ();
1118 }
1119
1120 /*
1121 * Allocate and return the pointer to an empty artifact structure.
1122 */
1123 static artifact *
1124 get_empty_artifact (void)
1125 {
1126 return salloc0 <artifact> ();
1127 }
1128
1129 /*
1130 * Searches the artifact lists and returns one that has the same type
1131 * of objects on it.
1132 */
1133 artifactlist *
1134 find_artifactlist (int type)
1135 {
1136 for (artifactlist *al = first_artifactlist; al; al = al->next)
1137 if (al->type == type)
1138 return al;
1139
1140 return 0;
1141 }
1142
1143 /*
1144 * For debugging purposes. Dumps all tables.
1145 */
1146 void
1147 dump_artifacts (void)
1148 {
1149 artifactlist *al;
1150 artifact *art;
1151 linked_char *next;
1152
1153 fprintf (logfile, "\n");
1154 for (al = first_artifactlist; al != NULL; al = al->next)
1155 {
1156 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1157 for (art = al->items; art != NULL; art = art->next)
1158 {
1159 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1160 if (art->allowed != NULL)
1161 {
1162 fprintf (logfile, "\tallowed combinations:");
1163 for (next = art->allowed; next != NULL; next = next->next)
1164 fprintf (logfile, "%s,", &next->name);
1165 fprintf (logfile, "\n");
1166 }
1167 }
1168 }
1169 fprintf (logfile, "\n");
1170 }
1171
1172 /*
1173 * For debugging purposes. Dumps all treasures recursively (see below).
1174 */
1175 void
1176 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1177 {
1178 treasurelist *tl;
1179 int i;
1180
1181 if (depth > 100)
1182 return;
1183
1184 while (t)
1185 {
1186 if (t->name)
1187 {
1188 for (i = 0; i < depth; i++)
1189 fprintf (logfile, " ");
1190
1191 fprintf (logfile, "{ (list: %s)\n", &t->name);
1192
1193 tl = treasurelist::find (t->name);
1194 if (tl)
1195 dump_monster_treasure_rec (name, tl->items, depth + 2);
1196
1197 for (i = 0; i < depth; i++)
1198 fprintf (logfile, " ");
1199
1200 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1201 }
1202 else
1203 {
1204 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " ");
1206
1207 if (t->item && t->item->clone.type == FLESH)
1208 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1209 else
1210 fprintf (logfile, "%s\n", &t->item->clone.name);
1211 }
1212
1213 if (t->next_yes)
1214 {
1215 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " ");
1217
1218 fprintf (logfile, " (if yes)\n");
1219 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1220 }
1221
1222 if (t->next_no)
1223 {
1224 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " ");
1226
1227 fprintf (logfile, " (if no)\n");
1228 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1229 }
1230
1231 t = t->next;
1232 }
1233 }
1234
1235 /*
1236 * For debugging purposes. Dumps all treasures for a given monster.
1237 * Created originally by Raphael Quinet for debugging the alchemy code.
1238 */
1239 void
1240 dump_monster_treasure (const char *name)
1241 {
1242 archetype *at;
1243 int found;
1244
1245 found = 0;
1246 fprintf (logfile, "\n");
1247
1248 for (at = first_archetype; at != NULL; at = at->next)
1249 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1250 {
1251 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1252 if (at->clone.randomitems != NULL)
1253 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1254 else
1255 fprintf (logfile, "(nothing)\n");
1256
1257 fprintf (logfile, "\n");
1258 found++;
1259 }
1260
1261 if (found == 0)
1262 fprintf (logfile, "No objects have the name %s!\n\n", name);
1263 }
1264
1265 /*
1266 * Builds up the lists of artifacts from the file in the libdir.
1267 */
1268 void
1269 init_artifacts (void)
1270 {
1271 static int has_been_inited = 0;
1272 char filename[MAX_BUF];
1273 artifact *art = NULL;
1274 artifactlist *al;
1275
1276 if (has_been_inited)
1277 return;
1278 else
1279 has_been_inited = 1;
1280
1281 sprintf (filename, "%s/artifacts", settings.datadir);
1282 object_thawer f (filename);
1283
1284 if (!f)
1285 return;
1286
1287 f.next ();
1288
1289 for (;;)
1290 {
1291 switch (f.kw)
1292 {
1293 case KW_allowed:
1294 if (!art)
1295 art = get_empty_artifact ();
1296
1297 {
1298 if (!strcmp (f.get_str (), "all"))
1299 break;
1300
1301 char *next, *cp = f.get_str ();
1302
1303 do
1304 {
1305 if ((next = strchr (cp, ',')))
1306 *next++ = '\0';
1307
1308 linked_char *tmp = new linked_char;
1309
1310 tmp->name = cp;
1311 tmp->next = art->allowed;
1312 art->allowed = tmp;
1313 }
1314 while ((cp = next));
1315 }
1316 break;
1317
1318 case KW_chance:
1319 f.get (art->chance);
1320 break;
1321
1322 case KW_difficulty:
1323 f.get (art->difficulty);
1324 break;
1325
1326 case KW_object:
1327 {
1328 art->item = object::create ();
1329 f.get (art->item->name);
1330 f.next ();
1331
1332 if (!art->item->parse_kv (f))
1333 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1334
1335 al = find_artifactlist (art->item->type);
1336
1337 if (!al)
1338 {
1339 al = get_empty_artifactlist ();
1340 al->type = art->item->type;
1341 al->next = first_artifactlist;
1342 first_artifactlist = al;
1343 }
1344
1345 art->next = al->items;
1346 al->items = art;
1347 art = 0;
1348 }
1349 continue;
1350
1351 case KW_EOF:
1352 goto done;
1353
1354 default:
1355 if (!f.parse_error ("artifacts file"))
1356 cleanup ("artifacts file required");
1357 break;
1358 }
1359
1360 f.next ();
1361 }
1362
1363 done:
1364 for (al = first_artifactlist; al; al = al->next)
1365 {
1366 al->total_chance = 0;
1367
1368 for (art = al->items; art; art = art->next)
1369 {
1370 if (!art->chance)
1371 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1372 else
1373 al->total_chance += art->chance;
1374 }
1375 #if 0
1376 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1377 #endif
1378 }
1379
1380 LOG (llevDebug, "done.\n");
1381 }
1382
1383 /*
1384 * Used in artifact generation. The bonuses of the first object
1385 * is modified by the bonuses of the second object.
1386 */
1387 void
1388 add_abilities (object *op, object *change)
1389 {
1390 int i, tmp;
1391
1392 if (change->face != blank_face)
1393 {
1394 #ifdef TREASURE_VERBOSE
1395 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1396 #endif
1397 op->face = change->face;
1398 }
1399
1400 for (i = 0; i < NUM_STATS; i++)
1401 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1402
1403 op->attacktype |= change->attacktype;
1404 op->path_attuned |= change->path_attuned;
1405 op->path_repelled |= change->path_repelled;
1406 op->path_denied |= change->path_denied;
1407 op->move_type |= change->move_type;
1408 op->stats.luck += change->stats.luck;
1409
1410 if (QUERY_FLAG (change, FLAG_CURSED))
1411 SET_FLAG (op, FLAG_CURSED);
1412 if (QUERY_FLAG (change, FLAG_DAMNED))
1413 SET_FLAG (op, FLAG_DAMNED);
1414 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1415 set_abs_magic (op, -op->magic);
1416
1417 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1418 SET_FLAG (op, FLAG_LIFESAVE);
1419 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1420 SET_FLAG (op, FLAG_REFL_SPELL);
1421 if (QUERY_FLAG (change, FLAG_STEALTH))
1422 SET_FLAG (op, FLAG_STEALTH);
1423 if (QUERY_FLAG (change, FLAG_XRAYS))
1424 SET_FLAG (op, FLAG_XRAYS);
1425 if (QUERY_FLAG (change, FLAG_BLIND))
1426 SET_FLAG (op, FLAG_BLIND);
1427 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1428 SET_FLAG (op, FLAG_SEE_IN_DARK);
1429 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1430 SET_FLAG (op, FLAG_REFL_MISSILE);
1431 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1432 SET_FLAG (op, FLAG_MAKE_INVIS);
1433
1434 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1435 {
1436 CLEAR_FLAG (op, FLAG_ANIMATE);
1437 /* so artifacts will join */
1438 if (!QUERY_FLAG (op, FLAG_ALIVE))
1439 op->speed = 0.0;
1440
1441 op->set_speed (op->speed);
1442 }
1443
1444 if (change->nrof)
1445 op->nrof = rndm (change->nrof) + 1;
1446
1447 op->stats.exp += change->stats.exp; /* Speed modifier */
1448 op->stats.wc += change->stats.wc;
1449 op->stats.ac += change->stats.ac;
1450
1451 if (change->other_arch)
1452 {
1453 /* Basically, for horns & potions, the other_arch field is the spell
1454 * to cast. So convert that to into a spell and put it into
1455 * this object.
1456 */
1457 if (op->type == HORN || op->type == POTION)
1458 {
1459 object *tmp_obj;
1460
1461 /* Remove any spells this object currently has in it */
1462 while (op->inv)
1463 op->inv->destroy ();
1464
1465 tmp_obj = arch_to_object (change->other_arch);
1466 insert_ob_in_ob (tmp_obj, op);
1467 }
1468 /* No harm setting this for potions/horns */
1469 op->other_arch = change->other_arch;
1470 }
1471
1472 if (change->stats.hp < 0)
1473 op->stats.hp = -change->stats.hp;
1474 else
1475 op->stats.hp += change->stats.hp;
1476
1477 if (change->stats.maxhp < 0)
1478 op->stats.maxhp = -change->stats.maxhp;
1479 else
1480 op->stats.maxhp += change->stats.maxhp;
1481
1482 if (change->stats.sp < 0)
1483 op->stats.sp = -change->stats.sp;
1484 else
1485 op->stats.sp += change->stats.sp;
1486
1487 if (change->stats.maxsp < 0)
1488 op->stats.maxsp = -change->stats.maxsp;
1489 else
1490 op->stats.maxsp += change->stats.maxsp;
1491
1492 if (change->stats.food < 0)
1493 op->stats.food = -(change->stats.food);
1494 else
1495 op->stats.food += change->stats.food;
1496
1497 if (change->level < 0)
1498 op->level = -(change->level);
1499 else
1500 op->level += change->level;
1501
1502 if (change->gen_sp_armour < 0)
1503 op->gen_sp_armour = -(change->gen_sp_armour);
1504 else
1505 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1506
1507 op->item_power = change->item_power;
1508
1509 for (i = 0; i < NROFATTACKS; i++)
1510 if (change->resist[i])
1511 op->resist[i] += change->resist[i];
1512
1513 if (change->stats.dam)
1514 {
1515 if (change->stats.dam < 0)
1516 op->stats.dam = (-change->stats.dam);
1517 else if (op->stats.dam)
1518 {
1519 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1520 if (tmp == op->stats.dam)
1521 {
1522 if (change->stats.dam < 10)
1523 op->stats.dam--;
1524 else
1525 op->stats.dam++;
1526 }
1527 else
1528 op->stats.dam = tmp;
1529 }
1530 }
1531
1532 if (change->weight)
1533 {
1534 if (change->weight < 0)
1535 op->weight = (-change->weight);
1536 else
1537 op->weight = (op->weight * (change->weight)) / 100;
1538 }
1539
1540 if (change->last_sp)
1541 {
1542 if (change->last_sp < 0)
1543 op->last_sp = (-change->last_sp);
1544 else
1545 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1546 }
1547
1548 if (change->gen_sp_armour)
1549 {
1550 if (change->gen_sp_armour < 0)
1551 op->gen_sp_armour = (-change->gen_sp_armour);
1552 else
1553 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1554 }
1555
1556 op->value *= change->value;
1557
1558 if (change->materials)
1559 op->materials = change->materials;
1560
1561 if (change->materialname)
1562 op->materialname = change->materialname;
1563
1564 if (change->slaying)
1565 op->slaying = change->slaying;
1566
1567 if (change->race)
1568 op->race = change->race;
1569
1570 if (change->msg)
1571 op->msg = change->msg;
1572 }
1573
1574 static int
1575 legal_artifact_combination (object *op, artifact *art)
1576 {
1577 int neg, success = 0;
1578 linked_char *tmp;
1579 const char *name;
1580
1581 if (!art->allowed)
1582 return 1; /* Ie, "all" */
1583
1584 for (tmp = art->allowed; tmp; tmp = tmp->next)
1585 {
1586 #ifdef TREASURE_VERBOSE
1587 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1588 #endif
1589 if (*tmp->name == '!')
1590 name = tmp->name + 1, neg = 1;
1591 else
1592 name = tmp->name, neg = 0;
1593
1594 /* If we match name, then return the opposite of 'neg' */
1595 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1596 return !neg;
1597
1598 /* Set success as true, since if the match was an inverse, it means
1599 * everything is allowed except what we match
1600 */
1601 else if (neg)
1602 success = 1;
1603 }
1604
1605 return success;
1606 }
1607
1608 /*
1609 * Fixes the given object, giving it the abilities and titles
1610 * it should have due to the second artifact-template.
1611 */
1612
1613 void
1614 give_artifact_abilities (object *op, object *artifct)
1615 {
1616 char new_name[MAX_BUF];
1617
1618 sprintf (new_name, "of %s", &artifct->name);
1619 op->title = new_name;
1620 add_abilities (op, artifct); /* Give out the bonuses */
1621
1622 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1623 {
1624 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1625
1626 SET_FLAG (op, FLAG_IDENTIFIED);
1627 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1628 if (!identified)
1629 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1630 }
1631 #endif
1632 return;
1633 }
1634
1635 /*
1636 * Decides randomly which artifact the object should be
1637 * turned into. Makes sure that the item can become that
1638 * artifact (means magic, difficulty, and Allowed fields properly).
1639 * Then calls give_artifact_abilities in order to actually create
1640 * the artifact.
1641 */
1642
1643 /* Give 1 re-roll attempt per artifact */
1644 #define ARTIFACT_TRIES 2
1645
1646 void
1647 generate_artifact (object *op, int difficulty)
1648 {
1649 artifactlist *al;
1650 artifact *art;
1651 int i;
1652
1653 al = find_artifactlist (op->type);
1654
1655 if (al == NULL)
1656 {
1657 #if 0 /* This is too verbose, usually */
1658 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1659 #endif
1660 return;
1661 }
1662
1663 for (i = 0; i < ARTIFACT_TRIES; i++)
1664 {
1665 int roll = rndm (al->total_chance);
1666
1667 for (art = al->items; art; art = art->next)
1668 {
1669 roll -= art->chance;
1670 if (roll < 0)
1671 break;
1672 }
1673
1674 if (art == NULL || roll >= 0)
1675 {
1676 #if 1
1677 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1678 #endif
1679 return;
1680 }
1681 if (!strcmp (art->item->name, "NONE"))
1682 return;
1683 if (FABS (op->magic) < art->item->magic)
1684 continue; /* Not magic enough to be this item */
1685
1686 /* Map difficulty not high enough */
1687 if (difficulty < art->difficulty)
1688 continue;
1689
1690 if (!legal_artifact_combination (op, art))
1691 {
1692 #ifdef TREASURE_VERBOSE
1693 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1694 #endif
1695 continue;
1696 }
1697
1698 give_artifact_abilities (op, art->item);
1699 return;
1700 }
1701 }
1702
1703 /* fix_flesh_item() - objects of type FLESH are similar to type
1704 * FOOD, except they inherit properties (name, food value, etc).
1705 * based on the original owner (or 'donor' if you like). -b.t.
1706 */
1707
1708 void
1709 fix_flesh_item (object *item, object *donor)
1710 {
1711 char tmpbuf[MAX_BUF];
1712 int i;
1713
1714 if (item->type == FLESH && donor)
1715 {
1716 /* change the name */
1717 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1718 item->name = tmpbuf;
1719 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1720 item->name_pl = tmpbuf;
1721
1722 /* weight is FLESH weight/100 * donor */
1723 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1724 item->weight = 1;
1725
1726 /* value is multiplied by level of donor */
1727 item->value *= isqrt (donor->level * 2);
1728
1729 /* food value */
1730 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1731
1732 /* flesh items inherit some abilities of donor, but not
1733 * full effect.
1734 */
1735 for (i = 0; i < NROFATTACKS; i++)
1736 item->resist[i] = donor->resist[i] / 2;
1737
1738 /* item inherits donor's level (important for quezals) */
1739 item->level = donor->level;
1740
1741 /* if donor has some attacktypes, the flesh is poisonous */
1742 if (donor->attacktype & AT_POISON)
1743 item->type = POISON;
1744 if (donor->attacktype & AT_ACID)
1745 item->stats.hp = -1 * item->stats.food;
1746 SET_FLAG (item, FLAG_NO_STEAL);
1747 }
1748 }
1749
1750 /* special_potion() - so that old potion code is still done right. */
1751 int
1752 special_potion (object *op)
1753 {
1754 if (op->attacktype)
1755 return 1;
1756
1757 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1758 return 1;
1759
1760 for (int i = 0; i < NROFATTACKS; i++)
1761 if (op->resist[i])
1762 return 1;
1763
1764 return 0;
1765 }
1766
1767 void
1768 free_treasurestruct (treasure *t)
1769 {
1770 if (t->next) free_treasurestruct (t->next);
1771 if (t->next_yes) free_treasurestruct (t->next_yes);
1772 if (t->next_no) free_treasurestruct (t->next_no);
1773
1774 delete t;
1775 }
1776
1777 void
1778 free_charlinks (linked_char *lc)
1779 {
1780 if (lc->next)
1781 free_charlinks (lc->next);
1782
1783 delete lc;
1784 }
1785
1786 void
1787 free_artifact (artifact *at)
1788 {
1789 if (at->next) free_artifact (at->next);
1790 if (at->allowed) free_charlinks (at->allowed);
1791
1792 at->item->destroy (1);
1793
1794 sfree (at);
1795 }
1796
1797 void
1798 free_artifactlist (artifactlist *al)
1799 {
1800 artifactlist *nextal;
1801
1802 for (al = first_artifactlist; al; al = nextal)
1803 {
1804 nextal = al->next;
1805
1806 if (al->items)
1807 free_artifact (al->items);
1808
1809 sfree (al);
1810 }
1811 }
1812
1813 void
1814 free_all_treasures (void)
1815 {
1816 treasurelist *tl, *next;
1817
1818 for (tl = first_treasurelist; tl; tl = next)
1819 {
1820 clear (tl);
1821
1822 next = tl->next;
1823 delete tl;
1824 }
1825
1826 free_artifactlist (first_artifactlist);
1827 }