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Revision: 1.55
Committed: Sat Apr 21 22:05:52 2007 UTC (17 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.54: +1 -1 lines
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# Content
1 /*
2 * CrossFire, A Multiplayer game
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 op->expand_tail ();
243
244 if (ob_blocked (op, creator->map, creator->x, creator->y))
245 op->destroy ();
246 else
247 {
248 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
249 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
250 }
251 }
252 else
253 {
254 op = creator->insert (op);
255
256 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
257 monster_check_apply (creator, op);
258
259 if (flags & GT_UPDATE_INV)
260 if (object *tmp = creator->in_player ())
261 esrv_send_item (tmp, op);
262 }
263 }
264
265 /* if there are change_xxx commands in the treasure, we include the changes
266 * in the generated object
267 */
268 static void
269 change_treasure (treasure *t, object *op)
270 {
271 /* CMD: change_name xxxx */
272 if (t->change_arch.name)
273 {
274 op->name = t->change_arch.name;
275 op->name_pl = t->change_arch.name;
276 }
277
278 if (t->change_arch.title)
279 op->title = t->change_arch.title;
280
281 if (t->change_arch.slaying)
282 op->slaying = t->change_arch.slaying;
283 }
284
285 static void
286 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
287 {
288 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
289 {
290 if (t->name)
291 {
292 if (difficulty >= t->magic)
293 if (treasurelist *tl = treasurelist::find (t->name))
294 create_treasure (tl, op, flag, difficulty, tries);
295 else
296 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
297 }
298 else
299 {
300 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
301 {
302 object *tmp = arch_to_object (t->item);
303
304 if (t->nrof && tmp->nrof <= 1)
305 tmp->nrof = rndm (t->nrof) + 1;
306
307 fix_generated_item (tmp, op, difficulty, t->magic, flag);
308 change_treasure (t, tmp);
309 put_treasure (tmp, op, flag);
310 }
311 }
312
313 if (t->next_yes)
314 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
315 }
316 else if (t->next_no)
317 create_all_treasures (t->next_no, op, flag, difficulty, tries);
318
319 if (t->next)
320 create_all_treasures (t->next, op, flag, difficulty, tries);
321 }
322
323 static void
324 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
325 {
326 int value = rndm (tl->total_chance);
327 treasure *t;
328
329 if (tries++ > 100)
330 {
331 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
332 return;
333 }
334
335 for (t = tl->items; t; t = t->next)
336 {
337 value -= t->chance;
338
339 if (value < 0)
340 break;
341 }
342
343 if (!t || value >= 0)
344 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
345
346 if (t->name)
347 {
348 if (difficulty >= t->magic)
349 {
350 treasurelist *tl = treasurelist::find (t->name);
351 if (tl)
352 create_treasure (tl, op, flag, difficulty, tries);
353 }
354 else if (t->nrof)
355 create_one_treasure (tl, op, flag, difficulty, tries);
356 }
357 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
358 {
359 if (object *tmp = arch_to_object (t->item))
360 {
361 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = rndm (t->nrof) + 1;
363
364 fix_generated_item (tmp, op, difficulty, t->magic, flag);
365 change_treasure (t, tmp);
366 put_treasure (tmp, op, flag);
367 }
368 }
369 }
370
371 /* This calls the appropriate treasure creation function. tries is passed
372 * to determine how many list transitions or attempts to create treasure
373 * have been made. It is really in place to prevent infinite loops with
374 * list transitions, or so that excessively good treasure will not be
375 * created on weak maps, because it will exceed the number of allowed tries
376 * to do that.
377 */
378 void
379 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
380 {
381 // empty treasurelists are legal
382 if (!tl->items)
383 return;
384
385 if (tries++ > 100)
386 {
387 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
388 return;
389 }
390
391 if (tl->total_chance)
392 create_one_treasure (tl, op, flag, difficulty, tries);
393 else
394 create_all_treasures (tl->items, op, flag, difficulty, tries);
395 }
396
397 /* This is similar to the old generate treasure function. However,
398 * it instead takes a treasurelist. It is really just a wrapper around
399 * create_treasure. We create a dummy object that the treasure gets
400 * inserted into, and then return that treausre
401 */
402 object *
403 generate_treasure (treasurelist *tl, int difficulty)
404 {
405 difficulty = clamp (difficulty, 1, settings.max_level);
406
407 object *ob = object::create ();
408
409 create_treasure (tl, ob, 0, difficulty, 0);
410
411 /* Don't want to free the object we are about to return */
412 object *tmp = ob->inv;
413 if (tmp)
414 tmp->remove ();
415
416 if (ob->inv)
417 LOG (llevError, "In generate treasure, created multiple objects.\n");
418
419 ob->destroy ();
420 return tmp;
421 }
422
423 /*
424 * This is a new way of calculating the chance for an item to have
425 * a specific magical bonus.
426 * The array has two arguments, the difficulty of the level, and the
427 * magical bonus "wanted".
428 */
429
430 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
431 // chance of magic difficulty
432 // +0 +1 +2 +3 +4
433 {95, 2, 2, 1, 0}, // 1
434 {92, 5, 2, 1, 0}, // 2
435 {85, 10, 4, 1, 0}, // 3
436 {80, 14, 4, 2, 0}, // 4
437 {75, 17, 5, 2, 1}, // 5
438 {70, 18, 8, 3, 1}, // 6
439 {65, 21, 10, 3, 1}, // 7
440 {60, 22, 12, 4, 2}, // 8
441 {55, 25, 14, 4, 2}, // 9
442 {50, 27, 16, 5, 2}, // 10
443 {45, 28, 18, 6, 3}, // 11
444 {42, 28, 20, 7, 3}, // 12
445 {40, 27, 21, 8, 4}, // 13
446 {38, 25, 22, 10, 5}, // 14
447 {36, 23, 23, 12, 6}, // 15
448 {33, 21, 24, 14, 8}, // 16
449 {31, 19, 25, 16, 9}, // 17
450 {27, 15, 30, 18, 10}, // 18
451 {20, 12, 30, 25, 13}, // 19
452 {15, 10, 28, 30, 17}, // 20
453 {13, 9, 27, 28, 23}, // 21
454 {10, 8, 25, 28, 29}, // 22
455 { 8, 7, 23, 26, 36}, // 23
456 { 6, 6, 20, 22, 46}, // 24
457 { 4, 5, 17, 18, 56}, // 25
458 { 2, 4, 12, 14, 68}, // 26
459 { 0, 3, 7, 10, 80}, // 27
460 { 0, 0, 3, 7, 90}, // 28
461 { 0, 0, 0, 3, 97}, // 29
462 { 0, 0, 0, 0, 100}, // 30
463 { 0, 0, 0, 0, 100}, // 31
464 };
465
466 /* calculate the appropriate level for wands staves and scrolls.
467 * This code presumes that op has had its spell object created (in op->inv)
468 *
469 * elmex Wed Aug 9 17:44:59 CEST 2006:
470 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
471 */
472 int
473 level_for_item (const object *op, int difficulty)
474 {
475 int olevel = 0;
476
477 if (!op->inv)
478 {
479 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
480 return 0;
481 }
482
483 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
484
485 if (olevel <= 0)
486 olevel = rndm (1, MIN (op->inv->level, 1));
487
488 if (olevel > MAXLEVEL)
489 olevel = MAXLEVEL;
490
491 return olevel;
492 }
493
494 /*
495 * Based upon the specified difficulty and upon the difftomagic_list array,
496 * a random magical bonus is returned. This is used when determine
497 * the magical bonus created on specific maps.
498 *
499 * elmex Thu Aug 10 18:45:44 CEST 2006:
500 * Scaling difficulty by max_level, as difficulty is a level and not some
501 * weird integer between 1-31.
502 *
503 */
504 int
505 magic_from_difficulty (int difficulty)
506 {
507 int percent = 0, magic = 0;
508 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
509
510 scaled_diff--;
511
512 if (scaled_diff < 0)
513 scaled_diff = 0;
514
515 if (scaled_diff >= DIFFLEVELS)
516 scaled_diff = DIFFLEVELS - 1;
517
518 percent = rndm (100);
519
520 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
521 {
522 percent -= difftomagic_list[scaled_diff][magic];
523
524 if (percent < 0)
525 break;
526 }
527
528 if (magic == (MAXMAGIC + 1))
529 {
530 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
531 magic = 0;
532 }
533
534 magic = (rndm (3)) ? magic : -magic;
535 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
536
537 return magic;
538 }
539
540 /*
541 * Sets magical bonus in an object, and recalculates the effect on
542 * the armour variable, and the effect on speed of armour.
543 * This function doesn't work properly, should add use of archetypes
544 * to make it truly absolute.
545 */
546
547 void
548 set_abs_magic (object *op, int magic)
549 {
550 if (!magic)
551 return;
552
553 op->magic = magic;
554 if (op->arch)
555 {
556 if (op->type == ARMOUR)
557 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
558
559 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
560 magic = (-magic);
561 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
562 }
563 else
564 {
565 if (op->type == ARMOUR)
566 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
567 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
568 magic = (-magic);
569 op->weight = (op->weight * (100 - magic * 10)) / 100;
570 }
571 }
572
573 /*
574 * Sets a random magical bonus in the given object based upon
575 * the given difficulty, and the given max possible bonus.
576 */
577
578 static void
579 set_magic (int difficulty, object *op, int max_magic, int flags)
580 {
581 int i;
582
583 i = magic_from_difficulty (difficulty);
584 if ((flags & GT_ONLY_GOOD) && i < 0)
585 i = -i;
586 if (i > max_magic)
587 i = max_magic;
588 set_abs_magic (op, i);
589 if (i < 0)
590 SET_FLAG (op, FLAG_CURSED);
591 }
592
593 /*
594 * Randomly adds one magical ability to the given object.
595 * Modified for Partial Resistance in many ways:
596 * 1) Since rings can have multiple bonuses, if the same bonus
597 * is rolled again, increase it - the bonuses now stack with
598 * other bonuses previously rolled and ones the item might natively have.
599 * 2) Add code to deal with new PR method.
600 */
601 void
602 set_ring_bonus (object *op, int bonus)
603 {
604
605 int r = rndm (bonus > 0 ? 25 : 11);
606
607 if (op->type == AMULET)
608 {
609 if (!(rndm (21)))
610 r = 20 + rndm (2);
611 else
612 {
613 if (rndm (2))
614 r = 10;
615 else
616 r = 11 + rndm (9);
617 }
618 }
619
620 switch (r)
621 {
622 /* Redone by MSW 2000-11-26 to have much less code. Also,
623 * bonuses and penalties will stack and add to existing values.
624 * of the item.
625 */
626 case 0:
627 case 1:
628 case 2:
629 case 3:
630 case 4:
631 case 5:
632 case 6:
633 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
634 break;
635
636 case 7:
637 op->stats.dam += bonus;
638 break;
639
640 case 8:
641 op->stats.wc += bonus;
642 break;
643
644 case 9:
645 op->stats.food += bonus; /* hunger/sustenance */
646 break;
647
648 case 10:
649 op->stats.ac += bonus;
650 break;
651
652 /* Item that gives protections/vulnerabilities */
653 case 11:
654 case 12:
655 case 13:
656 case 14:
657 case 15:
658 case 16:
659 case 17:
660 case 18:
661 case 19:
662 {
663 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
664
665 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
666 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
667
668 /* Cursed items need to have higher negative values to equal out with
669 * positive values for how protections work out. Put another
670 * little random element in since that they don't always end up with
671 * even values.
672 */
673 if (bonus < 0)
674 val = 2 * -val - rndm (b);
675 if (val > 35)
676 val = 35; /* Upper limit */
677 b = 0;
678
679 while (op->resist[resist_table[resist]] != 0 && b < 4)
680 resist = rndm (num_resist_table);
681
682 if (b == 4)
683 return; /* Not able to find a free resistance */
684
685 op->resist[resist_table[resist]] = val;
686 /* We should probably do something more clever here to adjust value
687 * based on how good a resistance we gave.
688 */
689 break;
690 }
691 case 20:
692 if (op->type == AMULET)
693 {
694 SET_FLAG (op, FLAG_REFL_SPELL);
695 op->value *= 11;
696 }
697 else
698 {
699 op->stats.hp = 1; /* regenerate hit points */
700 op->value *= 4;
701 }
702 break;
703
704 case 21:
705 if (op->type == AMULET)
706 {
707 SET_FLAG (op, FLAG_REFL_MISSILE);
708 op->value *= 9;
709 }
710 else
711 {
712 op->stats.sp = 1; /* regenerate spell points */
713 op->value *= 3;
714 }
715 break;
716
717 case 22:
718 op->stats.exp += bonus; /* Speed! */
719 op->value = (op->value * 2) / 3;
720 break;
721 }
722
723 if (bonus > 0)
724 op->value *= 2 * bonus;
725 else
726 op->value = -(op->value * 2 * bonus) / 3;
727 }
728
729 /*
730 * get_magic(diff) will return a random number between 0 and 4.
731 * diff can be any value above 2. The higher the diff-variable, the
732 * higher is the chance of returning a low number.
733 * It is only used in fix_generated_treasure() to set bonuses on
734 * rings and amulets.
735 * Another scheme is used to calculate the magic of weapons and armours.
736 */
737 int
738 get_magic (int diff)
739 {
740 int i;
741
742 if (diff < 3)
743 diff = 3;
744
745 for (i = 0; i < 4; i++)
746 if (rndm (diff))
747 return i;
748
749 return 4;
750 }
751
752 #define DICE2 (get_magic(2)==2?2:1)
753 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
754
755 /*
756 * fix_generated_item(): This is called after an item is generated, in
757 * order to set it up right. This produced magical bonuses, puts spells
758 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
759 */
760
761 /* 4/28/96 added creator object from which op may now inherit properties based on
762 * op->type. Right now, which stuff the creator passes on is object type
763 * dependant. I know this is a spagetti manuever, but is there a cleaner
764 * way to do this? b.t. */
765
766 /*
767 * ! (flags & GT_ENVIRONMENT):
768 * Automatically calls fix_flesh_item().
769 *
770 * flags:
771 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
772 * value.
773 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
774 * a working object - don't change magic, value, etc, but set it material
775 * type as appropriate, for objects that need spell objects, set those, etc
776 */
777 void
778 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
779 {
780 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
781
782 if (!creator || creator->type == op->type)
783 creator = op; /*safety & to prevent polymorphed objects giving attributes */
784
785 /* If we make an artifact, this information will be destroyed */
786 save_item_power = op->item_power;
787 op->item_power = 0;
788
789 if (op->randomitems && op->type != SPELL)
790 {
791 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
792 /* So the treasure doesn't get created again */
793 op->randomitems = 0;
794 }
795
796 if (difficulty < 1)
797 difficulty = 1;
798
799 if (INVOKE_OBJECT (ADD_BONUS, op,
800 ARG_OBJECT (creator != op ? creator : 0),
801 ARG_INT (difficulty), ARG_INT (max_magic),
802 ARG_INT (flags)))
803 return;
804
805 if (!(flags & GT_MINIMAL))
806 {
807 if (op->arch == crown_arch)
808 {
809 set_magic (difficulty, op, max_magic, flags);
810 num_enchantments = calc_item_power (op, 1);
811 generate_artifact (op, difficulty);
812 }
813 else
814 {
815 if (!op->magic && max_magic)
816 set_magic (difficulty, op, max_magic, flags);
817
818 num_enchantments = calc_item_power (op, 1);
819
820 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
821 || op->type == HORN
822 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
823 * used for shop_floors or treasures */
824 generate_artifact (op, difficulty);
825 }
826
827 /* Object was made an artifact. Calculate its item_power rating.
828 * the item_power in the object is what the artfiact adds.
829 */
830 if (op->title)
831 {
832 /* if save_item_power is set, then most likely we started with an
833 * artifact and have added new abilities to it - this is rare, but
834 * but I have seen things like 'strange rings of fire'. So just figure
835 * out the power from the base power plus what this one adds. Note
836 * that since item_power is not quite linear, this actually ends up
837 * being somewhat of a bonus
838 */
839 if (save_item_power)
840 op->item_power = save_item_power + get_power_from_ench (op->item_power);
841 else
842 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
843 }
844 else if (save_item_power)
845 {
846 /* restore the item_power field to the object if we haven't changed it.
847 * we don't care about num_enchantments - that will basically just
848 * have calculated some value from the base attributes of the archetype.
849 */
850 op->item_power = save_item_power;
851 }
852 else
853 {
854 /* item_power was zero. This is suspicious, as it may be because it
855 * was never previously calculated. Let's compute a value and see if
856 * it is non-zero. If it indeed is, then assign it as the new
857 * item_power value.
858 * - gros, 21th of July 2006.
859 */
860 op->item_power = calc_item_power (op, 0);
861 save_item_power = op->item_power; /* Just in case it would get used
862 * again below */
863 }
864 }
865
866 /* materialtype modifications. Note we allow this on artifacts. */
867 set_materialname (op, difficulty, NULL);
868
869 if (flags & GT_MINIMAL)
870 {
871 if (op->type == POTION)
872 /* Handle healing and magic power potions */
873 if (op->stats.sp && !op->randomitems)
874 {
875 object *tmp;
876
877 tmp = get_archetype (spell_mapping[op->stats.sp]);
878 insert_ob_in_ob (tmp, op);
879 op->stats.sp = 0;
880 }
881 }
882 else if (!op->title) /* Only modify object if not special */
883 switch (op->type)
884 {
885 case WEAPON:
886 case ARMOUR:
887 case SHIELD:
888 case HELMET:
889 case CLOAK:
890 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
891 set_ring_bonus (op, -DICE2);
892 break;
893
894 case BRACERS:
895 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
896 {
897 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
898 if (!QUERY_FLAG (op, FLAG_CURSED))
899 op->value *= 3;
900 }
901 break;
902
903 case POTION:
904 {
905 int too_many_tries = 0, is_special = 0;
906
907 /* Handle healing and magic power potions */
908 if (op->stats.sp && !op->randomitems)
909 {
910 object *tmp;
911
912 tmp = get_archetype (spell_mapping[op->stats.sp]);
913 insert_ob_in_ob (tmp, op);
914 op->stats.sp = 0;
915 }
916
917 while (!(is_special = special_potion (op)) && !op->inv)
918 {
919 generate_artifact (op, difficulty);
920 if (too_many_tries++ > 10)
921 break;
922 }
923
924 /* don't want to change value for healing/magic power potions,
925 * since the value set on those is already correct.
926 */
927 if (op->inv && op->randomitems)
928 {
929 /* value multiplier is same as for scrolls */
930 op->value = (op->value * op->inv->value);
931 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
932 }
933 else
934 {
935 op->name = "potion";
936 op->name_pl = "potions";
937 }
938
939 if (!(flags & GT_ONLY_GOOD) && rndm (2))
940 SET_FLAG (op, FLAG_CURSED);
941 break;
942 }
943
944 case AMULET:
945 if (op->arch == amulet_arch)
946 op->value *= 5; /* Since it's not just decoration */
947
948 case RING:
949 if (op->arch == NULL)
950 {
951 op->destroy ();
952 op = 0;
953 break;
954 }
955
956 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
957 break;
958
959 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
960 SET_FLAG (op, FLAG_CURSED);
961
962 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
963
964 if (op->type != RING) /* Amulets have only one ability */
965 break;
966
967 if (!(rndm (4)))
968 {
969 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
970
971 if (d > 0)
972 op->value *= 3;
973
974 set_ring_bonus (op, d);
975
976 if (!(rndm (4)))
977 {
978 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
979
980 if (d > 0)
981 op->value *= 5;
982 set_ring_bonus (op, d);
983 }
984 }
985
986 if (GET_ANIM_ID (op))
987 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
988
989 break;
990
991 case BOOK:
992 /* Is it an empty book?, if yes lets make a special·
993 * msg for it, and tailor its properties based on the·
994 * creator and/or map level we found it on.
995 */
996 if (!op->msg && rndm (10))
997 {
998 /* set the book level properly */
999 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1000 {
1001 if (op->map && op->map->difficulty)
1002 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1003 else
1004 op->level = rndm (20) + 1;
1005 }
1006 else
1007 op->level = rndm (creator->level);
1008
1009 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1010 /* books w/ info are worth more! */
1011 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1012 /* creator related stuff */
1013
1014 /* for library, chained books. Note that some monsters have no_pick
1015 * set - we don't want to set no pick in that case.
1016 */
1017 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1018 SET_FLAG (op, FLAG_NO_PICK);
1019 if (creator->slaying && !op->slaying) /* for check_inv floors */
1020 op->slaying = creator->slaying;
1021
1022 /* add exp so reading it gives xp (once) */
1023 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1024 }
1025 break;
1026
1027 case SPELLBOOK:
1028 op->value = op->value * op->inv->value;
1029 /* add exp so learning gives xp */
1030 op->level = op->inv->level;
1031 op->stats.exp = op->value;
1032 break;
1033
1034 case WAND:
1035 /* nrof in the treasure list is number of charges,
1036 * not number of wands. So copy that into food (charges),
1037 * and reset nrof.
1038 */
1039 op->stats.food = op->inv->nrof;
1040 op->nrof = 1;
1041 /* If the spell changes by level, choose a random level
1042 * for it, and adjust price. If the spell doesn't
1043 * change by level, just set the wand to the level of
1044 * the spell, and value calculation is simpler.
1045 */
1046 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1047 {
1048 op->level = level_for_item (op, difficulty);
1049 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1050 }
1051 else
1052 {
1053 op->level = op->inv->level;
1054 op->value = op->value * op->inv->value;
1055 }
1056 break;
1057
1058 case ROD:
1059 op->level = level_for_item (op, difficulty);
1060 /* Add 50 to both level an divisor to keep prices a little more
1061 * reasonable. Otherwise, a high level version of a low level
1062 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1063 * 10 time multiplier). This way, the value are a bit more reasonable.
1064 */
1065 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1066 /* maxhp is used to denote how many 'charges' the rod holds before */
1067 if (op->stats.maxhp)
1068 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1069 else
1070 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1071
1072 op->stats.hp = op->stats.maxhp;
1073 break;
1074
1075 case SCROLL:
1076 op->level = level_for_item (op, difficulty);
1077 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1078
1079 /* add exp so reading them properly gives xp */
1080 op->stats.exp = op->value / 5;
1081 op->nrof = op->inv->nrof;
1082 break;
1083
1084 case RUNE:
1085 trap_adjust (op, difficulty);
1086 break;
1087
1088 case TRAP:
1089 trap_adjust (op, difficulty);
1090 break;
1091 } /* switch type */
1092
1093 if (flags & GT_STARTEQUIP)
1094 {
1095 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1096 SET_FLAG (op, FLAG_STARTEQUIP);
1097 else if (op->type != MONEY)
1098 op->value = 0;
1099 }
1100
1101 if (!(flags & GT_ENVIRONMENT))
1102 fix_flesh_item (op, creator);
1103 }
1104
1105 /*
1106 *
1107 *
1108 * CODE DEALING WITH ARTIFACTS STARTS HERE
1109 *
1110 *
1111 */
1112
1113 /*
1114 * Allocate and return the pointer to an empty artifactlist structure.
1115 */
1116 static artifactlist *
1117 get_empty_artifactlist (void)
1118 {
1119 return salloc0 <artifactlist> ();
1120 }
1121
1122 /*
1123 * Allocate and return the pointer to an empty artifact structure.
1124 */
1125 static artifact *
1126 get_empty_artifact (void)
1127 {
1128 return salloc0 <artifact> ();
1129 }
1130
1131 /*
1132 * Searches the artifact lists and returns one that has the same type
1133 * of objects on it.
1134 */
1135 artifactlist *
1136 find_artifactlist (int type)
1137 {
1138 for (artifactlist *al = first_artifactlist; al; al = al->next)
1139 if (al->type == type)
1140 return al;
1141
1142 return 0;
1143 }
1144
1145 /*
1146 * For debugging purposes. Dumps all tables.
1147 */
1148 void
1149 dump_artifacts (void)
1150 {
1151 artifactlist *al;
1152 artifact *art;
1153 linked_char *next;
1154
1155 fprintf (logfile, "\n");
1156 for (al = first_artifactlist; al != NULL; al = al->next)
1157 {
1158 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1159 for (art = al->items; art != NULL; art = art->next)
1160 {
1161 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1162 if (art->allowed != NULL)
1163 {
1164 fprintf (logfile, "\tallowed combinations:");
1165 for (next = art->allowed; next != NULL; next = next->next)
1166 fprintf (logfile, "%s,", &next->name);
1167 fprintf (logfile, "\n");
1168 }
1169 }
1170 }
1171 fprintf (logfile, "\n");
1172 }
1173
1174 /*
1175 * For debugging purposes. Dumps all treasures recursively (see below).
1176 */
1177 void
1178 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1179 {
1180 treasurelist *tl;
1181 int i;
1182
1183 if (depth > 100)
1184 return;
1185
1186 while (t)
1187 {
1188 if (t->name)
1189 {
1190 for (i = 0; i < depth; i++)
1191 fprintf (logfile, " ");
1192
1193 fprintf (logfile, "{ (list: %s)\n", &t->name);
1194
1195 tl = treasurelist::find (t->name);
1196 if (tl)
1197 dump_monster_treasure_rec (name, tl->items, depth + 2);
1198
1199 for (i = 0; i < depth; i++)
1200 fprintf (logfile, " ");
1201
1202 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1203 }
1204 else
1205 {
1206 for (i = 0; i < depth; i++)
1207 fprintf (logfile, " ");
1208
1209 if (t->item && t->item->clone.type == FLESH)
1210 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1211 else
1212 fprintf (logfile, "%s\n", &t->item->clone.name);
1213 }
1214
1215 if (t->next_yes)
1216 {
1217 for (i = 0; i < depth; i++)
1218 fprintf (logfile, " ");
1219
1220 fprintf (logfile, " (if yes)\n");
1221 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1222 }
1223
1224 if (t->next_no)
1225 {
1226 for (i = 0; i < depth; i++)
1227 fprintf (logfile, " ");
1228
1229 fprintf (logfile, " (if no)\n");
1230 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1231 }
1232
1233 t = t->next;
1234 }
1235 }
1236
1237 /*
1238 * For debugging purposes. Dumps all treasures for a given monster.
1239 * Created originally by Raphael Quinet for debugging the alchemy code.
1240 */
1241 void
1242 dump_monster_treasure (const char *name)
1243 {
1244 archetype *at;
1245 int found;
1246
1247 found = 0;
1248 fprintf (logfile, "\n");
1249
1250 for (at = first_archetype; at != NULL; at = at->next)
1251 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1252 {
1253 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1254 if (at->clone.randomitems != NULL)
1255 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1256 else
1257 fprintf (logfile, "(nothing)\n");
1258
1259 fprintf (logfile, "\n");
1260 found++;
1261 }
1262
1263 if (found == 0)
1264 fprintf (logfile, "No objects have the name %s!\n\n", name);
1265 }
1266
1267 /*
1268 * Builds up the lists of artifacts from the file in the libdir.
1269 */
1270 void
1271 init_artifacts (void)
1272 {
1273 static int has_been_inited = 0;
1274 char filename[MAX_BUF];
1275 artifact *art = NULL;
1276 artifactlist *al;
1277
1278 if (has_been_inited)
1279 return;
1280 else
1281 has_been_inited = 1;
1282
1283 sprintf (filename, "%s/artifacts", settings.datadir);
1284 object_thawer f (filename);
1285
1286 if (!f)
1287 return;
1288
1289 f.next ();
1290
1291 for (;;)
1292 {
1293 switch (f.kw)
1294 {
1295 case KW_allowed:
1296 if (!art)
1297 art = get_empty_artifact ();
1298
1299 {
1300 if (!strcmp (f.get_str (), "all"))
1301 break;
1302
1303 char *next, *cp = f.get_str ();
1304
1305 do
1306 {
1307 if ((next = strchr (cp, ',')))
1308 *next++ = '\0';
1309
1310 linked_char *tmp = new linked_char;
1311
1312 tmp->name = cp;
1313 tmp->next = art->allowed;
1314 art->allowed = tmp;
1315 }
1316 while ((cp = next));
1317 }
1318 break;
1319
1320 case KW_chance:
1321 f.get (art->chance);
1322 break;
1323
1324 case KW_difficulty:
1325 f.get (art->difficulty);
1326 break;
1327
1328 case KW_object:
1329 {
1330 art->item = object::create ();
1331 f.get (art->item->name);
1332 f.next ();
1333
1334 if (!art->item->parse_kv (f))
1335 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1336
1337 al = find_artifactlist (art->item->type);
1338
1339 if (!al)
1340 {
1341 al = get_empty_artifactlist ();
1342 al->type = art->item->type;
1343 al->next = first_artifactlist;
1344 first_artifactlist = al;
1345 }
1346
1347 art->next = al->items;
1348 al->items = art;
1349 art = 0;
1350 }
1351 continue;
1352
1353 case KW_EOF:
1354 goto done;
1355
1356 default:
1357 if (!f.parse_error ("artifacts file"))
1358 cleanup ("artifacts file required");
1359 break;
1360 }
1361
1362 f.next ();
1363 }
1364
1365 done:
1366 for (al = first_artifactlist; al; al = al->next)
1367 {
1368 al->total_chance = 0;
1369
1370 for (art = al->items; art; art = art->next)
1371 {
1372 if (!art->chance)
1373 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1374 else
1375 al->total_chance += art->chance;
1376 }
1377 #if 0
1378 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1379 #endif
1380 }
1381
1382 LOG (llevDebug, "done.\n");
1383 }
1384
1385 /*
1386 * Used in artifact generation. The bonuses of the first object
1387 * is modified by the bonuses of the second object.
1388 */
1389 void
1390 add_abilities (object *op, object *change)
1391 {
1392 int i, tmp;
1393
1394 if (change->face != blank_face)
1395 {
1396 #ifdef TREASURE_VERBOSE
1397 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1398 #endif
1399 op->face = change->face;
1400 }
1401
1402 for (i = 0; i < NUM_STATS; i++)
1403 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1404
1405 op->attacktype |= change->attacktype;
1406 op->path_attuned |= change->path_attuned;
1407 op->path_repelled |= change->path_repelled;
1408 op->path_denied |= change->path_denied;
1409 op->move_type |= change->move_type;
1410 op->stats.luck += change->stats.luck;
1411
1412 if (QUERY_FLAG (change, FLAG_CURSED))
1413 SET_FLAG (op, FLAG_CURSED);
1414 if (QUERY_FLAG (change, FLAG_DAMNED))
1415 SET_FLAG (op, FLAG_DAMNED);
1416 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1417 set_abs_magic (op, -op->magic);
1418
1419 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1420 SET_FLAG (op, FLAG_LIFESAVE);
1421 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1422 SET_FLAG (op, FLAG_REFL_SPELL);
1423 if (QUERY_FLAG (change, FLAG_STEALTH))
1424 SET_FLAG (op, FLAG_STEALTH);
1425 if (QUERY_FLAG (change, FLAG_XRAYS))
1426 SET_FLAG (op, FLAG_XRAYS);
1427 if (QUERY_FLAG (change, FLAG_BLIND))
1428 SET_FLAG (op, FLAG_BLIND);
1429 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1430 SET_FLAG (op, FLAG_SEE_IN_DARK);
1431 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1432 SET_FLAG (op, FLAG_REFL_MISSILE);
1433 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1434 SET_FLAG (op, FLAG_MAKE_INVIS);
1435
1436 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1437 {
1438 CLEAR_FLAG (op, FLAG_ANIMATE);
1439 /* so artifacts will join */
1440 if (!QUERY_FLAG (op, FLAG_ALIVE))
1441 op->speed = 0.0;
1442
1443 op->set_speed (op->speed);
1444 }
1445
1446 if (change->nrof)
1447 op->nrof = rndm (change->nrof) + 1;
1448
1449 op->stats.exp += change->stats.exp; /* Speed modifier */
1450 op->stats.wc += change->stats.wc;
1451 op->stats.ac += change->stats.ac;
1452
1453 if (change->other_arch)
1454 {
1455 /* Basically, for horns & potions, the other_arch field is the spell
1456 * to cast. So convert that to into a spell and put it into
1457 * this object.
1458 */
1459 if (op->type == HORN || op->type == POTION)
1460 {
1461 object *tmp_obj;
1462
1463 /* Remove any spells this object currently has in it */
1464 while (op->inv)
1465 op->inv->destroy ();
1466
1467 tmp_obj = arch_to_object (change->other_arch);
1468 insert_ob_in_ob (tmp_obj, op);
1469 }
1470 /* No harm setting this for potions/horns */
1471 op->other_arch = change->other_arch;
1472 }
1473
1474 if (change->stats.hp < 0)
1475 op->stats.hp = -change->stats.hp;
1476 else
1477 op->stats.hp += change->stats.hp;
1478
1479 if (change->stats.maxhp < 0)
1480 op->stats.maxhp = -change->stats.maxhp;
1481 else
1482 op->stats.maxhp += change->stats.maxhp;
1483
1484 if (change->stats.sp < 0)
1485 op->stats.sp = -change->stats.sp;
1486 else
1487 op->stats.sp += change->stats.sp;
1488
1489 if (change->stats.maxsp < 0)
1490 op->stats.maxsp = -change->stats.maxsp;
1491 else
1492 op->stats.maxsp += change->stats.maxsp;
1493
1494 if (change->stats.food < 0)
1495 op->stats.food = -(change->stats.food);
1496 else
1497 op->stats.food += change->stats.food;
1498
1499 if (change->level < 0)
1500 op->level = -(change->level);
1501 else
1502 op->level += change->level;
1503
1504 if (change->gen_sp_armour < 0)
1505 op->gen_sp_armour = -(change->gen_sp_armour);
1506 else
1507 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1508
1509 op->item_power = change->item_power;
1510
1511 for (i = 0; i < NROFATTACKS; i++)
1512 if (change->resist[i])
1513 op->resist[i] += change->resist[i];
1514
1515 if (change->stats.dam)
1516 {
1517 if (change->stats.dam < 0)
1518 op->stats.dam = (-change->stats.dam);
1519 else if (op->stats.dam)
1520 {
1521 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1522 if (tmp == op->stats.dam)
1523 {
1524 if (change->stats.dam < 10)
1525 op->stats.dam--;
1526 else
1527 op->stats.dam++;
1528 }
1529 else
1530 op->stats.dam = tmp;
1531 }
1532 }
1533
1534 if (change->weight)
1535 {
1536 if (change->weight < 0)
1537 op->weight = (-change->weight);
1538 else
1539 op->weight = (op->weight * (change->weight)) / 100;
1540 }
1541
1542 if (change->last_sp)
1543 {
1544 if (change->last_sp < 0)
1545 op->last_sp = (-change->last_sp);
1546 else
1547 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1548 }
1549
1550 if (change->gen_sp_armour)
1551 {
1552 if (change->gen_sp_armour < 0)
1553 op->gen_sp_armour = (-change->gen_sp_armour);
1554 else
1555 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1556 }
1557
1558 op->value *= change->value;
1559
1560 if (change->materials)
1561 op->materials = change->materials;
1562
1563 if (change->materialname)
1564 op->materialname = change->materialname;
1565
1566 if (change->slaying)
1567 op->slaying = change->slaying;
1568
1569 if (change->race)
1570 op->race = change->race;
1571
1572 if (change->msg)
1573 op->msg = change->msg;
1574 }
1575
1576 static int
1577 legal_artifact_combination (object *op, artifact *art)
1578 {
1579 int neg, success = 0;
1580 linked_char *tmp;
1581 const char *name;
1582
1583 if (!art->allowed)
1584 return 1; /* Ie, "all" */
1585
1586 for (tmp = art->allowed; tmp; tmp = tmp->next)
1587 {
1588 #ifdef TREASURE_VERBOSE
1589 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1590 #endif
1591 if (*tmp->name == '!')
1592 name = tmp->name + 1, neg = 1;
1593 else
1594 name = tmp->name, neg = 0;
1595
1596 /* If we match name, then return the opposite of 'neg' */
1597 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1598 return !neg;
1599
1600 /* Set success as true, since if the match was an inverse, it means
1601 * everything is allowed except what we match
1602 */
1603 else if (neg)
1604 success = 1;
1605 }
1606
1607 return success;
1608 }
1609
1610 /*
1611 * Fixes the given object, giving it the abilities and titles
1612 * it should have due to the second artifact-template.
1613 */
1614
1615 void
1616 give_artifact_abilities (object *op, object *artifct)
1617 {
1618 char new_name[MAX_BUF];
1619
1620 sprintf (new_name, "of %s", &artifct->name);
1621 op->title = new_name;
1622 add_abilities (op, artifct); /* Give out the bonuses */
1623
1624 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1625 {
1626 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1627
1628 SET_FLAG (op, FLAG_IDENTIFIED);
1629 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1630 if (!identified)
1631 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1632 }
1633 #endif
1634 return;
1635 }
1636
1637 /*
1638 * Decides randomly which artifact the object should be
1639 * turned into. Makes sure that the item can become that
1640 * artifact (means magic, difficulty, and Allowed fields properly).
1641 * Then calls give_artifact_abilities in order to actually create
1642 * the artifact.
1643 */
1644
1645 /* Give 1 re-roll attempt per artifact */
1646 #define ARTIFACT_TRIES 2
1647
1648 void
1649 generate_artifact (object *op, int difficulty)
1650 {
1651 artifactlist *al;
1652 artifact *art;
1653 int i;
1654
1655 al = find_artifactlist (op->type);
1656
1657 if (al == NULL)
1658 {
1659 #if 0 /* This is too verbose, usually */
1660 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1661 #endif
1662 return;
1663 }
1664
1665 for (i = 0; i < ARTIFACT_TRIES; i++)
1666 {
1667 int roll = rndm (al->total_chance);
1668
1669 for (art = al->items; art; art = art->next)
1670 {
1671 roll -= art->chance;
1672 if (roll < 0)
1673 break;
1674 }
1675
1676 if (art == NULL || roll >= 0)
1677 {
1678 #if 1
1679 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1680 #endif
1681 return;
1682 }
1683 if (!strcmp (art->item->name, "NONE"))
1684 return;
1685 if (FABS (op->magic) < art->item->magic)
1686 continue; /* Not magic enough to be this item */
1687
1688 /* Map difficulty not high enough */
1689 if (difficulty < art->difficulty)
1690 continue;
1691
1692 if (!legal_artifact_combination (op, art))
1693 {
1694 #ifdef TREASURE_VERBOSE
1695 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1696 #endif
1697 continue;
1698 }
1699
1700 give_artifact_abilities (op, art->item);
1701 return;
1702 }
1703 }
1704
1705 /* fix_flesh_item() - objects of type FLESH are similar to type
1706 * FOOD, except they inherit properties (name, food value, etc).
1707 * based on the original owner (or 'donor' if you like). -b.t.
1708 */
1709
1710 void
1711 fix_flesh_item (object *item, object *donor)
1712 {
1713 char tmpbuf[MAX_BUF];
1714 int i;
1715
1716 if (item->type == FLESH && donor)
1717 {
1718 /* change the name */
1719 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1720 item->name = tmpbuf;
1721 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1722 item->name_pl = tmpbuf;
1723
1724 /* weight is FLESH weight/100 * donor */
1725 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1726 item->weight = 1;
1727
1728 /* value is multiplied by level of donor */
1729 item->value *= isqrt (donor->level * 2);
1730
1731 /* food value */
1732 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1733
1734 /* flesh items inherit some abilities of donor, but not
1735 * full effect.
1736 */
1737 for (i = 0; i < NROFATTACKS; i++)
1738 item->resist[i] = donor->resist[i] / 2;
1739
1740 /* item inherits donor's level (important for quezals) */
1741 item->level = donor->level;
1742
1743 /* if donor has some attacktypes, the flesh is poisonous */
1744 if (donor->attacktype & AT_POISON)
1745 item->type = POISON;
1746 if (donor->attacktype & AT_ACID)
1747 item->stats.hp = -1 * item->stats.food;
1748 SET_FLAG (item, FLAG_NO_STEAL);
1749 }
1750 }
1751
1752 /* special_potion() - so that old potion code is still done right. */
1753 int
1754 special_potion (object *op)
1755 {
1756 if (op->attacktype)
1757 return 1;
1758
1759 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1760 return 1;
1761
1762 for (int i = 0; i < NROFATTACKS; i++)
1763 if (op->resist[i])
1764 return 1;
1765
1766 return 0;
1767 }
1768
1769 void
1770 free_treasurestruct (treasure *t)
1771 {
1772 if (t->next) free_treasurestruct (t->next);
1773 if (t->next_yes) free_treasurestruct (t->next_yes);
1774 if (t->next_no) free_treasurestruct (t->next_no);
1775
1776 delete t;
1777 }
1778
1779 void
1780 free_charlinks (linked_char *lc)
1781 {
1782 if (lc->next)
1783 free_charlinks (lc->next);
1784
1785 delete lc;
1786 }
1787
1788 void
1789 free_artifact (artifact *at)
1790 {
1791 if (at->next) free_artifact (at->next);
1792 if (at->allowed) free_charlinks (at->allowed);
1793
1794 at->item->destroy (1);
1795
1796 sfree (at);
1797 }
1798
1799 void
1800 free_artifactlist (artifactlist *al)
1801 {
1802 artifactlist *nextal;
1803
1804 for (al = first_artifactlist; al; al = nextal)
1805 {
1806 nextal = al->next;
1807
1808 if (al->items)
1809 free_artifact (al->items);
1810
1811 sfree (al);
1812 }
1813 }
1814
1815 void
1816 free_all_treasures (void)
1817 {
1818 treasurelist *tl, *next;
1819
1820 for (tl = first_treasurelist; tl; tl = next)
1821 {
1822 clear (tl);
1823
1824 next = tl->next;
1825 delete tl;
1826 }
1827
1828 free_artifactlist (first_artifactlist);
1829 }