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Revision: 1.56
Committed: Sat Apr 21 22:12:59 2007 UTC (17 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.55: +13 -6 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 if (flags & GT_ENVIRONMENT)
236 {
237 /* Bit of a hack - spells should never be put onto the map. The entire
238 * treasure stuff is a problem - there is no clear idea of knowing
239 * this is the original object, or if this is an object that should be created
240 * by another object.
241 */
242 //TODO: flag such as objects... as such (no drop, anybody?)
243 if (op->type == SPELL)
244 {
245 op->destroy ();
246 return;
247 }
248
249 op->expand_tail ();
250
251 if (ob_blocked (op, creator->map, creator->x, creator->y))
252 op->destroy ();
253 else
254 {
255 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
256 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 }
258 }
259 else
260 {
261 op = creator->insert (op);
262
263 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
264 monster_check_apply (creator, op);
265
266 if (flags & GT_UPDATE_INV)
267 if (object *tmp = creator->in_player ())
268 esrv_send_item (tmp, op);
269 }
270 }
271
272 /* if there are change_xxx commands in the treasure, we include the changes
273 * in the generated object
274 */
275 static void
276 change_treasure (treasure *t, object *op)
277 {
278 /* CMD: change_name xxxx */
279 if (t->change_arch.name)
280 {
281 op->name = t->change_arch.name;
282 op->name_pl = t->change_arch.name;
283 }
284
285 if (t->change_arch.title)
286 op->title = t->change_arch.title;
287
288 if (t->change_arch.slaying)
289 op->slaying = t->change_arch.slaying;
290 }
291
292 static void
293 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
294 {
295 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
296 {
297 if (t->name)
298 {
299 if (difficulty >= t->magic)
300 if (treasurelist *tl = treasurelist::find (t->name))
301 create_treasure (tl, op, flag, difficulty, tries);
302 else
303 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
304 }
305 else
306 {
307 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
308 {
309 object *tmp = arch_to_object (t->item);
310
311 if (t->nrof && tmp->nrof <= 1)
312 tmp->nrof = rndm (t->nrof) + 1;
313
314 fix_generated_item (tmp, op, difficulty, t->magic, flag);
315 change_treasure (t, tmp);
316 put_treasure (tmp, op, flag);
317 }
318 }
319
320 if (t->next_yes)
321 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
322 }
323 else if (t->next_no)
324 create_all_treasures (t->next_no, op, flag, difficulty, tries);
325
326 if (t->next)
327 create_all_treasures (t->next, op, flag, difficulty, tries);
328 }
329
330 static void
331 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
332 {
333 int value = rndm (tl->total_chance);
334 treasure *t;
335
336 if (tries++ > 100)
337 {
338 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
339 return;
340 }
341
342 for (t = tl->items; t; t = t->next)
343 {
344 value -= t->chance;
345
346 if (value < 0)
347 break;
348 }
349
350 if (!t || value >= 0)
351 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
352
353 if (t->name)
354 {
355 if (difficulty >= t->magic)
356 {
357 treasurelist *tl = treasurelist::find (t->name);
358 if (tl)
359 create_treasure (tl, op, flag, difficulty, tries);
360 }
361 else if (t->nrof)
362 create_one_treasure (tl, op, flag, difficulty, tries);
363 }
364 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
365 {
366 if (object *tmp = arch_to_object (t->item))
367 {
368 if (t->nrof && tmp->nrof <= 1)
369 tmp->nrof = rndm (t->nrof) + 1;
370
371 fix_generated_item (tmp, op, difficulty, t->magic, flag);
372 change_treasure (t, tmp);
373 put_treasure (tmp, op, flag);
374 }
375 }
376 }
377
378 /* This calls the appropriate treasure creation function. tries is passed
379 * to determine how many list transitions or attempts to create treasure
380 * have been made. It is really in place to prevent infinite loops with
381 * list transitions, or so that excessively good treasure will not be
382 * created on weak maps, because it will exceed the number of allowed tries
383 * to do that.
384 */
385 void
386 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
387 {
388 // empty treasurelists are legal
389 if (!tl->items)
390 return;
391
392 if (tries++ > 100)
393 {
394 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
395 return;
396 }
397
398 if (tl->total_chance)
399 create_one_treasure (tl, op, flag, difficulty, tries);
400 else
401 create_all_treasures (tl->items, op, flag, difficulty, tries);
402 }
403
404 /* This is similar to the old generate treasure function. However,
405 * it instead takes a treasurelist. It is really just a wrapper around
406 * create_treasure. We create a dummy object that the treasure gets
407 * inserted into, and then return that treausre
408 */
409 object *
410 generate_treasure (treasurelist *tl, int difficulty)
411 {
412 difficulty = clamp (difficulty, 1, settings.max_level);
413
414 object *ob = object::create ();
415
416 create_treasure (tl, ob, 0, difficulty, 0);
417
418 /* Don't want to free the object we are about to return */
419 object *tmp = ob->inv;
420 if (tmp)
421 tmp->remove ();
422
423 if (ob->inv)
424 LOG (llevError, "In generate treasure, created multiple objects.\n");
425
426 ob->destroy ();
427 return tmp;
428 }
429
430 /*
431 * This is a new way of calculating the chance for an item to have
432 * a specific magical bonus.
433 * The array has two arguments, the difficulty of the level, and the
434 * magical bonus "wanted".
435 */
436
437 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
438 // chance of magic difficulty
439 // +0 +1 +2 +3 +4
440 {95, 2, 2, 1, 0}, // 1
441 {92, 5, 2, 1, 0}, // 2
442 {85, 10, 4, 1, 0}, // 3
443 {80, 14, 4, 2, 0}, // 4
444 {75, 17, 5, 2, 1}, // 5
445 {70, 18, 8, 3, 1}, // 6
446 {65, 21, 10, 3, 1}, // 7
447 {60, 22, 12, 4, 2}, // 8
448 {55, 25, 14, 4, 2}, // 9
449 {50, 27, 16, 5, 2}, // 10
450 {45, 28, 18, 6, 3}, // 11
451 {42, 28, 20, 7, 3}, // 12
452 {40, 27, 21, 8, 4}, // 13
453 {38, 25, 22, 10, 5}, // 14
454 {36, 23, 23, 12, 6}, // 15
455 {33, 21, 24, 14, 8}, // 16
456 {31, 19, 25, 16, 9}, // 17
457 {27, 15, 30, 18, 10}, // 18
458 {20, 12, 30, 25, 13}, // 19
459 {15, 10, 28, 30, 17}, // 20
460 {13, 9, 27, 28, 23}, // 21
461 {10, 8, 25, 28, 29}, // 22
462 { 8, 7, 23, 26, 36}, // 23
463 { 6, 6, 20, 22, 46}, // 24
464 { 4, 5, 17, 18, 56}, // 25
465 { 2, 4, 12, 14, 68}, // 26
466 { 0, 3, 7, 10, 80}, // 27
467 { 0, 0, 3, 7, 90}, // 28
468 { 0, 0, 0, 3, 97}, // 29
469 { 0, 0, 0, 0, 100}, // 30
470 { 0, 0, 0, 0, 100}, // 31
471 };
472
473 /* calculate the appropriate level for wands staves and scrolls.
474 * This code presumes that op has had its spell object created (in op->inv)
475 *
476 * elmex Wed Aug 9 17:44:59 CEST 2006:
477 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
478 */
479 int
480 level_for_item (const object *op, int difficulty)
481 {
482 int olevel = 0;
483
484 if (!op->inv)
485 {
486 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
487 return 0;
488 }
489
490 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
491
492 if (olevel <= 0)
493 olevel = rndm (1, MIN (op->inv->level, 1));
494
495 if (olevel > MAXLEVEL)
496 olevel = MAXLEVEL;
497
498 return olevel;
499 }
500
501 /*
502 * Based upon the specified difficulty and upon the difftomagic_list array,
503 * a random magical bonus is returned. This is used when determine
504 * the magical bonus created on specific maps.
505 *
506 * elmex Thu Aug 10 18:45:44 CEST 2006:
507 * Scaling difficulty by max_level, as difficulty is a level and not some
508 * weird integer between 1-31.
509 *
510 */
511 int
512 magic_from_difficulty (int difficulty)
513 {
514 int percent = 0, magic = 0;
515 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
516
517 scaled_diff--;
518
519 if (scaled_diff < 0)
520 scaled_diff = 0;
521
522 if (scaled_diff >= DIFFLEVELS)
523 scaled_diff = DIFFLEVELS - 1;
524
525 percent = rndm (100);
526
527 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
528 {
529 percent -= difftomagic_list[scaled_diff][magic];
530
531 if (percent < 0)
532 break;
533 }
534
535 if (magic == (MAXMAGIC + 1))
536 {
537 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
538 magic = 0;
539 }
540
541 magic = (rndm (3)) ? magic : -magic;
542 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
543
544 return magic;
545 }
546
547 /*
548 * Sets magical bonus in an object, and recalculates the effect on
549 * the armour variable, and the effect on speed of armour.
550 * This function doesn't work properly, should add use of archetypes
551 * to make it truly absolute.
552 */
553
554 void
555 set_abs_magic (object *op, int magic)
556 {
557 if (!magic)
558 return;
559
560 op->magic = magic;
561 if (op->arch)
562 {
563 if (op->type == ARMOUR)
564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
565
566 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
567 magic = (-magic);
568 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
569 }
570 else
571 {
572 if (op->type == ARMOUR)
573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
574 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
575 magic = (-magic);
576 op->weight = (op->weight * (100 - magic * 10)) / 100;
577 }
578 }
579
580 /*
581 * Sets a random magical bonus in the given object based upon
582 * the given difficulty, and the given max possible bonus.
583 */
584
585 static void
586 set_magic (int difficulty, object *op, int max_magic, int flags)
587 {
588 int i;
589
590 i = magic_from_difficulty (difficulty);
591 if ((flags & GT_ONLY_GOOD) && i < 0)
592 i = -i;
593 if (i > max_magic)
594 i = max_magic;
595 set_abs_magic (op, i);
596 if (i < 0)
597 SET_FLAG (op, FLAG_CURSED);
598 }
599
600 /*
601 * Randomly adds one magical ability to the given object.
602 * Modified for Partial Resistance in many ways:
603 * 1) Since rings can have multiple bonuses, if the same bonus
604 * is rolled again, increase it - the bonuses now stack with
605 * other bonuses previously rolled and ones the item might natively have.
606 * 2) Add code to deal with new PR method.
607 */
608 void
609 set_ring_bonus (object *op, int bonus)
610 {
611
612 int r = rndm (bonus > 0 ? 25 : 11);
613
614 if (op->type == AMULET)
615 {
616 if (!(rndm (21)))
617 r = 20 + rndm (2);
618 else
619 {
620 if (rndm (2))
621 r = 10;
622 else
623 r = 11 + rndm (9);
624 }
625 }
626
627 switch (r)
628 {
629 /* Redone by MSW 2000-11-26 to have much less code. Also,
630 * bonuses and penalties will stack and add to existing values.
631 * of the item.
632 */
633 case 0:
634 case 1:
635 case 2:
636 case 3:
637 case 4:
638 case 5:
639 case 6:
640 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
641 break;
642
643 case 7:
644 op->stats.dam += bonus;
645 break;
646
647 case 8:
648 op->stats.wc += bonus;
649 break;
650
651 case 9:
652 op->stats.food += bonus; /* hunger/sustenance */
653 break;
654
655 case 10:
656 op->stats.ac += bonus;
657 break;
658
659 /* Item that gives protections/vulnerabilities */
660 case 11:
661 case 12:
662 case 13:
663 case 14:
664 case 15:
665 case 16:
666 case 17:
667 case 18:
668 case 19:
669 {
670 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
671
672 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
673 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
674
675 /* Cursed items need to have higher negative values to equal out with
676 * positive values for how protections work out. Put another
677 * little random element in since that they don't always end up with
678 * even values.
679 */
680 if (bonus < 0)
681 val = 2 * -val - rndm (b);
682 if (val > 35)
683 val = 35; /* Upper limit */
684 b = 0;
685
686 while (op->resist[resist_table[resist]] != 0 && b < 4)
687 resist = rndm (num_resist_table);
688
689 if (b == 4)
690 return; /* Not able to find a free resistance */
691
692 op->resist[resist_table[resist]] = val;
693 /* We should probably do something more clever here to adjust value
694 * based on how good a resistance we gave.
695 */
696 break;
697 }
698 case 20:
699 if (op->type == AMULET)
700 {
701 SET_FLAG (op, FLAG_REFL_SPELL);
702 op->value *= 11;
703 }
704 else
705 {
706 op->stats.hp = 1; /* regenerate hit points */
707 op->value *= 4;
708 }
709 break;
710
711 case 21:
712 if (op->type == AMULET)
713 {
714 SET_FLAG (op, FLAG_REFL_MISSILE);
715 op->value *= 9;
716 }
717 else
718 {
719 op->stats.sp = 1; /* regenerate spell points */
720 op->value *= 3;
721 }
722 break;
723
724 case 22:
725 op->stats.exp += bonus; /* Speed! */
726 op->value = (op->value * 2) / 3;
727 break;
728 }
729
730 if (bonus > 0)
731 op->value *= 2 * bonus;
732 else
733 op->value = -(op->value * 2 * bonus) / 3;
734 }
735
736 /*
737 * get_magic(diff) will return a random number between 0 and 4.
738 * diff can be any value above 2. The higher the diff-variable, the
739 * higher is the chance of returning a low number.
740 * It is only used in fix_generated_treasure() to set bonuses on
741 * rings and amulets.
742 * Another scheme is used to calculate the magic of weapons and armours.
743 */
744 int
745 get_magic (int diff)
746 {
747 int i;
748
749 if (diff < 3)
750 diff = 3;
751
752 for (i = 0; i < 4; i++)
753 if (rndm (diff))
754 return i;
755
756 return 4;
757 }
758
759 #define DICE2 (get_magic(2)==2?2:1)
760 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
761
762 /*
763 * fix_generated_item(): This is called after an item is generated, in
764 * order to set it up right. This produced magical bonuses, puts spells
765 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
766 */
767
768 /* 4/28/96 added creator object from which op may now inherit properties based on
769 * op->type. Right now, which stuff the creator passes on is object type
770 * dependant. I know this is a spagetti manuever, but is there a cleaner
771 * way to do this? b.t. */
772
773 /*
774 * ! (flags & GT_ENVIRONMENT):
775 * Automatically calls fix_flesh_item().
776 *
777 * flags:
778 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
779 * value.
780 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
781 * a working object - don't change magic, value, etc, but set it material
782 * type as appropriate, for objects that need spell objects, set those, etc
783 */
784 void
785 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
786 {
787 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
788
789 if (!creator || creator->type == op->type)
790 creator = op; /*safety & to prevent polymorphed objects giving attributes */
791
792 /* If we make an artifact, this information will be destroyed */
793 save_item_power = op->item_power;
794 op->item_power = 0;
795
796 if (op->randomitems && op->type != SPELL)
797 {
798 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
799 /* So the treasure doesn't get created again */
800 op->randomitems = 0;
801 }
802
803 if (difficulty < 1)
804 difficulty = 1;
805
806 if (INVOKE_OBJECT (ADD_BONUS, op,
807 ARG_OBJECT (creator != op ? creator : 0),
808 ARG_INT (difficulty), ARG_INT (max_magic),
809 ARG_INT (flags)))
810 return;
811
812 if (!(flags & GT_MINIMAL))
813 {
814 if (op->arch == crown_arch)
815 {
816 set_magic (difficulty, op, max_magic, flags);
817 num_enchantments = calc_item_power (op, 1);
818 generate_artifact (op, difficulty);
819 }
820 else
821 {
822 if (!op->magic && max_magic)
823 set_magic (difficulty, op, max_magic, flags);
824
825 num_enchantments = calc_item_power (op, 1);
826
827 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
828 || op->type == HORN
829 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
830 * used for shop_floors or treasures */
831 generate_artifact (op, difficulty);
832 }
833
834 /* Object was made an artifact. Calculate its item_power rating.
835 * the item_power in the object is what the artfiact adds.
836 */
837 if (op->title)
838 {
839 /* if save_item_power is set, then most likely we started with an
840 * artifact and have added new abilities to it - this is rare, but
841 * but I have seen things like 'strange rings of fire'. So just figure
842 * out the power from the base power plus what this one adds. Note
843 * that since item_power is not quite linear, this actually ends up
844 * being somewhat of a bonus
845 */
846 if (save_item_power)
847 op->item_power = save_item_power + get_power_from_ench (op->item_power);
848 else
849 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
850 }
851 else if (save_item_power)
852 {
853 /* restore the item_power field to the object if we haven't changed it.
854 * we don't care about num_enchantments - that will basically just
855 * have calculated some value from the base attributes of the archetype.
856 */
857 op->item_power = save_item_power;
858 }
859 else
860 {
861 /* item_power was zero. This is suspicious, as it may be because it
862 * was never previously calculated. Let's compute a value and see if
863 * it is non-zero. If it indeed is, then assign it as the new
864 * item_power value.
865 * - gros, 21th of July 2006.
866 */
867 op->item_power = calc_item_power (op, 0);
868 save_item_power = op->item_power; /* Just in case it would get used
869 * again below */
870 }
871 }
872
873 /* materialtype modifications. Note we allow this on artifacts. */
874 set_materialname (op, difficulty, NULL);
875
876 if (flags & GT_MINIMAL)
877 {
878 if (op->type == POTION)
879 /* Handle healing and magic power potions */
880 if (op->stats.sp && !op->randomitems)
881 {
882 object *tmp;
883
884 tmp = get_archetype (spell_mapping[op->stats.sp]);
885 insert_ob_in_ob (tmp, op);
886 op->stats.sp = 0;
887 }
888 }
889 else if (!op->title) /* Only modify object if not special */
890 switch (op->type)
891 {
892 case WEAPON:
893 case ARMOUR:
894 case SHIELD:
895 case HELMET:
896 case CLOAK:
897 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
898 set_ring_bonus (op, -DICE2);
899 break;
900
901 case BRACERS:
902 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
903 {
904 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
905 if (!QUERY_FLAG (op, FLAG_CURSED))
906 op->value *= 3;
907 }
908 break;
909
910 case POTION:
911 {
912 int too_many_tries = 0, is_special = 0;
913
914 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems)
916 {
917 object *tmp;
918
919 tmp = get_archetype (spell_mapping[op->stats.sp]);
920 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0;
922 }
923
924 while (!(is_special = special_potion (op)) && !op->inv)
925 {
926 generate_artifact (op, difficulty);
927 if (too_many_tries++ > 10)
928 break;
929 }
930
931 /* don't want to change value for healing/magic power potions,
932 * since the value set on those is already correct.
933 */
934 if (op->inv && op->randomitems)
935 {
936 /* value multiplier is same as for scrolls */
937 op->value = (op->value * op->inv->value);
938 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
939 }
940 else
941 {
942 op->name = "potion";
943 op->name_pl = "potions";
944 }
945
946 if (!(flags & GT_ONLY_GOOD) && rndm (2))
947 SET_FLAG (op, FLAG_CURSED);
948 break;
949 }
950
951 case AMULET:
952 if (op->arch == amulet_arch)
953 op->value *= 5; /* Since it's not just decoration */
954
955 case RING:
956 if (op->arch == NULL)
957 {
958 op->destroy ();
959 op = 0;
960 break;
961 }
962
963 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
964 break;
965
966 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
967 SET_FLAG (op, FLAG_CURSED);
968
969 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
970
971 if (op->type != RING) /* Amulets have only one ability */
972 break;
973
974 if (!(rndm (4)))
975 {
976 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
977
978 if (d > 0)
979 op->value *= 3;
980
981 set_ring_bonus (op, d);
982
983 if (!(rndm (4)))
984 {
985 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
986
987 if (d > 0)
988 op->value *= 5;
989 set_ring_bonus (op, d);
990 }
991 }
992
993 if (GET_ANIM_ID (op))
994 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
995
996 break;
997
998 case BOOK:
999 /* Is it an empty book?, if yes lets make a special·
1000 * msg for it, and tailor its properties based on the·
1001 * creator and/or map level we found it on.
1002 */
1003 if (!op->msg && rndm (10))
1004 {
1005 /* set the book level properly */
1006 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1007 {
1008 if (op->map && op->map->difficulty)
1009 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1010 else
1011 op->level = rndm (20) + 1;
1012 }
1013 else
1014 op->level = rndm (creator->level);
1015
1016 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1017 /* books w/ info are worth more! */
1018 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1019 /* creator related stuff */
1020
1021 /* for library, chained books. Note that some monsters have no_pick
1022 * set - we don't want to set no pick in that case.
1023 */
1024 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1025 SET_FLAG (op, FLAG_NO_PICK);
1026 if (creator->slaying && !op->slaying) /* for check_inv floors */
1027 op->slaying = creator->slaying;
1028
1029 /* add exp so reading it gives xp (once) */
1030 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1031 }
1032 break;
1033
1034 case SPELLBOOK:
1035 op->value = op->value * op->inv->value;
1036 /* add exp so learning gives xp */
1037 op->level = op->inv->level;
1038 op->stats.exp = op->value;
1039 break;
1040
1041 case WAND:
1042 /* nrof in the treasure list is number of charges,
1043 * not number of wands. So copy that into food (charges),
1044 * and reset nrof.
1045 */
1046 op->stats.food = op->inv->nrof;
1047 op->nrof = 1;
1048 /* If the spell changes by level, choose a random level
1049 * for it, and adjust price. If the spell doesn't
1050 * change by level, just set the wand to the level of
1051 * the spell, and value calculation is simpler.
1052 */
1053 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1054 {
1055 op->level = level_for_item (op, difficulty);
1056 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1057 }
1058 else
1059 {
1060 op->level = op->inv->level;
1061 op->value = op->value * op->inv->value;
1062 }
1063 break;
1064
1065 case ROD:
1066 op->level = level_for_item (op, difficulty);
1067 /* Add 50 to both level an divisor to keep prices a little more
1068 * reasonable. Otherwise, a high level version of a low level
1069 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1070 * 10 time multiplier). This way, the value are a bit more reasonable.
1071 */
1072 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1073 /* maxhp is used to denote how many 'charges' the rod holds before */
1074 if (op->stats.maxhp)
1075 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1076 else
1077 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1078
1079 op->stats.hp = op->stats.maxhp;
1080 break;
1081
1082 case SCROLL:
1083 op->level = level_for_item (op, difficulty);
1084 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1085
1086 /* add exp so reading them properly gives xp */
1087 op->stats.exp = op->value / 5;
1088 op->nrof = op->inv->nrof;
1089 break;
1090
1091 case RUNE:
1092 trap_adjust (op, difficulty);
1093 break;
1094
1095 case TRAP:
1096 trap_adjust (op, difficulty);
1097 break;
1098 } /* switch type */
1099
1100 if (flags & GT_STARTEQUIP)
1101 {
1102 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1103 SET_FLAG (op, FLAG_STARTEQUIP);
1104 else if (op->type != MONEY)
1105 op->value = 0;
1106 }
1107
1108 if (!(flags & GT_ENVIRONMENT))
1109 fix_flesh_item (op, creator);
1110 }
1111
1112 /*
1113 *
1114 *
1115 * CODE DEALING WITH ARTIFACTS STARTS HERE
1116 *
1117 *
1118 */
1119
1120 /*
1121 * Allocate and return the pointer to an empty artifactlist structure.
1122 */
1123 static artifactlist *
1124 get_empty_artifactlist (void)
1125 {
1126 return salloc0 <artifactlist> ();
1127 }
1128
1129 /*
1130 * Allocate and return the pointer to an empty artifact structure.
1131 */
1132 static artifact *
1133 get_empty_artifact (void)
1134 {
1135 return salloc0 <artifact> ();
1136 }
1137
1138 /*
1139 * Searches the artifact lists and returns one that has the same type
1140 * of objects on it.
1141 */
1142 artifactlist *
1143 find_artifactlist (int type)
1144 {
1145 for (artifactlist *al = first_artifactlist; al; al = al->next)
1146 if (al->type == type)
1147 return al;
1148
1149 return 0;
1150 }
1151
1152 /*
1153 * For debugging purposes. Dumps all tables.
1154 */
1155 void
1156 dump_artifacts (void)
1157 {
1158 artifactlist *al;
1159 artifact *art;
1160 linked_char *next;
1161
1162 fprintf (logfile, "\n");
1163 for (al = first_artifactlist; al != NULL; al = al->next)
1164 {
1165 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1166 for (art = al->items; art != NULL; art = art->next)
1167 {
1168 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1169 if (art->allowed != NULL)
1170 {
1171 fprintf (logfile, "\tallowed combinations:");
1172 for (next = art->allowed; next != NULL; next = next->next)
1173 fprintf (logfile, "%s,", &next->name);
1174 fprintf (logfile, "\n");
1175 }
1176 }
1177 }
1178 fprintf (logfile, "\n");
1179 }
1180
1181 /*
1182 * For debugging purposes. Dumps all treasures recursively (see below).
1183 */
1184 void
1185 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1186 {
1187 treasurelist *tl;
1188 int i;
1189
1190 if (depth > 100)
1191 return;
1192
1193 while (t)
1194 {
1195 if (t->name)
1196 {
1197 for (i = 0; i < depth; i++)
1198 fprintf (logfile, " ");
1199
1200 fprintf (logfile, "{ (list: %s)\n", &t->name);
1201
1202 tl = treasurelist::find (t->name);
1203 if (tl)
1204 dump_monster_treasure_rec (name, tl->items, depth + 2);
1205
1206 for (i = 0; i < depth; i++)
1207 fprintf (logfile, " ");
1208
1209 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1210 }
1211 else
1212 {
1213 for (i = 0; i < depth; i++)
1214 fprintf (logfile, " ");
1215
1216 if (t->item && t->item->clone.type == FLESH)
1217 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1218 else
1219 fprintf (logfile, "%s\n", &t->item->clone.name);
1220 }
1221
1222 if (t->next_yes)
1223 {
1224 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " ");
1226
1227 fprintf (logfile, " (if yes)\n");
1228 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1229 }
1230
1231 if (t->next_no)
1232 {
1233 for (i = 0; i < depth; i++)
1234 fprintf (logfile, " ");
1235
1236 fprintf (logfile, " (if no)\n");
1237 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1238 }
1239
1240 t = t->next;
1241 }
1242 }
1243
1244 /*
1245 * For debugging purposes. Dumps all treasures for a given monster.
1246 * Created originally by Raphael Quinet for debugging the alchemy code.
1247 */
1248 void
1249 dump_monster_treasure (const char *name)
1250 {
1251 archetype *at;
1252 int found;
1253
1254 found = 0;
1255 fprintf (logfile, "\n");
1256
1257 for (at = first_archetype; at != NULL; at = at->next)
1258 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1259 {
1260 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1261 if (at->clone.randomitems != NULL)
1262 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1263 else
1264 fprintf (logfile, "(nothing)\n");
1265
1266 fprintf (logfile, "\n");
1267 found++;
1268 }
1269
1270 if (found == 0)
1271 fprintf (logfile, "No objects have the name %s!\n\n", name);
1272 }
1273
1274 /*
1275 * Builds up the lists of artifacts from the file in the libdir.
1276 */
1277 void
1278 init_artifacts (void)
1279 {
1280 static int has_been_inited = 0;
1281 char filename[MAX_BUF];
1282 artifact *art = NULL;
1283 artifactlist *al;
1284
1285 if (has_been_inited)
1286 return;
1287 else
1288 has_been_inited = 1;
1289
1290 sprintf (filename, "%s/artifacts", settings.datadir);
1291 object_thawer f (filename);
1292
1293 if (!f)
1294 return;
1295
1296 f.next ();
1297
1298 for (;;)
1299 {
1300 switch (f.kw)
1301 {
1302 case KW_allowed:
1303 if (!art)
1304 art = get_empty_artifact ();
1305
1306 {
1307 if (!strcmp (f.get_str (), "all"))
1308 break;
1309
1310 char *next, *cp = f.get_str ();
1311
1312 do
1313 {
1314 if ((next = strchr (cp, ',')))
1315 *next++ = '\0';
1316
1317 linked_char *tmp = new linked_char;
1318
1319 tmp->name = cp;
1320 tmp->next = art->allowed;
1321 art->allowed = tmp;
1322 }
1323 while ((cp = next));
1324 }
1325 break;
1326
1327 case KW_chance:
1328 f.get (art->chance);
1329 break;
1330
1331 case KW_difficulty:
1332 f.get (art->difficulty);
1333 break;
1334
1335 case KW_object:
1336 {
1337 art->item = object::create ();
1338 f.get (art->item->name);
1339 f.next ();
1340
1341 if (!art->item->parse_kv (f))
1342 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1343
1344 al = find_artifactlist (art->item->type);
1345
1346 if (!al)
1347 {
1348 al = get_empty_artifactlist ();
1349 al->type = art->item->type;
1350 al->next = first_artifactlist;
1351 first_artifactlist = al;
1352 }
1353
1354 art->next = al->items;
1355 al->items = art;
1356 art = 0;
1357 }
1358 continue;
1359
1360 case KW_EOF:
1361 goto done;
1362
1363 default:
1364 if (!f.parse_error ("artifacts file"))
1365 cleanup ("artifacts file required");
1366 break;
1367 }
1368
1369 f.next ();
1370 }
1371
1372 done:
1373 for (al = first_artifactlist; al; al = al->next)
1374 {
1375 al->total_chance = 0;
1376
1377 for (art = al->items; art; art = art->next)
1378 {
1379 if (!art->chance)
1380 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1381 else
1382 al->total_chance += art->chance;
1383 }
1384 #if 0
1385 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1386 #endif
1387 }
1388
1389 LOG (llevDebug, "done.\n");
1390 }
1391
1392 /*
1393 * Used in artifact generation. The bonuses of the first object
1394 * is modified by the bonuses of the second object.
1395 */
1396 void
1397 add_abilities (object *op, object *change)
1398 {
1399 int i, tmp;
1400
1401 if (change->face != blank_face)
1402 {
1403 #ifdef TREASURE_VERBOSE
1404 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1405 #endif
1406 op->face = change->face;
1407 }
1408
1409 for (i = 0; i < NUM_STATS; i++)
1410 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1411
1412 op->attacktype |= change->attacktype;
1413 op->path_attuned |= change->path_attuned;
1414 op->path_repelled |= change->path_repelled;
1415 op->path_denied |= change->path_denied;
1416 op->move_type |= change->move_type;
1417 op->stats.luck += change->stats.luck;
1418
1419 if (QUERY_FLAG (change, FLAG_CURSED))
1420 SET_FLAG (op, FLAG_CURSED);
1421 if (QUERY_FLAG (change, FLAG_DAMNED))
1422 SET_FLAG (op, FLAG_DAMNED);
1423 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1424 set_abs_magic (op, -op->magic);
1425
1426 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1427 SET_FLAG (op, FLAG_LIFESAVE);
1428 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1429 SET_FLAG (op, FLAG_REFL_SPELL);
1430 if (QUERY_FLAG (change, FLAG_STEALTH))
1431 SET_FLAG (op, FLAG_STEALTH);
1432 if (QUERY_FLAG (change, FLAG_XRAYS))
1433 SET_FLAG (op, FLAG_XRAYS);
1434 if (QUERY_FLAG (change, FLAG_BLIND))
1435 SET_FLAG (op, FLAG_BLIND);
1436 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1437 SET_FLAG (op, FLAG_SEE_IN_DARK);
1438 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1439 SET_FLAG (op, FLAG_REFL_MISSILE);
1440 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1441 SET_FLAG (op, FLAG_MAKE_INVIS);
1442
1443 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1444 {
1445 CLEAR_FLAG (op, FLAG_ANIMATE);
1446 /* so artifacts will join */
1447 if (!QUERY_FLAG (op, FLAG_ALIVE))
1448 op->speed = 0.0;
1449
1450 op->set_speed (op->speed);
1451 }
1452
1453 if (change->nrof)
1454 op->nrof = rndm (change->nrof) + 1;
1455
1456 op->stats.exp += change->stats.exp; /* Speed modifier */
1457 op->stats.wc += change->stats.wc;
1458 op->stats.ac += change->stats.ac;
1459
1460 if (change->other_arch)
1461 {
1462 /* Basically, for horns & potions, the other_arch field is the spell
1463 * to cast. So convert that to into a spell and put it into
1464 * this object.
1465 */
1466 if (op->type == HORN || op->type == POTION)
1467 {
1468 object *tmp_obj;
1469
1470 /* Remove any spells this object currently has in it */
1471 while (op->inv)
1472 op->inv->destroy ();
1473
1474 tmp_obj = arch_to_object (change->other_arch);
1475 insert_ob_in_ob (tmp_obj, op);
1476 }
1477 /* No harm setting this for potions/horns */
1478 op->other_arch = change->other_arch;
1479 }
1480
1481 if (change->stats.hp < 0)
1482 op->stats.hp = -change->stats.hp;
1483 else
1484 op->stats.hp += change->stats.hp;
1485
1486 if (change->stats.maxhp < 0)
1487 op->stats.maxhp = -change->stats.maxhp;
1488 else
1489 op->stats.maxhp += change->stats.maxhp;
1490
1491 if (change->stats.sp < 0)
1492 op->stats.sp = -change->stats.sp;
1493 else
1494 op->stats.sp += change->stats.sp;
1495
1496 if (change->stats.maxsp < 0)
1497 op->stats.maxsp = -change->stats.maxsp;
1498 else
1499 op->stats.maxsp += change->stats.maxsp;
1500
1501 if (change->stats.food < 0)
1502 op->stats.food = -(change->stats.food);
1503 else
1504 op->stats.food += change->stats.food;
1505
1506 if (change->level < 0)
1507 op->level = -(change->level);
1508 else
1509 op->level += change->level;
1510
1511 if (change->gen_sp_armour < 0)
1512 op->gen_sp_armour = -(change->gen_sp_armour);
1513 else
1514 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1515
1516 op->item_power = change->item_power;
1517
1518 for (i = 0; i < NROFATTACKS; i++)
1519 if (change->resist[i])
1520 op->resist[i] += change->resist[i];
1521
1522 if (change->stats.dam)
1523 {
1524 if (change->stats.dam < 0)
1525 op->stats.dam = (-change->stats.dam);
1526 else if (op->stats.dam)
1527 {
1528 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1529 if (tmp == op->stats.dam)
1530 {
1531 if (change->stats.dam < 10)
1532 op->stats.dam--;
1533 else
1534 op->stats.dam++;
1535 }
1536 else
1537 op->stats.dam = tmp;
1538 }
1539 }
1540
1541 if (change->weight)
1542 {
1543 if (change->weight < 0)
1544 op->weight = (-change->weight);
1545 else
1546 op->weight = (op->weight * (change->weight)) / 100;
1547 }
1548
1549 if (change->last_sp)
1550 {
1551 if (change->last_sp < 0)
1552 op->last_sp = (-change->last_sp);
1553 else
1554 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1555 }
1556
1557 if (change->gen_sp_armour)
1558 {
1559 if (change->gen_sp_armour < 0)
1560 op->gen_sp_armour = (-change->gen_sp_armour);
1561 else
1562 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1563 }
1564
1565 op->value *= change->value;
1566
1567 if (change->materials)
1568 op->materials = change->materials;
1569
1570 if (change->materialname)
1571 op->materialname = change->materialname;
1572
1573 if (change->slaying)
1574 op->slaying = change->slaying;
1575
1576 if (change->race)
1577 op->race = change->race;
1578
1579 if (change->msg)
1580 op->msg = change->msg;
1581 }
1582
1583 static int
1584 legal_artifact_combination (object *op, artifact *art)
1585 {
1586 int neg, success = 0;
1587 linked_char *tmp;
1588 const char *name;
1589
1590 if (!art->allowed)
1591 return 1; /* Ie, "all" */
1592
1593 for (tmp = art->allowed; tmp; tmp = tmp->next)
1594 {
1595 #ifdef TREASURE_VERBOSE
1596 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1597 #endif
1598 if (*tmp->name == '!')
1599 name = tmp->name + 1, neg = 1;
1600 else
1601 name = tmp->name, neg = 0;
1602
1603 /* If we match name, then return the opposite of 'neg' */
1604 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1605 return !neg;
1606
1607 /* Set success as true, since if the match was an inverse, it means
1608 * everything is allowed except what we match
1609 */
1610 else if (neg)
1611 success = 1;
1612 }
1613
1614 return success;
1615 }
1616
1617 /*
1618 * Fixes the given object, giving it the abilities and titles
1619 * it should have due to the second artifact-template.
1620 */
1621
1622 void
1623 give_artifact_abilities (object *op, object *artifct)
1624 {
1625 char new_name[MAX_BUF];
1626
1627 sprintf (new_name, "of %s", &artifct->name);
1628 op->title = new_name;
1629 add_abilities (op, artifct); /* Give out the bonuses */
1630
1631 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1632 {
1633 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1634
1635 SET_FLAG (op, FLAG_IDENTIFIED);
1636 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1637 if (!identified)
1638 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1639 }
1640 #endif
1641 return;
1642 }
1643
1644 /*
1645 * Decides randomly which artifact the object should be
1646 * turned into. Makes sure that the item can become that
1647 * artifact (means magic, difficulty, and Allowed fields properly).
1648 * Then calls give_artifact_abilities in order to actually create
1649 * the artifact.
1650 */
1651
1652 /* Give 1 re-roll attempt per artifact */
1653 #define ARTIFACT_TRIES 2
1654
1655 void
1656 generate_artifact (object *op, int difficulty)
1657 {
1658 artifactlist *al;
1659 artifact *art;
1660 int i;
1661
1662 al = find_artifactlist (op->type);
1663
1664 if (al == NULL)
1665 {
1666 #if 0 /* This is too verbose, usually */
1667 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1668 #endif
1669 return;
1670 }
1671
1672 for (i = 0; i < ARTIFACT_TRIES; i++)
1673 {
1674 int roll = rndm (al->total_chance);
1675
1676 for (art = al->items; art; art = art->next)
1677 {
1678 roll -= art->chance;
1679 if (roll < 0)
1680 break;
1681 }
1682
1683 if (art == NULL || roll >= 0)
1684 {
1685 #if 1
1686 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1687 #endif
1688 return;
1689 }
1690 if (!strcmp (art->item->name, "NONE"))
1691 return;
1692 if (FABS (op->magic) < art->item->magic)
1693 continue; /* Not magic enough to be this item */
1694
1695 /* Map difficulty not high enough */
1696 if (difficulty < art->difficulty)
1697 continue;
1698
1699 if (!legal_artifact_combination (op, art))
1700 {
1701 #ifdef TREASURE_VERBOSE
1702 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1703 #endif
1704 continue;
1705 }
1706
1707 give_artifact_abilities (op, art->item);
1708 return;
1709 }
1710 }
1711
1712 /* fix_flesh_item() - objects of type FLESH are similar to type
1713 * FOOD, except they inherit properties (name, food value, etc).
1714 * based on the original owner (or 'donor' if you like). -b.t.
1715 */
1716
1717 void
1718 fix_flesh_item (object *item, object *donor)
1719 {
1720 char tmpbuf[MAX_BUF];
1721 int i;
1722
1723 if (item->type == FLESH && donor)
1724 {
1725 /* change the name */
1726 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1727 item->name = tmpbuf;
1728 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1729 item->name_pl = tmpbuf;
1730
1731 /* weight is FLESH weight/100 * donor */
1732 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1733 item->weight = 1;
1734
1735 /* value is multiplied by level of donor */
1736 item->value *= isqrt (donor->level * 2);
1737
1738 /* food value */
1739 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1740
1741 /* flesh items inherit some abilities of donor, but not
1742 * full effect.
1743 */
1744 for (i = 0; i < NROFATTACKS; i++)
1745 item->resist[i] = donor->resist[i] / 2;
1746
1747 /* item inherits donor's level (important for quezals) */
1748 item->level = donor->level;
1749
1750 /* if donor has some attacktypes, the flesh is poisonous */
1751 if (donor->attacktype & AT_POISON)
1752 item->type = POISON;
1753 if (donor->attacktype & AT_ACID)
1754 item->stats.hp = -1 * item->stats.food;
1755 SET_FLAG (item, FLAG_NO_STEAL);
1756 }
1757 }
1758
1759 /* special_potion() - so that old potion code is still done right. */
1760 int
1761 special_potion (object *op)
1762 {
1763 if (op->attacktype)
1764 return 1;
1765
1766 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1767 return 1;
1768
1769 for (int i = 0; i < NROFATTACKS; i++)
1770 if (op->resist[i])
1771 return 1;
1772
1773 return 0;
1774 }
1775
1776 void
1777 free_treasurestruct (treasure *t)
1778 {
1779 if (t->next) free_treasurestruct (t->next);
1780 if (t->next_yes) free_treasurestruct (t->next_yes);
1781 if (t->next_no) free_treasurestruct (t->next_no);
1782
1783 delete t;
1784 }
1785
1786 void
1787 free_charlinks (linked_char *lc)
1788 {
1789 if (lc->next)
1790 free_charlinks (lc->next);
1791
1792 delete lc;
1793 }
1794
1795 void
1796 free_artifact (artifact *at)
1797 {
1798 if (at->next) free_artifact (at->next);
1799 if (at->allowed) free_charlinks (at->allowed);
1800
1801 at->item->destroy (1);
1802
1803 sfree (at);
1804 }
1805
1806 void
1807 free_artifactlist (artifactlist *al)
1808 {
1809 artifactlist *nextal;
1810
1811 for (al = first_artifactlist; al; al = nextal)
1812 {
1813 nextal = al->next;
1814
1815 if (al->items)
1816 free_artifact (al->items);
1817
1818 sfree (al);
1819 }
1820 }
1821
1822 void
1823 free_all_treasures (void)
1824 {
1825 treasurelist *tl, *next;
1826
1827 for (tl = first_treasurelist; tl; tl = next)
1828 {
1829 clear (tl);
1830
1831 next = tl->next;
1832 delete tl;
1833 }
1834
1835 free_artifactlist (first_artifactlist);
1836 }