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/cvs/deliantra/server/common/treasure.C
Revision: 1.57
Committed: Tue Apr 24 00:42:02 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.56: +6 -0 lines
Log Message:
- implement a rudimentary framework for a "msg" command that
  replaces drawinfo and drawextinfo and allows for simpler usage
  in simple cases and extensibility for the less complex uses.
- moved the character race choosing logic into perl, making use
  of the new msg command if the client supports it.

File Contents

# 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 void
379 object::create_treasure (treasurelist *tl, int flags)
380 {
381 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
382 }
383
384 /* This calls the appropriate treasure creation function. tries is passed
385 * to determine how many list transitions or attempts to create treasure
386 * have been made. It is really in place to prevent infinite loops with
387 * list transitions, or so that excessively good treasure will not be
388 * created on weak maps, because it will exceed the number of allowed tries
389 * to do that.
390 */
391 void
392 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
393 {
394 // empty treasurelists are legal
395 if (!tl->items)
396 return;
397
398 if (tries++ > 100)
399 {
400 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
401 return;
402 }
403
404 if (tl->total_chance)
405 create_one_treasure (tl, op, flag, difficulty, tries);
406 else
407 create_all_treasures (tl->items, op, flag, difficulty, tries);
408 }
409
410 /* This is similar to the old generate treasure function. However,
411 * it instead takes a treasurelist. It is really just a wrapper around
412 * create_treasure. We create a dummy object that the treasure gets
413 * inserted into, and then return that treausre
414 */
415 object *
416 generate_treasure (treasurelist *tl, int difficulty)
417 {
418 difficulty = clamp (difficulty, 1, settings.max_level);
419
420 object *ob = object::create ();
421
422 create_treasure (tl, ob, 0, difficulty, 0);
423
424 /* Don't want to free the object we are about to return */
425 object *tmp = ob->inv;
426 if (tmp)
427 tmp->remove ();
428
429 if (ob->inv)
430 LOG (llevError, "In generate treasure, created multiple objects.\n");
431
432 ob->destroy ();
433 return tmp;
434 }
435
436 /*
437 * This is a new way of calculating the chance for an item to have
438 * a specific magical bonus.
439 * The array has two arguments, the difficulty of the level, and the
440 * magical bonus "wanted".
441 */
442
443 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
444 // chance of magic difficulty
445 // +0 +1 +2 +3 +4
446 {95, 2, 2, 1, 0}, // 1
447 {92, 5, 2, 1, 0}, // 2
448 {85, 10, 4, 1, 0}, // 3
449 {80, 14, 4, 2, 0}, // 4
450 {75, 17, 5, 2, 1}, // 5
451 {70, 18, 8, 3, 1}, // 6
452 {65, 21, 10, 3, 1}, // 7
453 {60, 22, 12, 4, 2}, // 8
454 {55, 25, 14, 4, 2}, // 9
455 {50, 27, 16, 5, 2}, // 10
456 {45, 28, 18, 6, 3}, // 11
457 {42, 28, 20, 7, 3}, // 12
458 {40, 27, 21, 8, 4}, // 13
459 {38, 25, 22, 10, 5}, // 14
460 {36, 23, 23, 12, 6}, // 15
461 {33, 21, 24, 14, 8}, // 16
462 {31, 19, 25, 16, 9}, // 17
463 {27, 15, 30, 18, 10}, // 18
464 {20, 12, 30, 25, 13}, // 19
465 {15, 10, 28, 30, 17}, // 20
466 {13, 9, 27, 28, 23}, // 21
467 {10, 8, 25, 28, 29}, // 22
468 { 8, 7, 23, 26, 36}, // 23
469 { 6, 6, 20, 22, 46}, // 24
470 { 4, 5, 17, 18, 56}, // 25
471 { 2, 4, 12, 14, 68}, // 26
472 { 0, 3, 7, 10, 80}, // 27
473 { 0, 0, 3, 7, 90}, // 28
474 { 0, 0, 0, 3, 97}, // 29
475 { 0, 0, 0, 0, 100}, // 30
476 { 0, 0, 0, 0, 100}, // 31
477 };
478
479 /* calculate the appropriate level for wands staves and scrolls.
480 * This code presumes that op has had its spell object created (in op->inv)
481 *
482 * elmex Wed Aug 9 17:44:59 CEST 2006:
483 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
484 */
485 int
486 level_for_item (const object *op, int difficulty)
487 {
488 int olevel = 0;
489
490 if (!op->inv)
491 {
492 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
493 return 0;
494 }
495
496 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
497
498 if (olevel <= 0)
499 olevel = rndm (1, MIN (op->inv->level, 1));
500
501 if (olevel > MAXLEVEL)
502 olevel = MAXLEVEL;
503
504 return olevel;
505 }
506
507 /*
508 * Based upon the specified difficulty and upon the difftomagic_list array,
509 * a random magical bonus is returned. This is used when determine
510 * the magical bonus created on specific maps.
511 *
512 * elmex Thu Aug 10 18:45:44 CEST 2006:
513 * Scaling difficulty by max_level, as difficulty is a level and not some
514 * weird integer between 1-31.
515 *
516 */
517 int
518 magic_from_difficulty (int difficulty)
519 {
520 int percent = 0, magic = 0;
521 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
522
523 scaled_diff--;
524
525 if (scaled_diff < 0)
526 scaled_diff = 0;
527
528 if (scaled_diff >= DIFFLEVELS)
529 scaled_diff = DIFFLEVELS - 1;
530
531 percent = rndm (100);
532
533 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
534 {
535 percent -= difftomagic_list[scaled_diff][magic];
536
537 if (percent < 0)
538 break;
539 }
540
541 if (magic == (MAXMAGIC + 1))
542 {
543 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
544 magic = 0;
545 }
546
547 magic = (rndm (3)) ? magic : -magic;
548 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
549
550 return magic;
551 }
552
553 /*
554 * Sets magical bonus in an object, and recalculates the effect on
555 * the armour variable, and the effect on speed of armour.
556 * This function doesn't work properly, should add use of archetypes
557 * to make it truly absolute.
558 */
559
560 void
561 set_abs_magic (object *op, int magic)
562 {
563 if (!magic)
564 return;
565
566 op->magic = magic;
567 if (op->arch)
568 {
569 if (op->type == ARMOUR)
570 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
571
572 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
573 magic = (-magic);
574 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
575 }
576 else
577 {
578 if (op->type == ARMOUR)
579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
580 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
581 magic = (-magic);
582 op->weight = (op->weight * (100 - magic * 10)) / 100;
583 }
584 }
585
586 /*
587 * Sets a random magical bonus in the given object based upon
588 * the given difficulty, and the given max possible bonus.
589 */
590
591 static void
592 set_magic (int difficulty, object *op, int max_magic, int flags)
593 {
594 int i;
595
596 i = magic_from_difficulty (difficulty);
597 if ((flags & GT_ONLY_GOOD) && i < 0)
598 i = -i;
599 if (i > max_magic)
600 i = max_magic;
601 set_abs_magic (op, i);
602 if (i < 0)
603 SET_FLAG (op, FLAG_CURSED);
604 }
605
606 /*
607 * Randomly adds one magical ability to the given object.
608 * Modified for Partial Resistance in many ways:
609 * 1) Since rings can have multiple bonuses, if the same bonus
610 * is rolled again, increase it - the bonuses now stack with
611 * other bonuses previously rolled and ones the item might natively have.
612 * 2) Add code to deal with new PR method.
613 */
614 void
615 set_ring_bonus (object *op, int bonus)
616 {
617
618 int r = rndm (bonus > 0 ? 25 : 11);
619
620 if (op->type == AMULET)
621 {
622 if (!(rndm (21)))
623 r = 20 + rndm (2);
624 else
625 {
626 if (rndm (2))
627 r = 10;
628 else
629 r = 11 + rndm (9);
630 }
631 }
632
633 switch (r)
634 {
635 /* Redone by MSW 2000-11-26 to have much less code. Also,
636 * bonuses and penalties will stack and add to existing values.
637 * of the item.
638 */
639 case 0:
640 case 1:
641 case 2:
642 case 3:
643 case 4:
644 case 5:
645 case 6:
646 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
647 break;
648
649 case 7:
650 op->stats.dam += bonus;
651 break;
652
653 case 8:
654 op->stats.wc += bonus;
655 break;
656
657 case 9:
658 op->stats.food += bonus; /* hunger/sustenance */
659 break;
660
661 case 10:
662 op->stats.ac += bonus;
663 break;
664
665 /* Item that gives protections/vulnerabilities */
666 case 11:
667 case 12:
668 case 13:
669 case 14:
670 case 15:
671 case 16:
672 case 17:
673 case 18:
674 case 19:
675 {
676 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
677
678 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
679 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
680
681 /* Cursed items need to have higher negative values to equal out with
682 * positive values for how protections work out. Put another
683 * little random element in since that they don't always end up with
684 * even values.
685 */
686 if (bonus < 0)
687 val = 2 * -val - rndm (b);
688 if (val > 35)
689 val = 35; /* Upper limit */
690 b = 0;
691
692 while (op->resist[resist_table[resist]] != 0 && b < 4)
693 resist = rndm (num_resist_table);
694
695 if (b == 4)
696 return; /* Not able to find a free resistance */
697
698 op->resist[resist_table[resist]] = val;
699 /* We should probably do something more clever here to adjust value
700 * based on how good a resistance we gave.
701 */
702 break;
703 }
704 case 20:
705 if (op->type == AMULET)
706 {
707 SET_FLAG (op, FLAG_REFL_SPELL);
708 op->value *= 11;
709 }
710 else
711 {
712 op->stats.hp = 1; /* regenerate hit points */
713 op->value *= 4;
714 }
715 break;
716
717 case 21:
718 if (op->type == AMULET)
719 {
720 SET_FLAG (op, FLAG_REFL_MISSILE);
721 op->value *= 9;
722 }
723 else
724 {
725 op->stats.sp = 1; /* regenerate spell points */
726 op->value *= 3;
727 }
728 break;
729
730 case 22:
731 op->stats.exp += bonus; /* Speed! */
732 op->value = (op->value * 2) / 3;
733 break;
734 }
735
736 if (bonus > 0)
737 op->value *= 2 * bonus;
738 else
739 op->value = -(op->value * 2 * bonus) / 3;
740 }
741
742 /*
743 * get_magic(diff) will return a random number between 0 and 4.
744 * diff can be any value above 2. The higher the diff-variable, the
745 * higher is the chance of returning a low number.
746 * It is only used in fix_generated_treasure() to set bonuses on
747 * rings and amulets.
748 * Another scheme is used to calculate the magic of weapons and armours.
749 */
750 int
751 get_magic (int diff)
752 {
753 int i;
754
755 if (diff < 3)
756 diff = 3;
757
758 for (i = 0; i < 4; i++)
759 if (rndm (diff))
760 return i;
761
762 return 4;
763 }
764
765 #define DICE2 (get_magic(2)==2?2:1)
766 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
767
768 /*
769 * fix_generated_item(): This is called after an item is generated, in
770 * order to set it up right. This produced magical bonuses, puts spells
771 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
772 */
773
774 /* 4/28/96 added creator object from which op may now inherit properties based on
775 * op->type. Right now, which stuff the creator passes on is object type
776 * dependant. I know this is a spagetti manuever, but is there a cleaner
777 * way to do this? b.t. */
778
779 /*
780 * ! (flags & GT_ENVIRONMENT):
781 * Automatically calls fix_flesh_item().
782 *
783 * flags:
784 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
785 * value.
786 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
787 * a working object - don't change magic, value, etc, but set it material
788 * type as appropriate, for objects that need spell objects, set those, etc
789 */
790 void
791 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
792 {
793 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
794
795 if (!creator || creator->type == op->type)
796 creator = op; /*safety & to prevent polymorphed objects giving attributes */
797
798 /* If we make an artifact, this information will be destroyed */
799 save_item_power = op->item_power;
800 op->item_power = 0;
801
802 if (op->randomitems && op->type != SPELL)
803 {
804 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
805 /* So the treasure doesn't get created again */
806 op->randomitems = 0;
807 }
808
809 if (difficulty < 1)
810 difficulty = 1;
811
812 if (INVOKE_OBJECT (ADD_BONUS, op,
813 ARG_OBJECT (creator != op ? creator : 0),
814 ARG_INT (difficulty), ARG_INT (max_magic),
815 ARG_INT (flags)))
816 return;
817
818 if (!(flags & GT_MINIMAL))
819 {
820 if (op->arch == crown_arch)
821 {
822 set_magic (difficulty, op, max_magic, flags);
823 num_enchantments = calc_item_power (op, 1);
824 generate_artifact (op, difficulty);
825 }
826 else
827 {
828 if (!op->magic && max_magic)
829 set_magic (difficulty, op, max_magic, flags);
830
831 num_enchantments = calc_item_power (op, 1);
832
833 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
834 || op->type == HORN
835 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
836 * used for shop_floors or treasures */
837 generate_artifact (op, difficulty);
838 }
839
840 /* Object was made an artifact. Calculate its item_power rating.
841 * the item_power in the object is what the artfiact adds.
842 */
843 if (op->title)
844 {
845 /* if save_item_power is set, then most likely we started with an
846 * artifact and have added new abilities to it - this is rare, but
847 * but I have seen things like 'strange rings of fire'. So just figure
848 * out the power from the base power plus what this one adds. Note
849 * that since item_power is not quite linear, this actually ends up
850 * being somewhat of a bonus
851 */
852 if (save_item_power)
853 op->item_power = save_item_power + get_power_from_ench (op->item_power);
854 else
855 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
856 }
857 else if (save_item_power)
858 {
859 /* restore the item_power field to the object if we haven't changed it.
860 * we don't care about num_enchantments - that will basically just
861 * have calculated some value from the base attributes of the archetype.
862 */
863 op->item_power = save_item_power;
864 }
865 else
866 {
867 /* item_power was zero. This is suspicious, as it may be because it
868 * was never previously calculated. Let's compute a value and see if
869 * it is non-zero. If it indeed is, then assign it as the new
870 * item_power value.
871 * - gros, 21th of July 2006.
872 */
873 op->item_power = calc_item_power (op, 0);
874 save_item_power = op->item_power; /* Just in case it would get used
875 * again below */
876 }
877 }
878
879 /* materialtype modifications. Note we allow this on artifacts. */
880 set_materialname (op, difficulty, NULL);
881
882 if (flags & GT_MINIMAL)
883 {
884 if (op->type == POTION)
885 /* Handle healing and magic power potions */
886 if (op->stats.sp && !op->randomitems)
887 {
888 object *tmp;
889
890 tmp = get_archetype (spell_mapping[op->stats.sp]);
891 insert_ob_in_ob (tmp, op);
892 op->stats.sp = 0;
893 }
894 }
895 else if (!op->title) /* Only modify object if not special */
896 switch (op->type)
897 {
898 case WEAPON:
899 case ARMOUR:
900 case SHIELD:
901 case HELMET:
902 case CLOAK:
903 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
904 set_ring_bonus (op, -DICE2);
905 break;
906
907 case BRACERS:
908 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
909 {
910 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
911 if (!QUERY_FLAG (op, FLAG_CURSED))
912 op->value *= 3;
913 }
914 break;
915
916 case POTION:
917 {
918 int too_many_tries = 0, is_special = 0;
919
920 /* Handle healing and magic power potions */
921 if (op->stats.sp && !op->randomitems)
922 {
923 object *tmp;
924
925 tmp = get_archetype (spell_mapping[op->stats.sp]);
926 insert_ob_in_ob (tmp, op);
927 op->stats.sp = 0;
928 }
929
930 while (!(is_special = special_potion (op)) && !op->inv)
931 {
932 generate_artifact (op, difficulty);
933 if (too_many_tries++ > 10)
934 break;
935 }
936
937 /* don't want to change value for healing/magic power potions,
938 * since the value set on those is already correct.
939 */
940 if (op->inv && op->randomitems)
941 {
942 /* value multiplier is same as for scrolls */
943 op->value = (op->value * op->inv->value);
944 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
945 }
946 else
947 {
948 op->name = "potion";
949 op->name_pl = "potions";
950 }
951
952 if (!(flags & GT_ONLY_GOOD) && rndm (2))
953 SET_FLAG (op, FLAG_CURSED);
954 break;
955 }
956
957 case AMULET:
958 if (op->arch == amulet_arch)
959 op->value *= 5; /* Since it's not just decoration */
960
961 case RING:
962 if (op->arch == NULL)
963 {
964 op->destroy ();
965 op = 0;
966 break;
967 }
968
969 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
970 break;
971
972 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
973 SET_FLAG (op, FLAG_CURSED);
974
975 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
976
977 if (op->type != RING) /* Amulets have only one ability */
978 break;
979
980 if (!(rndm (4)))
981 {
982 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
983
984 if (d > 0)
985 op->value *= 3;
986
987 set_ring_bonus (op, d);
988
989 if (!(rndm (4)))
990 {
991 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
992
993 if (d > 0)
994 op->value *= 5;
995 set_ring_bonus (op, d);
996 }
997 }
998
999 if (GET_ANIM_ID (op))
1000 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1001
1002 break;
1003
1004 case BOOK:
1005 /* Is it an empty book?, if yes lets make a special·
1006 * msg for it, and tailor its properties based on the·
1007 * creator and/or map level we found it on.
1008 */
1009 if (!op->msg && rndm (10))
1010 {
1011 /* set the book level properly */
1012 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1013 {
1014 if (op->map && op->map->difficulty)
1015 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1016 else
1017 op->level = rndm (20) + 1;
1018 }
1019 else
1020 op->level = rndm (creator->level);
1021
1022 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1023 /* books w/ info are worth more! */
1024 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1025 /* creator related stuff */
1026
1027 /* for library, chained books. Note that some monsters have no_pick
1028 * set - we don't want to set no pick in that case.
1029 */
1030 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1031 SET_FLAG (op, FLAG_NO_PICK);
1032 if (creator->slaying && !op->slaying) /* for check_inv floors */
1033 op->slaying = creator->slaying;
1034
1035 /* add exp so reading it gives xp (once) */
1036 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1037 }
1038 break;
1039
1040 case SPELLBOOK:
1041 op->value = op->value * op->inv->value;
1042 /* add exp so learning gives xp */
1043 op->level = op->inv->level;
1044 op->stats.exp = op->value;
1045 break;
1046
1047 case WAND:
1048 /* nrof in the treasure list is number of charges,
1049 * not number of wands. So copy that into food (charges),
1050 * and reset nrof.
1051 */
1052 op->stats.food = op->inv->nrof;
1053 op->nrof = 1;
1054 /* If the spell changes by level, choose a random level
1055 * for it, and adjust price. If the spell doesn't
1056 * change by level, just set the wand to the level of
1057 * the spell, and value calculation is simpler.
1058 */
1059 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1060 {
1061 op->level = level_for_item (op, difficulty);
1062 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1063 }
1064 else
1065 {
1066 op->level = op->inv->level;
1067 op->value = op->value * op->inv->value;
1068 }
1069 break;
1070
1071 case ROD:
1072 op->level = level_for_item (op, difficulty);
1073 /* Add 50 to both level an divisor to keep prices a little more
1074 * reasonable. Otherwise, a high level version of a low level
1075 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1076 * 10 time multiplier). This way, the value are a bit more reasonable.
1077 */
1078 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1079 /* maxhp is used to denote how many 'charges' the rod holds before */
1080 if (op->stats.maxhp)
1081 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1082 else
1083 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1084
1085 op->stats.hp = op->stats.maxhp;
1086 break;
1087
1088 case SCROLL:
1089 op->level = level_for_item (op, difficulty);
1090 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1091
1092 /* add exp so reading them properly gives xp */
1093 op->stats.exp = op->value / 5;
1094 op->nrof = op->inv->nrof;
1095 break;
1096
1097 case RUNE:
1098 trap_adjust (op, difficulty);
1099 break;
1100
1101 case TRAP:
1102 trap_adjust (op, difficulty);
1103 break;
1104 } /* switch type */
1105
1106 if (flags & GT_STARTEQUIP)
1107 {
1108 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1109 SET_FLAG (op, FLAG_STARTEQUIP);
1110 else if (op->type != MONEY)
1111 op->value = 0;
1112 }
1113
1114 if (!(flags & GT_ENVIRONMENT))
1115 fix_flesh_item (op, creator);
1116 }
1117
1118 /*
1119 *
1120 *
1121 * CODE DEALING WITH ARTIFACTS STARTS HERE
1122 *
1123 *
1124 */
1125
1126 /*
1127 * Allocate and return the pointer to an empty artifactlist structure.
1128 */
1129 static artifactlist *
1130 get_empty_artifactlist (void)
1131 {
1132 return salloc0 <artifactlist> ();
1133 }
1134
1135 /*
1136 * Allocate and return the pointer to an empty artifact structure.
1137 */
1138 static artifact *
1139 get_empty_artifact (void)
1140 {
1141 return salloc0 <artifact> ();
1142 }
1143
1144 /*
1145 * Searches the artifact lists and returns one that has the same type
1146 * of objects on it.
1147 */
1148 artifactlist *
1149 find_artifactlist (int type)
1150 {
1151 for (artifactlist *al = first_artifactlist; al; al = al->next)
1152 if (al->type == type)
1153 return al;
1154
1155 return 0;
1156 }
1157
1158 /*
1159 * For debugging purposes. Dumps all tables.
1160 */
1161 void
1162 dump_artifacts (void)
1163 {
1164 artifactlist *al;
1165 artifact *art;
1166 linked_char *next;
1167
1168 fprintf (logfile, "\n");
1169 for (al = first_artifactlist; al != NULL; al = al->next)
1170 {
1171 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1172 for (art = al->items; art != NULL; art = art->next)
1173 {
1174 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1175 if (art->allowed != NULL)
1176 {
1177 fprintf (logfile, "\tallowed combinations:");
1178 for (next = art->allowed; next != NULL; next = next->next)
1179 fprintf (logfile, "%s,", &next->name);
1180 fprintf (logfile, "\n");
1181 }
1182 }
1183 }
1184 fprintf (logfile, "\n");
1185 }
1186
1187 /*
1188 * For debugging purposes. Dumps all treasures recursively (see below).
1189 */
1190 void
1191 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1192 {
1193 treasurelist *tl;
1194 int i;
1195
1196 if (depth > 100)
1197 return;
1198
1199 while (t)
1200 {
1201 if (t->name)
1202 {
1203 for (i = 0; i < depth; i++)
1204 fprintf (logfile, " ");
1205
1206 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207
1208 tl = treasurelist::find (t->name);
1209 if (tl)
1210 dump_monster_treasure_rec (name, tl->items, depth + 2);
1211
1212 for (i = 0; i < depth; i++)
1213 fprintf (logfile, " ");
1214
1215 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1216 }
1217 else
1218 {
1219 for (i = 0; i < depth; i++)
1220 fprintf (logfile, " ");
1221
1222 if (t->item && t->item->clone.type == FLESH)
1223 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1224 else
1225 fprintf (logfile, "%s\n", &t->item->clone.name);
1226 }
1227
1228 if (t->next_yes)
1229 {
1230 for (i = 0; i < depth; i++)
1231 fprintf (logfile, " ");
1232
1233 fprintf (logfile, " (if yes)\n");
1234 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1235 }
1236
1237 if (t->next_no)
1238 {
1239 for (i = 0; i < depth; i++)
1240 fprintf (logfile, " ");
1241
1242 fprintf (logfile, " (if no)\n");
1243 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1244 }
1245
1246 t = t->next;
1247 }
1248 }
1249
1250 /*
1251 * For debugging purposes. Dumps all treasures for a given monster.
1252 * Created originally by Raphael Quinet for debugging the alchemy code.
1253 */
1254 void
1255 dump_monster_treasure (const char *name)
1256 {
1257 archetype *at;
1258 int found;
1259
1260 found = 0;
1261 fprintf (logfile, "\n");
1262
1263 for (at = first_archetype; at != NULL; at = at->next)
1264 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1265 {
1266 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1267 if (at->clone.randomitems != NULL)
1268 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1269 else
1270 fprintf (logfile, "(nothing)\n");
1271
1272 fprintf (logfile, "\n");
1273 found++;
1274 }
1275
1276 if (found == 0)
1277 fprintf (logfile, "No objects have the name %s!\n\n", name);
1278 }
1279
1280 /*
1281 * Builds up the lists of artifacts from the file in the libdir.
1282 */
1283 void
1284 init_artifacts (void)
1285 {
1286 static int has_been_inited = 0;
1287 char filename[MAX_BUF];
1288 artifact *art = NULL;
1289 artifactlist *al;
1290
1291 if (has_been_inited)
1292 return;
1293 else
1294 has_been_inited = 1;
1295
1296 sprintf (filename, "%s/artifacts", settings.datadir);
1297 object_thawer f (filename);
1298
1299 if (!f)
1300 return;
1301
1302 f.next ();
1303
1304 for (;;)
1305 {
1306 switch (f.kw)
1307 {
1308 case KW_allowed:
1309 if (!art)
1310 art = get_empty_artifact ();
1311
1312 {
1313 if (!strcmp (f.get_str (), "all"))
1314 break;
1315
1316 char *next, *cp = f.get_str ();
1317
1318 do
1319 {
1320 if ((next = strchr (cp, ',')))
1321 *next++ = '\0';
1322
1323 linked_char *tmp = new linked_char;
1324
1325 tmp->name = cp;
1326 tmp->next = art->allowed;
1327 art->allowed = tmp;
1328 }
1329 while ((cp = next));
1330 }
1331 break;
1332
1333 case KW_chance:
1334 f.get (art->chance);
1335 break;
1336
1337 case KW_difficulty:
1338 f.get (art->difficulty);
1339 break;
1340
1341 case KW_object:
1342 {
1343 art->item = object::create ();
1344 f.get (art->item->name);
1345 f.next ();
1346
1347 if (!art->item->parse_kv (f))
1348 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1349
1350 al = find_artifactlist (art->item->type);
1351
1352 if (!al)
1353 {
1354 al = get_empty_artifactlist ();
1355 al->type = art->item->type;
1356 al->next = first_artifactlist;
1357 first_artifactlist = al;
1358 }
1359
1360 art->next = al->items;
1361 al->items = art;
1362 art = 0;
1363 }
1364 continue;
1365
1366 case KW_EOF:
1367 goto done;
1368
1369 default:
1370 if (!f.parse_error ("artifacts file"))
1371 cleanup ("artifacts file required");
1372 break;
1373 }
1374
1375 f.next ();
1376 }
1377
1378 done:
1379 for (al = first_artifactlist; al; al = al->next)
1380 {
1381 al->total_chance = 0;
1382
1383 for (art = al->items; art; art = art->next)
1384 {
1385 if (!art->chance)
1386 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1387 else
1388 al->total_chance += art->chance;
1389 }
1390 #if 0
1391 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1392 #endif
1393 }
1394
1395 LOG (llevDebug, "done.\n");
1396 }
1397
1398 /*
1399 * Used in artifact generation. The bonuses of the first object
1400 * is modified by the bonuses of the second object.
1401 */
1402 void
1403 add_abilities (object *op, object *change)
1404 {
1405 int i, tmp;
1406
1407 if (change->face != blank_face)
1408 {
1409 #ifdef TREASURE_VERBOSE
1410 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1411 #endif
1412 op->face = change->face;
1413 }
1414
1415 for (i = 0; i < NUM_STATS; i++)
1416 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1417
1418 op->attacktype |= change->attacktype;
1419 op->path_attuned |= change->path_attuned;
1420 op->path_repelled |= change->path_repelled;
1421 op->path_denied |= change->path_denied;
1422 op->move_type |= change->move_type;
1423 op->stats.luck += change->stats.luck;
1424
1425 if (QUERY_FLAG (change, FLAG_CURSED))
1426 SET_FLAG (op, FLAG_CURSED);
1427 if (QUERY_FLAG (change, FLAG_DAMNED))
1428 SET_FLAG (op, FLAG_DAMNED);
1429 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1430 set_abs_magic (op, -op->magic);
1431
1432 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1433 SET_FLAG (op, FLAG_LIFESAVE);
1434 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1435 SET_FLAG (op, FLAG_REFL_SPELL);
1436 if (QUERY_FLAG (change, FLAG_STEALTH))
1437 SET_FLAG (op, FLAG_STEALTH);
1438 if (QUERY_FLAG (change, FLAG_XRAYS))
1439 SET_FLAG (op, FLAG_XRAYS);
1440 if (QUERY_FLAG (change, FLAG_BLIND))
1441 SET_FLAG (op, FLAG_BLIND);
1442 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1443 SET_FLAG (op, FLAG_SEE_IN_DARK);
1444 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1445 SET_FLAG (op, FLAG_REFL_MISSILE);
1446 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1447 SET_FLAG (op, FLAG_MAKE_INVIS);
1448
1449 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1450 {
1451 CLEAR_FLAG (op, FLAG_ANIMATE);
1452 /* so artifacts will join */
1453 if (!QUERY_FLAG (op, FLAG_ALIVE))
1454 op->speed = 0.0;
1455
1456 op->set_speed (op->speed);
1457 }
1458
1459 if (change->nrof)
1460 op->nrof = rndm (change->nrof) + 1;
1461
1462 op->stats.exp += change->stats.exp; /* Speed modifier */
1463 op->stats.wc += change->stats.wc;
1464 op->stats.ac += change->stats.ac;
1465
1466 if (change->other_arch)
1467 {
1468 /* Basically, for horns & potions, the other_arch field is the spell
1469 * to cast. So convert that to into a spell and put it into
1470 * this object.
1471 */
1472 if (op->type == HORN || op->type == POTION)
1473 {
1474 object *tmp_obj;
1475
1476 /* Remove any spells this object currently has in it */
1477 while (op->inv)
1478 op->inv->destroy ();
1479
1480 tmp_obj = arch_to_object (change->other_arch);
1481 insert_ob_in_ob (tmp_obj, op);
1482 }
1483 /* No harm setting this for potions/horns */
1484 op->other_arch = change->other_arch;
1485 }
1486
1487 if (change->stats.hp < 0)
1488 op->stats.hp = -change->stats.hp;
1489 else
1490 op->stats.hp += change->stats.hp;
1491
1492 if (change->stats.maxhp < 0)
1493 op->stats.maxhp = -change->stats.maxhp;
1494 else
1495 op->stats.maxhp += change->stats.maxhp;
1496
1497 if (change->stats.sp < 0)
1498 op->stats.sp = -change->stats.sp;
1499 else
1500 op->stats.sp += change->stats.sp;
1501
1502 if (change->stats.maxsp < 0)
1503 op->stats.maxsp = -change->stats.maxsp;
1504 else
1505 op->stats.maxsp += change->stats.maxsp;
1506
1507 if (change->stats.food < 0)
1508 op->stats.food = -(change->stats.food);
1509 else
1510 op->stats.food += change->stats.food;
1511
1512 if (change->level < 0)
1513 op->level = -(change->level);
1514 else
1515 op->level += change->level;
1516
1517 if (change->gen_sp_armour < 0)
1518 op->gen_sp_armour = -(change->gen_sp_armour);
1519 else
1520 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1521
1522 op->item_power = change->item_power;
1523
1524 for (i = 0; i < NROFATTACKS; i++)
1525 if (change->resist[i])
1526 op->resist[i] += change->resist[i];
1527
1528 if (change->stats.dam)
1529 {
1530 if (change->stats.dam < 0)
1531 op->stats.dam = (-change->stats.dam);
1532 else if (op->stats.dam)
1533 {
1534 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1535 if (tmp == op->stats.dam)
1536 {
1537 if (change->stats.dam < 10)
1538 op->stats.dam--;
1539 else
1540 op->stats.dam++;
1541 }
1542 else
1543 op->stats.dam = tmp;
1544 }
1545 }
1546
1547 if (change->weight)
1548 {
1549 if (change->weight < 0)
1550 op->weight = (-change->weight);
1551 else
1552 op->weight = (op->weight * (change->weight)) / 100;
1553 }
1554
1555 if (change->last_sp)
1556 {
1557 if (change->last_sp < 0)
1558 op->last_sp = (-change->last_sp);
1559 else
1560 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1561 }
1562
1563 if (change->gen_sp_armour)
1564 {
1565 if (change->gen_sp_armour < 0)
1566 op->gen_sp_armour = (-change->gen_sp_armour);
1567 else
1568 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1569 }
1570
1571 op->value *= change->value;
1572
1573 if (change->materials)
1574 op->materials = change->materials;
1575
1576 if (change->materialname)
1577 op->materialname = change->materialname;
1578
1579 if (change->slaying)
1580 op->slaying = change->slaying;
1581
1582 if (change->race)
1583 op->race = change->race;
1584
1585 if (change->msg)
1586 op->msg = change->msg;
1587 }
1588
1589 static int
1590 legal_artifact_combination (object *op, artifact *art)
1591 {
1592 int neg, success = 0;
1593 linked_char *tmp;
1594 const char *name;
1595
1596 if (!art->allowed)
1597 return 1; /* Ie, "all" */
1598
1599 for (tmp = art->allowed; tmp; tmp = tmp->next)
1600 {
1601 #ifdef TREASURE_VERBOSE
1602 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1603 #endif
1604 if (*tmp->name == '!')
1605 name = tmp->name + 1, neg = 1;
1606 else
1607 name = tmp->name, neg = 0;
1608
1609 /* If we match name, then return the opposite of 'neg' */
1610 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1611 return !neg;
1612
1613 /* Set success as true, since if the match was an inverse, it means
1614 * everything is allowed except what we match
1615 */
1616 else if (neg)
1617 success = 1;
1618 }
1619
1620 return success;
1621 }
1622
1623 /*
1624 * Fixes the given object, giving it the abilities and titles
1625 * it should have due to the second artifact-template.
1626 */
1627
1628 void
1629 give_artifact_abilities (object *op, object *artifct)
1630 {
1631 char new_name[MAX_BUF];
1632
1633 sprintf (new_name, "of %s", &artifct->name);
1634 op->title = new_name;
1635 add_abilities (op, artifct); /* Give out the bonuses */
1636
1637 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1638 {
1639 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1640
1641 SET_FLAG (op, FLAG_IDENTIFIED);
1642 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1643 if (!identified)
1644 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1645 }
1646 #endif
1647 return;
1648 }
1649
1650 /*
1651 * Decides randomly which artifact the object should be
1652 * turned into. Makes sure that the item can become that
1653 * artifact (means magic, difficulty, and Allowed fields properly).
1654 * Then calls give_artifact_abilities in order to actually create
1655 * the artifact.
1656 */
1657
1658 /* Give 1 re-roll attempt per artifact */
1659 #define ARTIFACT_TRIES 2
1660
1661 void
1662 generate_artifact (object *op, int difficulty)
1663 {
1664 artifactlist *al;
1665 artifact *art;
1666 int i;
1667
1668 al = find_artifactlist (op->type);
1669
1670 if (al == NULL)
1671 {
1672 #if 0 /* This is too verbose, usually */
1673 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1674 #endif
1675 return;
1676 }
1677
1678 for (i = 0; i < ARTIFACT_TRIES; i++)
1679 {
1680 int roll = rndm (al->total_chance);
1681
1682 for (art = al->items; art; art = art->next)
1683 {
1684 roll -= art->chance;
1685 if (roll < 0)
1686 break;
1687 }
1688
1689 if (art == NULL || roll >= 0)
1690 {
1691 #if 1
1692 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1693 #endif
1694 return;
1695 }
1696 if (!strcmp (art->item->name, "NONE"))
1697 return;
1698 if (FABS (op->magic) < art->item->magic)
1699 continue; /* Not magic enough to be this item */
1700
1701 /* Map difficulty not high enough */
1702 if (difficulty < art->difficulty)
1703 continue;
1704
1705 if (!legal_artifact_combination (op, art))
1706 {
1707 #ifdef TREASURE_VERBOSE
1708 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1709 #endif
1710 continue;
1711 }
1712
1713 give_artifact_abilities (op, art->item);
1714 return;
1715 }
1716 }
1717
1718 /* fix_flesh_item() - objects of type FLESH are similar to type
1719 * FOOD, except they inherit properties (name, food value, etc).
1720 * based on the original owner (or 'donor' if you like). -b.t.
1721 */
1722
1723 void
1724 fix_flesh_item (object *item, object *donor)
1725 {
1726 char tmpbuf[MAX_BUF];
1727 int i;
1728
1729 if (item->type == FLESH && donor)
1730 {
1731 /* change the name */
1732 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1733 item->name = tmpbuf;
1734 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1735 item->name_pl = tmpbuf;
1736
1737 /* weight is FLESH weight/100 * donor */
1738 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1739 item->weight = 1;
1740
1741 /* value is multiplied by level of donor */
1742 item->value *= isqrt (donor->level * 2);
1743
1744 /* food value */
1745 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1746
1747 /* flesh items inherit some abilities of donor, but not
1748 * full effect.
1749 */
1750 for (i = 0; i < NROFATTACKS; i++)
1751 item->resist[i] = donor->resist[i] / 2;
1752
1753 /* item inherits donor's level (important for quezals) */
1754 item->level = donor->level;
1755
1756 /* if donor has some attacktypes, the flesh is poisonous */
1757 if (donor->attacktype & AT_POISON)
1758 item->type = POISON;
1759 if (donor->attacktype & AT_ACID)
1760 item->stats.hp = -1 * item->stats.food;
1761 SET_FLAG (item, FLAG_NO_STEAL);
1762 }
1763 }
1764
1765 /* special_potion() - so that old potion code is still done right. */
1766 int
1767 special_potion (object *op)
1768 {
1769 if (op->attacktype)
1770 return 1;
1771
1772 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1773 return 1;
1774
1775 for (int i = 0; i < NROFATTACKS; i++)
1776 if (op->resist[i])
1777 return 1;
1778
1779 return 0;
1780 }
1781
1782 void
1783 free_treasurestruct (treasure *t)
1784 {
1785 if (t->next) free_treasurestruct (t->next);
1786 if (t->next_yes) free_treasurestruct (t->next_yes);
1787 if (t->next_no) free_treasurestruct (t->next_no);
1788
1789 delete t;
1790 }
1791
1792 void
1793 free_charlinks (linked_char *lc)
1794 {
1795 if (lc->next)
1796 free_charlinks (lc->next);
1797
1798 delete lc;
1799 }
1800
1801 void
1802 free_artifact (artifact *at)
1803 {
1804 if (at->next) free_artifact (at->next);
1805 if (at->allowed) free_charlinks (at->allowed);
1806
1807 at->item->destroy (1);
1808
1809 sfree (at);
1810 }
1811
1812 void
1813 free_artifactlist (artifactlist *al)
1814 {
1815 artifactlist *nextal;
1816
1817 for (al = first_artifactlist; al; al = nextal)
1818 {
1819 nextal = al->next;
1820
1821 if (al->items)
1822 free_artifact (al->items);
1823
1824 sfree (al);
1825 }
1826 }
1827
1828 void
1829 free_all_treasures (void)
1830 {
1831 treasurelist *tl, *next;
1832
1833 for (tl = first_treasurelist; tl; tl = next)
1834 {
1835 clear (tl);
1836
1837 next = tl->next;
1838 delete tl;
1839 }
1840
1841 free_artifactlist (first_artifactlist);
1842 }