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/cvs/deliantra/server/common/treasure.C
Revision: 1.60
Committed: Sat May 12 18:14:47 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_1
Changes since 1.59: +2 -2 lines
Log Message:
- unrelated change, replace get_attr_value/set_attr_value by a nicer to use
  stat member function. should really replace the struct values by an array.

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 if (one)
203 {
204 for (treasure *t = tl->items; t; t = t->next)
205 {
206 if (t->next_yes || t->next_no)
207 {
208 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
209 LOG (llevError, " the next_yes or next_no field is set\n");
210 }
211
212 tl->total_chance += t->chance;
213 }
214 }
215
216 return tl;
217 }
218
219 /*
220 * Generates the objects specified by the given treasure.
221 * It goes recursively through the rest of the linked list.
222 * If there is a certain percental chance for a treasure to be generated,
223 * this is taken into consideration.
224 * The second argument specifies for which object the treasure is
225 * being generated.
226 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
227 * abilities. This is used by summon spells, thus no summoned monsters
228 * start with equipment, but only their abilities).
229 */
230 static void
231 put_treasure (object *op, object *creator, int flags)
232 {
233 if (flags & GT_ENVIRONMENT)
234 {
235 /* Bit of a hack - spells should never be put onto the map. The entire
236 * treasure stuff is a problem - there is no clear idea of knowing
237 * this is the original object, or if this is an object that should be created
238 * by another object.
239 */
240 //TODO: flag such as objects... as such (no drop, anybody?)
241 if (op->type == SPELL)
242 {
243 op->destroy ();
244 return;
245 }
246
247 op->expand_tail ();
248
249 if (ob_blocked (op, creator->map, creator->x, creator->y))
250 op->destroy ();
251 else
252 {
253 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
255 }
256 }
257 else
258 {
259 op = creator->insert (op);
260
261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
262 monster_check_apply (creator, op);
263
264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
266 esrv_send_item (tmp, op);
267 }
268 }
269
270 /* if there are change_xxx commands in the treasure, we include the changes
271 * in the generated object
272 */
273 static void
274 change_treasure (treasure *t, object *op)
275 {
276 /* CMD: change_name xxxx */
277 if (t->change_arch.name)
278 {
279 op->name = t->change_arch.name;
280 op->name_pl = t->change_arch.name;
281 }
282
283 if (t->change_arch.title)
284 op->title = t->change_arch.title;
285
286 if (t->change_arch.slaying)
287 op->slaying = t->change_arch.slaying;
288 }
289
290 static void
291 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
292 {
293 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
294 {
295 if (t->name)
296 {
297 if (difficulty >= t->magic)
298 if (treasurelist *tl = treasurelist::find (t->name))
299 create_treasure (tl, op, flag, difficulty, tries);
300 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
302 }
303 else
304 {
305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
306 {
307 object *tmp = arch_to_object (t->item);
308
309 if (t->nrof && tmp->nrof <= 1)
310 tmp->nrof = rndm (t->nrof) + 1;
311
312 fix_generated_item (tmp, op, difficulty, t->magic, flag);
313 change_treasure (t, tmp);
314 put_treasure (tmp, op, flag);
315 }
316 }
317
318 if (t->next_yes)
319 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
320 }
321 else if (t->next_no)
322 create_all_treasures (t->next_no, op, flag, difficulty, tries);
323
324 if (t->next)
325 create_all_treasures (t->next, op, flag, difficulty, tries);
326 }
327
328 static void
329 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
330 {
331 int value = rndm (tl->total_chance);
332 treasure *t;
333
334 if (tries++ > 100)
335 {
336 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
337 return;
338 }
339
340 for (t = tl->items; t; t = t->next)
341 {
342 value -= t->chance;
343
344 if (value < 0)
345 break;
346 }
347
348 if (!t || value >= 0)
349 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
350
351 if (t->name)
352 {
353 if (difficulty >= t->magic)
354 {
355 treasurelist *tl = treasurelist::find (t->name);
356 if (tl)
357 create_treasure (tl, op, flag, difficulty, tries);
358 }
359 else if (t->nrof)
360 create_one_treasure (tl, op, flag, difficulty, tries);
361 }
362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
363 {
364 if (object *tmp = arch_to_object (t->item))
365 {
366 if (t->nrof && tmp->nrof <= 1)
367 tmp->nrof = rndm (t->nrof) + 1;
368
369 fix_generated_item (tmp, op, difficulty, t->magic, flag);
370 change_treasure (t, tmp);
371 put_treasure (tmp, op, flag);
372 }
373 }
374 }
375
376 void
377 object::create_treasure (treasurelist *tl, int flags)
378 {
379 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
380 }
381
382 /* This calls the appropriate treasure creation function. tries is passed
383 * to determine how many list transitions or attempts to create treasure
384 * have been made. It is really in place to prevent infinite loops with
385 * list transitions, or so that excessively good treasure will not be
386 * created on weak maps, because it will exceed the number of allowed tries
387 * to do that.
388 */
389 void
390 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
391 {
392 // empty treasurelists are legal
393 if (!tl->items)
394 return;
395
396 if (tries++ > 100)
397 {
398 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
399 return;
400 }
401
402 if (op->flag [FLAG_TREASURE_ENV])
403 {
404 // do not generate items when there already is something above the object
405 if (op->flag [FLAG_IS_FLOOR] && op->above)
406 return;
407
408 flag |= GT_ENVIRONMENT;
409 }
410
411 if (tl->total_chance)
412 create_one_treasure (tl, op, flag, difficulty, tries);
413 else
414 create_all_treasures (tl->items, op, flag, difficulty, tries);
415 }
416
417 /* This is similar to the old generate treasure function. However,
418 * it instead takes a treasurelist. It is really just a wrapper around
419 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre
421 */
422 object *
423 generate_treasure (treasurelist *tl, int difficulty)
424 {
425 difficulty = clamp (difficulty, 1, settings.max_level);
426
427 object *ob = object::create ();
428
429 create_treasure (tl, ob, 0, difficulty, 0);
430
431 /* Don't want to free the object we are about to return */
432 object *tmp = ob->inv;
433 if (tmp)
434 tmp->remove ();
435
436 if (ob->inv)
437 LOG (llevError, "In generate treasure, created multiple objects.\n");
438
439 ob->destroy ();
440 return tmp;
441 }
442
443 /*
444 * This is a new way of calculating the chance for an item to have
445 * a specific magical bonus.
446 * The array has two arguments, the difficulty of the level, and the
447 * magical bonus "wanted".
448 */
449
450 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
451 // chance of magic difficulty
452 // +0 +1 +2 +3 +4
453 {95, 2, 2, 1, 0}, // 1
454 {92, 5, 2, 1, 0}, // 2
455 {85, 10, 4, 1, 0}, // 3
456 {80, 14, 4, 2, 0}, // 4
457 {75, 17, 5, 2, 1}, // 5
458 {70, 18, 8, 3, 1}, // 6
459 {65, 21, 10, 3, 1}, // 7
460 {60, 22, 12, 4, 2}, // 8
461 {55, 25, 14, 4, 2}, // 9
462 {50, 27, 16, 5, 2}, // 10
463 {45, 28, 18, 6, 3}, // 11
464 {42, 28, 20, 7, 3}, // 12
465 {40, 27, 21, 8, 4}, // 13
466 {38, 25, 22, 10, 5}, // 14
467 {36, 23, 23, 12, 6}, // 15
468 {33, 21, 24, 14, 8}, // 16
469 {31, 19, 25, 16, 9}, // 17
470 {27, 15, 30, 18, 10}, // 18
471 {20, 12, 30, 25, 13}, // 19
472 {15, 10, 28, 30, 17}, // 20
473 {13, 9, 27, 28, 23}, // 21
474 {10, 8, 25, 28, 29}, // 22
475 { 8, 7, 23, 26, 36}, // 23
476 { 6, 6, 20, 22, 46}, // 24
477 { 4, 5, 17, 18, 56}, // 25
478 { 2, 4, 12, 14, 68}, // 26
479 { 0, 3, 7, 10, 80}, // 27
480 { 0, 0, 3, 7, 90}, // 28
481 { 0, 0, 0, 3, 97}, // 29
482 { 0, 0, 0, 0, 100}, // 30
483 { 0, 0, 0, 0, 100}, // 31
484 };
485
486 /* calculate the appropriate level for wands staves and scrolls.
487 * This code presumes that op has had its spell object created (in op->inv)
488 *
489 * elmex Wed Aug 9 17:44:59 CEST 2006:
490 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
491 */
492 int
493 level_for_item (const object *op, int difficulty)
494 {
495 int olevel = 0;
496
497 if (!op->inv)
498 {
499 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
500 return 0;
501 }
502
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
504
505 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1));
507
508 if (olevel > MAXLEVEL)
509 olevel = MAXLEVEL;
510
511 return olevel;
512 }
513
514 /*
515 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine
517 * the magical bonus created on specific maps.
518 *
519 * elmex Thu Aug 10 18:45:44 CEST 2006:
520 * Scaling difficulty by max_level, as difficulty is a level and not some
521 * weird integer between 1-31.
522 *
523 */
524 int
525 magic_from_difficulty (int difficulty)
526 {
527 int percent = 0, magic = 0;
528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
529
530 scaled_diff--;
531
532 if (scaled_diff < 0)
533 scaled_diff = 0;
534
535 if (scaled_diff >= DIFFLEVELS)
536 scaled_diff = DIFFLEVELS - 1;
537
538 percent = rndm (100);
539
540 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
541 {
542 percent -= difftomagic_list[scaled_diff][magic];
543
544 if (percent < 0)
545 break;
546 }
547
548 if (magic == (MAXMAGIC + 1))
549 {
550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
551 magic = 0;
552 }
553
554 magic = (rndm (3)) ? magic : -magic;
555 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
556
557 return magic;
558 }
559
560 /*
561 * Sets magical bonus in an object, and recalculates the effect on
562 * the armour variable, and the effect on speed of armour.
563 * This function doesn't work properly, should add use of archetypes
564 * to make it truly absolute.
565 */
566
567 void
568 set_abs_magic (object *op, int magic)
569 {
570 if (!magic)
571 return;
572
573 op->magic = magic;
574 if (op->arch)
575 {
576 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
578
579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic);
581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
582 }
583 else
584 {
585 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
588 magic = (-magic);
589 op->weight = (op->weight * (100 - magic * 10)) / 100;
590 }
591 }
592
593 /*
594 * Sets a random magical bonus in the given object based upon
595 * the given difficulty, and the given max possible bonus.
596 */
597
598 static void
599 set_magic (int difficulty, object *op, int max_magic, int flags)
600 {
601 int i;
602
603 i = magic_from_difficulty (difficulty);
604 if ((flags & GT_ONLY_GOOD) && i < 0)
605 i = -i;
606 if (i > max_magic)
607 i = max_magic;
608 set_abs_magic (op, i);
609 if (i < 0)
610 SET_FLAG (op, FLAG_CURSED);
611 }
612
613 /*
614 * Randomly adds one magical ability to the given object.
615 * Modified for Partial Resistance in many ways:
616 * 1) Since rings can have multiple bonuses, if the same bonus
617 * is rolled again, increase it - the bonuses now stack with
618 * other bonuses previously rolled and ones the item might natively have.
619 * 2) Add code to deal with new PR method.
620 */
621 void
622 set_ring_bonus (object *op, int bonus)
623 {
624
625 int r = rndm (bonus > 0 ? 25 : 11);
626
627 if (op->type == AMULET)
628 {
629 if (!(rndm (21)))
630 r = 20 + rndm (2);
631 else
632 {
633 if (rndm (2))
634 r = 10;
635 else
636 r = 11 + rndm (9);
637 }
638 }
639
640 switch (r)
641 {
642 /* Redone by MSW 2000-11-26 to have much less code. Also,
643 * bonuses and penalties will stack and add to existing values.
644 * of the item.
645 */
646 case 0:
647 case 1:
648 case 2:
649 case 3:
650 case 4:
651 case 5:
652 case 6:
653 op->stats.stat (r) += bonus;
654 break;
655
656 case 7:
657 op->stats.dam += bonus;
658 break;
659
660 case 8:
661 op->stats.wc += bonus;
662 break;
663
664 case 9:
665 op->stats.food += bonus; /* hunger/sustenance */
666 break;
667
668 case 10:
669 op->stats.ac += bonus;
670 break;
671
672 /* Item that gives protections/vulnerabilities */
673 case 11:
674 case 12:
675 case 13:
676 case 14:
677 case 15:
678 case 16:
679 case 17:
680 case 18:
681 case 19:
682 {
683 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
684
685 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
686 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
687
688 /* Cursed items need to have higher negative values to equal out with
689 * positive values for how protections work out. Put another
690 * little random element in since that they don't always end up with
691 * even values.
692 */
693 if (bonus < 0)
694 val = 2 * -val - rndm (b);
695 if (val > 35)
696 val = 35; /* Upper limit */
697 b = 0;
698
699 while (op->resist[resist_table[resist]] != 0 && b < 4)
700 resist = rndm (num_resist_table);
701
702 if (b == 4)
703 return; /* Not able to find a free resistance */
704
705 op->resist[resist_table[resist]] = val;
706 /* We should probably do something more clever here to adjust value
707 * based on how good a resistance we gave.
708 */
709 break;
710 }
711 case 20:
712 if (op->type == AMULET)
713 {
714 SET_FLAG (op, FLAG_REFL_SPELL);
715 op->value *= 11;
716 }
717 else
718 {
719 op->stats.hp = 1; /* regenerate hit points */
720 op->value *= 4;
721 }
722 break;
723
724 case 21:
725 if (op->type == AMULET)
726 {
727 SET_FLAG (op, FLAG_REFL_MISSILE);
728 op->value *= 9;
729 }
730 else
731 {
732 op->stats.sp = 1; /* regenerate spell points */
733 op->value *= 3;
734 }
735 break;
736
737 case 22:
738 op->stats.exp += bonus; /* Speed! */
739 op->value = (op->value * 2) / 3;
740 break;
741 }
742
743 if (bonus > 0)
744 op->value *= 2 * bonus;
745 else
746 op->value = -(op->value * 2 * bonus) / 3;
747 }
748
749 /*
750 * get_magic(diff) will return a random number between 0 and 4.
751 * diff can be any value above 2. The higher the diff-variable, the
752 * higher is the chance of returning a low number.
753 * It is only used in fix_generated_treasure() to set bonuses on
754 * rings and amulets.
755 * Another scheme is used to calculate the magic of weapons and armours.
756 */
757 int
758 get_magic (int diff)
759 {
760 int i;
761
762 if (diff < 3)
763 diff = 3;
764
765 for (i = 0; i < 4; i++)
766 if (rndm (diff))
767 return i;
768
769 return 4;
770 }
771
772 #define DICE2 (get_magic(2)==2?2:1)
773 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
774
775 /*
776 * fix_generated_item(): This is called after an item is generated, in
777 * order to set it up right. This produced magical bonuses, puts spells
778 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
779 */
780
781 /* 4/28/96 added creator object from which op may now inherit properties based on
782 * op->type. Right now, which stuff the creator passes on is object type
783 * dependant. I know this is a spagetti manuever, but is there a cleaner
784 * way to do this? b.t. */
785
786 /*
787 * ! (flags & GT_ENVIRONMENT):
788 * Automatically calls fix_flesh_item().
789 *
790 * flags:
791 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
792 * value.
793 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
794 * a working object - don't change magic, value, etc, but set it material
795 * type as appropriate, for objects that need spell objects, set those, etc
796 */
797 void
798 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
799 {
800 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
801
802 if (!creator || creator->type == op->type)
803 creator = op; /*safety & to prevent polymorphed objects giving attributes */
804
805 /* If we make an artifact, this information will be destroyed */
806 save_item_power = op->item_power;
807 op->item_power = 0;
808
809 if (op->randomitems && op->type != SPELL)
810 {
811 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
812 /* So the treasure doesn't get created again */
813 op->randomitems = 0;
814 }
815
816 if (difficulty < 1)
817 difficulty = 1;
818
819 if (INVOKE_OBJECT (ADD_BONUS, op,
820 ARG_OBJECT (creator != op ? creator : 0),
821 ARG_INT (difficulty), ARG_INT (max_magic),
822 ARG_INT (flags)))
823 return;
824
825 if (!(flags & GT_MINIMAL))
826 {
827 if (op->arch == crown_arch)
828 {
829 set_magic (difficulty, op, max_magic, flags);
830 num_enchantments = calc_item_power (op, 1);
831 generate_artifact (op, difficulty);
832 }
833 else
834 {
835 if (!op->magic && max_magic)
836 set_magic (difficulty, op, max_magic, flags);
837
838 num_enchantments = calc_item_power (op, 1);
839
840 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
841 || op->type == HORN
842 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
843 * used for shop_floors or treasures */
844 generate_artifact (op, difficulty);
845 }
846
847 /* Object was made an artifact. Calculate its item_power rating.
848 * the item_power in the object is what the artfiact adds.
849 */
850 if (op->title)
851 {
852 /* if save_item_power is set, then most likely we started with an
853 * artifact and have added new abilities to it - this is rare, but
854 * but I have seen things like 'strange rings of fire'. So just figure
855 * out the power from the base power plus what this one adds. Note
856 * that since item_power is not quite linear, this actually ends up
857 * being somewhat of a bonus
858 */
859 if (save_item_power)
860 op->item_power = save_item_power + get_power_from_ench (op->item_power);
861 else
862 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
863 }
864 else if (save_item_power)
865 {
866 /* restore the item_power field to the object if we haven't changed it.
867 * we don't care about num_enchantments - that will basically just
868 * have calculated some value from the base attributes of the archetype.
869 */
870 op->item_power = save_item_power;
871 }
872 else
873 {
874 /* item_power was zero. This is suspicious, as it may be because it
875 * was never previously calculated. Let's compute a value and see if
876 * it is non-zero. If it indeed is, then assign it as the new
877 * item_power value.
878 * - gros, 21th of July 2006.
879 */
880 op->item_power = calc_item_power (op, 0);
881 save_item_power = op->item_power; /* Just in case it would get used
882 * again below */
883 }
884 }
885
886 /* materialtype modifications. Note we allow this on artifacts. */
887 set_materialname (op, difficulty, NULL);
888
889 if (flags & GT_MINIMAL)
890 {
891 if (op->type == POTION)
892 /* Handle healing and magic power potions */
893 if (op->stats.sp && !op->randomitems)
894 {
895 object *tmp;
896
897 tmp = get_archetype (spell_mapping[op->stats.sp]);
898 insert_ob_in_ob (tmp, op);
899 op->stats.sp = 0;
900 }
901 }
902 else if (!op->title) /* Only modify object if not special */
903 switch (op->type)
904 {
905 case WEAPON:
906 case ARMOUR:
907 case SHIELD:
908 case HELMET:
909 case CLOAK:
910 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
911 set_ring_bonus (op, -DICE2);
912 break;
913
914 case BRACERS:
915 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
916 {
917 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
918 if (!QUERY_FLAG (op, FLAG_CURSED))
919 op->value *= 3;
920 }
921 break;
922
923 case POTION:
924 {
925 int too_many_tries = 0, is_special = 0;
926
927 /* Handle healing and magic power potions */
928 if (op->stats.sp && !op->randomitems)
929 {
930 object *tmp;
931
932 tmp = get_archetype (spell_mapping[op->stats.sp]);
933 insert_ob_in_ob (tmp, op);
934 op->stats.sp = 0;
935 }
936
937 while (!(is_special = special_potion (op)) && !op->inv)
938 {
939 generate_artifact (op, difficulty);
940 if (too_many_tries++ > 10)
941 break;
942 }
943
944 /* don't want to change value for healing/magic power potions,
945 * since the value set on those is already correct.
946 */
947 if (op->inv && op->randomitems)
948 {
949 /* value multiplier is same as for scrolls */
950 op->value = (op->value * op->inv->value);
951 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
952 }
953 else
954 {
955 op->name = "potion";
956 op->name_pl = "potions";
957 }
958
959 if (!(flags & GT_ONLY_GOOD) && rndm (2))
960 SET_FLAG (op, FLAG_CURSED);
961 break;
962 }
963
964 case AMULET:
965 if (op->arch == amulet_arch)
966 op->value *= 5; /* Since it's not just decoration */
967
968 case RING:
969 if (op->arch == NULL)
970 {
971 op->destroy ();
972 op = 0;
973 break;
974 }
975
976 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
977 break;
978
979 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
980 SET_FLAG (op, FLAG_CURSED);
981
982 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
983
984 if (op->type != RING) /* Amulets have only one ability */
985 break;
986
987 if (!(rndm (4)))
988 {
989 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
990
991 if (d > 0)
992 op->value *= 3;
993
994 set_ring_bonus (op, d);
995
996 if (!(rndm (4)))
997 {
998 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
999
1000 if (d > 0)
1001 op->value *= 5;
1002 set_ring_bonus (op, d);
1003 }
1004 }
1005
1006 if (GET_ANIM_ID (op))
1007 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1008
1009 break;
1010
1011 case BOOK:
1012 /* Is it an empty book?, if yes lets make a special·
1013 * msg for it, and tailor its properties based on the·
1014 * creator and/or map level we found it on.
1015 */
1016 if (!op->msg && rndm (10))
1017 {
1018 /* set the book level properly */
1019 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1020 {
1021 if (op->map && op->map->difficulty)
1022 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1023 else
1024 op->level = rndm (20) + 1;
1025 }
1026 else
1027 op->level = rndm (creator->level);
1028
1029 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1030 /* books w/ info are worth more! */
1031 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1032 /* creator related stuff */
1033
1034 /* for library, chained books. Note that some monsters have no_pick
1035 * set - we don't want to set no pick in that case.
1036 */
1037 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1038 SET_FLAG (op, FLAG_NO_PICK);
1039 if (creator->slaying && !op->slaying) /* for check_inv floors */
1040 op->slaying = creator->slaying;
1041
1042 /* add exp so reading it gives xp (once) */
1043 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1044 }
1045 break;
1046
1047 case SPELLBOOK:
1048 op->value = op->value * op->inv->value;
1049 /* add exp so learning gives xp */
1050 op->level = op->inv->level;
1051 op->stats.exp = op->value;
1052 break;
1053
1054 case WAND:
1055 /* nrof in the treasure list is number of charges,
1056 * not number of wands. So copy that into food (charges),
1057 * and reset nrof.
1058 */
1059 op->stats.food = op->inv->nrof;
1060 op->nrof = 1;
1061 /* If the spell changes by level, choose a random level
1062 * for it, and adjust price. If the spell doesn't
1063 * change by level, just set the wand to the level of
1064 * the spell, and value calculation is simpler.
1065 */
1066 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1067 {
1068 op->level = level_for_item (op, difficulty);
1069 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1070 }
1071 else
1072 {
1073 op->level = op->inv->level;
1074 op->value = op->value * op->inv->value;
1075 }
1076 break;
1077
1078 case ROD:
1079 op->level = level_for_item (op, difficulty);
1080 /* Add 50 to both level an divisor to keep prices a little more
1081 * reasonable. Otherwise, a high level version of a low level
1082 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1083 * 10 time multiplier). This way, the value are a bit more reasonable.
1084 */
1085 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1086 /* maxhp is used to denote how many 'charges' the rod holds before */
1087 if (op->stats.maxhp)
1088 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1089 else
1090 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1091
1092 op->stats.hp = op->stats.maxhp;
1093 break;
1094
1095 case SCROLL:
1096 op->level = level_for_item (op, difficulty);
1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1098
1099 /* add exp so reading them properly gives xp */
1100 op->stats.exp = op->value / 5;
1101 op->nrof = op->inv->nrof;
1102 break;
1103
1104 case RUNE:
1105 trap_adjust (op, difficulty);
1106 break;
1107
1108 case TRAP:
1109 trap_adjust (op, difficulty);
1110 break;
1111 } /* switch type */
1112
1113 if (flags & GT_STARTEQUIP)
1114 {
1115 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1116 SET_FLAG (op, FLAG_STARTEQUIP);
1117 else if (op->type != MONEY)
1118 op->value = 0;
1119 }
1120
1121 if (!(flags & GT_ENVIRONMENT))
1122 fix_flesh_item (op, creator);
1123 }
1124
1125 /*
1126 *
1127 *
1128 * CODE DEALING WITH ARTIFACTS STARTS HERE
1129 *
1130 *
1131 */
1132
1133 /*
1134 * Allocate and return the pointer to an empty artifactlist structure.
1135 */
1136 static artifactlist *
1137 get_empty_artifactlist (void)
1138 {
1139 return salloc0 <artifactlist> ();
1140 }
1141
1142 /*
1143 * Allocate and return the pointer to an empty artifact structure.
1144 */
1145 static artifact *
1146 get_empty_artifact (void)
1147 {
1148 return salloc0 <artifact> ();
1149 }
1150
1151 /*
1152 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it.
1154 */
1155 artifactlist *
1156 find_artifactlist (int type)
1157 {
1158 for (artifactlist *al = first_artifactlist; al; al = al->next)
1159 if (al->type == type)
1160 return al;
1161
1162 return 0;
1163 }
1164
1165 /*
1166 * For debugging purposes. Dumps all tables.
1167 */
1168 void
1169 dump_artifacts (void)
1170 {
1171 artifactlist *al;
1172 artifact *art;
1173 linked_char *next;
1174
1175 fprintf (logfile, "\n");
1176 for (al = first_artifactlist; al != NULL; al = al->next)
1177 {
1178 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1179 for (art = al->items; art != NULL; art = art->next)
1180 {
1181 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1182 if (art->allowed != NULL)
1183 {
1184 fprintf (logfile, "\tallowed combinations:");
1185 for (next = art->allowed; next != NULL; next = next->next)
1186 fprintf (logfile, "%s,", &next->name);
1187 fprintf (logfile, "\n");
1188 }
1189 }
1190 }
1191 fprintf (logfile, "\n");
1192 }
1193
1194 /*
1195 * For debugging purposes. Dumps all treasures recursively (see below).
1196 */
1197 void
1198 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1199 {
1200 treasurelist *tl;
1201 int i;
1202
1203 if (depth > 100)
1204 return;
1205
1206 while (t)
1207 {
1208 if (t->name)
1209 {
1210 for (i = 0; i < depth; i++)
1211 fprintf (logfile, " ");
1212
1213 fprintf (logfile, "{ (list: %s)\n", &t->name);
1214
1215 tl = treasurelist::find (t->name);
1216 if (tl)
1217 dump_monster_treasure_rec (name, tl->items, depth + 2);
1218
1219 for (i = 0; i < depth; i++)
1220 fprintf (logfile, " ");
1221
1222 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1223 }
1224 else
1225 {
1226 for (i = 0; i < depth; i++)
1227 fprintf (logfile, " ");
1228
1229 if (t->item && t->item->clone.type == FLESH)
1230 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1231 else
1232 fprintf (logfile, "%s\n", &t->item->clone.name);
1233 }
1234
1235 if (t->next_yes)
1236 {
1237 for (i = 0; i < depth; i++)
1238 fprintf (logfile, " ");
1239
1240 fprintf (logfile, " (if yes)\n");
1241 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1242 }
1243
1244 if (t->next_no)
1245 {
1246 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " ");
1248
1249 fprintf (logfile, " (if no)\n");
1250 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1251 }
1252
1253 t = t->next;
1254 }
1255 }
1256
1257 /*
1258 * For debugging purposes. Dumps all treasures for a given monster.
1259 * Created originally by Raphael Quinet for debugging the alchemy code.
1260 */
1261 void
1262 dump_monster_treasure (const char *name)
1263 {
1264 archetype *at;
1265 int found;
1266
1267 found = 0;
1268 fprintf (logfile, "\n");
1269
1270 for (at = first_archetype; at != NULL; at = at->next)
1271 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1272 {
1273 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1274 if (at->clone.randomitems != NULL)
1275 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1276 else
1277 fprintf (logfile, "(nothing)\n");
1278
1279 fprintf (logfile, "\n");
1280 found++;
1281 }
1282
1283 if (found == 0)
1284 fprintf (logfile, "No objects have the name %s!\n\n", name);
1285 }
1286
1287 /*
1288 * Builds up the lists of artifacts from the file in the libdir.
1289 */
1290 void
1291 init_artifacts (void)
1292 {
1293 static int has_been_inited = 0;
1294 char filename[MAX_BUF];
1295 artifact *art = NULL;
1296 artifactlist *al;
1297
1298 if (has_been_inited)
1299 return;
1300 else
1301 has_been_inited = 1;
1302
1303 sprintf (filename, "%s/artifacts", settings.datadir);
1304 object_thawer f (filename);
1305
1306 if (!f)
1307 return;
1308
1309 f.next ();
1310
1311 for (;;)
1312 {
1313 switch (f.kw)
1314 {
1315 case KW_allowed:
1316 if (!art)
1317 art = get_empty_artifact ();
1318
1319 {
1320 if (!strcmp (f.get_str (), "all"))
1321 break;
1322
1323 char *next, *cp = f.get_str ();
1324
1325 do
1326 {
1327 if ((next = strchr (cp, ',')))
1328 *next++ = '\0';
1329
1330 linked_char *tmp = new linked_char;
1331
1332 tmp->name = cp;
1333 tmp->next = art->allowed;
1334 art->allowed = tmp;
1335 }
1336 while ((cp = next));
1337 }
1338 break;
1339
1340 case KW_chance:
1341 f.get (art->chance);
1342 break;
1343
1344 case KW_difficulty:
1345 f.get (art->difficulty);
1346 break;
1347
1348 case KW_object:
1349 {
1350 art->item = object::create ();
1351 f.get (art->item->name);
1352 f.next ();
1353
1354 if (!art->item->parse_kv (f))
1355 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1356
1357 al = find_artifactlist (art->item->type);
1358
1359 if (!al)
1360 {
1361 al = get_empty_artifactlist ();
1362 al->type = art->item->type;
1363 al->next = first_artifactlist;
1364 first_artifactlist = al;
1365 }
1366
1367 art->next = al->items;
1368 al->items = art;
1369 art = 0;
1370 }
1371 continue;
1372
1373 case KW_EOF:
1374 goto done;
1375
1376 default:
1377 if (!f.parse_error ("artifacts file"))
1378 cleanup ("artifacts file required");
1379 break;
1380 }
1381
1382 f.next ();
1383 }
1384
1385 done:
1386 for (al = first_artifactlist; al; al = al->next)
1387 {
1388 al->total_chance = 0;
1389
1390 for (art = al->items; art; art = art->next)
1391 {
1392 if (!art->chance)
1393 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1394 else
1395 al->total_chance += art->chance;
1396 }
1397 #if 0
1398 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1399 #endif
1400 }
1401
1402 LOG (llevDebug, "done.\n");
1403 }
1404
1405 /*
1406 * Used in artifact generation. The bonuses of the first object
1407 * is modified by the bonuses of the second object.
1408 */
1409 void
1410 add_abilities (object *op, object *change)
1411 {
1412 int i, tmp;
1413
1414 if (change->face != blank_face)
1415 {
1416 #ifdef TREASURE_VERBOSE
1417 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1418 #endif
1419 op->face = change->face;
1420 }
1421
1422 for (i = 0; i < NUM_STATS; i++)
1423 change_attr_value (&(op->stats), i, change->stats.stat (i));
1424
1425 op->attacktype |= change->attacktype;
1426 op->path_attuned |= change->path_attuned;
1427 op->path_repelled |= change->path_repelled;
1428 op->path_denied |= change->path_denied;
1429 op->move_type |= change->move_type;
1430 op->stats.luck += change->stats.luck;
1431
1432 if (QUERY_FLAG (change, FLAG_CURSED))
1433 SET_FLAG (op, FLAG_CURSED);
1434 if (QUERY_FLAG (change, FLAG_DAMNED))
1435 SET_FLAG (op, FLAG_DAMNED);
1436 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1437 set_abs_magic (op, -op->magic);
1438
1439 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1440 SET_FLAG (op, FLAG_LIFESAVE);
1441 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1442 SET_FLAG (op, FLAG_REFL_SPELL);
1443 if (QUERY_FLAG (change, FLAG_STEALTH))
1444 SET_FLAG (op, FLAG_STEALTH);
1445 if (QUERY_FLAG (change, FLAG_XRAYS))
1446 SET_FLAG (op, FLAG_XRAYS);
1447 if (QUERY_FLAG (change, FLAG_BLIND))
1448 SET_FLAG (op, FLAG_BLIND);
1449 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1450 SET_FLAG (op, FLAG_SEE_IN_DARK);
1451 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1452 SET_FLAG (op, FLAG_REFL_MISSILE);
1453 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1454 SET_FLAG (op, FLAG_MAKE_INVIS);
1455
1456 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1457 {
1458 CLEAR_FLAG (op, FLAG_ANIMATE);
1459 /* so artifacts will join */
1460 if (!QUERY_FLAG (op, FLAG_ALIVE))
1461 op->speed = 0.0;
1462
1463 op->set_speed (op->speed);
1464 }
1465
1466 if (change->nrof)
1467 op->nrof = rndm (change->nrof) + 1;
1468
1469 op->stats.exp += change->stats.exp; /* Speed modifier */
1470 op->stats.wc += change->stats.wc;
1471 op->stats.ac += change->stats.ac;
1472
1473 if (change->other_arch)
1474 {
1475 /* Basically, for horns & potions, the other_arch field is the spell
1476 * to cast. So convert that to into a spell and put it into
1477 * this object.
1478 */
1479 if (op->type == HORN || op->type == POTION)
1480 {
1481 object *tmp_obj;
1482
1483 /* Remove any spells this object currently has in it */
1484 while (op->inv)
1485 op->inv->destroy ();
1486
1487 tmp_obj = arch_to_object (change->other_arch);
1488 insert_ob_in_ob (tmp_obj, op);
1489 }
1490 /* No harm setting this for potions/horns */
1491 op->other_arch = change->other_arch;
1492 }
1493
1494 if (change->stats.hp < 0)
1495 op->stats.hp = -change->stats.hp;
1496 else
1497 op->stats.hp += change->stats.hp;
1498
1499 if (change->stats.maxhp < 0)
1500 op->stats.maxhp = -change->stats.maxhp;
1501 else
1502 op->stats.maxhp += change->stats.maxhp;
1503
1504 if (change->stats.sp < 0)
1505 op->stats.sp = -change->stats.sp;
1506 else
1507 op->stats.sp += change->stats.sp;
1508
1509 if (change->stats.maxsp < 0)
1510 op->stats.maxsp = -change->stats.maxsp;
1511 else
1512 op->stats.maxsp += change->stats.maxsp;
1513
1514 if (change->stats.food < 0)
1515 op->stats.food = -(change->stats.food);
1516 else
1517 op->stats.food += change->stats.food;
1518
1519 if (change->level < 0)
1520 op->level = -(change->level);
1521 else
1522 op->level += change->level;
1523
1524 if (change->gen_sp_armour < 0)
1525 op->gen_sp_armour = -(change->gen_sp_armour);
1526 else
1527 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1528
1529 op->item_power = change->item_power;
1530
1531 for (i = 0; i < NROFATTACKS; i++)
1532 if (change->resist[i])
1533 op->resist[i] += change->resist[i];
1534
1535 if (change->stats.dam)
1536 {
1537 if (change->stats.dam < 0)
1538 op->stats.dam = (-change->stats.dam);
1539 else if (op->stats.dam)
1540 {
1541 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1542 if (tmp == op->stats.dam)
1543 {
1544 if (change->stats.dam < 10)
1545 op->stats.dam--;
1546 else
1547 op->stats.dam++;
1548 }
1549 else
1550 op->stats.dam = tmp;
1551 }
1552 }
1553
1554 if (change->weight)
1555 {
1556 if (change->weight < 0)
1557 op->weight = (-change->weight);
1558 else
1559 op->weight = (op->weight * (change->weight)) / 100;
1560 }
1561
1562 if (change->last_sp)
1563 {
1564 if (change->last_sp < 0)
1565 op->last_sp = (-change->last_sp);
1566 else
1567 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1568 }
1569
1570 if (change->gen_sp_armour)
1571 {
1572 if (change->gen_sp_armour < 0)
1573 op->gen_sp_armour = (-change->gen_sp_armour);
1574 else
1575 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1576 }
1577
1578 op->value *= change->value;
1579
1580 if (change->materials)
1581 op->materials = change->materials;
1582
1583 if (change->materialname)
1584 op->materialname = change->materialname;
1585
1586 if (change->slaying)
1587 op->slaying = change->slaying;
1588
1589 if (change->race)
1590 op->race = change->race;
1591
1592 if (change->msg)
1593 op->msg = change->msg;
1594 }
1595
1596 static int
1597 legal_artifact_combination (object *op, artifact *art)
1598 {
1599 int neg, success = 0;
1600 linked_char *tmp;
1601 const char *name;
1602
1603 if (!art->allowed)
1604 return 1; /* Ie, "all" */
1605
1606 for (tmp = art->allowed; tmp; tmp = tmp->next)
1607 {
1608 #ifdef TREASURE_VERBOSE
1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1610 #endif
1611 if (*tmp->name == '!')
1612 name = tmp->name + 1, neg = 1;
1613 else
1614 name = tmp->name, neg = 0;
1615
1616 /* If we match name, then return the opposite of 'neg' */
1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1618 return !neg;
1619
1620 /* Set success as true, since if the match was an inverse, it means
1621 * everything is allowed except what we match
1622 */
1623 else if (neg)
1624 success = 1;
1625 }
1626
1627 return success;
1628 }
1629
1630 /*
1631 * Fixes the given object, giving it the abilities and titles
1632 * it should have due to the second artifact-template.
1633 */
1634
1635 void
1636 give_artifact_abilities (object *op, object *artifct)
1637 {
1638 char new_name[MAX_BUF];
1639
1640 sprintf (new_name, "of %s", &artifct->name);
1641 op->title = new_name;
1642 add_abilities (op, artifct); /* Give out the bonuses */
1643
1644 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1645 {
1646 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1647
1648 SET_FLAG (op, FLAG_IDENTIFIED);
1649 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1650 if (!identified)
1651 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1652 }
1653 #endif
1654 return;
1655 }
1656
1657 /*
1658 * Decides randomly which artifact the object should be
1659 * turned into. Makes sure that the item can become that
1660 * artifact (means magic, difficulty, and Allowed fields properly).
1661 * Then calls give_artifact_abilities in order to actually create
1662 * the artifact.
1663 */
1664
1665 /* Give 1 re-roll attempt per artifact */
1666 #define ARTIFACT_TRIES 2
1667
1668 void
1669 generate_artifact (object *op, int difficulty)
1670 {
1671 artifactlist *al;
1672 artifact *art;
1673 int i;
1674
1675 al = find_artifactlist (op->type);
1676
1677 if (al == NULL)
1678 {
1679 #if 0 /* This is too verbose, usually */
1680 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1681 #endif
1682 return;
1683 }
1684
1685 for (i = 0; i < ARTIFACT_TRIES; i++)
1686 {
1687 int roll = rndm (al->total_chance);
1688
1689 for (art = al->items; art; art = art->next)
1690 {
1691 roll -= art->chance;
1692 if (roll < 0)
1693 break;
1694 }
1695
1696 if (art == NULL || roll >= 0)
1697 {
1698 #if 1
1699 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1700 #endif
1701 return;
1702 }
1703 if (!strcmp (art->item->name, "NONE"))
1704 return;
1705 if (FABS (op->magic) < art->item->magic)
1706 continue; /* Not magic enough to be this item */
1707
1708 /* Map difficulty not high enough */
1709 if (difficulty < art->difficulty)
1710 continue;
1711
1712 if (!legal_artifact_combination (op, art))
1713 {
1714 #ifdef TREASURE_VERBOSE
1715 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1716 #endif
1717 continue;
1718 }
1719
1720 give_artifact_abilities (op, art->item);
1721 return;
1722 }
1723 }
1724
1725 /* fix_flesh_item() - objects of type FLESH are similar to type
1726 * FOOD, except they inherit properties (name, food value, etc).
1727 * based on the original owner (or 'donor' if you like). -b.t.
1728 */
1729
1730 void
1731 fix_flesh_item (object *item, object *donor)
1732 {
1733 char tmpbuf[MAX_BUF];
1734 int i;
1735
1736 if (item->type == FLESH && donor)
1737 {
1738 /* change the name */
1739 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1740 item->name = tmpbuf;
1741 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1742 item->name_pl = tmpbuf;
1743
1744 /* weight is FLESH weight/100 * donor */
1745 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1746 item->weight = 1;
1747
1748 /* value is multiplied by level of donor */
1749 item->value *= isqrt (donor->level * 2);
1750
1751 /* food value */
1752 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1753
1754 /* flesh items inherit some abilities of donor, but not
1755 * full effect.
1756 */
1757 for (i = 0; i < NROFATTACKS; i++)
1758 item->resist[i] = donor->resist[i] / 2;
1759
1760 /* item inherits donor's level (important for quezals) */
1761 item->level = donor->level;
1762
1763 /* if donor has some attacktypes, the flesh is poisonous */
1764 if (donor->attacktype & AT_POISON)
1765 item->type = POISON;
1766 if (donor->attacktype & AT_ACID)
1767 item->stats.hp = -1 * item->stats.food;
1768 SET_FLAG (item, FLAG_NO_STEAL);
1769 }
1770 }
1771
1772 /* special_potion() - so that old potion code is still done right. */
1773 int
1774 special_potion (object *op)
1775 {
1776 if (op->attacktype)
1777 return 1;
1778
1779 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1780 return 1;
1781
1782 for (int i = 0; i < NROFATTACKS; i++)
1783 if (op->resist[i])
1784 return 1;
1785
1786 return 0;
1787 }
1788
1789 void
1790 free_treasurestruct (treasure *t)
1791 {
1792 if (t->next) free_treasurestruct (t->next);
1793 if (t->next_yes) free_treasurestruct (t->next_yes);
1794 if (t->next_no) free_treasurestruct (t->next_no);
1795
1796 delete t;
1797 }
1798
1799 void
1800 free_charlinks (linked_char *lc)
1801 {
1802 if (lc->next)
1803 free_charlinks (lc->next);
1804
1805 delete lc;
1806 }
1807
1808 void
1809 free_artifact (artifact *at)
1810 {
1811 if (at->next) free_artifact (at->next);
1812 if (at->allowed) free_charlinks (at->allowed);
1813
1814 at->item->destroy (1);
1815
1816 sfree (at);
1817 }
1818
1819 void
1820 free_artifactlist (artifactlist *al)
1821 {
1822 artifactlist *nextal;
1823
1824 for (al = first_artifactlist; al; al = nextal)
1825 {
1826 nextal = al->next;
1827
1828 if (al->items)
1829 free_artifact (al->items);
1830
1831 sfree (al);
1832 }
1833 }
1834
1835 void
1836 free_all_treasures (void)
1837 {
1838 treasurelist *tl, *next;
1839
1840 for (tl = first_treasurelist; tl; tl = next)
1841 {
1842 clear (tl);
1843
1844 next = tl->next;
1845 delete tl;
1846 }
1847
1848 free_artifactlist (first_artifactlist);
1849 }