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Revision: 1.65
Committed: Tue Sep 4 05:43:21 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2
Changes since 1.64: +0 -2 lines
Log Message:
- implemented ref/deref "framework" that allows one to create
  semipersistent references and dereference them later
  (works only for players right now).
- (partially) expose freezer and thawer to perl.
- thawers now do next() automatically after instantiating.
- allow the thawer to record delayed dereference requests to be
  resolved, well, later (should be a different class actually
  but lets stay realistic).
- use thawers when loading maps and players and resolve delayed
  derefs after loading them before activating them.
- serialise io for no good reason.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 /* TREASURE_DEBUG does some checking on the treasurelists after loading.
25 * It is useful for finding bugs in the treasures file. Since it only
26 * slows the startup some (and not actual game play), it is by default
27 * left on
28 */
29 #define TREASURE_DEBUG
30
31 /* TREASURE_VERBOSE enables copious output concerning artifact generation */
32
33 //#define TREASURE_VERBOSE
34
35 #include <global.h>
36 #include <treasure.h>
37 #include <funcpoint.h>
38 #include <loader.h>
39
40 extern char *spell_mapping[];
41
42 static treasurelist *first_treasurelist;
43
44 static void change_treasure (treasure *t, object *op); /* overrule default values */
45
46 typedef std::tr1::unordered_map<
47 const char *,
48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >,
52 true
53 > tl_map_t;
54
55 static tl_map_t tl_map;
56
57 /*
58 * Searches for the given treasurelist
59 */
60 treasurelist *
61 treasurelist::find (const char *name)
62 {
63 if (!name)
64 return 0;
65
66 auto (i, tl_map.find (name));
67
68 if (i == tl_map.end ())
69 return 0;
70
71 return i->second;
72 }
73
74 /*
75 * Searches for the given treasurelist in the globally linked list
76 * of treasurelists which has been built by load_treasures().
77 */
78 treasurelist *
79 treasurelist::get (const char *name)
80 {
81 treasurelist *tl = find (name);
82
83 if (!tl)
84 {
85 tl = new treasurelist;
86
87 tl->name = name;
88 tl->next = first_treasurelist;
89 first_treasurelist = tl;
90
91 tl_map.insert (std::make_pair (tl->name, tl));
92 }
93
94 return tl;
95 }
96
97 //TODO: class method
98 void
99 clear (treasurelist *tl)
100 {
101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
108 }
109
110 #ifdef TREASURE_DEBUG
111 /* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114 static void
115 check_treasurelist (const treasure *t, const treasurelist * tl)
116 {
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128 }
129 #endif
130
131 /*
132 * Reads the lib/treasure file from disk, and parses the contents
133 * into an internal treasure structure (very linked lists)
134 */
135 static treasure *
136 read_treasure (object_thawer &f)
137 {
138 treasure *t = new treasure;
139
140 f.next ();
141
142 for (;;)
143 {
144 coroapi::cede_to_tick_every (10);
145
146 switch (f.kw)
147 {
148 case KW_arch:
149 t->item = archetype::get (f.get_str ());
150 break;
151
152 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break;
155 case KW_change_slaying: f.get (t->change_arch.slaying); break;
156 case KW_chance: f.get (t->chance); break;
157 case KW_nrof: f.get (t->nrof); break;
158 case KW_magic: f.get (t->magic); break;
159
160 case KW_yes: t->next_yes = read_treasure (f); continue;
161 case KW_no: t->next_no = read_treasure (f); continue;
162
163 case KW_end:
164 f.next ();
165 return t;
166
167 case KW_more:
168 t->next = read_treasure (f);
169 return t;
170
171 default:
172 if (!f.parse_error ("treasurelist", t->name))
173 return 0;
174
175 return t;
176 }
177
178 f.next ();
179 }
180 }
181
182 /*
183 * Each treasure is parsed with the help of load_treasure().
184 */
185 treasurelist *
186 treasurelist::read (object_thawer &f)
187 {
188 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189
190 bool one = f.kw == KW_treasureone;
191 treasurelist *tl = treasurelist::get (f.get_str ());
192 clear (tl);
193 tl->items = read_treasure (f);
194 if (!tl->items)
195 return 0;
196
197 /* This is a one of the many items on the list should be generated.
198 * Add up the chance total, and check to make sure the yes & no
199 * fields of the treasures are not being used.
200 */
201 if (one)
202 {
203 for (treasure *t = tl->items; t; t = t->next)
204 {
205 if (t->next_yes || t->next_no)
206 {
207 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
208 LOG (llevError, " the next_yes or next_no field is set\n");
209 }
210
211 tl->total_chance += t->chance;
212 }
213 }
214
215 return tl;
216 }
217
218 /*
219 * Generates the objects specified by the given treasure.
220 * It goes recursively through the rest of the linked list.
221 * If there is a certain percental chance for a treasure to be generated,
222 * this is taken into consideration.
223 * The second argument specifies for which object the treasure is
224 * being generated.
225 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
226 * abilities. This is used by summon spells, thus no summoned monsters
227 * start with equipment, but only their abilities).
228 */
229 static void
230 put_treasure (object *op, object *creator, int flags)
231 {
232 if (flags & GT_ENVIRONMENT)
233 {
234 /* Bit of a hack - spells should never be put onto the map. The entire
235 * treasure stuff is a problem - there is no clear idea of knowing
236 * this is the original object, or if this is an object that should be created
237 * by another object.
238 */
239 //TODO: flag such as objects... as such (no drop, anybody?)
240 if (op->type == SPELL)
241 {
242 op->destroy ();
243 return;
244 }
245
246 op->expand_tail ();
247
248 if (ob_blocked (op, creator->map, creator->x, creator->y))
249 op->destroy ();
250 else
251 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 }
255 }
256 else
257 {
258 op = creator->insert (op);
259
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
261 monster_check_apply (creator, op);
262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
265 esrv_send_item (tmp, op);
266 }
267 }
268
269 /* if there are change_xxx commands in the treasure, we include the changes
270 * in the generated object
271 */
272 static void
273 change_treasure (treasure *t, object *op)
274 {
275 /* CMD: change_name xxxx */
276 if (t->change_arch.name)
277 {
278 op->name = t->change_arch.name;
279 op->name_pl = t->change_arch.name;
280 }
281
282 if (t->change_arch.title)
283 op->title = t->change_arch.title;
284
285 if (t->change_arch.slaying)
286 op->slaying = t->change_arch.slaying;
287 }
288
289 static void
290 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
291 {
292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
293 {
294 if (t->name)
295 {
296 if (difficulty >= t->magic)
297 if (treasurelist *tl = treasurelist::find (t->name))
298 create_treasure (tl, op, flag, difficulty, tries);
299 else
300 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
301 }
302 else
303 {
304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
305 {
306 object *tmp = arch_to_object (t->item);
307
308 if (t->nrof && tmp->nrof <= 1)
309 tmp->nrof = rndm (t->nrof) + 1;
310
311 fix_generated_item (tmp, op, difficulty, t->magic, flag);
312 change_treasure (t, tmp);
313 put_treasure (tmp, op, flag);
314 }
315 }
316
317 if (t->next_yes)
318 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
319 }
320 else if (t->next_no)
321 create_all_treasures (t->next_no, op, flag, difficulty, tries);
322
323 if (t->next)
324 create_all_treasures (t->next, op, flag, difficulty, tries);
325 }
326
327 static void
328 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
329 {
330 int value = rndm (tl->total_chance);
331 treasure *t;
332
333 if (tries++ > 100)
334 {
335 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
336 return;
337 }
338
339 for (t = tl->items; t; t = t->next)
340 {
341 value -= t->chance;
342
343 if (value < 0)
344 break;
345 }
346
347 if (!t || value >= 0)
348 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
349
350 if (t->name)
351 {
352 if (difficulty >= t->magic)
353 {
354 treasurelist *tl = treasurelist::find (t->name);
355 if (tl)
356 create_treasure (tl, op, flag, difficulty, tries);
357 }
358 else if (t->nrof)
359 create_one_treasure (tl, op, flag, difficulty, tries);
360 }
361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
362 {
363 if (object *tmp = arch_to_object (t->item))
364 {
365 if (t->nrof && tmp->nrof <= 1)
366 tmp->nrof = rndm (t->nrof) + 1;
367
368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
369 change_treasure (t, tmp);
370 put_treasure (tmp, op, flag);
371 }
372 }
373 }
374
375 void
376 object::create_treasure (treasurelist *tl, int flags)
377 {
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
379 }
380
381 /* This calls the appropriate treasure creation function. tries is passed
382 * to determine how many list transitions or attempts to create treasure
383 * have been made. It is really in place to prevent infinite loops with
384 * list transitions, or so that excessively good treasure will not be
385 * created on weak maps, because it will exceed the number of allowed tries
386 * to do that.
387 */
388 void
389 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
390 {
391 // empty treasurelists are legal
392 if (!tl->items)
393 return;
394
395 if (tries++ > 100)
396 {
397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
398 return;
399 }
400
401 if (op->flag [FLAG_TREASURE_ENV])
402 {
403 // do not generate items when there already is something above the object
404 if (op->flag [FLAG_IS_FLOOR] && op->above)
405 return;
406
407 flag |= GT_ENVIRONMENT;
408 }
409
410 if (tl->total_chance)
411 create_one_treasure (tl, op, flag, difficulty, tries);
412 else
413 create_all_treasures (tl->items, op, flag, difficulty, tries);
414 }
415
416 /* This is similar to the old generate treasure function. However,
417 * it instead takes a treasurelist. It is really just a wrapper around
418 * create_treasure. We create a dummy object that the treasure gets
419 * inserted into, and then return that treausre
420 */
421 object *
422 generate_treasure (treasurelist *tl, int difficulty)
423 {
424 difficulty = clamp (difficulty, 1, settings.max_level);
425
426 object *ob = object::create ();
427
428 create_treasure (tl, ob, 0, difficulty, 0);
429
430 /* Don't want to free the object we are about to return */
431 object *tmp = ob->inv;
432 if (tmp)
433 tmp->remove ();
434
435 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n");
437
438 ob->destroy ();
439 return tmp;
440 }
441
442 /*
443 * This is a new way of calculating the chance for an item to have
444 * a specific magical bonus.
445 * The array has two arguments, the difficulty of the level, and the
446 * magical bonus "wanted".
447 */
448
449 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
450 // chance of magic difficulty
451 // +0 +1 +2 +3 +4
452 {95, 2, 2, 1, 0}, // 1
453 {92, 5, 2, 1, 0}, // 2
454 {85, 10, 4, 1, 0}, // 3
455 {80, 14, 4, 2, 0}, // 4
456 {75, 17, 5, 2, 1}, // 5
457 {70, 18, 8, 3, 1}, // 6
458 {65, 21, 10, 3, 1}, // 7
459 {60, 22, 12, 4, 2}, // 8
460 {55, 25, 14, 4, 2}, // 9
461 {50, 27, 16, 5, 2}, // 10
462 {45, 28, 18, 6, 3}, // 11
463 {42, 28, 20, 7, 3}, // 12
464 {40, 27, 21, 8, 4}, // 13
465 {38, 25, 22, 10, 5}, // 14
466 {36, 23, 23, 12, 6}, // 15
467 {33, 21, 24, 14, 8}, // 16
468 {31, 19, 25, 16, 9}, // 17
469 {27, 15, 30, 18, 10}, // 18
470 {20, 12, 30, 25, 13}, // 19
471 {15, 10, 28, 30, 17}, // 20
472 {13, 9, 27, 28, 23}, // 21
473 {10, 8, 25, 28, 29}, // 22
474 { 8, 7, 23, 26, 36}, // 23
475 { 6, 6, 20, 22, 46}, // 24
476 { 4, 5, 17, 18, 56}, // 25
477 { 2, 4, 12, 14, 68}, // 26
478 { 0, 3, 7, 10, 80}, // 27
479 { 0, 0, 3, 7, 90}, // 28
480 { 0, 0, 0, 3, 97}, // 29
481 { 0, 0, 0, 0, 100}, // 30
482 { 0, 0, 0, 0, 100}, // 31
483 };
484
485 /* calculate the appropriate level for wands staves and scrolls.
486 * This code presumes that op has had its spell object created (in op->inv)
487 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
490 */
491 int
492 level_for_item (const object *op, int difficulty)
493 {
494 int olevel = 0;
495
496 if (!op->inv)
497 {
498 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
499 return 0;
500 }
501
502 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
503
504 if (olevel <= 0)
505 olevel = rndm (1, MIN (op->inv->level, 1));
506
507 if (olevel > MAXLEVEL)
508 olevel = MAXLEVEL;
509
510 return olevel;
511 }
512
513 /*
514 * Based upon the specified difficulty and upon the difftomagic_list array,
515 * a random magical bonus is returned. This is used when determine
516 * the magical bonus created on specific maps.
517 *
518 * elmex Thu Aug 10 18:45:44 CEST 2006:
519 * Scaling difficulty by max_level, as difficulty is a level and not some
520 * weird integer between 1-31.
521 *
522 */
523 int
524 magic_from_difficulty (int difficulty)
525 {
526 int percent = 0, magic = 0;
527 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
528
529 scaled_diff--;
530
531 if (scaled_diff < 0)
532 scaled_diff = 0;
533
534 if (scaled_diff >= DIFFLEVELS)
535 scaled_diff = DIFFLEVELS - 1;
536
537 percent = rndm (100);
538
539 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
540 {
541 percent -= difftomagic_list[scaled_diff][magic];
542
543 if (percent < 0)
544 break;
545 }
546
547 if (magic == (MAXMAGIC + 1))
548 {
549 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
550 magic = 0;
551 }
552
553 magic = (rndm (3)) ? magic : -magic;
554 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
555
556 return magic;
557 }
558
559 /*
560 * Sets magical bonus in an object, and recalculates the effect on
561 * the armour variable, and the effect on speed of armour.
562 * This function doesn't work properly, should add use of archetypes
563 * to make it truly absolute.
564 */
565
566 void
567 set_abs_magic (object *op, int magic)
568 {
569 if (!magic)
570 return;
571
572 op->magic = magic;
573 if (op->arch)
574 {
575 if (op->type == ARMOUR)
576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
577
578 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
579 magic = (-magic);
580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
581 }
582 else
583 {
584 if (op->type == ARMOUR)
585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
587 magic = (-magic);
588 op->weight = (op->weight * (100 - magic * 10)) / 100;
589 }
590 }
591
592 /*
593 * Sets a random magical bonus in the given object based upon
594 * the given difficulty, and the given max possible bonus.
595 */
596
597 static void
598 set_magic (int difficulty, object *op, int max_magic, int flags)
599 {
600 int i;
601
602 i = magic_from_difficulty (difficulty);
603 if ((flags & GT_ONLY_GOOD) && i < 0)
604 i = -i;
605 if (i > max_magic)
606 i = max_magic;
607 set_abs_magic (op, i);
608 if (i < 0)
609 SET_FLAG (op, FLAG_CURSED);
610 }
611
612 /*
613 * Randomly adds one magical ability to the given object.
614 * Modified for Partial Resistance in many ways:
615 * 1) Since rings can have multiple bonuses, if the same bonus
616 * is rolled again, increase it - the bonuses now stack with
617 * other bonuses previously rolled and ones the item might natively have.
618 * 2) Add code to deal with new PR method.
619 */
620 void
621 set_ring_bonus (object *op, int bonus)
622 {
623
624 int r = rndm (bonus > 0 ? 25 : 11);
625
626 if (op->type == AMULET)
627 {
628 if (!(rndm (21)))
629 r = 20 + rndm (2);
630 else
631 {
632 if (rndm (2))
633 r = 10;
634 else
635 r = 11 + rndm (9);
636 }
637 }
638
639 switch (r)
640 {
641 /* Redone by MSW 2000-11-26 to have much less code. Also,
642 * bonuses and penalties will stack and add to existing values.
643 * of the item.
644 */
645 case 0:
646 case 1:
647 case 2:
648 case 3:
649 case 4:
650 case 5:
651 case 6:
652 op->stats.stat (r) += bonus;
653 break;
654
655 case 7:
656 op->stats.dam += bonus;
657 break;
658
659 case 8:
660 op->stats.wc += bonus;
661 break;
662
663 case 9:
664 op->stats.food += bonus; /* hunger/sustenance */
665 break;
666
667 case 10:
668 op->stats.ac += bonus;
669 break;
670
671 /* Item that gives protections/vulnerabilities */
672 case 11:
673 case 12:
674 case 13:
675 case 14:
676 case 15:
677 case 16:
678 case 17:
679 case 18:
680 case 19:
681 {
682 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
683
684 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
685 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
686
687 /* Cursed items need to have higher negative values to equal out with
688 * positive values for how protections work out. Put another
689 * little random element in since that they don't always end up with
690 * even values.
691 */
692 if (bonus < 0)
693 val = 2 * -val - rndm (b);
694 if (val > 35)
695 val = 35; /* Upper limit */
696 b = 0;
697
698 while (op->resist[resist_table[resist]] != 0 && b < 4)
699 resist = rndm (num_resist_table);
700
701 if (b == 4)
702 return; /* Not able to find a free resistance */
703
704 op->resist[resist_table[resist]] = val;
705 /* We should probably do something more clever here to adjust value
706 * based on how good a resistance we gave.
707 */
708 break;
709 }
710 case 20:
711 if (op->type == AMULET)
712 {
713 SET_FLAG (op, FLAG_REFL_SPELL);
714 op->value *= 11;
715 }
716 else
717 {
718 op->stats.hp = 1; /* regenerate hit points */
719 op->value *= 4;
720 }
721 break;
722
723 case 21:
724 if (op->type == AMULET)
725 {
726 SET_FLAG (op, FLAG_REFL_MISSILE);
727 op->value *= 9;
728 }
729 else
730 {
731 op->stats.sp = 1; /* regenerate spell points */
732 op->value *= 3;
733 }
734 break;
735
736 case 22:
737 op->stats.exp += bonus; /* Speed! */
738 op->value = (op->value * 2) / 3;
739 break;
740 }
741
742 if (bonus > 0)
743 op->value *= 2 * bonus;
744 else
745 op->value = -(op->value * 2 * bonus) / 3;
746 }
747
748 /*
749 * get_magic(diff) will return a random number between 0 and 4.
750 * diff can be any value above 2. The higher the diff-variable, the
751 * higher is the chance of returning a low number.
752 * It is only used in fix_generated_treasure() to set bonuses on
753 * rings and amulets.
754 * Another scheme is used to calculate the magic of weapons and armours.
755 */
756 int
757 get_magic (int diff)
758 {
759 int i;
760
761 if (diff < 3)
762 diff = 3;
763
764 for (i = 0; i < 4; i++)
765 if (rndm (diff))
766 return i;
767
768 return 4;
769 }
770
771 #define DICE2 (get_magic(2)==2?2:1)
772 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
773
774 /*
775 * fix_generated_item(): This is called after an item is generated, in
776 * order to set it up right. This produced magical bonuses, puts spells
777 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
778 */
779
780 /* 4/28/96 added creator object from which op may now inherit properties based on
781 * op->type. Right now, which stuff the creator passes on is object type
782 * dependant. I know this is a spagetti manuever, but is there a cleaner
783 * way to do this? b.t. */
784
785 /*
786 * ! (flags & GT_ENVIRONMENT):
787 * Automatically calls fix_flesh_item().
788 *
789 * flags:
790 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
791 * value.
792 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
793 * a working object - don't change magic, value, etc, but set it material
794 * type as appropriate, for objects that need spell objects, set those, etc
795 */
796 void
797 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
798 {
799 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
800
801 if (!creator || creator->type == op->type)
802 creator = op; /*safety & to prevent polymorphed objects giving attributes */
803
804 /* If we make an artifact, this information will be destroyed */
805 save_item_power = op->item_power;
806 op->item_power = 0;
807
808 if (op->randomitems && op->type != SPELL)
809 {
810 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
811 /* So the treasure doesn't get created again */
812 op->randomitems = 0;
813 }
814
815 if (difficulty < 1)
816 difficulty = 1;
817
818 if (INVOKE_OBJECT (ADD_BONUS, op,
819 ARG_OBJECT (creator != op ? creator : 0),
820 ARG_INT (difficulty), ARG_INT (max_magic),
821 ARG_INT (flags)))
822 return;
823
824 if (!(flags & GT_MINIMAL))
825 {
826 if (op->arch == crown_arch)
827 {
828 set_magic (difficulty, op, max_magic, flags);
829 num_enchantments = calc_item_power (op, 1);
830 generate_artifact (op, difficulty);
831 }
832 else
833 {
834 if (!op->magic && max_magic)
835 set_magic (difficulty, op, max_magic, flags);
836
837 num_enchantments = calc_item_power (op, 1);
838
839 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
840 || op->type == HORN
841 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
842 * used for shop_floors or treasures */
843 generate_artifact (op, difficulty);
844 }
845
846 /* Object was made an artifact. Calculate its item_power rating.
847 * the item_power in the object is what the artfiact adds.
848 */
849 if (op->title)
850 {
851 /* if save_item_power is set, then most likely we started with an
852 * artifact and have added new abilities to it - this is rare, but
853 * but I have seen things like 'strange rings of fire'. So just figure
854 * out the power from the base power plus what this one adds. Note
855 * that since item_power is not quite linear, this actually ends up
856 * being somewhat of a bonus
857 */
858 if (save_item_power)
859 op->item_power = save_item_power + get_power_from_ench (op->item_power);
860 else
861 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
862 }
863 else if (save_item_power)
864 {
865 /* restore the item_power field to the object if we haven't changed it.
866 * we don't care about num_enchantments - that will basically just
867 * have calculated some value from the base attributes of the archetype.
868 */
869 op->item_power = save_item_power;
870 }
871 else
872 {
873 /* item_power was zero. This is suspicious, as it may be because it
874 * was never previously calculated. Let's compute a value and see if
875 * it is non-zero. If it indeed is, then assign it as the new
876 * item_power value.
877 * - gros, 21th of July 2006.
878 */
879 op->item_power = calc_item_power (op, 0);
880 save_item_power = op->item_power; /* Just in case it would get used
881 * again below */
882 }
883 }
884
885 /* materialtype modifications. Note we allow this on artifacts. */
886 set_materialname (op, difficulty, NULL);
887
888 if (flags & GT_MINIMAL)
889 {
890 if (op->type == POTION)
891 /* Handle healing and magic power potions */
892 if (op->stats.sp && !op->randomitems)
893 {
894 object *tmp;
895
896 tmp = get_archetype (spell_mapping[op->stats.sp]);
897 insert_ob_in_ob (tmp, op);
898 op->stats.sp = 0;
899 }
900 }
901 else if (!op->title) /* Only modify object if not special */
902 switch (op->type)
903 {
904 case WEAPON:
905 case ARMOUR:
906 case SHIELD:
907 case HELMET:
908 case CLOAK:
909 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
910 set_ring_bonus (op, -DICE2);
911 break;
912
913 case BRACERS:
914 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
915 {
916 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
917 if (!QUERY_FLAG (op, FLAG_CURSED))
918 op->value *= 3;
919 }
920 break;
921
922 case POTION:
923 {
924 int too_many_tries = 0, is_special = 0;
925
926 /* Handle healing and magic power potions */
927 if (op->stats.sp && !op->randomitems)
928 {
929 object *tmp;
930
931 tmp = get_archetype (spell_mapping[op->stats.sp]);
932 insert_ob_in_ob (tmp, op);
933 op->stats.sp = 0;
934 }
935
936 while (!(is_special = special_potion (op)) && !op->inv)
937 {
938 generate_artifact (op, difficulty);
939 if (too_many_tries++ > 10)
940 break;
941 }
942
943 /* don't want to change value for healing/magic power potions,
944 * since the value set on those is already correct.
945 */
946 if (op->inv && op->randomitems)
947 {
948 /* value multiplier is same as for scrolls */
949 op->value = (op->value * op->inv->value);
950 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
951 }
952 else
953 {
954 op->name = "potion";
955 op->name_pl = "potions";
956 }
957
958 if (!(flags & GT_ONLY_GOOD) && rndm (2))
959 SET_FLAG (op, FLAG_CURSED);
960 break;
961 }
962
963 case AMULET:
964 if (op->arch == amulet_arch)
965 op->value *= 5; /* Since it's not just decoration */
966
967 case RING:
968 if (op->arch == NULL)
969 {
970 op->destroy ();
971 op = 0;
972 break;
973 }
974
975 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
976 break;
977
978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
979 SET_FLAG (op, FLAG_CURSED);
980
981 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
982
983 if (op->type != RING) /* Amulets have only one ability */
984 break;
985
986 if (!(rndm (4)))
987 {
988 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
989
990 if (d > 0)
991 op->value *= 3;
992
993 set_ring_bonus (op, d);
994
995 if (!(rndm (4)))
996 {
997 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
998
999 if (d > 0)
1000 op->value *= 5;
1001 set_ring_bonus (op, d);
1002 }
1003 }
1004
1005 if (GET_ANIM_ID (op))
1006 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1007
1008 break;
1009
1010 case BOOK:
1011 /* Is it an empty book?, if yes lets make a special·
1012 * msg for it, and tailor its properties based on the·
1013 * creator and/or map level we found it on.
1014 */
1015 if (!op->msg && rndm (10))
1016 {
1017 /* set the book level properly */
1018 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1019 {
1020 if (op->map && op->map->difficulty)
1021 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1022 else
1023 op->level = rndm (20) + 1;
1024 }
1025 else
1026 op->level = rndm (creator->level);
1027
1028 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1029 /* books w/ info are worth more! */
1030 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1031 /* creator related stuff */
1032
1033 /* for library, chained books. Note that some monsters have no_pick
1034 * set - we don't want to set no pick in that case.
1035 */
1036 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1037 SET_FLAG (op, FLAG_NO_PICK);
1038 if (creator->slaying && !op->slaying) /* for check_inv floors */
1039 op->slaying = creator->slaying;
1040
1041 /* add exp so reading it gives xp (once) */
1042 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1043 }
1044 break;
1045
1046 case SPELLBOOK:
1047 op->value = op->value * op->inv->value;
1048 /* add exp so learning gives xp */
1049 op->level = op->inv->level;
1050 op->stats.exp = op->value;
1051 break;
1052
1053 case WAND:
1054 /* nrof in the treasure list is number of charges,
1055 * not number of wands. So copy that into food (charges),
1056 * and reset nrof.
1057 */
1058 op->stats.food = op->inv->nrof;
1059 op->nrof = 1;
1060 /* If the spell changes by level, choose a random level
1061 * for it, and adjust price. If the spell doesn't
1062 * change by level, just set the wand to the level of
1063 * the spell, and value calculation is simpler.
1064 */
1065 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1066 {
1067 op->level = level_for_item (op, difficulty);
1068 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1069 }
1070 else
1071 {
1072 op->level = op->inv->level;
1073 op->value = op->value * op->inv->value;
1074 }
1075 break;
1076
1077 case ROD:
1078 op->level = level_for_item (op, difficulty);
1079 /* Add 50 to both level an divisor to keep prices a little more
1080 * reasonable. Otherwise, a high level version of a low level
1081 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1082 * 10 time multiplier). This way, the value are a bit more reasonable.
1083 */
1084 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1085 /* maxhp is used to denote how many 'charges' the rod holds before */
1086 if (op->stats.maxhp)
1087 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1088 else
1089 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1090
1091 op->stats.hp = op->stats.maxhp;
1092 break;
1093
1094 case SCROLL:
1095 op->level = level_for_item (op, difficulty);
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097
1098 /* add exp so reading them properly gives xp */
1099 op->stats.exp = op->value / 5;
1100 op->nrof = op->inv->nrof;
1101 break;
1102
1103 case RUNE:
1104 trap_adjust (op, difficulty);
1105 break;
1106
1107 case TRAP:
1108 trap_adjust (op, difficulty);
1109 break;
1110 } /* switch type */
1111
1112 if (flags & GT_STARTEQUIP)
1113 {
1114 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1115 SET_FLAG (op, FLAG_STARTEQUIP);
1116 else if (op->type != MONEY)
1117 op->value = 0;
1118 }
1119
1120 if (!(flags & GT_ENVIRONMENT))
1121 fix_flesh_item (op, creator);
1122 }
1123
1124 /*
1125 *
1126 *
1127 * CODE DEALING WITH ARTIFACTS STARTS HERE
1128 *
1129 *
1130 */
1131
1132 /*
1133 * Allocate and return the pointer to an empty artifactlist structure.
1134 */
1135 static artifactlist *
1136 get_empty_artifactlist (void)
1137 {
1138 return salloc0 <artifactlist> ();
1139 }
1140
1141 /*
1142 * Allocate and return the pointer to an empty artifact structure.
1143 */
1144 static artifact *
1145 get_empty_artifact (void)
1146 {
1147 return salloc0 <artifact> ();
1148 }
1149
1150 /*
1151 * Searches the artifact lists and returns one that has the same type
1152 * of objects on it.
1153 */
1154 artifactlist *
1155 find_artifactlist (int type)
1156 {
1157 for (artifactlist *al = first_artifactlist; al; al = al->next)
1158 if (al->type == type)
1159 return al;
1160
1161 return 0;
1162 }
1163
1164 /*
1165 * For debugging purposes. Dumps all tables.
1166 */
1167 void
1168 dump_artifacts (void)
1169 {
1170 artifactlist *al;
1171 artifact *art;
1172 linked_char *next;
1173
1174 fprintf (logfile, "\n");
1175 for (al = first_artifactlist; al != NULL; al = al->next)
1176 {
1177 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1178 for (art = al->items; art != NULL; art = art->next)
1179 {
1180 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1181 if (art->allowed != NULL)
1182 {
1183 fprintf (logfile, "\tallowed combinations:");
1184 for (next = art->allowed; next != NULL; next = next->next)
1185 fprintf (logfile, "%s,", &next->name);
1186 fprintf (logfile, "\n");
1187 }
1188 }
1189 }
1190 fprintf (logfile, "\n");
1191 }
1192
1193 /*
1194 * For debugging purposes. Dumps all treasures recursively (see below).
1195 */
1196 void
1197 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1198 {
1199 treasurelist *tl;
1200 int i;
1201
1202 if (depth > 100)
1203 return;
1204
1205 while (t)
1206 {
1207 if (t->name)
1208 {
1209 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " ");
1211
1212 fprintf (logfile, "{ (list: %s)\n", &t->name);
1213
1214 tl = treasurelist::find (t->name);
1215 if (tl)
1216 dump_monster_treasure_rec (name, tl->items, depth + 2);
1217
1218 for (i = 0; i < depth; i++)
1219 fprintf (logfile, " ");
1220
1221 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1222 }
1223 else
1224 {
1225 for (i = 0; i < depth; i++)
1226 fprintf (logfile, " ");
1227
1228 if (t->item && t->item->type == FLESH)
1229 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1230 else
1231 fprintf (logfile, "%s\n", &t->item->object::name);
1232 }
1233
1234 if (t->next_yes)
1235 {
1236 for (i = 0; i < depth; i++)
1237 fprintf (logfile, " ");
1238
1239 fprintf (logfile, " (if yes)\n");
1240 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1241 }
1242
1243 if (t->next_no)
1244 {
1245 for (i = 0; i < depth; i++)
1246 fprintf (logfile, " ");
1247
1248 fprintf (logfile, " (if no)\n");
1249 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1250 }
1251
1252 t = t->next;
1253 }
1254 }
1255
1256 /*
1257 * For debugging purposes. Dumps all treasures for a given monster.
1258 * Created originally by Raphael Quinet for debugging the alchemy code.
1259 */
1260 void
1261 dump_monster_treasure (const char *name)
1262 {
1263 archetype *at;
1264 int found;
1265
1266 found = 0;
1267 fprintf (logfile, "\n");
1268
1269 for_all_archetypes (at)
1270 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1271 {
1272 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1273 if (at->randomitems != NULL)
1274 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1275 else
1276 fprintf (logfile, "(nothing)\n");
1277
1278 fprintf (logfile, "\n");
1279 found++;
1280 }
1281
1282 if (found == 0)
1283 fprintf (logfile, "No objects have the name %s!\n\n", name);
1284 }
1285
1286 /*
1287 * Builds up the lists of artifacts from the file in the libdir.
1288 */
1289 void
1290 init_artifacts (void)
1291 {
1292 static int has_been_inited = 0;
1293 char filename[MAX_BUF];
1294 artifact *art = NULL;
1295 artifactlist *al;
1296
1297 if (has_been_inited)
1298 return;
1299 else
1300 has_been_inited = 1;
1301
1302 sprintf (filename, "%s/artifacts", settings.datadir);
1303 object_thawer f (filename);
1304
1305 if (!f)
1306 return;
1307
1308 for (;;)
1309 {
1310 switch (f.kw)
1311 {
1312 case KW_allowed:
1313 if (!art)
1314 art = get_empty_artifact ();
1315
1316 {
1317 if (!strcmp (f.get_str (), "all"))
1318 break;
1319
1320 char *next, *cp = f.get_str ();
1321
1322 do
1323 {
1324 if ((next = strchr (cp, ',')))
1325 *next++ = '\0';
1326
1327 linked_char *tmp = new linked_char;
1328
1329 tmp->name = cp;
1330 tmp->next = art->allowed;
1331 art->allowed = tmp;
1332 }
1333 while ((cp = next));
1334 }
1335 break;
1336
1337 case KW_chance:
1338 f.get (art->chance);
1339 break;
1340
1341 case KW_difficulty:
1342 f.get (art->difficulty);
1343 break;
1344
1345 case KW_object:
1346 {
1347 art->item = object::create ();
1348 f.get (art->item->name);
1349 f.next ();
1350
1351 if (!art->item->parse_kv (f))
1352 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1353
1354 al = find_artifactlist (art->item->type);
1355
1356 if (!al)
1357 {
1358 al = get_empty_artifactlist ();
1359 al->type = art->item->type;
1360 al->next = first_artifactlist;
1361 first_artifactlist = al;
1362 }
1363
1364 art->next = al->items;
1365 al->items = art;
1366 art = 0;
1367 }
1368 continue;
1369
1370 case KW_EOF:
1371 goto done;
1372
1373 default:
1374 if (!f.parse_error ("artifacts file"))
1375 cleanup ("artifacts file required");
1376 break;
1377 }
1378
1379 f.next ();
1380 }
1381
1382 done:
1383 for (al = first_artifactlist; al; al = al->next)
1384 {
1385 al->total_chance = 0;
1386
1387 for (art = al->items; art; art = art->next)
1388 {
1389 if (!art->chance)
1390 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1391 else
1392 al->total_chance += art->chance;
1393 }
1394 #if 0
1395 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1396 #endif
1397 }
1398
1399 LOG (llevDebug, "done.\n");
1400 }
1401
1402 /*
1403 * Used in artifact generation. The bonuses of the first object
1404 * is modified by the bonuses of the second object.
1405 */
1406 void
1407 add_abilities (object *op, object *change)
1408 {
1409 int i, tmp;
1410
1411 if (change->face != blank_face)
1412 {
1413 #ifdef TREASURE_VERBOSE
1414 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1415 #endif
1416 op->face = change->face;
1417 }
1418
1419 for (i = 0; i < NUM_STATS; i++)
1420 change_attr_value (&(op->stats), i, change->stats.stat (i));
1421
1422 op->attacktype |= change->attacktype;
1423 op->path_attuned |= change->path_attuned;
1424 op->path_repelled |= change->path_repelled;
1425 op->path_denied |= change->path_denied;
1426 op->move_type |= change->move_type;
1427 op->stats.luck += change->stats.luck;
1428
1429 if (QUERY_FLAG (change, FLAG_CURSED))
1430 SET_FLAG (op, FLAG_CURSED);
1431 if (QUERY_FLAG (change, FLAG_DAMNED))
1432 SET_FLAG (op, FLAG_DAMNED);
1433 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1434 set_abs_magic (op, -op->magic);
1435
1436 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1437 SET_FLAG (op, FLAG_LIFESAVE);
1438 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1439 SET_FLAG (op, FLAG_REFL_SPELL);
1440 if (QUERY_FLAG (change, FLAG_STEALTH))
1441 SET_FLAG (op, FLAG_STEALTH);
1442 if (QUERY_FLAG (change, FLAG_XRAYS))
1443 SET_FLAG (op, FLAG_XRAYS);
1444 if (QUERY_FLAG (change, FLAG_BLIND))
1445 SET_FLAG (op, FLAG_BLIND);
1446 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1447 SET_FLAG (op, FLAG_SEE_IN_DARK);
1448 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1449 SET_FLAG (op, FLAG_REFL_MISSILE);
1450 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1451 SET_FLAG (op, FLAG_MAKE_INVIS);
1452
1453 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1454 {
1455 CLEAR_FLAG (op, FLAG_ANIMATE);
1456 /* so artifacts will join */
1457 if (!QUERY_FLAG (op, FLAG_ALIVE))
1458 op->speed = 0.0;
1459
1460 op->set_speed (op->speed);
1461 }
1462
1463 if (change->nrof)
1464 op->nrof = rndm (change->nrof) + 1;
1465
1466 op->stats.exp += change->stats.exp; /* Speed modifier */
1467 op->stats.wc += change->stats.wc;
1468 op->stats.ac += change->stats.ac;
1469
1470 if (change->other_arch)
1471 {
1472 /* Basically, for horns & potions, the other_arch field is the spell
1473 * to cast. So convert that to into a spell and put it into
1474 * this object.
1475 */
1476 if (op->type == HORN || op->type == POTION)
1477 {
1478 object *tmp_obj;
1479
1480 /* Remove any spells this object currently has in it */
1481 while (op->inv)
1482 op->inv->destroy ();
1483
1484 tmp_obj = arch_to_object (change->other_arch);
1485 insert_ob_in_ob (tmp_obj, op);
1486 }
1487 /* No harm setting this for potions/horns */
1488 op->other_arch = change->other_arch;
1489 }
1490
1491 if (change->stats.hp < 0)
1492 op->stats.hp = -change->stats.hp;
1493 else
1494 op->stats.hp += change->stats.hp;
1495
1496 if (change->stats.maxhp < 0)
1497 op->stats.maxhp = -change->stats.maxhp;
1498 else
1499 op->stats.maxhp += change->stats.maxhp;
1500
1501 if (change->stats.sp < 0)
1502 op->stats.sp = -change->stats.sp;
1503 else
1504 op->stats.sp += change->stats.sp;
1505
1506 if (change->stats.maxsp < 0)
1507 op->stats.maxsp = -change->stats.maxsp;
1508 else
1509 op->stats.maxsp += change->stats.maxsp;
1510
1511 if (change->stats.food < 0)
1512 op->stats.food = -(change->stats.food);
1513 else
1514 op->stats.food += change->stats.food;
1515
1516 if (change->level < 0)
1517 op->level = -(change->level);
1518 else
1519 op->level += change->level;
1520
1521 if (change->gen_sp_armour < 0)
1522 op->gen_sp_armour = -(change->gen_sp_armour);
1523 else
1524 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1525
1526 op->item_power = change->item_power;
1527
1528 for (i = 0; i < NROFATTACKS; i++)
1529 if (change->resist[i])
1530 op->resist[i] += change->resist[i];
1531
1532 if (change->stats.dam)
1533 {
1534 if (change->stats.dam < 0)
1535 op->stats.dam = (-change->stats.dam);
1536 else if (op->stats.dam)
1537 {
1538 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1539 if (tmp == op->stats.dam)
1540 {
1541 if (change->stats.dam < 10)
1542 op->stats.dam--;
1543 else
1544 op->stats.dam++;
1545 }
1546 else
1547 op->stats.dam = tmp;
1548 }
1549 }
1550
1551 if (change->weight)
1552 {
1553 if (change->weight < 0)
1554 op->weight = (-change->weight);
1555 else
1556 op->weight = (op->weight * (change->weight)) / 100;
1557 }
1558
1559 if (change->last_sp)
1560 {
1561 if (change->last_sp < 0)
1562 op->last_sp = (-change->last_sp);
1563 else
1564 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1565 }
1566
1567 if (change->gen_sp_armour)
1568 {
1569 if (change->gen_sp_armour < 0)
1570 op->gen_sp_armour = (-change->gen_sp_armour);
1571 else
1572 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1573 }
1574
1575 op->value *= change->value;
1576
1577 if (change->materials)
1578 op->materials = change->materials;
1579
1580 if (change->materialname)
1581 op->materialname = change->materialname;
1582
1583 if (change->slaying)
1584 op->slaying = change->slaying;
1585
1586 if (change->race)
1587 op->race = change->race;
1588
1589 if (change->msg)
1590 op->msg = change->msg;
1591 }
1592
1593 static int
1594 legal_artifact_combination (object *op, artifact *art)
1595 {
1596 int neg, success = 0;
1597 linked_char *tmp;
1598 const char *name;
1599
1600 if (!art->allowed)
1601 return 1; /* Ie, "all" */
1602
1603 for (tmp = art->allowed; tmp; tmp = tmp->next)
1604 {
1605 #ifdef TREASURE_VERBOSE
1606 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1607 #endif
1608 if (*tmp->name == '!')
1609 name = tmp->name + 1, neg = 1;
1610 else
1611 name = tmp->name, neg = 0;
1612
1613 /* If we match name, then return the opposite of 'neg' */
1614 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1615 return !neg;
1616
1617 /* Set success as true, since if the match was an inverse, it means
1618 * everything is allowed except what we match
1619 */
1620 else if (neg)
1621 success = 1;
1622 }
1623
1624 return success;
1625 }
1626
1627 /*
1628 * Fixes the given object, giving it the abilities and titles
1629 * it should have due to the second artifact-template.
1630 */
1631
1632 void
1633 give_artifact_abilities (object *op, object *artifct)
1634 {
1635 char new_name[MAX_BUF];
1636
1637 sprintf (new_name, "of %s", &artifct->name);
1638 op->title = new_name;
1639 add_abilities (op, artifct); /* Give out the bonuses */
1640
1641 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1642 {
1643 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1644
1645 SET_FLAG (op, FLAG_IDENTIFIED);
1646 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1647 if (!identified)
1648 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1649 }
1650 #endif
1651 return;
1652 }
1653
1654 /*
1655 * Decides randomly which artifact the object should be
1656 * turned into. Makes sure that the item can become that
1657 * artifact (means magic, difficulty, and Allowed fields properly).
1658 * Then calls give_artifact_abilities in order to actually create
1659 * the artifact.
1660 */
1661
1662 /* Give 1 re-roll attempt per artifact */
1663 #define ARTIFACT_TRIES 2
1664
1665 void
1666 generate_artifact (object *op, int difficulty)
1667 {
1668 artifactlist *al;
1669 artifact *art;
1670 int i;
1671
1672 al = find_artifactlist (op->type);
1673
1674 if (al == NULL)
1675 {
1676 #if 0 /* This is too verbose, usually */
1677 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1678 #endif
1679 return;
1680 }
1681
1682 for (i = 0; i < ARTIFACT_TRIES; i++)
1683 {
1684 int roll = rndm (al->total_chance);
1685
1686 for (art = al->items; art; art = art->next)
1687 {
1688 roll -= art->chance;
1689 if (roll < 0)
1690 break;
1691 }
1692
1693 if (art == NULL || roll >= 0)
1694 {
1695 #if 1
1696 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1697 #endif
1698 return;
1699 }
1700 if (!strcmp (art->item->name, "NONE"))
1701 return;
1702 if (FABS (op->magic) < art->item->magic)
1703 continue; /* Not magic enough to be this item */
1704
1705 /* Map difficulty not high enough */
1706 if (difficulty < art->difficulty)
1707 continue;
1708
1709 if (!legal_artifact_combination (op, art))
1710 {
1711 #ifdef TREASURE_VERBOSE
1712 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1713 #endif
1714 continue;
1715 }
1716
1717 give_artifact_abilities (op, art->item);
1718 return;
1719 }
1720 }
1721
1722 /* fix_flesh_item() - objects of type FLESH are similar to type
1723 * FOOD, except they inherit properties (name, food value, etc).
1724 * based on the original owner (or 'donor' if you like). -b.t.
1725 */
1726
1727 void
1728 fix_flesh_item (object *item, object *donor)
1729 {
1730 char tmpbuf[MAX_BUF];
1731 int i;
1732
1733 if (item->type == FLESH && donor)
1734 {
1735 /* change the name */
1736 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1737 item->name = tmpbuf;
1738 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1739 item->name_pl = tmpbuf;
1740
1741 /* weight is FLESH weight/100 * donor */
1742 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1743 item->weight = 1;
1744
1745 /* value is multiplied by level of donor */
1746 item->value *= isqrt (donor->level * 2);
1747
1748 /* food value */
1749 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1750
1751 /* flesh items inherit some abilities of donor, but not
1752 * full effect.
1753 */
1754 for (i = 0; i < NROFATTACKS; i++)
1755 item->resist[i] = donor->resist[i] / 2;
1756
1757 /* item inherits donor's level (important for quezals) */
1758 item->level = donor->level;
1759
1760 /* if donor has some attacktypes, the flesh is poisonous */
1761 if (donor->attacktype & AT_POISON)
1762 item->type = POISON;
1763 if (donor->attacktype & AT_ACID)
1764 item->stats.hp = -1 * item->stats.food;
1765 SET_FLAG (item, FLAG_NO_STEAL);
1766 }
1767 }
1768
1769 /* special_potion() - so that old potion code is still done right. */
1770 int
1771 special_potion (object *op)
1772 {
1773 if (op->attacktype)
1774 return 1;
1775
1776 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1777 return 1;
1778
1779 for (int i = 0; i < NROFATTACKS; i++)
1780 if (op->resist[i])
1781 return 1;
1782
1783 return 0;
1784 }
1785
1786 void
1787 free_treasurestruct (treasure *t)
1788 {
1789 if (t->next) free_treasurestruct (t->next);
1790 if (t->next_yes) free_treasurestruct (t->next_yes);
1791 if (t->next_no) free_treasurestruct (t->next_no);
1792
1793 delete t;
1794 }
1795
1796 void
1797 free_charlinks (linked_char *lc)
1798 {
1799 if (lc->next)
1800 free_charlinks (lc->next);
1801
1802 delete lc;
1803 }
1804
1805 void
1806 free_artifact (artifact *at)
1807 {
1808 if (at->next) free_artifact (at->next);
1809 if (at->allowed) free_charlinks (at->allowed);
1810
1811 at->item->destroy (1);
1812
1813 sfree (at);
1814 }
1815
1816 void
1817 free_artifactlist (artifactlist *al)
1818 {
1819 artifactlist *nextal;
1820
1821 for (al = first_artifactlist; al; al = nextal)
1822 {
1823 nextal = al->next;
1824
1825 if (al->items)
1826 free_artifact (al->items);
1827
1828 sfree (al);
1829 }
1830 }
1831
1832 void
1833 free_all_treasures (void)
1834 {
1835 treasurelist *tl, *next;
1836
1837 for (tl = first_treasurelist; tl; tl = next)
1838 {
1839 clear (tl);
1840
1841 next = tl->next;
1842 delete tl;
1843 }
1844
1845 free_artifactlist (first_artifactlist);
1846 }