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Revision: 1.7
Committed: Sun Sep 3 00:18:40 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +1270 -1211 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# Content
1
2 /*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.6 2006-08-31 18:59:23 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #define ALLOWED_COMBINATION
31
32 /* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default
35 * left on
36 */
37 #define TREASURE_DEBUG
38
39 /* TREASURE_VERBOSE enables copious output concerning artifact generation */
40 /* #define TREASURE_VERBOSE */
41
42 #include <global.h>
43 #include <treasure.h>
44 #include <funcpoint.h>
45 #include <loader.h>
46
47
48 static void change_treasure (treasure * t, object * op); /* overrule default values */
49 extern char *spell_mapping[];
50
51 /*
52 * Initialize global archtype pointers:
53 */
54
55 void
56 init_archetype_pointers ()
57 {
58 int prev_warn = warn_archetypes;
59 warn_archetypes = 1;
60 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet");
64 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff");
66 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown");
68 warn_archetypes = prev_warn;
69 }
70
71 /*
72 * Allocate and return the pointer to an empty treasurelist structure.
73 */
74
75 static treasurelist *
76 get_empty_treasurelist (void)
77 {
78 return new treasurelist;
79 }
80
81 /*
82 * Allocate and return the pointer to an empty treasure structure.
83 */
84 //TODO: make this a constructor
85 static treasure *
86 get_empty_treasure (void)
87 {
88 treasure *t = new treasure;
89
90 t->chance = 100;
91
92 return t;
93 }
94
95 /*
96 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists)
98 */
99
100 static treasure *
101 load_treasure (FILE * fp, int *line)
102 {
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure ();
105 int value;
106
107 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111
112 if (*buf == '#')
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 }
153 LOG (llevError, "treasure lacks 'end'.\n");
154 return t;
155 }
156
157 #ifdef TREASURE_DEBUG
158 /* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out
160 */
161 static void
162 check_treasurelist (const treasure * t, const treasurelist * tl)
163 {
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next)
172 check_treasurelist (t->next, tl);
173 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl);
175 if (t->next_no)
176 check_treasurelist (t->next_no, tl);
177 }
178 #endif
179
180 /*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
182 * Each treasure is parsed with the help of load_treasure().
183 */
184
185 void
186 load_treasures (void)
187 {
188 FILE *fp;
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t;
192 int comp, line = 0;
193
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
196 {
197 LOG (llevError, "Can't open treasure file.\n");
198 return;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
208 treasurelist *tl = get_empty_treasurelist ();
209 tl->name = name;
210 if (previous == NULL)
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line);
216
217 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used.
220 */
221 if (!strncmp (buf, "treasureone", 11))
222 {
223 for (t = tl->items; t != NULL; t = t->next)
224 {
225 #ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no)
227 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n");
230 }
231 #endif
232 tl->total_chance += t->chance;
233 }
234 }
235 }
236 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240
241 #ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element.
246 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
248 check_treasurelist (previous->items, previous);
249 #endif
250 }
251
252 /*
253 * Searches for the given treasurelist in the globally linked list
254 * of treasurelists which has been built by load_treasures().
255 */
256
257 treasurelist *
258 find_treasurelist (const char *name)
259 {
260 const char *tmp = shstr::find (name);
261 treasurelist *tl;
262
263 /* Special cases - randomitems of none is to override default. If
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL;
270
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next)
273 if (tmp == tl->name)
274 return tl;
275
276 LOG (llevError, "Couldn't find treasurelist %s\n", name);
277 return NULL;
278 }
279
280
281 /*
282 * Generates the objects specified by the given treasure.
283 * It goes recursively through the rest of the linked list.
284 * If there is a certain percental chance for a treasure to be generated,
285 * this is taken into consideration.
286 * The second argument specifies for which object the treasure is
287 * being generated.
288 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
289 * abilities. This is used by summon spells, thus no summoned monsters
290 * start with equipment, but only their abilities).
291 */
292
293
294 static void
295 put_treasure (object * op, object * creator, int flags)
296 {
297 object *tmp;
298
299 /* Bit of a hack - spells should never be put onto the map. The entire
300 * treasure stuff is a problem - there is no clear idea of knowing
301 * this is the original object, or if this is an object that should be created
302 * by another object.
303 */
304 if (flags & GT_ENVIRONMENT && op->type != SPELL)
305 {
306 op->x = creator->x;
307 op->y = creator->y;
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
309 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
310 }
311 else
312 {
313 op = insert_ob_in_ob (op, creator);
314 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
315 monster_check_apply (creator, op);
316 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
317 esrv_send_item (tmp, op);
318 }
319 }
320
321 /* if there are change_xxx commands in the treasure, we include the changes
322 * in the generated object
323 */
324 static void
325 change_treasure (treasure * t, object * op)
326 {
327 /* CMD: change_name xxxx */
328 if (t->change_arch.name)
329 {
330 op->name = t->change_arch.name;
331 op->name_pl = t->change_arch.name;
332 }
333
334 if (t->change_arch.title)
335 op->title = t->change_arch.title;
336
337 if (t->change_arch.slaying)
338 op->slaying = t->change_arch.slaying;
339 }
340
341 void
342 create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries)
343 {
344 object *tmp;
345
346
347 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
348 {
349 if (t->name)
350 {
351 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
352 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
353 }
354 else
355 {
356 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
357 {
358 tmp = arch_to_object (t->item);
359 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
361 fix_generated_item (tmp, op, difficulty, t->magic, flag);
362 change_treasure (t, tmp);
363 put_treasure (tmp, op, flag);
364 }
365 }
366 if (t->next_yes != NULL)
367 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 }
369 else if (t->next_no != NULL)
370 create_all_treasures (t->next_no, op, flag, difficulty, tries);
371 if (t->next != NULL)
372 create_all_treasures (t->next, op, flag, difficulty, tries);
373 }
374
375 void
376 create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries)
377 {
378 int value = RANDOM () % tl->total_chance;
379 treasure *t;
380
381 if (tries++ > 100)
382 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return;
385 }
386 for (t = tl->items; t != NULL; t = t->next)
387 {
388 value -= t->chance;
389 if (value < 0)
390 break;
391 }
392
393 if (!t || value >= 0)
394 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
396 abort ();
397 return;
398 }
399 if (t->name)
400 {
401 if (!strcmp (t->name, "NONE"))
402 return;
403 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
405 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries);
407 return;
408 }
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
410 {
411 object *tmp = arch_to_object (t->item);
412 if (!tmp)
413 return;
414 if (t->nrof && tmp->nrof <= 1)
415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
416 fix_generated_item (tmp, op, difficulty, t->magic, flag);
417 change_treasure (t, tmp);
418 put_treasure (tmp, op, flag);
419 }
420 }
421
422 /* This calls the appropriate treasure creation function. tries is passed
423 * to determine how many list transitions or attempts to create treasure
424 * have been made. It is really in place to prevent infinite loops with
425 * list transitions, or so that excessively good treasure will not be
426 * created on weak maps, because it will exceed the number of allowed tries
427 * to do that.
428 */
429 void
430 create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries)
431 {
432
433 if (tries++ > 100)
434 {
435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
436 return;
437 }
438 if (t->total_chance)
439 create_one_treasure (t, op, flag, difficulty, tries);
440 else
441 create_all_treasures (t->items, op, flag, difficulty, tries);
442 }
443
444 /* This is similar to the old generate treasure function. However,
445 * it instead takes a treasurelist. It is really just a wrapper around
446 * create_treasure. We create a dummy object that the treasure gets
447 * inserted into, and then return that treausre
448 */
449 object *
450 generate_treasure (treasurelist * t, int difficulty)
451 {
452 object *ob = get_object (), *tmp;
453
454 create_treasure (t, ob, 0, difficulty, 0);
455
456 /* Don't want to free the object we are about to return */
457 tmp = ob->inv;
458 if (tmp != NULL)
459 remove_ob (tmp);
460 if (ob->inv)
461 {
462 LOG (llevError, "In generate treasure, created multiple objects.\n");
463 }
464 free_object (ob);
465 return tmp;
466 }
467
468 /*
469 * This is a new way of calculating the chance for an item to have
470 * a specific magical bonus.
471 * The array has two arguments, the difficulty of the level, and the
472 * magical bonus "wanted".
473 */
474
475 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
476 /*chance of magic difficulty*/
477 /* +0 +1 +2 +3 +4 */
478 {95, 2, 2, 1, 0}, /*1 */
479 {92, 5, 2, 1, 0}, /*2 */
480 {85, 10, 4, 1, 0}, /*3 */
481 {80, 14, 4, 2, 0}, /*4 */
482 {75, 17, 5, 2, 1}, /*5 */
483 {70, 18, 8, 3, 1}, /*6 */
484 {65, 21, 10, 3, 1}, /*7 */
485 {60, 22, 12, 4, 2}, /*8 */
486 {55, 25, 14, 4, 2}, /*9 */
487 {50, 27, 16, 5, 2}, /*10 */
488 {45, 28, 18, 6, 3}, /*11 */
489 {42, 28, 20, 7, 3}, /*12 */
490 {40, 27, 21, 8, 4}, /*13 */
491 {38, 25, 22, 10, 5}, /*14 */
492 {36, 23, 23, 12, 6}, /*15 */
493 {33, 21, 24, 14, 8}, /*16 */
494 {31, 19, 25, 16, 9}, /*17 */
495 {27, 15, 30, 18, 10}, /*18 */
496 {20, 12, 30, 25, 13}, /*19 */
497 {15, 10, 28, 30, 17}, /*20 */
498 {13, 9, 27, 28, 23}, /*21 */
499 {10, 8, 25, 28, 29}, /*22 */
500 {8, 7, 23, 26, 36}, /*23 */
501 {6, 6, 20, 22, 46}, /*24 */
502 {4, 5, 17, 18, 56}, /*25 */
503 {2, 4, 12, 14, 68}, /*26 */
504 {0, 3, 7, 10, 80}, /*27 */
505 {0, 0, 3, 7, 90}, /*28 */
506 {0, 0, 0, 3, 97}, /*29 */
507 {0, 0, 0, 0, 100}, /*30 */
508 {0, 0, 0, 0, 100}, /*31 */
509 };
510
511
512 /* calculate the appropriate level for wands staves and scrolls.
513 * This code presumes that op has had its spell object created (in op->inv)
514 *
515 * elmex Wed Aug 9 17:44:59 CEST 2006:
516 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
517 */
518
519 int
520 level_for_item (const object * op, int difficulty)
521 {
522 int mult = 0, olevel = 0;
523
524 if (!op->inv)
525 {
526 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
527 return 0;
528 }
529
530 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
531
532 if (olevel <= 0)
533 olevel = rndm (1, MIN (op->inv->level, 1));
534
535 if (olevel > MAXLEVEL)
536 olevel = MAXLEVEL;
537
538 return olevel;
539 }
540
541 /*
542 * Based upon the specified difficulty and upon the difftomagic_list array,
543 * a random magical bonus is returned. This is used when determine
544 * the magical bonus created on specific maps.
545 *
546 * elmex Thu Aug 10 18:45:44 CEST 2006:
547 * Scaling difficulty by max_level, as difficulty is a level and not some
548 * weird integer between 1-31.
549 *
550 */
551
552 int
553 magic_from_difficulty (int difficulty)
554 {
555 int percent = 0, magic = 0;
556 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
557
558 scaled_diff--;
559
560 if (scaled_diff < 0)
561 scaled_diff = 0;
562
563 if (scaled_diff >= DIFFLEVELS)
564 scaled_diff = DIFFLEVELS - 1;
565
566 percent = RANDOM () % 100;
567
568 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
569 {
570 percent -= difftomagic_list[scaled_diff][magic];
571
572 if (percent < 0)
573 break;
574 }
575
576 if (magic == (MAXMAGIC + 1))
577 {
578 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
579 magic = 0;
580 }
581
582 magic = (RANDOM () % 3) ? magic : -magic;
583 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
584
585 return magic;
586 }
587
588 /*
589 * Sets magical bonus in an object, and recalculates the effect on
590 * the armour variable, and the effect on speed of armour.
591 * This function doesn't work properly, should add use of archetypes
592 * to make it truly absolute.
593 */
594
595 void
596 set_abs_magic (object * op, int magic)
597 {
598 if (!magic)
599 return;
600
601 op->magic = magic;
602 if (op->arch)
603 {
604 if (op->type == ARMOUR)
605 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
606
607 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
608 magic = (-magic);
609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
610 }
611 else
612 {
613 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
616 magic = (-magic);
617 op->weight = (op->weight * (100 - magic * 10)) / 100;
618 }
619 }
620
621 /*
622 * Sets a random magical bonus in the given object based upon
623 * the given difficulty, and the given max possible bonus.
624 */
625
626 static void
627 set_magic (int difficulty, object * op, int max_magic, int flags)
628 {
629 int i;
630 i = magic_from_difficulty (difficulty);
631 if ((flags & GT_ONLY_GOOD) && i < 0)
632 i = -i;
633 if (i > max_magic)
634 i = max_magic;
635 set_abs_magic (op, i);
636 if (i < 0)
637 SET_FLAG (op, FLAG_CURSED);
638 }
639
640 /*
641 * Randomly adds one magical ability to the given object.
642 * Modified for Partial Resistance in many ways:
643 * 1) Since rings can have multiple bonuses, if the same bonus
644 * is rolled again, increase it - the bonuses now stack with
645 * other bonuses previously rolled and ones the item might natively have.
646 * 2) Add code to deal with new PR method.
647 */
648
649 void
650 set_ring_bonus (object * op, int bonus)
651 {
652
653 int r = RANDOM () % (bonus > 0 ? 25 : 11);
654
655 if (op->type == AMULET)
656 {
657 if (!(RANDOM () % 21))
658 r = 20 + RANDOM () % 2;
659 else
660 {
661 if (RANDOM () & 2)
662 r = 10;
663 else
664 r = 11 + RANDOM () % 9;
665 }
666 }
667
668 switch (r)
669 {
670 /* Redone by MSW 2000-11-26 to have much less code. Also,
671 * bonuses and penalties will stack and add to existing values.
672 * of the item.
673 */
674 case 0:
675 case 1:
676 case 2:
677 case 3:
678 case 4:
679 case 5:
680 case 6:
681 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
682 break;
683
684 case 7:
685 op->stats.dam += bonus;
686 break;
687
688 case 8:
689 op->stats.wc += bonus;
690 break;
691
692 case 9:
693 op->stats.food += bonus; /* hunger/sustenance */
694 break;
695
696 case 10:
697 op->stats.ac += bonus;
698 break;
699
700 /* Item that gives protections/vulnerabilities */
701 case 11:
702 case 12:
703 case 13:
704 case 14:
705 case 15:
706 case 16:
707 case 17:
708 case 18:
709 case 19:
710 {
711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
712
713 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
715
716 /* Cursed items need to have higher negative values to equal out with
717 * positive values for how protections work out. Put another
718 * little random element in since that they don't always end up with
719 * even values.
720 */
721 if (bonus < 0)
722 val = 2 * -val - RANDOM () % b;
723 if (val > 35)
724 val = 35; /* Upper limit */
725 b = 0;
726 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 {
728 resist = RANDOM () % num_resist_table;
729 }
730 if (b == 4)
731 return; /* Not able to find a free resistance */
732 op->resist[resist_table[resist]] = val;
733 /* We should probably do something more clever here to adjust value
734 * based on how good a resistance we gave.
735 */
736 break;
737 }
738 case 20:
739 if (op->type == AMULET)
740 {
741 SET_FLAG (op, FLAG_REFL_SPELL);
742 op->value *= 11;
743 }
744 else
745 {
746 op->stats.hp = 1; /* regenerate hit points */
747 op->value *= 4;
748 }
749 break;
750
751 case 21:
752 if (op->type == AMULET)
753 {
754 SET_FLAG (op, FLAG_REFL_MISSILE);
755 op->value *= 9;
756 }
757 else
758 {
759 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3;
761 }
762 break;
763
764 case 22:
765 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3;
767 break;
768 }
769 if (bonus > 0)
770 op->value *= 2 * bonus;
771 else
772 op->value = -(op->value * 2 * bonus) / 3;
773 }
774
775 /*
776 * get_magic(diff) will return a random number between 0 and 4.
777 * diff can be any value above 2. The higher the diff-variable, the
778 * higher is the chance of returning a low number.
779 * It is only used in fix_generated_treasure() to set bonuses on
780 * rings and amulets.
781 * Another scheme is used to calculate the magic of weapons and armours.
782 */
783
784 int
785 get_magic (int diff)
786 {
787 int i;
788 if (diff < 3)
789 diff = 3;
790 for (i = 0; i < 4; i++)
791 if (RANDOM () % diff)
792 return i;
793 return 4;
794 }
795
796 #define DICE2 (get_magic(2)==2?2:1)
797 #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
798
799 /*
800 * fix_generated_item(): This is called after an item is generated, in
801 * order to set it up right. This produced magical bonuses, puts spells
802 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
803 */
804 /* 4/28/96 added creator object from which op may now inherit properties based on
805 * op->type. Right now, which stuff the creator passes on is object type
806 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */
808 /*
809 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item().
811 *
812 * flags:
813 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
814 * value.
815 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
816 * a working object - don't change magic, value, etc, but set it material
817 * type as appropriate, for objects that need spell objects, set those, etc
818 */
819
820 void
821 fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags)
822 {
823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
824
825 if (!creator || creator->type == op->type)
826 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827
828 /* If we make an artifact, this information will be destroyed */
829 save_item_power = op->item_power;
830 op->item_power = 0;
831
832 if (op->randomitems && op->type != SPELL)
833 {
834 create_treasure (op->randomitems, op, flags, difficulty, 0);
835 if (!op->inv)
836 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
837
838 /* So the treasure doesn't get created again */
839 op->randomitems = NULL;
840 }
841
842 if (difficulty < 1)
843 difficulty = 1;
844
845 if (!(flags & GT_MINIMAL))
846 {
847 if (op->arch == crown_arch)
848 {
849 set_magic (difficulty, op, max_magic, flags);
850 num_enchantments = calc_item_power (op, 1);
851 generate_artifact (op, difficulty);
852 }
853 else
854 {
855 if (!op->magic && max_magic)
856 set_magic (difficulty, op, max_magic, flags);
857
858 num_enchantments = calc_item_power (op, 1);
859
860 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
861 * used for shop_floors or treasures */
862 generate_artifact (op, difficulty);
863 }
864
865 /* Object was made an artifact. Calculate its item_power rating.
866 * the item_power in the object is what the artfiact adds.
867 */
868 if (op->title)
869 {
870 /* if save_item_power is set, then most likely we started with an
871 * artifact and have added new abilities to it - this is rare, but
872 * but I have seen things like 'strange rings of fire'. So just figure
873 * out the power from the base power plus what this one adds. Note
874 * that since item_power is not quite linear, this actually ends up
875 * being somewhat of a bonus
876 */
877 if (save_item_power)
878 op->item_power = save_item_power + get_power_from_ench (op->item_power);
879 else
880 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
881 }
882 else if (save_item_power)
883 {
884 /* restore the item_power field to the object if we haven't changed it.
885 * we don't care about num_enchantments - that will basically just
886 * have calculated some value from the base attributes of the archetype.
887 */
888 op->item_power = save_item_power;
889 }
890 else
891 {
892 /* item_power was zero. This is suspicious, as it may be because it
893 * was never previously calculated. Let's compute a value and see if
894 * it is non-zero. If it indeed is, then assign it as the new
895 * item_power value.
896 * - gros, 21th of July 2006.
897 */
898 op->item_power = calc_item_power (op, 0);
899 save_item_power = op->item_power; /* Just in case it would get used
900 * again below */
901 }
902 }
903
904 /* materialtype modifications. Note we allow this on artifacts. */
905 set_materialname (op, difficulty, NULL);
906
907 if (flags & GT_MINIMAL)
908 {
909 if (op->type == POTION)
910 /* Handle healing and magic power potions */
911 if (op->stats.sp && !op->randomitems)
912 {
913 object *tmp;
914
915 tmp = get_archetype (spell_mapping[op->stats.sp]);
916 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0;
918 }
919 }
920 else if (!op->title) /* Only modify object if not special */
921 switch (op->type)
922 {
923 case WEAPON:
924 case ARMOUR:
925 case SHIELD:
926 case HELMET:
927 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
929 set_ring_bonus (op, -DICE2);
930 break;
931
932 case BRACERS:
933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
934 {
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED))
937 op->value *= 3;
938 }
939 break;
940
941 case POTION:
942 {
943 int too_many_tries = 0, is_special = 0;
944
945 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems)
947 {
948 object *tmp;
949
950 tmp = get_archetype (spell_mapping[op->stats.sp]);
951 insert_ob_in_ob (tmp, op);
952 op->stats.sp = 0;
953 }
954
955 while (!(is_special = special_potion (op)) && !op->inv)
956 {
957 generate_artifact (op, difficulty);
958 if (too_many_tries++ > 10)
959 break;
960 }
961
962 /* don't want to change value for healing/magic power potions,
963 * since the value set on those is already correct.
964 */
965 if (op->inv && op->randomitems)
966 {
967 /* value multiplier is same as for scrolls */
968 op->value = (op->value * op->inv->value);
969 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
970 }
971 else
972 {
973 op->name = "potion";
974 op->name_pl = "potions";
975 }
976
977 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
978 SET_FLAG (op, FLAG_CURSED);
979 break;
980 }
981
982 case AMULET:
983 if (op->arch == amulet_arch)
984 op->value *= 5; /* Since it's not just decoration */
985
986 case RING:
987 if (op->arch == NULL)
988 {
989 remove_ob (op);
990 free_object (op);
991 op = NULL;
992 break;
993 }
994
995 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
996 break;
997
998 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
999 SET_FLAG (op, FLAG_CURSED);
1000
1001 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1002
1003 if (op->type != RING) /* Amulets have only one ability */
1004 break;
1005
1006 if (!(RANDOM () % 4))
1007 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009
1010 if (d > 0)
1011 op->value *= 3;
1012
1013 set_ring_bonus (op, d);
1014
1015 if (!(RANDOM () % 4))
1016 {
1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 if (d > 0)
1019 op->value *= 5;
1020 set_ring_bonus (op, d);
1021 }
1022 }
1023
1024 if (GET_ANIM_ID (op))
1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1026
1027 break;
1028
1029 case BOOK:
1030 /* Is it an empty book?, if yes lets make a special·
1031 * msg for it, and tailor its properties based on the·
1032 * creator and/or map level we found it on.
1033 */
1034 if (!op->msg && RANDOM () % 10)
1035 {
1036 /* set the book level properly */
1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1038 {
1039 if (op->map && op->map->difficulty)
1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1041 else
1042 op->level = RANDOM () % 20 + 1;
1043 }
1044 else
1045 op->level = RANDOM () % creator->level;
1046
1047 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1048 /* books w/ info are worth more! */
1049 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1050 /* creator related stuff */
1051
1052 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case.
1054 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying;
1059
1060 /* add exp so reading it gives xp (once) */
1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062 }
1063 break;
1064
1065 case SPELLBOOK:
1066 op->value = op->value * op->inv->value;
1067 /* add exp so learning gives xp */
1068 op->level = op->inv->level;
1069 op->stats.exp = op->value;
1070 break;
1071
1072 case WAND:
1073 /* nrof in the treasure list is number of charges,
1074 * not number of wands. So copy that into food (charges),
1075 * and reset nrof.
1076 */
1077 op->stats.food = op->inv->nrof;
1078 op->nrof = 1;
1079 /* If the spell changes by level, choose a random level
1080 * for it, and adjust price. If the spell doesn't
1081 * change by level, just set the wand to the level of
1082 * the spell, and value calculation is simpler.
1083 */
1084 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1085 {
1086 op->level = level_for_item (op, difficulty);
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088 }
1089 else
1090 {
1091 op->level = op->inv->level;
1092 op->value = op->value * op->inv->value;
1093 }
1094 break;
1095
1096 case ROD:
1097 op->level = level_for_item (op, difficulty);
1098 /* Add 50 to both level an divisor to keep prices a little more
1099 * reasonable. Otherwise, a high level version of a low level
1100 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1101 * 10 time multiplier). This way, the value are a bit more reasonable.
1102 */
1103 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1104 /* maxhp is used to denote how many 'charges' the rod holds before */
1105 if (op->stats.maxhp)
1106 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1107 else
1108 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1109
1110 op->stats.hp = op->stats.maxhp;
1111 break;
1112
1113 case SCROLL:
1114 op->level = level_for_item (op, difficulty);
1115 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1116
1117 /* add exp so reading them properly gives xp */
1118 op->stats.exp = op->value / 5;
1119 op->nrof = op->inv->nrof;
1120 break;
1121
1122 case RUNE:
1123 trap_adjust (op, difficulty);
1124 break;
1125
1126 case TRAP:
1127 trap_adjust (op, difficulty);
1128 break;
1129 } /* switch type */
1130
1131 if (flags & GT_STARTEQUIP)
1132 {
1133 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1134 SET_FLAG (op, FLAG_STARTEQUIP);
1135 else if (op->type != MONEY)
1136 op->value = 0;
1137 }
1138
1139 if (!(flags & GT_ENVIRONMENT))
1140 fix_flesh_item (op, creator);
1141 }
1142
1143 /*
1144 *
1145 *
1146 * CODE DEALING WITH ARTIFACTS STARTS HERE
1147 *
1148 *
1149 */
1150
1151 /*
1152 * Allocate and return the pointer to an empty artifactlist structure.
1153 */
1154
1155 static artifactlist *
1156 get_empty_artifactlist (void)
1157 {
1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1159 if (tl == NULL)
1160 fatal (OUT_OF_MEMORY);
1161 tl->next = NULL;
1162 tl->items = NULL;
1163 tl->total_chance = 0;
1164 return tl;
1165 }
1166
1167 /*
1168 * Allocate and return the pointer to an empty artifact structure.
1169 */
1170
1171 static artifact *
1172 get_empty_artifact (void)
1173 {
1174 artifact *t = (artifact *) malloc (sizeof (artifact));
1175 if (t == NULL)
1176 fatal (OUT_OF_MEMORY);
1177 t->item = NULL;
1178 t->next = NULL;
1179 t->chance = 0;
1180 t->difficulty = 0;
1181 t->allowed = NULL;
1182 return t;
1183 }
1184
1185 /*
1186 * Searches the artifact lists and returns one that has the same type
1187 * of objects on it.
1188 */
1189
1190 artifactlist *
1191 find_artifactlist (int type)
1192 {
1193 artifactlist *al;
1194
1195 for (al = first_artifactlist; al != NULL; al = al->next)
1196 if (al->type == type)
1197 return al;
1198 return NULL;
1199 }
1200
1201 /*
1202 * For debugging purposes. Dumps all tables.
1203 */
1204
1205 void
1206 dump_artifacts (void)
1207 {
1208 artifactlist *al;
1209 artifact *art;
1210 linked_char *next;
1211
1212 fprintf (logfile, "\n");
1213 for (al = first_artifactlist; al != NULL; al = al->next)
1214 {
1215 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1216 for (art = al->items; art != NULL; art = art->next)
1217 {
1218 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1219 if (art->allowed != NULL)
1220 {
1221 fprintf (logfile, "\tAllowed combinations:");
1222 for (next = art->allowed; next != NULL; next = next->next)
1223 fprintf (logfile, "%s,", &next->name);
1224 fprintf (logfile, "\n");
1225 }
1226 }
1227 }
1228 fprintf (logfile, "\n");
1229 }
1230
1231 /*
1232 * For debugging purposes. Dumps all treasures recursively (see below).
1233 */
1234 void
1235 dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1236 {
1237 treasurelist *tl;
1238 int i;
1239
1240 if (depth > 100)
1241 return;
1242 while (t != NULL)
1243 {
1244 if (t->name != NULL)
1245 {
1246 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " ");
1248 fprintf (logfile, "{ (list: %s)\n", &t->name);
1249 tl = find_treasurelist (t->name);
1250 dump_monster_treasure_rec (name, tl->items, depth + 2);
1251 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " ");
1253 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1254 }
1255 else
1256 {
1257 for (i = 0; i < depth; i++)
1258 fprintf (logfile, " ");
1259 if (t->item->clone.type == FLESH)
1260 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1261 else
1262 fprintf (logfile, "%s\n", &t->item->clone.name);
1263 }
1264 if (t->next_yes != NULL)
1265 {
1266 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " ");
1268 fprintf (logfile, " (if yes)\n");
1269 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1270 }
1271 if (t->next_no != NULL)
1272 {
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, " (if no)\n");
1276 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1277 }
1278 t = t->next;
1279 }
1280 }
1281
1282 /*
1283 * For debugging purposes. Dumps all treasures for a given monster.
1284 * Created originally by Raphael Quinet for debugging the alchemy code.
1285 */
1286
1287 void
1288 dump_monster_treasure (const char *name)
1289 {
1290 archetype *at;
1291 int found;
1292
1293 found = 0;
1294 fprintf (logfile, "\n");
1295 for (at = first_archetype; at != NULL; at = at->next)
1296 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1297 {
1298 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1299 if (at->clone.randomitems != NULL)
1300 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1301 else
1302 fprintf (logfile, "(nothing)\n");
1303 fprintf (logfile, "\n");
1304 found++;
1305 }
1306 if (found == 0)
1307 fprintf (logfile, "No objects have the name %s!\n\n", name);
1308 }
1309
1310 /*
1311 * Builds up the lists of artifacts from the file in the libdir.
1312 */
1313
1314 void
1315 init_artifacts (void)
1316 {
1317 static int has_been_inited = 0;
1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1319 artifact *art = NULL;
1320 linked_char *tmp;
1321 int value, comp;
1322 artifactlist *al;
1323
1324 if (has_been_inited)
1325 return;
1326 else
1327 has_been_inited = 1;
1328
1329 sprintf (filename, "%s/artifacts", settings.datadir);
1330 object_thawer thawer (filename);
1331
1332 if (!thawer)
1333 return;
1334
1335 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1336 {
1337 if (*buf == '#')
1338 continue;
1339 if ((cp = strchr (buf, '\n')) != NULL)
1340 *cp = '\0';
1341 cp = buf;
1342 while (*cp == ' ') /* Skip blanks */
1343 cp++;
1344 if (*cp == '\0')
1345 continue;
1346
1347 if (!strncmp (cp, "Allowed", 7))
1348 {
1349 if (art == NULL)
1350 {
1351 art = get_empty_artifact ();
1352 nrofartifacts++;
1353 }
1354 cp = strchr (cp, ' ') + 1;
1355 if (!strcmp (cp, "all"))
1356 continue;
1357
1358 do
1359 {
1360 nrofallowedstr++;
1361 if ((next = strchr (cp, ',')) != NULL)
1362 *(next++) = '\0';
1363 tmp = new linked_char;
1364 tmp->name = cp;
1365 tmp->next = art->allowed;
1366 art->allowed = tmp;
1367 }
1368 while ((cp = next) != NULL);
1369 }
1370 else if (sscanf (cp, "chance %d", &value))
1371 art->chance = (uint16) value;
1372 else if (sscanf (cp, "difficulty %d", &value))
1373 art->difficulty = (uint8) value;
1374 else if (!strncmp (cp, "Object", 6))
1375 {
1376 art->item = (object *) calloc (1, sizeof (object));
1377 reset_object (art->item);
1378 if (!load_object (thawer, art->item, LO_LINEMODE, 0))
1379 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1380 art->item->name = strchr (cp, ' ') + 1;
1381 al = find_artifactlist (art->item->type);
1382 if (al == NULL)
1383 {
1384 al = get_empty_artifactlist ();
1385 al->type = art->item->type;
1386 al->next = first_artifactlist;
1387 first_artifactlist = al;
1388 }
1389 art->next = al->items;
1390 al->items = art;
1391 art = NULL;
1392 }
1393 else
1394 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1395 }
1396
1397 for (al = first_artifactlist; al != NULL; al = al->next)
1398 {
1399 for (art = al->items; art != NULL; art = art->next)
1400 {
1401 if (!art->chance)
1402 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1403 else
1404 al->total_chance += art->chance;
1405 }
1406 #if 0
1407 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1408 #endif
1409 }
1410
1411 LOG (llevDebug, "done.\n");
1412 }
1413
1414
1415 /*
1416 * Used in artifact generation. The bonuses of the first object
1417 * is modified by the bonuses of the second object.
1418 */
1419
1420 void
1421 add_abilities (object * op, object * change)
1422 {
1423 int i, j, tmp;
1424
1425 if (change->face != blank_face)
1426 {
1427 #ifdef TREASURE_VERBOSE
1428 LOG (llevDebug, "FACE: %d\n", change->face->number);
1429 #endif
1430 op->face = change->face;
1431 }
1432
1433 for (i = 0; i < NUM_STATS; i++)
1434 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1435
1436 op->attacktype |= change->attacktype;
1437 op->path_attuned |= change->path_attuned;
1438 op->path_repelled |= change->path_repelled;
1439 op->path_denied |= change->path_denied;
1440 op->move_type |= change->move_type;
1441 op->stats.luck += change->stats.luck;
1442
1443 if (QUERY_FLAG (change, FLAG_CURSED))
1444 SET_FLAG (op, FLAG_CURSED);
1445 if (QUERY_FLAG (change, FLAG_DAMNED))
1446 SET_FLAG (op, FLAG_DAMNED);
1447 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1448 set_abs_magic (op, -op->magic);
1449
1450 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1451 SET_FLAG (op, FLAG_LIFESAVE);
1452 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1453 SET_FLAG (op, FLAG_REFL_SPELL);
1454 if (QUERY_FLAG (change, FLAG_STEALTH))
1455 SET_FLAG (op, FLAG_STEALTH);
1456 if (QUERY_FLAG (change, FLAG_XRAYS))
1457 SET_FLAG (op, FLAG_XRAYS);
1458 if (QUERY_FLAG (change, FLAG_BLIND))
1459 SET_FLAG (op, FLAG_BLIND);
1460 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1461 SET_FLAG (op, FLAG_SEE_IN_DARK);
1462 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1463 SET_FLAG (op, FLAG_REFL_MISSILE);
1464 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1465 SET_FLAG (op, FLAG_MAKE_INVIS);
1466
1467 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468 {
1469 CLEAR_FLAG (op, FLAG_ANIMATE);
1470 /* so artifacts will join */
1471 if (!QUERY_FLAG (op, FLAG_ALIVE))
1472 op->speed = 0.0;
1473 update_ob_speed (op);
1474 }
1475
1476 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1478
1479 op->stats.exp += change->stats.exp; /* Speed modifier */
1480 op->stats.wc += change->stats.wc;
1481 op->stats.ac += change->stats.ac;
1482
1483 if (change->other_arch)
1484 {
1485 /* Basically, for horns & potions, the other_arch field is the spell
1486 * to cast. So convert that to into a spell and put it into
1487 * this object.
1488 */
1489 if (op->type == HORN || op->type == POTION)
1490 {
1491 object *tmp_obj;
1492 /* Remove any spells this object currently has in it */
1493 while (op->inv)
1494 {
1495 tmp_obj = op->inv;
1496 remove_ob (tmp_obj);
1497 free_object (tmp_obj);
1498 }
1499
1500 tmp_obj = arch_to_object (change->other_arch);
1501 insert_ob_in_ob (tmp_obj, op);
1502 }
1503 /* No harm setting this for potions/horns */
1504 op->other_arch = change->other_arch;
1505 }
1506
1507 if (change->stats.hp < 0)
1508 op->stats.hp = -change->stats.hp;
1509 else
1510 op->stats.hp += change->stats.hp;
1511
1512 if (change->stats.maxhp < 0)
1513 op->stats.maxhp = -change->stats.maxhp;
1514 else
1515 op->stats.maxhp += change->stats.maxhp;
1516
1517 if (change->stats.sp < 0)
1518 op->stats.sp = -change->stats.sp;
1519 else
1520 op->stats.sp += change->stats.sp;
1521
1522 if (change->stats.maxsp < 0)
1523 op->stats.maxsp = -change->stats.maxsp;
1524 else
1525 op->stats.maxsp += change->stats.maxsp;
1526
1527 if (change->stats.food < 0)
1528 op->stats.food = -(change->stats.food);
1529 else
1530 op->stats.food += change->stats.food;
1531
1532 if (change->level < 0)
1533 op->level = -(change->level);
1534 else
1535 op->level += change->level;
1536
1537 if (change->gen_sp_armour < 0)
1538 op->gen_sp_armour = -(change->gen_sp_armour);
1539 else
1540 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1541
1542 op->item_power = change->item_power;
1543
1544 for (i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (change->resist[i])
1547 {
1548 op->resist[i] += change->resist[i];
1549 }
1550 }
1551
1552 if (change->stats.dam)
1553 {
1554 if (change->stats.dam < 0)
1555 op->stats.dam = (-change->stats.dam);
1556 else if (op->stats.dam)
1557 {
1558 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1559 if (tmp == op->stats.dam)
1560 {
1561 if (change->stats.dam < 10)
1562 op->stats.dam--;
1563 else
1564 op->stats.dam++;
1565 }
1566 else
1567 op->stats.dam = tmp;
1568 }
1569 }
1570
1571 if (change->weight)
1572 {
1573 if (change->weight < 0)
1574 op->weight = (-change->weight);
1575 else
1576 op->weight = (op->weight * (change->weight)) / 100;
1577 }
1578
1579 if (change->last_sp)
1580 {
1581 if (change->last_sp < 0)
1582 op->last_sp = (-change->last_sp);
1583 else
1584 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1585 }
1586
1587 if (change->gen_sp_armour)
1588 {
1589 if (change->gen_sp_armour < 0)
1590 op->gen_sp_armour = (-change->gen_sp_armour);
1591 else
1592 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1593 }
1594
1595 op->value *= change->value;
1596
1597 if (change->material)
1598 op->material = change->material;
1599
1600 if (change->materialname)
1601 op->materialname = change->materialname;
1602
1603 if (change->slaying)
1604 op->slaying = change->slaying;
1605
1606 if (change->race)
1607 op->race = change->race;
1608
1609 if (change->msg)
1610 op->msg = change->msg;
1611 }
1612
1613 static int
1614 legal_artifact_combination (object * op, artifact * art)
1615 {
1616 int neg, success = 0;
1617 linked_char *tmp;
1618 const char *name;
1619
1620 if (art->allowed == (linked_char *) NULL)
1621 return 1; /* Ie, "all" */
1622 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 {
1624 #ifdef TREASURE_VERBOSE
1625 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1626 #endif
1627 if (*tmp->name == '!')
1628 name = tmp->name + 1, neg = 1;
1629 else
1630 name = tmp->name, neg = 0;
1631
1632 /* If we match name, then return the opposite of 'neg' */
1633 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1634 return !neg;
1635
1636 /* Set success as true, since if the match was an inverse, it means
1637 * everything is allowed except what we match
1638 */
1639 else if (neg)
1640 success = 1;
1641 }
1642 return success;
1643 }
1644
1645 /*
1646 * Fixes the given object, giving it the abilities and titles
1647 * it should have due to the second artifact-template.
1648 */
1649
1650 void
1651 give_artifact_abilities (object * op, object * artifct)
1652 {
1653 char new_name[MAX_BUF];
1654
1655 sprintf (new_name, "of %s", &artifct->name);
1656 op->title = new_name;
1657 add_abilities (op, artifct); /* Give out the bonuses */
1658
1659 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1660 {
1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1662 SET_FLAG (op, FLAG_IDENTIFIED);
1663 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1664 if (!identified)
1665 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1666 }
1667 #endif
1668 return;
1669 }
1670
1671 /*
1672 * Decides randomly which artifact the object should be
1673 * turned into. Makes sure that the item can become that
1674 * artifact (means magic, difficulty, and Allowed fields properly).
1675 * Then calls give_artifact_abilities in order to actually create
1676 * the artifact.
1677 */
1678
1679 /* Give 1 re-roll attempt per artifact */
1680 #define ARTIFACT_TRIES 2
1681
1682 void
1683 generate_artifact (object * op, int difficulty)
1684 {
1685 artifactlist *al;
1686 artifact *art;
1687 int i;
1688
1689 al = find_artifactlist (op->type);
1690
1691 if (al == NULL)
1692 {
1693 #if 0 /* This is too verbose, usually */
1694 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1695 #endif
1696 return;
1697 }
1698
1699 for (i = 0; i < ARTIFACT_TRIES; i++)
1700 {
1701 int roll = RANDOM () % al->total_chance;
1702
1703 for (art = al->items; art != NULL; art = art->next)
1704 {
1705 roll -= art->chance;
1706 if (roll < 0)
1707 break;
1708 }
1709
1710 if (art == NULL || roll >= 0)
1711 {
1712 #if 1
1713 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1714 #endif
1715 return;
1716 }
1717 if (!strcmp (art->item->name, "NONE"))
1718 return;
1719 if (FABS (op->magic) < art->item->magic)
1720 continue; /* Not magic enough to be this item */
1721
1722 /* Map difficulty not high enough */
1723 if (difficulty < art->difficulty)
1724 continue;
1725
1726 if (!legal_artifact_combination (op, art))
1727 {
1728 #ifdef TREASURE_VERBOSE
1729 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1730 #endif
1731 continue;
1732 }
1733 give_artifact_abilities (op, art->item);
1734 return;
1735 }
1736 }
1737
1738 /* fix_flesh_item() - objects of type FLESH are similar to type
1739 * FOOD, except they inherit properties (name, food value, etc).
1740 * based on the original owner (or 'donor' if you like). -b.t.
1741 */
1742
1743 void
1744 fix_flesh_item (object * item, object * donor)
1745 {
1746 char tmpbuf[MAX_BUF];
1747 int i;
1748
1749 if (item->type == FLESH && donor)
1750 {
1751 /* change the name */
1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf;
1753 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf;
1754
1755 /* weight is FLESH weight/100 * donor */
1756 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1757 item->weight = 1;
1758
1759 /* value is multiplied by level of donor */
1760 item->value *= isqrt (donor->level * 2);
1761
1762 /* food value */
1763 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1764
1765 /* flesh items inherit some abilities of donor, but not
1766 * full effect.
1767 */
1768 for (i = 0; i < NROFATTACKS; i++)
1769 item->resist[i] = donor->resist[i] / 2;
1770
1771 /* item inherits donor's level (important for quezals) */
1772 item->level = donor->level;
1773
1774 /* if donor has some attacktypes, the flesh is poisonous */
1775 if (donor->attacktype & AT_POISON)
1776 item->type = POISON;
1777 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food;
1779 SET_FLAG (item, FLAG_NO_STEAL);
1780 }
1781 }
1782
1783 /* special_potion() - so that old potion code is still done right. */
1784
1785 int
1786 special_potion (object * op)
1787 {
1788
1789 int i;
1790
1791 if (op->attacktype)
1792 return 1;
1793
1794 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1795 return 1;
1796
1797 for (i = 0; i < NROFATTACKS; i++)
1798 if (op->resist[i])
1799 return 1;
1800
1801 return 0;
1802 }
1803
1804 void
1805 free_treasurestruct (treasure * t)
1806 {
1807 if (t->next)
1808 free_treasurestruct (t->next);
1809 if (t->next_yes)
1810 free_treasurestruct (t->next_yes);
1811 if (t->next_no)
1812 free_treasurestruct (t->next_no);
1813 free (t);
1814 }
1815
1816 void
1817 free_charlinks (linked_char * lc)
1818 {
1819 if (lc->next)
1820 free_charlinks (lc->next);
1821
1822 delete lc;
1823 }
1824
1825 void
1826 free_artifact (artifact * at)
1827 {
1828
1829 if (at->next)
1830 free_artifact (at->next);
1831 if (at->allowed)
1832 free_charlinks (at->allowed);
1833
1834 delete at->item;
1835
1836 delete at;
1837 }
1838
1839 void
1840 free_artifactlist (artifactlist * al)
1841 {
1842 artifactlist *nextal;
1843 for (al = first_artifactlist; al != NULL; al = nextal)
1844 {
1845 nextal = al->next;
1846 if (al->items)
1847 {
1848 free_artifact (al->items);
1849 }
1850 free (al);
1851 }
1852 }
1853
1854 void
1855 free_all_treasures (void)
1856 {
1857 treasurelist *tl, *next;
1858
1859
1860 for (tl = first_treasurelist; tl != NULL; tl = next)
1861 {
1862 next = tl->next;
1863 if (tl->items)
1864 free_treasurestruct (tl->items);
1865 delete tl;
1866 }
1867 free_artifactlist (first_artifactlist);
1868 }