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/cvs/deliantra/server/common/treasure.C
Revision: 1.9
Committed: Sun Sep 3 14:33:48 2006 UTC (17 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.8: +9 -5 lines
Log Message:
removed ox/oy, and then added shstr stuff to the recipes in alchemy

File Contents

# Content
1
2 /*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.8 2006-09-03 08:05:39 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 {
274 if (tmp == tl->name)
275 return tl;
276 }
277
278 if (first_treasurelist)
279 LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp);
280
281 return NULL;
282 }
283
284
285 /*
286 * Generates the objects specified by the given treasure.
287 * It goes recursively through the rest of the linked list.
288 * If there is a certain percental chance for a treasure to be generated,
289 * this is taken into consideration.
290 * The second argument specifies for which object the treasure is
291 * being generated.
292 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
293 * abilities. This is used by summon spells, thus no summoned monsters
294 * start with equipment, but only their abilities).
295 */
296
297
298 static void
299 put_treasure (object * op, object * creator, int flags)
300 {
301 object *tmp;
302
303 /* Bit of a hack - spells should never be put onto the map. The entire
304 * treasure stuff is a problem - there is no clear idea of knowing
305 * this is the original object, or if this is an object that should be created
306 * by another object.
307 */
308 if (flags & GT_ENVIRONMENT && op->type != SPELL)
309 {
310 op->x = creator->x;
311 op->y = creator->y;
312 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
313 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
314 }
315 else
316 {
317 op = insert_ob_in_ob (op, creator);
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op);
320 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
321 esrv_send_item (tmp, op);
322 }
323 }
324
325 /* if there are change_xxx commands in the treasure, we include the changes
326 * in the generated object
327 */
328 static void
329 change_treasure (treasure * t, object * op)
330 {
331 /* CMD: change_name xxxx */
332 if (t->change_arch.name)
333 {
334 op->name = t->change_arch.name;
335 op->name_pl = t->change_arch.name;
336 }
337
338 if (t->change_arch.title)
339 op->title = t->change_arch.title;
340
341 if (t->change_arch.slaying)
342 op->slaying = t->change_arch.slaying;
343 }
344
345 void
346 create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries)
347 {
348 object *tmp;
349
350
351 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
352 {
353 if (t->name)
354 {
355 if (strcmp (t->name, "NONE") && difficulty >= t->magic)
356 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
357 }
358 else
359 {
360 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
361 {
362 tmp = arch_to_object (t->item);
363 if (t->nrof && tmp->nrof <= 1)
364 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
365 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag);
368 }
369 }
370 if (t->next_yes != NULL)
371 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 }
373 else if (t->next_no != NULL)
374 create_all_treasures (t->next_no, op, flag, difficulty, tries);
375 if (t->next != NULL)
376 create_all_treasures (t->next, op, flag, difficulty, tries);
377 }
378
379 void
380 create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries)
381 {
382 int value = RANDOM () % tl->total_chance;
383 treasure *t;
384
385 if (tries++ > 100)
386 {
387 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388 return;
389 }
390 for (t = tl->items; t != NULL; t = t->next)
391 {
392 value -= t->chance;
393 if (value < 0)
394 break;
395 }
396
397 if (!t || value >= 0)
398 {
399 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
400 abort ();
401 return;
402 }
403 if (t->name)
404 {
405 if (!strcmp (t->name, "NONE"))
406 return;
407 if (difficulty >= t->magic)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
409 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries);
411 return;
412 }
413 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
414 {
415 object *tmp = arch_to_object (t->item);
416 if (!tmp)
417 return;
418 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
420 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag);
423 }
424 }
425
426 /* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure
428 * have been made. It is really in place to prevent infinite loops with
429 * list transitions, or so that excessively good treasure will not be
430 * created on weak maps, because it will exceed the number of allowed tries
431 * to do that.
432 */
433 void
434 create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries)
435 {
436
437 if (tries++ > 100)
438 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return;
441 }
442 if (t->total_chance)
443 create_one_treasure (t, op, flag, difficulty, tries);
444 else
445 create_all_treasures (t->items, op, flag, difficulty, tries);
446 }
447
448 /* This is similar to the old generate treasure function. However,
449 * it instead takes a treasurelist. It is really just a wrapper around
450 * create_treasure. We create a dummy object that the treasure gets
451 * inserted into, and then return that treausre
452 */
453 object *
454 generate_treasure (treasurelist * t, int difficulty)
455 {
456 object *ob = get_object (), *tmp;
457
458 create_treasure (t, ob, 0, difficulty, 0);
459
460 /* Don't want to free the object we are about to return */
461 tmp = ob->inv;
462 if (tmp != NULL)
463 remove_ob (tmp);
464 if (ob->inv)
465 {
466 LOG (llevError, "In generate treasure, created multiple objects.\n");
467 }
468 free_object (ob);
469 return tmp;
470 }
471
472 /*
473 * This is a new way of calculating the chance for an item to have
474 * a specific magical bonus.
475 * The array has two arguments, the difficulty of the level, and the
476 * magical bonus "wanted".
477 */
478
479 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
480 /*chance of magic difficulty*/
481 /* +0 +1 +2 +3 +4 */
482 {95, 2, 2, 1, 0}, /*1 */
483 {92, 5, 2, 1, 0}, /*2 */
484 {85, 10, 4, 1, 0}, /*3 */
485 {80, 14, 4, 2, 0}, /*4 */
486 {75, 17, 5, 2, 1}, /*5 */
487 {70, 18, 8, 3, 1}, /*6 */
488 {65, 21, 10, 3, 1}, /*7 */
489 {60, 22, 12, 4, 2}, /*8 */
490 {55, 25, 14, 4, 2}, /*9 */
491 {50, 27, 16, 5, 2}, /*10 */
492 {45, 28, 18, 6, 3}, /*11 */
493 {42, 28, 20, 7, 3}, /*12 */
494 {40, 27, 21, 8, 4}, /*13 */
495 {38, 25, 22, 10, 5}, /*14 */
496 {36, 23, 23, 12, 6}, /*15 */
497 {33, 21, 24, 14, 8}, /*16 */
498 {31, 19, 25, 16, 9}, /*17 */
499 {27, 15, 30, 18, 10}, /*18 */
500 {20, 12, 30, 25, 13}, /*19 */
501 {15, 10, 28, 30, 17}, /*20 */
502 {13, 9, 27, 28, 23}, /*21 */
503 {10, 8, 25, 28, 29}, /*22 */
504 {8, 7, 23, 26, 36}, /*23 */
505 {6, 6, 20, 22, 46}, /*24 */
506 {4, 5, 17, 18, 56}, /*25 */
507 {2, 4, 12, 14, 68}, /*26 */
508 {0, 3, 7, 10, 80}, /*27 */
509 {0, 0, 3, 7, 90}, /*28 */
510 {0, 0, 0, 3, 97}, /*29 */
511 {0, 0, 0, 0, 100}, /*30 */
512 {0, 0, 0, 0, 100}, /*31 */
513 };
514
515
516 /* calculate the appropriate level for wands staves and scrolls.
517 * This code presumes that op has had its spell object created (in op->inv)
518 *
519 * elmex Wed Aug 9 17:44:59 CEST 2006:
520 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
521 */
522
523 int
524 level_for_item (const object * op, int difficulty)
525 {
526 int mult = 0, olevel = 0;
527
528 if (!op->inv)
529 {
530 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
531 return 0;
532 }
533
534 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
535
536 if (olevel <= 0)
537 olevel = rndm (1, MIN (op->inv->level, 1));
538
539 if (olevel > MAXLEVEL)
540 olevel = MAXLEVEL;
541
542 return olevel;
543 }
544
545 /*
546 * Based upon the specified difficulty and upon the difftomagic_list array,
547 * a random magical bonus is returned. This is used when determine
548 * the magical bonus created on specific maps.
549 *
550 * elmex Thu Aug 10 18:45:44 CEST 2006:
551 * Scaling difficulty by max_level, as difficulty is a level and not some
552 * weird integer between 1-31.
553 *
554 */
555
556 int
557 magic_from_difficulty (int difficulty)
558 {
559 int percent = 0, magic = 0;
560 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
561
562 scaled_diff--;
563
564 if (scaled_diff < 0)
565 scaled_diff = 0;
566
567 if (scaled_diff >= DIFFLEVELS)
568 scaled_diff = DIFFLEVELS - 1;
569
570 percent = RANDOM () % 100;
571
572 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
573 {
574 percent -= difftomagic_list[scaled_diff][magic];
575
576 if (percent < 0)
577 break;
578 }
579
580 if (magic == (MAXMAGIC + 1))
581 {
582 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
583 magic = 0;
584 }
585
586 magic = (RANDOM () % 3) ? magic : -magic;
587 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
588
589 return magic;
590 }
591
592 /*
593 * Sets magical bonus in an object, and recalculates the effect on
594 * the armour variable, and the effect on speed of armour.
595 * This function doesn't work properly, should add use of archetypes
596 * to make it truly absolute.
597 */
598
599 void
600 set_abs_magic (object * op, int magic)
601 {
602 if (!magic)
603 return;
604
605 op->magic = magic;
606 if (op->arch)
607 {
608 if (op->type == ARMOUR)
609 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
610
611 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
612 magic = (-magic);
613 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
614 }
615 else
616 {
617 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
619 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
620 magic = (-magic);
621 op->weight = (op->weight * (100 - magic * 10)) / 100;
622 }
623 }
624
625 /*
626 * Sets a random magical bonus in the given object based upon
627 * the given difficulty, and the given max possible bonus.
628 */
629
630 static void
631 set_magic (int difficulty, object * op, int max_magic, int flags)
632 {
633 int i;
634 i = magic_from_difficulty (difficulty);
635 if ((flags & GT_ONLY_GOOD) && i < 0)
636 i = -i;
637 if (i > max_magic)
638 i = max_magic;
639 set_abs_magic (op, i);
640 if (i < 0)
641 SET_FLAG (op, FLAG_CURSED);
642 }
643
644 /*
645 * Randomly adds one magical ability to the given object.
646 * Modified for Partial Resistance in many ways:
647 * 1) Since rings can have multiple bonuses, if the same bonus
648 * is rolled again, increase it - the bonuses now stack with
649 * other bonuses previously rolled and ones the item might natively have.
650 * 2) Add code to deal with new PR method.
651 */
652
653 void
654 set_ring_bonus (object * op, int bonus)
655 {
656
657 int r = RANDOM () % (bonus > 0 ? 25 : 11);
658
659 if (op->type == AMULET)
660 {
661 if (!(RANDOM () % 21))
662 r = 20 + RANDOM () % 2;
663 else
664 {
665 if (RANDOM () & 2)
666 r = 10;
667 else
668 r = 11 + RANDOM () % 9;
669 }
670 }
671
672 switch (r)
673 {
674 /* Redone by MSW 2000-11-26 to have much less code. Also,
675 * bonuses and penalties will stack and add to existing values.
676 * of the item.
677 */
678 case 0:
679 case 1:
680 case 2:
681 case 3:
682 case 4:
683 case 5:
684 case 6:
685 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
686 break;
687
688 case 7:
689 op->stats.dam += bonus;
690 break;
691
692 case 8:
693 op->stats.wc += bonus;
694 break;
695
696 case 9:
697 op->stats.food += bonus; /* hunger/sustenance */
698 break;
699
700 case 10:
701 op->stats.ac += bonus;
702 break;
703
704 /* Item that gives protections/vulnerabilities */
705 case 11:
706 case 12:
707 case 13:
708 case 14:
709 case 15:
710 case 16:
711 case 17:
712 case 18:
713 case 19:
714 {
715 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
716
717 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
718 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
719
720 /* Cursed items need to have higher negative values to equal out with
721 * positive values for how protections work out. Put another
722 * little random element in since that they don't always end up with
723 * even values.
724 */
725 if (bonus < 0)
726 val = 2 * -val - RANDOM () % b;
727 if (val > 35)
728 val = 35; /* Upper limit */
729 b = 0;
730 while (op->resist[resist_table[resist]] != 0 && b < 4)
731 {
732 resist = RANDOM () % num_resist_table;
733 }
734 if (b == 4)
735 return; /* Not able to find a free resistance */
736 op->resist[resist_table[resist]] = val;
737 /* We should probably do something more clever here to adjust value
738 * based on how good a resistance we gave.
739 */
740 break;
741 }
742 case 20:
743 if (op->type == AMULET)
744 {
745 SET_FLAG (op, FLAG_REFL_SPELL);
746 op->value *= 11;
747 }
748 else
749 {
750 op->stats.hp = 1; /* regenerate hit points */
751 op->value *= 4;
752 }
753 break;
754
755 case 21:
756 if (op->type == AMULET)
757 {
758 SET_FLAG (op, FLAG_REFL_MISSILE);
759 op->value *= 9;
760 }
761 else
762 {
763 op->stats.sp = 1; /* regenerate spell points */
764 op->value *= 3;
765 }
766 break;
767
768 case 22:
769 op->stats.exp += bonus; /* Speed! */
770 op->value = (op->value * 2) / 3;
771 break;
772 }
773 if (bonus > 0)
774 op->value *= 2 * bonus;
775 else
776 op->value = -(op->value * 2 * bonus) / 3;
777 }
778
779 /*
780 * get_magic(diff) will return a random number between 0 and 4.
781 * diff can be any value above 2. The higher the diff-variable, the
782 * higher is the chance of returning a low number.
783 * It is only used in fix_generated_treasure() to set bonuses on
784 * rings and amulets.
785 * Another scheme is used to calculate the magic of weapons and armours.
786 */
787
788 int
789 get_magic (int diff)
790 {
791 int i;
792 if (diff < 3)
793 diff = 3;
794 for (i = 0; i < 4; i++)
795 if (RANDOM () % diff)
796 return i;
797 return 4;
798 }
799
800 #define DICE2 (get_magic(2)==2?2:1)
801 #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
802
803 /*
804 * fix_generated_item(): This is called after an item is generated, in
805 * order to set it up right. This produced magical bonuses, puts spells
806 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807 */
808 /* 4/28/96 added creator object from which op may now inherit properties based on
809 * op->type. Right now, which stuff the creator passes on is object type
810 * dependant. I know this is a spagetti manuever, but is there a cleaner
811 * way to do this? b.t. */
812 /*
813 * ! (flags & GT_ENVIRONMENT):
814 * Automatically calls fix_flesh_item().
815 *
816 * flags:
817 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
818 * value.
819 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
820 * a working object - don't change magic, value, etc, but set it material
821 * type as appropriate, for objects that need spell objects, set those, etc
822 */
823
824 void
825 fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags)
826 {
827 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
828
829 if (!creator || creator->type == op->type)
830 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831
832 /* If we make an artifact, this information will be destroyed */
833 save_item_power = op->item_power;
834 op->item_power = 0;
835
836 if (op->randomitems && op->type != SPELL)
837 {
838 create_treasure (op->randomitems, op, flags, difficulty, 0);
839 if (!op->inv)
840 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
841
842 /* So the treasure doesn't get created again */
843 op->randomitems = NULL;
844 }
845
846 if (difficulty < 1)
847 difficulty = 1;
848
849 if (!(flags & GT_MINIMAL))
850 {
851 if (op->arch == crown_arch)
852 {
853 set_magic (difficulty, op, max_magic, flags);
854 num_enchantments = calc_item_power (op, 1);
855 generate_artifact (op, difficulty);
856 }
857 else
858 {
859 if (!op->magic && max_magic)
860 set_magic (difficulty, op, max_magic, flags);
861
862 num_enchantments = calc_item_power (op, 1);
863
864 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
865 * used for shop_floors or treasures */
866 generate_artifact (op, difficulty);
867 }
868
869 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds.
871 */
872 if (op->title)
873 {
874 /* if save_item_power is set, then most likely we started with an
875 * artifact and have added new abilities to it - this is rare, but
876 * but I have seen things like 'strange rings of fire'. So just figure
877 * out the power from the base power plus what this one adds. Note
878 * that since item_power is not quite linear, this actually ends up
879 * being somewhat of a bonus
880 */
881 if (save_item_power)
882 op->item_power = save_item_power + get_power_from_ench (op->item_power);
883 else
884 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
885 }
886 else if (save_item_power)
887 {
888 /* restore the item_power field to the object if we haven't changed it.
889 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype.
891 */
892 op->item_power = save_item_power;
893 }
894 else
895 {
896 /* item_power was zero. This is suspicious, as it may be because it
897 * was never previously calculated. Let's compute a value and see if
898 * it is non-zero. If it indeed is, then assign it as the new
899 * item_power value.
900 * - gros, 21th of July 2006.
901 */
902 op->item_power = calc_item_power (op, 0);
903 save_item_power = op->item_power; /* Just in case it would get used
904 * again below */
905 }
906 }
907
908 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL);
910
911 if (flags & GT_MINIMAL)
912 {
913 if (op->type == POTION)
914 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems)
916 {
917 object *tmp;
918
919 tmp = get_archetype (spell_mapping[op->stats.sp]);
920 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0;
922 }
923 }
924 else if (!op->title) /* Only modify object if not special */
925 switch (op->type)
926 {
927 case WEAPON:
928 case ARMOUR:
929 case SHIELD:
930 case HELMET:
931 case CLOAK:
932 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
933 set_ring_bonus (op, -DICE2);
934 break;
935
936 case BRACERS:
937 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
938 {
939 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
940 if (!QUERY_FLAG (op, FLAG_CURSED))
941 op->value *= 3;
942 }
943 break;
944
945 case POTION:
946 {
947 int too_many_tries = 0, is_special = 0;
948
949 /* Handle healing and magic power potions */
950 if (op->stats.sp && !op->randomitems)
951 {
952 object *tmp;
953
954 tmp = get_archetype (spell_mapping[op->stats.sp]);
955 insert_ob_in_ob (tmp, op);
956 op->stats.sp = 0;
957 }
958
959 while (!(is_special = special_potion (op)) && !op->inv)
960 {
961 generate_artifact (op, difficulty);
962 if (too_many_tries++ > 10)
963 break;
964 }
965
966 /* don't want to change value for healing/magic power potions,
967 * since the value set on those is already correct.
968 */
969 if (op->inv && op->randomitems)
970 {
971 /* value multiplier is same as for scrolls */
972 op->value = (op->value * op->inv->value);
973 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
974 }
975 else
976 {
977 op->name = "potion";
978 op->name_pl = "potions";
979 }
980
981 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
982 SET_FLAG (op, FLAG_CURSED);
983 break;
984 }
985
986 case AMULET:
987 if (op->arch == amulet_arch)
988 op->value *= 5; /* Since it's not just decoration */
989
990 case RING:
991 if (op->arch == NULL)
992 {
993 remove_ob (op);
994 free_object (op);
995 op = NULL;
996 break;
997 }
998
999 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1000 break;
1001
1002 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1003 SET_FLAG (op, FLAG_CURSED);
1004
1005 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1006
1007 if (op->type != RING) /* Amulets have only one ability */
1008 break;
1009
1010 if (!(RANDOM () % 4))
1011 {
1012 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1013
1014 if (d > 0)
1015 op->value *= 3;
1016
1017 set_ring_bonus (op, d);
1018
1019 if (!(RANDOM () % 4))
1020 {
1021 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1022 if (d > 0)
1023 op->value *= 5;
1024 set_ring_bonus (op, d);
1025 }
1026 }
1027
1028 if (GET_ANIM_ID (op))
1029 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1030
1031 break;
1032
1033 case BOOK:
1034 /* Is it an empty book?, if yes lets make a special·
1035 * msg for it, and tailor its properties based on the·
1036 * creator and/or map level we found it on.
1037 */
1038 if (!op->msg && RANDOM () % 10)
1039 {
1040 /* set the book level properly */
1041 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1042 {
1043 if (op->map && op->map->difficulty)
1044 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1045 else
1046 op->level = RANDOM () % 20 + 1;
1047 }
1048 else
1049 op->level = RANDOM () % creator->level;
1050
1051 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1052 /* books w/ info are worth more! */
1053 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1054 /* creator related stuff */
1055
1056 /* for library, chained books. Note that some monsters have no_pick
1057 * set - we don't want to set no pick in that case.
1058 */
1059 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1060 SET_FLAG (op, FLAG_NO_PICK);
1061 if (creator->slaying && !op->slaying) /* for check_inv floors */
1062 op->slaying = creator->slaying;
1063
1064 /* add exp so reading it gives xp (once) */
1065 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1066 }
1067 break;
1068
1069 case SPELLBOOK:
1070 op->value = op->value * op->inv->value;
1071 /* add exp so learning gives xp */
1072 op->level = op->inv->level;
1073 op->stats.exp = op->value;
1074 break;
1075
1076 case WAND:
1077 /* nrof in the treasure list is number of charges,
1078 * not number of wands. So copy that into food (charges),
1079 * and reset nrof.
1080 */
1081 op->stats.food = op->inv->nrof;
1082 op->nrof = 1;
1083 /* If the spell changes by level, choose a random level
1084 * for it, and adjust price. If the spell doesn't
1085 * change by level, just set the wand to the level of
1086 * the spell, and value calculation is simpler.
1087 */
1088 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1089 {
1090 op->level = level_for_item (op, difficulty);
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1092 }
1093 else
1094 {
1095 op->level = op->inv->level;
1096 op->value = op->value * op->inv->value;
1097 }
1098 break;
1099
1100 case ROD:
1101 op->level = level_for_item (op, difficulty);
1102 /* Add 50 to both level an divisor to keep prices a little more
1103 * reasonable. Otherwise, a high level version of a low level
1104 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1105 * 10 time multiplier). This way, the value are a bit more reasonable.
1106 */
1107 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1108 /* maxhp is used to denote how many 'charges' the rod holds before */
1109 if (op->stats.maxhp)
1110 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1111 else
1112 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1113
1114 op->stats.hp = op->stats.maxhp;
1115 break;
1116
1117 case SCROLL:
1118 op->level = level_for_item (op, difficulty);
1119 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1120
1121 /* add exp so reading them properly gives xp */
1122 op->stats.exp = op->value / 5;
1123 op->nrof = op->inv->nrof;
1124 break;
1125
1126 case RUNE:
1127 trap_adjust (op, difficulty);
1128 break;
1129
1130 case TRAP:
1131 trap_adjust (op, difficulty);
1132 break;
1133 } /* switch type */
1134
1135 if (flags & GT_STARTEQUIP)
1136 {
1137 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1138 SET_FLAG (op, FLAG_STARTEQUIP);
1139 else if (op->type != MONEY)
1140 op->value = 0;
1141 }
1142
1143 if (!(flags & GT_ENVIRONMENT))
1144 fix_flesh_item (op, creator);
1145 }
1146
1147 /*
1148 *
1149 *
1150 * CODE DEALING WITH ARTIFACTS STARTS HERE
1151 *
1152 *
1153 */
1154
1155 /*
1156 * Allocate and return the pointer to an empty artifactlist structure.
1157 */
1158
1159 static artifactlist *
1160 get_empty_artifactlist (void)
1161 {
1162 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1163 if (tl == NULL)
1164 fatal (OUT_OF_MEMORY);
1165 tl->next = NULL;
1166 tl->items = NULL;
1167 tl->total_chance = 0;
1168 return tl;
1169 }
1170
1171 /*
1172 * Allocate and return the pointer to an empty artifact structure.
1173 */
1174
1175 static artifact *
1176 get_empty_artifact (void)
1177 {
1178 artifact *t = (artifact *) malloc (sizeof (artifact));
1179 if (t == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 t->item = NULL;
1182 t->next = NULL;
1183 t->chance = 0;
1184 t->difficulty = 0;
1185 t->allowed = NULL;
1186 return t;
1187 }
1188
1189 /*
1190 * Searches the artifact lists and returns one that has the same type
1191 * of objects on it.
1192 */
1193
1194 artifactlist *
1195 find_artifactlist (int type)
1196 {
1197 artifactlist *al;
1198
1199 for (al = first_artifactlist; al != NULL; al = al->next)
1200 if (al->type == type)
1201 return al;
1202 return NULL;
1203 }
1204
1205 /*
1206 * For debugging purposes. Dumps all tables.
1207 */
1208
1209 void
1210 dump_artifacts (void)
1211 {
1212 artifactlist *al;
1213 artifact *art;
1214 linked_char *next;
1215
1216 fprintf (logfile, "\n");
1217 for (al = first_artifactlist; al != NULL; al = al->next)
1218 {
1219 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1220 for (art = al->items; art != NULL; art = art->next)
1221 {
1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1223 if (art->allowed != NULL)
1224 {
1225 fprintf (logfile, "\tAllowed combinations:");
1226 for (next = art->allowed; next != NULL; next = next->next)
1227 fprintf (logfile, "%s,", &next->name);
1228 fprintf (logfile, "\n");
1229 }
1230 }
1231 }
1232 fprintf (logfile, "\n");
1233 }
1234
1235 /*
1236 * For debugging purposes. Dumps all treasures recursively (see below).
1237 */
1238 void
1239 dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1240 {
1241 treasurelist *tl;
1242 int i;
1243
1244 if (depth > 100)
1245 return;
1246 while (t != NULL)
1247 {
1248 if (t->name != NULL)
1249 {
1250 for (i = 0; i < depth; i++)
1251 fprintf (logfile, " ");
1252 fprintf (logfile, "{ (list: %s)\n", &t->name);
1253 tl = find_treasurelist (t->name);
1254 dump_monster_treasure_rec (name, tl->items, depth + 2);
1255 for (i = 0; i < depth; i++)
1256 fprintf (logfile, " ");
1257 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1258 }
1259 else
1260 {
1261 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " ");
1263 if (t->item->clone.type == FLESH)
1264 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1265 else
1266 fprintf (logfile, "%s\n", &t->item->clone.name);
1267 }
1268 if (t->next_yes != NULL)
1269 {
1270 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " ");
1272 fprintf (logfile, " (if yes)\n");
1273 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1274 }
1275 if (t->next_no != NULL)
1276 {
1277 for (i = 0; i < depth; i++)
1278 fprintf (logfile, " ");
1279 fprintf (logfile, " (if no)\n");
1280 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1281 }
1282 t = t->next;
1283 }
1284 }
1285
1286 /*
1287 * For debugging purposes. Dumps all treasures for a given monster.
1288 * Created originally by Raphael Quinet for debugging the alchemy code.
1289 */
1290
1291 void
1292 dump_monster_treasure (const char *name)
1293 {
1294 archetype *at;
1295 int found;
1296
1297 found = 0;
1298 fprintf (logfile, "\n");
1299 for (at = first_archetype; at != NULL; at = at->next)
1300 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1301 {
1302 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1303 if (at->clone.randomitems != NULL)
1304 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1305 else
1306 fprintf (logfile, "(nothing)\n");
1307 fprintf (logfile, "\n");
1308 found++;
1309 }
1310 if (found == 0)
1311 fprintf (logfile, "No objects have the name %s!\n\n", name);
1312 }
1313
1314 /*
1315 * Builds up the lists of artifacts from the file in the libdir.
1316 */
1317
1318 void
1319 init_artifacts (void)
1320 {
1321 static int has_been_inited = 0;
1322 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1323 artifact *art = NULL;
1324 linked_char *tmp;
1325 int value, comp;
1326 artifactlist *al;
1327
1328 if (has_been_inited)
1329 return;
1330 else
1331 has_been_inited = 1;
1332
1333 sprintf (filename, "%s/artifacts", settings.datadir);
1334 object_thawer thawer (filename);
1335
1336 if (!thawer)
1337 return;
1338
1339 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1340 {
1341 if (*buf == '#')
1342 continue;
1343 if ((cp = strchr (buf, '\n')) != NULL)
1344 *cp = '\0';
1345 cp = buf;
1346 while (*cp == ' ') /* Skip blanks */
1347 cp++;
1348 if (*cp == '\0')
1349 continue;
1350
1351 if (!strncmp (cp, "Allowed", 7))
1352 {
1353 if (art == NULL)
1354 {
1355 art = get_empty_artifact ();
1356 nrofartifacts++;
1357 }
1358 cp = strchr (cp, ' ') + 1;
1359 if (!strcmp (cp, "all"))
1360 continue;
1361
1362 do
1363 {
1364 nrofallowedstr++;
1365 if ((next = strchr (cp, ',')) != NULL)
1366 *(next++) = '\0';
1367 tmp = new linked_char;
1368 tmp->name = cp;
1369 tmp->next = art->allowed;
1370 art->allowed = tmp;
1371 }
1372 while ((cp = next) != NULL);
1373 }
1374 else if (sscanf (cp, "chance %d", &value))
1375 art->chance = (uint16) value;
1376 else if (sscanf (cp, "difficulty %d", &value))
1377 art->difficulty = (uint8) value;
1378 else if (!strncmp (cp, "Object", 6))
1379 {
1380 art->item = (object *) calloc (1, sizeof (object));
1381 reset_object (art->item);
1382 if (!load_object (thawer, art->item, LO_LINEMODE, 0))
1383 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1384 art->item->name = strchr (cp, ' ') + 1;
1385 al = find_artifactlist (art->item->type);
1386 if (al == NULL)
1387 {
1388 al = get_empty_artifactlist ();
1389 al->type = art->item->type;
1390 al->next = first_artifactlist;
1391 first_artifactlist = al;
1392 }
1393 art->next = al->items;
1394 al->items = art;
1395 art = NULL;
1396 }
1397 else
1398 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1399 }
1400
1401 for (al = first_artifactlist; al != NULL; al = al->next)
1402 {
1403 for (art = al->items; art != NULL; art = art->next)
1404 {
1405 if (!art->chance)
1406 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1407 else
1408 al->total_chance += art->chance;
1409 }
1410 #if 0
1411 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1412 #endif
1413 }
1414
1415 LOG (llevDebug, "done.\n");
1416 }
1417
1418
1419 /*
1420 * Used in artifact generation. The bonuses of the first object
1421 * is modified by the bonuses of the second object.
1422 */
1423
1424 void
1425 add_abilities (object * op, object * change)
1426 {
1427 int i, j, tmp;
1428
1429 if (change->face != blank_face)
1430 {
1431 #ifdef TREASURE_VERBOSE
1432 LOG (llevDebug, "FACE: %d\n", change->face->number);
1433 #endif
1434 op->face = change->face;
1435 }
1436
1437 for (i = 0; i < NUM_STATS; i++)
1438 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1439
1440 op->attacktype |= change->attacktype;
1441 op->path_attuned |= change->path_attuned;
1442 op->path_repelled |= change->path_repelled;
1443 op->path_denied |= change->path_denied;
1444 op->move_type |= change->move_type;
1445 op->stats.luck += change->stats.luck;
1446
1447 if (QUERY_FLAG (change, FLAG_CURSED))
1448 SET_FLAG (op, FLAG_CURSED);
1449 if (QUERY_FLAG (change, FLAG_DAMNED))
1450 SET_FLAG (op, FLAG_DAMNED);
1451 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1452 set_abs_magic (op, -op->magic);
1453
1454 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1455 SET_FLAG (op, FLAG_LIFESAVE);
1456 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1457 SET_FLAG (op, FLAG_REFL_SPELL);
1458 if (QUERY_FLAG (change, FLAG_STEALTH))
1459 SET_FLAG (op, FLAG_STEALTH);
1460 if (QUERY_FLAG (change, FLAG_XRAYS))
1461 SET_FLAG (op, FLAG_XRAYS);
1462 if (QUERY_FLAG (change, FLAG_BLIND))
1463 SET_FLAG (op, FLAG_BLIND);
1464 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1465 SET_FLAG (op, FLAG_SEE_IN_DARK);
1466 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1467 SET_FLAG (op, FLAG_REFL_MISSILE);
1468 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1469 SET_FLAG (op, FLAG_MAKE_INVIS);
1470
1471 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1472 {
1473 CLEAR_FLAG (op, FLAG_ANIMATE);
1474 /* so artifacts will join */
1475 if (!QUERY_FLAG (op, FLAG_ALIVE))
1476 op->speed = 0.0;
1477 update_ob_speed (op);
1478 }
1479
1480 if (change->nrof)
1481 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1482
1483 op->stats.exp += change->stats.exp; /* Speed modifier */
1484 op->stats.wc += change->stats.wc;
1485 op->stats.ac += change->stats.ac;
1486
1487 if (change->other_arch)
1488 {
1489 /* Basically, for horns & potions, the other_arch field is the spell
1490 * to cast. So convert that to into a spell and put it into
1491 * this object.
1492 */
1493 if (op->type == HORN || op->type == POTION)
1494 {
1495 object *tmp_obj;
1496 /* Remove any spells this object currently has in it */
1497 while (op->inv)
1498 {
1499 tmp_obj = op->inv;
1500 remove_ob (tmp_obj);
1501 free_object (tmp_obj);
1502 }
1503
1504 tmp_obj = arch_to_object (change->other_arch);
1505 insert_ob_in_ob (tmp_obj, op);
1506 }
1507 /* No harm setting this for potions/horns */
1508 op->other_arch = change->other_arch;
1509 }
1510
1511 if (change->stats.hp < 0)
1512 op->stats.hp = -change->stats.hp;
1513 else
1514 op->stats.hp += change->stats.hp;
1515
1516 if (change->stats.maxhp < 0)
1517 op->stats.maxhp = -change->stats.maxhp;
1518 else
1519 op->stats.maxhp += change->stats.maxhp;
1520
1521 if (change->stats.sp < 0)
1522 op->stats.sp = -change->stats.sp;
1523 else
1524 op->stats.sp += change->stats.sp;
1525
1526 if (change->stats.maxsp < 0)
1527 op->stats.maxsp = -change->stats.maxsp;
1528 else
1529 op->stats.maxsp += change->stats.maxsp;
1530
1531 if (change->stats.food < 0)
1532 op->stats.food = -(change->stats.food);
1533 else
1534 op->stats.food += change->stats.food;
1535
1536 if (change->level < 0)
1537 op->level = -(change->level);
1538 else
1539 op->level += change->level;
1540
1541 if (change->gen_sp_armour < 0)
1542 op->gen_sp_armour = -(change->gen_sp_armour);
1543 else
1544 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1545
1546 op->item_power = change->item_power;
1547
1548 for (i = 0; i < NROFATTACKS; i++)
1549 {
1550 if (change->resist[i])
1551 {
1552 op->resist[i] += change->resist[i];
1553 }
1554 }
1555
1556 if (change->stats.dam)
1557 {
1558 if (change->stats.dam < 0)
1559 op->stats.dam = (-change->stats.dam);
1560 else if (op->stats.dam)
1561 {
1562 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1563 if (tmp == op->stats.dam)
1564 {
1565 if (change->stats.dam < 10)
1566 op->stats.dam--;
1567 else
1568 op->stats.dam++;
1569 }
1570 else
1571 op->stats.dam = tmp;
1572 }
1573 }
1574
1575 if (change->weight)
1576 {
1577 if (change->weight < 0)
1578 op->weight = (-change->weight);
1579 else
1580 op->weight = (op->weight * (change->weight)) / 100;
1581 }
1582
1583 if (change->last_sp)
1584 {
1585 if (change->last_sp < 0)
1586 op->last_sp = (-change->last_sp);
1587 else
1588 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1589 }
1590
1591 if (change->gen_sp_armour)
1592 {
1593 if (change->gen_sp_armour < 0)
1594 op->gen_sp_armour = (-change->gen_sp_armour);
1595 else
1596 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1597 }
1598
1599 op->value *= change->value;
1600
1601 if (change->material)
1602 op->material = change->material;
1603
1604 if (change->materialname)
1605 op->materialname = change->materialname;
1606
1607 if (change->slaying)
1608 op->slaying = change->slaying;
1609
1610 if (change->race)
1611 op->race = change->race;
1612
1613 if (change->msg)
1614 op->msg = change->msg;
1615 }
1616
1617 static int
1618 legal_artifact_combination (object * op, artifact * art)
1619 {
1620 int neg, success = 0;
1621 linked_char *tmp;
1622 const char *name;
1623
1624 if (art->allowed == (linked_char *) NULL)
1625 return 1; /* Ie, "all" */
1626 for (tmp = art->allowed; tmp; tmp = tmp->next)
1627 {
1628 #ifdef TREASURE_VERBOSE
1629 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1630 #endif
1631 if (*tmp->name == '!')
1632 name = tmp->name + 1, neg = 1;
1633 else
1634 name = tmp->name, neg = 0;
1635
1636 /* If we match name, then return the opposite of 'neg' */
1637 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1638 return !neg;
1639
1640 /* Set success as true, since if the match was an inverse, it means
1641 * everything is allowed except what we match
1642 */
1643 else if (neg)
1644 success = 1;
1645 }
1646 return success;
1647 }
1648
1649 /*
1650 * Fixes the given object, giving it the abilities and titles
1651 * it should have due to the second artifact-template.
1652 */
1653
1654 void
1655 give_artifact_abilities (object * op, object * artifct)
1656 {
1657 char new_name[MAX_BUF];
1658
1659 sprintf (new_name, "of %s", &artifct->name);
1660 op->title = new_name;
1661 add_abilities (op, artifct); /* Give out the bonuses */
1662
1663 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1664 {
1665 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1666 SET_FLAG (op, FLAG_IDENTIFIED);
1667 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1668 if (!identified)
1669 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1670 }
1671 #endif
1672 return;
1673 }
1674
1675 /*
1676 * Decides randomly which artifact the object should be
1677 * turned into. Makes sure that the item can become that
1678 * artifact (means magic, difficulty, and Allowed fields properly).
1679 * Then calls give_artifact_abilities in order to actually create
1680 * the artifact.
1681 */
1682
1683 /* Give 1 re-roll attempt per artifact */
1684 #define ARTIFACT_TRIES 2
1685
1686 void
1687 generate_artifact (object * op, int difficulty)
1688 {
1689 artifactlist *al;
1690 artifact *art;
1691 int i;
1692
1693 al = find_artifactlist (op->type);
1694
1695 if (al == NULL)
1696 {
1697 #if 0 /* This is too verbose, usually */
1698 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1699 #endif
1700 return;
1701 }
1702
1703 for (i = 0; i < ARTIFACT_TRIES; i++)
1704 {
1705 int roll = RANDOM () % al->total_chance;
1706
1707 for (art = al->items; art != NULL; art = art->next)
1708 {
1709 roll -= art->chance;
1710 if (roll < 0)
1711 break;
1712 }
1713
1714 if (art == NULL || roll >= 0)
1715 {
1716 #if 1
1717 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1718 #endif
1719 return;
1720 }
1721 if (!strcmp (art->item->name, "NONE"))
1722 return;
1723 if (FABS (op->magic) < art->item->magic)
1724 continue; /* Not magic enough to be this item */
1725
1726 /* Map difficulty not high enough */
1727 if (difficulty < art->difficulty)
1728 continue;
1729
1730 if (!legal_artifact_combination (op, art))
1731 {
1732 #ifdef TREASURE_VERBOSE
1733 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1734 #endif
1735 continue;
1736 }
1737 give_artifact_abilities (op, art->item);
1738 return;
1739 }
1740 }
1741
1742 /* fix_flesh_item() - objects of type FLESH are similar to type
1743 * FOOD, except they inherit properties (name, food value, etc).
1744 * based on the original owner (or 'donor' if you like). -b.t.
1745 */
1746
1747 void
1748 fix_flesh_item (object * item, object * donor)
1749 {
1750 char tmpbuf[MAX_BUF];
1751 int i;
1752
1753 if (item->type == FLESH && donor)
1754 {
1755 /* change the name */
1756 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf;
1757 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf;
1758
1759 /* weight is FLESH weight/100 * donor */
1760 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1761 item->weight = 1;
1762
1763 /* value is multiplied by level of donor */
1764 item->value *= isqrt (donor->level * 2);
1765
1766 /* food value */
1767 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1768
1769 /* flesh items inherit some abilities of donor, but not
1770 * full effect.
1771 */
1772 for (i = 0; i < NROFATTACKS; i++)
1773 item->resist[i] = donor->resist[i] / 2;
1774
1775 /* item inherits donor's level (important for quezals) */
1776 item->level = donor->level;
1777
1778 /* if donor has some attacktypes, the flesh is poisonous */
1779 if (donor->attacktype & AT_POISON)
1780 item->type = POISON;
1781 if (donor->attacktype & AT_ACID)
1782 item->stats.hp = -1 * item->stats.food;
1783 SET_FLAG (item, FLAG_NO_STEAL);
1784 }
1785 }
1786
1787 /* special_potion() - so that old potion code is still done right. */
1788
1789 int
1790 special_potion (object * op)
1791 {
1792
1793 int i;
1794
1795 if (op->attacktype)
1796 return 1;
1797
1798 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1799 return 1;
1800
1801 for (i = 0; i < NROFATTACKS; i++)
1802 if (op->resist[i])
1803 return 1;
1804
1805 return 0;
1806 }
1807
1808 void
1809 free_treasurestruct (treasure * t)
1810 {
1811 if (t->next)
1812 free_treasurestruct (t->next);
1813 if (t->next_yes)
1814 free_treasurestruct (t->next_yes);
1815 if (t->next_no)
1816 free_treasurestruct (t->next_no);
1817
1818 delete t;
1819 }
1820
1821 void
1822 free_charlinks (linked_char * lc)
1823 {
1824 if (lc->next)
1825 free_charlinks (lc->next);
1826
1827 delete lc;
1828 }
1829
1830 void
1831 free_artifact (artifact * at)
1832 {
1833
1834 if (at->next)
1835 free_artifact (at->next);
1836 if (at->allowed)
1837 free_charlinks (at->allowed);
1838
1839 delete at->item;
1840
1841 delete at;
1842 }
1843
1844 void
1845 free_artifactlist (artifactlist * al)
1846 {
1847 artifactlist *nextal;
1848 for (al = first_artifactlist; al != NULL; al = nextal)
1849 {
1850 nextal = al->next;
1851 if (al->items)
1852 {
1853 free_artifact (al->items);
1854 }
1855 free (al);
1856 }
1857 }
1858
1859 void
1860 free_all_treasures (void)
1861 {
1862 treasurelist *tl, *next;
1863
1864
1865 for (tl = first_treasurelist; tl != NULL; tl = next)
1866 {
1867 next = tl->next;
1868 if (tl->items)
1869 free_treasurestruct (tl->items);
1870 delete tl;
1871 }
1872 free_artifactlist (first_artifactlist);
1873 }