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/cvs/deliantra/server/common/treasure.C
Revision: 1.13
Committed: Tue Sep 5 17:58:11 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +3 -3 lines
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# User Rev Content
1 elmex 1.1
2     /*
3     * static char *rcs_treasure_c =
4 root 1.13 * "$Id: treasure.C,v 1.12 2006-09-04 13:55:54 root Exp $";
5 elmex 1.1 */
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 root 1.7
42 elmex 1.1 #include <global.h>
43     #include <treasure.h>
44     #include <funcpoint.h>
45     #include <loader.h>
46    
47    
48 root 1.7 static void change_treasure (treasure * t, object * op); /* overrule default values */
49 elmex 1.1 extern char *spell_mapping[];
50    
51     /*
52     * Initialize global archtype pointers:
53     */
54    
55 root 1.7 void
56     init_archetype_pointers ()
57     {
58 elmex 1.1 int prev_warn = warn_archetypes;
59     warn_archetypes = 1;
60     if (ring_arch == NULL)
61 root 1.7 ring_arch = find_archetype ("ring");
62 elmex 1.1 if (amulet_arch == NULL)
63 root 1.7 amulet_arch = find_archetype ("amulet");
64 elmex 1.1 if (staff_arch == NULL)
65 root 1.7 staff_arch = find_archetype ("staff");
66 elmex 1.1 if (crown_arch == NULL)
67 root 1.7 crown_arch = find_archetype ("crown");
68 elmex 1.1 warn_archetypes = prev_warn;
69     }
70    
71     /*
72     * Allocate and return the pointer to an empty treasurelist structure.
73     */
74    
75 root 1.7 static treasurelist *
76     get_empty_treasurelist (void)
77     {
78     return new treasurelist;
79 elmex 1.1 }
80    
81     /*
82     * Allocate and return the pointer to an empty treasure structure.
83     */
84 root 1.7 //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 elmex 1.1
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 root 1.7 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 elmex 1.9 t->name = variable;
127 root 1.7 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 elmex 1.1 }
153 root 1.7 LOG (llevError, "treasure lacks 'end'.\n");
154     return t;
155 elmex 1.1 }
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 root 1.7 static void
162     check_treasurelist (const treasure * t, const treasurelist * tl)
163 elmex 1.1 {
164 root 1.7 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 elmex 1.1 }
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 root 1.7 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 elmex 1.1 #ifdef TREASURE_DEBUG
226 root 1.7 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 elmex 1.1 #endif
232 root 1.7 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 elmex 1.1 }
239 root 1.7 close_and_delete (fp, comp);
240 elmex 1.1
241     #ifdef TREASURE_DEBUG
242 root 1.7 /* 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 elmex 1.1 #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 root 1.7 treasurelist *
258     find_treasurelist (const char *name)
259     {
260 root 1.12 /* Special cases - randomitems of NULL is to override default. If
261 elmex 1.1 * first_treasurelist is null, it means we are on the first pass of
262 root 1.12 * of loading archetypes, so for now, just return - second pass will
263 elmex 1.1 * init these values.
264     */
265 root 1.12 if (!name)
266     return 0;
267 root 1.7
268 root 1.12 if (const char *tmp = shstr::find (name))
269     for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
270     if (tmp == tl->name)
271     return tl;
272 elmex 1.9
273     if (first_treasurelist)
274 root 1.12 LOG (llevError, "Couldn't find treasurelist %s\n", name);
275 root 1.7
276 root 1.12 return 0;
277 elmex 1.1 }
278    
279    
280     /*
281     * Generates the objects specified by the given treasure.
282     * It goes recursively through the rest of the linked list.
283     * If there is a certain percental chance for a treasure to be generated,
284     * this is taken into consideration.
285     * The second argument specifies for which object the treasure is
286     * being generated.
287     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
288     * abilities. This is used by summon spells, thus no summoned monsters
289     * start with equipment, but only their abilities).
290     */
291    
292    
293 root 1.7 static void
294     put_treasure (object * op, object * creator, int flags)
295 elmex 1.1 {
296 root 1.7 object *tmp;
297 elmex 1.1
298 root 1.7 /* Bit of a hack - spells should never be put onto the map. The entire
299     * treasure stuff is a problem - there is no clear idea of knowing
300     * this is the original object, or if this is an object that should be created
301     * by another object.
302     */
303     if (flags & GT_ENVIRONMENT && op->type != SPELL)
304     {
305     op->x = creator->x;
306     op->y = creator->y;
307     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
308     insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
309     }
310     else
311     {
312     op = insert_ob_in_ob (op, creator);
313     if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314     monster_check_apply (creator, op);
315     if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
316     esrv_send_item (tmp, op);
317 elmex 1.1 }
318     }
319    
320     /* if there are change_xxx commands in the treasure, we include the changes
321     * in the generated object
322     */
323 root 1.7 static void
324 root 1.12 change_treasure (treasure *t, object *op)
325 elmex 1.1 {
326 root 1.7 /* CMD: change_name xxxx */
327     if (t->change_arch.name)
328 elmex 1.1 {
329 root 1.7 op->name = t->change_arch.name;
330     op->name_pl = t->change_arch.name;
331 elmex 1.1 }
332    
333 root 1.7 if (t->change_arch.title)
334     op->title = t->change_arch.title;
335    
336     if (t->change_arch.slaying)
337     op->slaying = t->change_arch.slaying;
338     }
339    
340     void
341 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
342 root 1.7 {
343     object *tmp;
344    
345     if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
346 elmex 1.1 {
347 root 1.7 if (t->name)
348     {
349     if (strcmp (t->name, "NONE") && difficulty >= t->magic)
350     create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
351     }
352     else
353     {
354     if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
355     {
356     tmp = arch_to_object (t->item);
357     if (t->nrof && tmp->nrof <= 1)
358     tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
359     fix_generated_item (tmp, op, difficulty, t->magic, flag);
360     change_treasure (t, tmp);
361     put_treasure (tmp, op, flag);
362     }
363     }
364 root 1.12
365 root 1.7 if (t->next_yes != NULL)
366     create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 elmex 1.1 }
368 root 1.7 else if (t->next_no != NULL)
369     create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 root 1.12
371 root 1.7 if (t->next != NULL)
372     create_all_treasures (t->next, op, flag, difficulty, tries);
373 elmex 1.1 }
374    
375 root 1.7 void
376 root 1.12 create_one_treasure (treasurelist *tl, object * op, int flag, int difficulty, int tries)
377 root 1.7 {
378     int value = RANDOM () % tl->total_chance;
379     treasure *t;
380 elmex 1.1
381 root 1.7 if (tries++ > 100)
382     {
383     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384     return;
385     }
386 root 1.12
387 root 1.7 for (t = tl->items; t != NULL; t = t->next)
388     {
389     value -= t->chance;
390 root 1.12
391 root 1.7 if (value < 0)
392     break;
393     }
394 elmex 1.1
395 root 1.7 if (!t || value >= 0)
396     {
397     LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
398     abort ();
399     return;
400     }
401 root 1.12
402 root 1.7 if (t->name)
403     {
404     if (!strcmp (t->name, "NONE"))
405     return;
406 root 1.12
407 root 1.7 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 root 1.12
412 root 1.7 return;
413 elmex 1.1 }
414 root 1.12
415 root 1.7 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
416     {
417     object *tmp = arch_to_object (t->item);
418 root 1.12
419 root 1.7 if (!tmp)
420     return;
421 root 1.12
422 root 1.7 if (t->nrof && tmp->nrof <= 1)
423     tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
424 root 1.12
425 root 1.13 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426     change_treasure (t, tmp);
427 root 1.7 put_treasure (tmp, op, flag);
428 elmex 1.1 }
429     }
430    
431     /* This calls the appropriate treasure creation function. tries is passed
432     * to determine how many list transitions or attempts to create treasure
433     * have been made. It is really in place to prevent infinite loops with
434     * list transitions, or so that excessively good treasure will not be
435     * created on weak maps, because it will exceed the number of allowed tries
436     * to do that.
437     */
438 root 1.7 void
439     create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries)
440 elmex 1.1 {
441    
442 root 1.7 if (tries++ > 100)
443     {
444     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445     return;
446     }
447     if (t->total_chance)
448     create_one_treasure (t, op, flag, difficulty, tries);
449     else
450     create_all_treasures (t->items, op, flag, difficulty, tries);
451 elmex 1.1 }
452    
453     /* This is similar to the old generate treasure function. However,
454     * it instead takes a treasurelist. It is really just a wrapper around
455     * create_treasure. We create a dummy object that the treasure gets
456     * inserted into, and then return that treausre
457     */
458 root 1.7 object *
459     generate_treasure (treasurelist * t, int difficulty)
460 elmex 1.1 {
461 root 1.7 object *ob = get_object (), *tmp;
462 elmex 1.1
463 root 1.7 create_treasure (t, ob, 0, difficulty, 0);
464 elmex 1.1
465 root 1.7 /* Don't want to free the object we are about to return */
466     tmp = ob->inv;
467     if (tmp != NULL)
468     remove_ob (tmp);
469     if (ob->inv)
470     {
471     LOG (llevError, "In generate treasure, created multiple objects.\n");
472     }
473     free_object (ob);
474     return tmp;
475 elmex 1.1 }
476    
477     /*
478     * This is a new way of calculating the chance for an item to have
479     * a specific magical bonus.
480     * The array has two arguments, the difficulty of the level, and the
481     * magical bonus "wanted".
482     */
483    
484 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
485 elmex 1.1 /*chance of magic difficulty*/
486     /* +0 +1 +2 +3 +4 */
487 root 1.7 {95, 2, 2, 1, 0}, /*1 */
488     {92, 5, 2, 1, 0}, /*2 */
489     {85, 10, 4, 1, 0}, /*3 */
490     {80, 14, 4, 2, 0}, /*4 */
491     {75, 17, 5, 2, 1}, /*5 */
492     {70, 18, 8, 3, 1}, /*6 */
493     {65, 21, 10, 3, 1}, /*7 */
494     {60, 22, 12, 4, 2}, /*8 */
495     {55, 25, 14, 4, 2}, /*9 */
496     {50, 27, 16, 5, 2}, /*10 */
497     {45, 28, 18, 6, 3}, /*11 */
498     {42, 28, 20, 7, 3}, /*12 */
499     {40, 27, 21, 8, 4}, /*13 */
500     {38, 25, 22, 10, 5}, /*14 */
501     {36, 23, 23, 12, 6}, /*15 */
502     {33, 21, 24, 14, 8}, /*16 */
503     {31, 19, 25, 16, 9}, /*17 */
504     {27, 15, 30, 18, 10}, /*18 */
505     {20, 12, 30, 25, 13}, /*19 */
506     {15, 10, 28, 30, 17}, /*20 */
507     {13, 9, 27, 28, 23}, /*21 */
508     {10, 8, 25, 28, 29}, /*22 */
509     {8, 7, 23, 26, 36}, /*23 */
510     {6, 6, 20, 22, 46}, /*24 */
511     {4, 5, 17, 18, 56}, /*25 */
512     {2, 4, 12, 14, 68}, /*26 */
513     {0, 3, 7, 10, 80}, /*27 */
514     {0, 0, 3, 7, 90}, /*28 */
515     {0, 0, 0, 3, 97}, /*29 */
516     {0, 0, 0, 0, 100}, /*30 */
517     {0, 0, 0, 0, 100}, /*31 */
518 elmex 1.1 };
519    
520    
521     /* calculate the appropriate level for wands staves and scrolls.
522     * This code presumes that op has had its spell object created (in op->inv)
523     *
524     * elmex Wed Aug 9 17:44:59 CEST 2006:
525     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526     */
527    
528 root 1.7 int
529     level_for_item (const object * op, int difficulty)
530 elmex 1.1 {
531     int mult = 0, olevel = 0;
532    
533     if (!op->inv)
534     {
535 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536     return 0;
537 elmex 1.1 }
538    
539     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
540    
541     if (olevel <= 0)
542     olevel = rndm (1, MIN (op->inv->level, 1));
543    
544     if (olevel > MAXLEVEL)
545     olevel = MAXLEVEL;
546    
547     return olevel;
548     }
549    
550     /*
551     * Based upon the specified difficulty and upon the difftomagic_list array,
552     * a random magical bonus is returned. This is used when determine
553     * the magical bonus created on specific maps.
554     *
555     * elmex Thu Aug 10 18:45:44 CEST 2006:
556     * Scaling difficulty by max_level, as difficulty is a level and not some
557     * weird integer between 1-31.
558     *
559     */
560    
561 root 1.7 int
562     magic_from_difficulty (int difficulty)
563 elmex 1.1 {
564     int percent = 0, magic = 0;
565     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
566    
567     scaled_diff--;
568    
569 root 1.7 if (scaled_diff < 0)
570 elmex 1.1 scaled_diff = 0;
571    
572     if (scaled_diff >= DIFFLEVELS)
573 root 1.7 scaled_diff = DIFFLEVELS - 1;
574 elmex 1.1
575 root 1.7 percent = RANDOM () % 100;
576 elmex 1.1
577 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 elmex 1.1 {
579     percent -= difftomagic_list[scaled_diff][magic];
580    
581     if (percent < 0)
582 root 1.7 break;
583 elmex 1.1 }
584    
585     if (magic == (MAXMAGIC + 1))
586     {
587 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 elmex 1.1 magic = 0;
589     }
590    
591 root 1.7 magic = (RANDOM () % 3) ? magic : -magic;
592 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593    
594     return magic;
595     }
596    
597     /*
598     * Sets magical bonus in an object, and recalculates the effect on
599     * the armour variable, and the effect on speed of armour.
600     * This function doesn't work properly, should add use of archetypes
601     * to make it truly absolute.
602     */
603    
604 root 1.7 void
605     set_abs_magic (object * op, int magic)
606     {
607     if (!magic)
608 elmex 1.1 return;
609    
610 root 1.7 op->magic = magic;
611     if (op->arch)
612     {
613     if (op->type == ARMOUR)
614     ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615    
616     if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
617     magic = (-magic);
618     op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619     }
620     else
621     {
622     if (op->type == ARMOUR)
623     ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624     if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
625     magic = (-magic);
626     op->weight = (op->weight * (100 - magic * 10)) / 100;
627     }
628 elmex 1.1 }
629    
630     /*
631     * Sets a random magical bonus in the given object based upon
632     * the given difficulty, and the given max possible bonus.
633     */
634    
635 root 1.7 static void
636     set_magic (int difficulty, object * op, int max_magic, int flags)
637 elmex 1.1 {
638     int i;
639 root 1.7 i = magic_from_difficulty (difficulty);
640 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
641 root 1.7 i = -i;
642     if (i > max_magic)
643 elmex 1.1 i = max_magic;
644 root 1.7 set_abs_magic (op, i);
645 elmex 1.1 if (i < 0)
646 root 1.7 SET_FLAG (op, FLAG_CURSED);
647 elmex 1.1 }
648    
649     /*
650     * Randomly adds one magical ability to the given object.
651     * Modified for Partial Resistance in many ways:
652     * 1) Since rings can have multiple bonuses, if the same bonus
653     * is rolled again, increase it - the bonuses now stack with
654     * other bonuses previously rolled and ones the item might natively have.
655     * 2) Add code to deal with new PR method.
656     */
657    
658 root 1.7 void
659     set_ring_bonus (object * op, int bonus)
660     {
661 elmex 1.1
662 root 1.7 int r = RANDOM () % (bonus > 0 ? 25 : 11);
663 elmex 1.1
664 root 1.7 if (op->type == AMULET)
665     {
666     if (!(RANDOM () % 21))
667     r = 20 + RANDOM () % 2;
668     else
669     {
670     if (RANDOM () & 2)
671     r = 10;
672     else
673     r = 11 + RANDOM () % 9;
674     }
675     }
676    
677     switch (r)
678     {
679     /* Redone by MSW 2000-11-26 to have much less code. Also,
680     * bonuses and penalties will stack and add to existing values.
681     * of the item.
682     */
683     case 0:
684     case 1:
685     case 2:
686     case 3:
687     case 4:
688     case 5:
689     case 6:
690     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
691     break;
692    
693     case 7:
694     op->stats.dam += bonus;
695     break;
696    
697     case 8:
698     op->stats.wc += bonus;
699     break;
700    
701     case 9:
702     op->stats.food += bonus; /* hunger/sustenance */
703     break;
704    
705     case 10:
706     op->stats.ac += bonus;
707     break;
708    
709     /* Item that gives protections/vulnerabilities */
710     case 11:
711     case 12:
712     case 13:
713     case 14:
714     case 15:
715     case 16:
716     case 17:
717     case 18:
718     case 19:
719     {
720     int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
721    
722     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723     val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
724    
725     /* Cursed items need to have higher negative values to equal out with
726     * positive values for how protections work out. Put another
727     * little random element in since that they don't always end up with
728     * even values.
729     */
730     if (bonus < 0)
731     val = 2 * -val - RANDOM () % b;
732     if (val > 35)
733     val = 35; /* Upper limit */
734     b = 0;
735     while (op->resist[resist_table[resist]] != 0 && b < 4)
736     {
737     resist = RANDOM () % num_resist_table;
738     }
739     if (b == 4)
740     return; /* Not able to find a free resistance */
741     op->resist[resist_table[resist]] = val;
742     /* We should probably do something more clever here to adjust value
743     * based on how good a resistance we gave.
744     */
745     break;
746     }
747     case 20:
748     if (op->type == AMULET)
749     {
750     SET_FLAG (op, FLAG_REFL_SPELL);
751     op->value *= 11;
752     }
753     else
754     {
755     op->stats.hp = 1; /* regenerate hit points */
756     op->value *= 4;
757     }
758     break;
759    
760     case 21:
761     if (op->type == AMULET)
762     {
763     SET_FLAG (op, FLAG_REFL_MISSILE);
764     op->value *= 9;
765     }
766     else
767     {
768     op->stats.sp = 1; /* regenerate spell points */
769     op->value *= 3;
770     }
771     break;
772    
773     case 22:
774     op->stats.exp += bonus; /* Speed! */
775     op->value = (op->value * 2) / 3;
776     break;
777     }
778     if (bonus > 0)
779     op->value *= 2 * bonus;
780     else
781     op->value = -(op->value * 2 * bonus) / 3;
782 elmex 1.1 }
783    
784     /*
785     * get_magic(diff) will return a random number between 0 and 4.
786     * diff can be any value above 2. The higher the diff-variable, the
787     * higher is the chance of returning a low number.
788     * It is only used in fix_generated_treasure() to set bonuses on
789     * rings and amulets.
790     * Another scheme is used to calculate the magic of weapons and armours.
791     */
792    
793 root 1.7 int
794     get_magic (int diff)
795     {
796 elmex 1.1 int i;
797 root 1.7 if (diff < 3)
798     diff = 3;
799     for (i = 0; i < 4; i++)
800     if (RANDOM () % diff)
801     return i;
802 elmex 1.1 return 4;
803     }
804    
805     #define DICE2 (get_magic(2)==2?2:1)
806     #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
807    
808     /*
809     * fix_generated_item(): This is called after an item is generated, in
810     * order to set it up right. This produced magical bonuses, puts spells
811     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812     */
813     /* 4/28/96 added creator object from which op may now inherit properties based on
814     * op->type. Right now, which stuff the creator passes on is object type
815     * dependant. I know this is a spagetti manuever, but is there a cleaner
816     * way to do this? b.t. */
817     /*
818     * ! (flags & GT_ENVIRONMENT):
819     * Automatically calls fix_flesh_item().
820     *
821     * flags:
822     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
823     * value.
824     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
825     * a working object - don't change magic, value, etc, but set it material
826     * type as appropriate, for objects that need spell objects, set those, etc
827     */
828    
829 root 1.7 void
830     fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags)
831 elmex 1.1 {
832     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833    
834     if (!creator || creator->type == op->type)
835 root 1.7 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836 elmex 1.1
837     /* If we make an artifact, this information will be destroyed */
838     save_item_power = op->item_power;
839     op->item_power = 0;
840    
841     if (op->randomitems && op->type != SPELL)
842     {
843     create_treasure (op->randomitems, op, flags, difficulty, 0);
844     if (!op->inv)
845 root 1.7 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846 elmex 1.1
847     /* So the treasure doesn't get created again */
848     op->randomitems = NULL;
849     }
850    
851     if (difficulty < 1)
852     difficulty = 1;
853    
854     if (!(flags & GT_MINIMAL))
855     {
856     if (op->arch == crown_arch)
857 root 1.7 {
858     set_magic (difficulty, op, max_magic, flags);
859     num_enchantments = calc_item_power (op, 1);
860     generate_artifact (op, difficulty);
861     }
862 elmex 1.1 else
863 root 1.7 {
864     if (!op->magic && max_magic)
865     set_magic (difficulty, op, max_magic, flags);
866    
867     num_enchantments = calc_item_power (op, 1);
868    
869     if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
870     * used for shop_floors or treasures */
871     generate_artifact (op, difficulty);
872     }
873 elmex 1.1
874     /* Object was made an artifact. Calculate its item_power rating.
875     * the item_power in the object is what the artfiact adds.
876     */
877     if (op->title)
878 root 1.7 {
879     /* if save_item_power is set, then most likely we started with an
880     * artifact and have added new abilities to it - this is rare, but
881     * but I have seen things like 'strange rings of fire'. So just figure
882     * out the power from the base power plus what this one adds. Note
883     * that since item_power is not quite linear, this actually ends up
884     * being somewhat of a bonus
885     */
886     if (save_item_power)
887     op->item_power = save_item_power + get_power_from_ench (op->item_power);
888     else
889     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
890     }
891 elmex 1.1 else if (save_item_power)
892 root 1.7 {
893     /* restore the item_power field to the object if we haven't changed it.
894     * we don't care about num_enchantments - that will basically just
895     * have calculated some value from the base attributes of the archetype.
896     */
897     op->item_power = save_item_power;
898     }
899 elmex 1.1 else
900 root 1.7 {
901     /* item_power was zero. This is suspicious, as it may be because it
902     * was never previously calculated. Let's compute a value and see if
903     * it is non-zero. If it indeed is, then assign it as the new
904     * item_power value.
905     * - gros, 21th of July 2006.
906     */
907     op->item_power = calc_item_power (op, 0);
908     save_item_power = op->item_power; /* Just in case it would get used
909     * again below */
910     }
911 elmex 1.1 }
912    
913     /* materialtype modifications. Note we allow this on artifacts. */
914     set_materialname (op, difficulty, NULL);
915    
916     if (flags & GT_MINIMAL)
917     {
918     if (op->type == POTION)
919 root 1.7 /* Handle healing and magic power potions */
920     if (op->stats.sp && !op->randomitems)
921     {
922     object *tmp;
923    
924     tmp = get_archetype (spell_mapping[op->stats.sp]);
925     insert_ob_in_ob (tmp, op);
926     op->stats.sp = 0;
927     }
928 elmex 1.1 }
929 root 1.7 else if (!op->title) /* Only modify object if not special */
930 elmex 1.1 switch (op->type)
931     {
932     case WEAPON:
933     case ARMOUR:
934     case SHIELD:
935     case HELMET:
936     case CLOAK:
937 root 1.7 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
938     set_ring_bonus (op, -DICE2);
939     break;
940 elmex 1.1
941     case BRACERS:
942 root 1.7 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
943     {
944     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
945     if (!QUERY_FLAG (op, FLAG_CURSED))
946     op->value *= 3;
947     }
948     break;
949 elmex 1.1
950     case POTION:
951 root 1.7 {
952     int too_many_tries = 0, is_special = 0;
953 elmex 1.1
954 root 1.7 /* Handle healing and magic power potions */
955     if (op->stats.sp && !op->randomitems)
956     {
957     object *tmp;
958    
959     tmp = get_archetype (spell_mapping[op->stats.sp]);
960     insert_ob_in_ob (tmp, op);
961     op->stats.sp = 0;
962     }
963    
964     while (!(is_special = special_potion (op)) && !op->inv)
965     {
966     generate_artifact (op, difficulty);
967     if (too_many_tries++ > 10)
968     break;
969     }
970    
971     /* don't want to change value for healing/magic power potions,
972     * since the value set on those is already correct.
973     */
974     if (op->inv && op->randomitems)
975     {
976     /* value multiplier is same as for scrolls */
977     op->value = (op->value * op->inv->value);
978     op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
979     }
980     else
981     {
982     op->name = "potion";
983     op->name_pl = "potions";
984     }
985    
986     if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
987     SET_FLAG (op, FLAG_CURSED);
988     break;
989     }
990 elmex 1.1
991     case AMULET:
992 root 1.7 if (op->arch == amulet_arch)
993     op->value *= 5; /* Since it's not just decoration */
994 elmex 1.1
995     case RING:
996 root 1.7 if (op->arch == NULL)
997     {
998     remove_ob (op);
999     free_object (op);
1000     op = NULL;
1001     break;
1002     }
1003    
1004     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1005     break;
1006    
1007     if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1008     SET_FLAG (op, FLAG_CURSED);
1009    
1010     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1011    
1012     if (op->type != RING) /* Amulets have only one ability */
1013     break;
1014    
1015     if (!(RANDOM () % 4))
1016     {
1017     int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018    
1019     if (d > 0)
1020     op->value *= 3;
1021    
1022     set_ring_bonus (op, d);
1023    
1024     if (!(RANDOM () % 4))
1025     {
1026     int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027     if (d > 0)
1028     op->value *= 5;
1029     set_ring_bonus (op, d);
1030     }
1031     }
1032 elmex 1.1
1033 root 1.7 if (GET_ANIM_ID (op))
1034     SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1035 elmex 1.1
1036 root 1.7 break;
1037 elmex 1.1
1038     case BOOK:
1039 root 1.7 /* Is it an empty book?, if yes lets make a special·
1040     * msg for it, and tailor its properties based on the·
1041     * creator and/or map level we found it on.
1042     */
1043     if (!op->msg && RANDOM () % 10)
1044     {
1045     /* set the book level properly */
1046     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1047     {
1048     if (op->map && op->map->difficulty)
1049     op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1050     else
1051     op->level = RANDOM () % 20 + 1;
1052     }
1053     else
1054     op->level = RANDOM () % creator->level;
1055    
1056     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057     /* books w/ info are worth more! */
1058     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1059     /* creator related stuff */
1060    
1061     /* for library, chained books. Note that some monsters have no_pick
1062     * set - we don't want to set no pick in that case.
1063     */
1064     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1065     SET_FLAG (op, FLAG_NO_PICK);
1066     if (creator->slaying && !op->slaying) /* for check_inv floors */
1067     op->slaying = creator->slaying;
1068    
1069     /* add exp so reading it gives xp (once) */
1070     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1071     }
1072     break;
1073 elmex 1.1
1074     case SPELLBOOK:
1075 root 1.7 op->value = op->value * op->inv->value;
1076     /* add exp so learning gives xp */
1077     op->level = op->inv->level;
1078     op->stats.exp = op->value;
1079     break;
1080 elmex 1.1
1081     case WAND:
1082 root 1.7 /* nrof in the treasure list is number of charges,
1083     * not number of wands. So copy that into food (charges),
1084     * and reset nrof.
1085     */
1086     op->stats.food = op->inv->nrof;
1087     op->nrof = 1;
1088     /* If the spell changes by level, choose a random level
1089     * for it, and adjust price. If the spell doesn't
1090     * change by level, just set the wand to the level of
1091     * the spell, and value calculation is simpler.
1092     */
1093     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1094     {
1095     op->level = level_for_item (op, difficulty);
1096     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097     }
1098     else
1099     {
1100     op->level = op->inv->level;
1101     op->value = op->value * op->inv->value;
1102     }
1103     break;
1104 elmex 1.1
1105     case ROD:
1106 root 1.7 op->level = level_for_item (op, difficulty);
1107     /* Add 50 to both level an divisor to keep prices a little more
1108     * reasonable. Otherwise, a high level version of a low level
1109     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1110     * 10 time multiplier). This way, the value are a bit more reasonable.
1111     */
1112     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113     /* maxhp is used to denote how many 'charges' the rod holds before */
1114     if (op->stats.maxhp)
1115     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1116     else
1117     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1118 elmex 1.1
1119 root 1.7 op->stats.hp = op->stats.maxhp;
1120     break;
1121 elmex 1.1
1122     case SCROLL:
1123 root 1.7 op->level = level_for_item (op, difficulty);
1124     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1125    
1126     /* add exp so reading them properly gives xp */
1127     op->stats.exp = op->value / 5;
1128     op->nrof = op->inv->nrof;
1129     break;
1130 elmex 1.1
1131     case RUNE:
1132 root 1.7 trap_adjust (op, difficulty);
1133     break;
1134 elmex 1.1
1135     case TRAP:
1136 root 1.7 trap_adjust (op, difficulty);
1137     break;
1138     } /* switch type */
1139 elmex 1.1
1140     if (flags & GT_STARTEQUIP)
1141     {
1142 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1143     SET_FLAG (op, FLAG_STARTEQUIP);
1144 elmex 1.1 else if (op->type != MONEY)
1145 root 1.7 op->value = 0;
1146 elmex 1.1 }
1147    
1148     if (!(flags & GT_ENVIRONMENT))
1149     fix_flesh_item (op, creator);
1150     }
1151    
1152     /*
1153     *
1154     *
1155     * CODE DEALING WITH ARTIFACTS STARTS HERE
1156     *
1157     *
1158     */
1159    
1160     /*
1161     * Allocate and return the pointer to an empty artifactlist structure.
1162     */
1163    
1164 root 1.7 static artifactlist *
1165     get_empty_artifactlist (void)
1166     {
1167     artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1168     if (tl == NULL)
1169     fatal (OUT_OF_MEMORY);
1170     tl->next = NULL;
1171     tl->items = NULL;
1172     tl->total_chance = 0;
1173 elmex 1.1 return tl;
1174     }
1175    
1176     /*
1177     * Allocate and return the pointer to an empty artifact structure.
1178     */
1179    
1180 root 1.7 static artifact *
1181     get_empty_artifact (void)
1182     {
1183     artifact *t = (artifact *) malloc (sizeof (artifact));
1184     if (t == NULL)
1185     fatal (OUT_OF_MEMORY);
1186     t->item = NULL;
1187     t->next = NULL;
1188     t->chance = 0;
1189     t->difficulty = 0;
1190 elmex 1.1 t->allowed = NULL;
1191     return t;
1192     }
1193    
1194     /*
1195     * Searches the artifact lists and returns one that has the same type
1196     * of objects on it.
1197     */
1198    
1199 root 1.7 artifactlist *
1200     find_artifactlist (int type)
1201     {
1202 elmex 1.1 artifactlist *al;
1203    
1204 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1205     if (al->type == type)
1206     return al;
1207 elmex 1.1 return NULL;
1208     }
1209    
1210     /*
1211     * For debugging purposes. Dumps all tables.
1212     */
1213    
1214 root 1.7 void
1215     dump_artifacts (void)
1216     {
1217 elmex 1.1 artifactlist *al;
1218     artifact *art;
1219     linked_char *next;
1220    
1221 root 1.7 fprintf (logfile, "\n");
1222     for (al = first_artifactlist; al != NULL; al = al->next)
1223     {
1224     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1225     for (art = al->items; art != NULL; art = art->next)
1226     {
1227     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1228     if (art->allowed != NULL)
1229     {
1230     fprintf (logfile, "\tAllowed combinations:");
1231     for (next = art->allowed; next != NULL; next = next->next)
1232     fprintf (logfile, "%s,", &next->name);
1233     fprintf (logfile, "\n");
1234     }
1235     }
1236 elmex 1.1 }
1237 root 1.7 fprintf (logfile, "\n");
1238 elmex 1.1 }
1239    
1240     /*
1241     * For debugging purposes. Dumps all treasures recursively (see below).
1242     */
1243 root 1.7 void
1244     dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1245 elmex 1.1 {
1246     treasurelist *tl;
1247 root 1.7 int i;
1248 elmex 1.1
1249     if (depth > 100)
1250     return;
1251     while (t != NULL)
1252     {
1253     if (t->name != NULL)
1254 root 1.7 {
1255     for (i = 0; i < depth; i++)
1256     fprintf (logfile, " ");
1257     fprintf (logfile, "{ (list: %s)\n", &t->name);
1258     tl = find_treasurelist (t->name);
1259     dump_monster_treasure_rec (name, tl->items, depth + 2);
1260     for (i = 0; i < depth; i++)
1261     fprintf (logfile, " ");
1262     fprintf (logfile, "} (end of list: %s)\n", &t->name);
1263     }
1264 elmex 1.1 else
1265 root 1.7 {
1266     for (i = 0; i < depth; i++)
1267     fprintf (logfile, " ");
1268     if (t->item->clone.type == FLESH)
1269     fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1270     else
1271     fprintf (logfile, "%s\n", &t->item->clone.name);
1272     }
1273 elmex 1.1 if (t->next_yes != NULL)
1274 root 1.7 {
1275     for (i = 0; i < depth; i++)
1276     fprintf (logfile, " ");
1277     fprintf (logfile, " (if yes)\n");
1278     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1279     }
1280 elmex 1.1 if (t->next_no != NULL)
1281 root 1.7 {
1282     for (i = 0; i < depth; i++)
1283     fprintf (logfile, " ");
1284     fprintf (logfile, " (if no)\n");
1285     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1286     }
1287 elmex 1.1 t = t->next;
1288     }
1289     }
1290    
1291     /*
1292     * For debugging purposes. Dumps all treasures for a given monster.
1293     * Created originally by Raphael Quinet for debugging the alchemy code.
1294     */
1295    
1296 root 1.7 void
1297     dump_monster_treasure (const char *name)
1298 elmex 1.1 {
1299     archetype *at;
1300 root 1.7 int found;
1301 elmex 1.1
1302     found = 0;
1303     fprintf (logfile, "\n");
1304 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1305     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1306 elmex 1.1 {
1307 root 1.7 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1308     if (at->clone.randomitems != NULL)
1309     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1310     else
1311     fprintf (logfile, "(nothing)\n");
1312     fprintf (logfile, "\n");
1313     found++;
1314 elmex 1.1 }
1315     if (found == 0)
1316     fprintf (logfile, "No objects have the name %s!\n\n", name);
1317     }
1318    
1319     /*
1320     * Builds up the lists of artifacts from the file in the libdir.
1321     */
1322    
1323 root 1.7 void
1324     init_artifacts (void)
1325     {
1326     static int has_been_inited = 0;
1327     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1328     artifact *art = NULL;
1329     linked_char *tmp;
1330     int value, comp;
1331     artifactlist *al;
1332    
1333     if (has_been_inited)
1334     return;
1335     else
1336     has_been_inited = 1;
1337 elmex 1.1
1338 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1339     object_thawer thawer (filename);
1340 elmex 1.1
1341 root 1.7 if (!thawer)
1342     return;
1343 elmex 1.1
1344 root 1.7 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1345     {
1346     if (*buf == '#')
1347     continue;
1348     if ((cp = strchr (buf, '\n')) != NULL)
1349     *cp = '\0';
1350     cp = buf;
1351     while (*cp == ' ') /* Skip blanks */
1352     cp++;
1353     if (*cp == '\0')
1354     continue;
1355    
1356     if (!strncmp (cp, "Allowed", 7))
1357     {
1358     if (art == NULL)
1359     {
1360     art = get_empty_artifact ();
1361     nrofartifacts++;
1362     }
1363     cp = strchr (cp, ' ') + 1;
1364     if (!strcmp (cp, "all"))
1365     continue;
1366    
1367     do
1368     {
1369     nrofallowedstr++;
1370     if ((next = strchr (cp, ',')) != NULL)
1371     *(next++) = '\0';
1372     tmp = new linked_char;
1373     tmp->name = cp;
1374     tmp->next = art->allowed;
1375     art->allowed = tmp;
1376     }
1377     while ((cp = next) != NULL);
1378     }
1379     else if (sscanf (cp, "chance %d", &value))
1380     art->chance = (uint16) value;
1381     else if (sscanf (cp, "difficulty %d", &value))
1382     art->difficulty = (uint8) value;
1383     else if (!strncmp (cp, "Object", 6))
1384     {
1385 root 1.11 art->item = get_object ();
1386 root 1.10
1387     if (!load_object (thawer, art->item, 0))
1388 root 1.7 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1389 root 1.10
1390 root 1.7 art->item->name = strchr (cp, ' ') + 1;
1391     al = find_artifactlist (art->item->type);
1392     if (al == NULL)
1393     {
1394     al = get_empty_artifactlist ();
1395     al->type = art->item->type;
1396     al->next = first_artifactlist;
1397     first_artifactlist = al;
1398     }
1399     art->next = al->items;
1400     al->items = art;
1401     art = NULL;
1402     }
1403     else
1404     LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1405     }
1406 root 1.3
1407 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1408     {
1409     for (art = al->items; art != NULL; art = art->next)
1410     {
1411     if (!art->chance)
1412     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1413     else
1414     al->total_chance += art->chance;
1415     }
1416 elmex 1.1 #if 0
1417 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1418 elmex 1.1 #endif
1419     }
1420    
1421 root 1.7 LOG (llevDebug, "done.\n");
1422 elmex 1.1 }
1423    
1424    
1425     /*
1426     * Used in artifact generation. The bonuses of the first object
1427     * is modified by the bonuses of the second object.
1428     */
1429    
1430 root 1.7 void
1431     add_abilities (object * op, object * change)
1432     {
1433     int i, j, tmp;
1434 elmex 1.1
1435 root 1.7 if (change->face != blank_face)
1436     {
1437 elmex 1.1 #ifdef TREASURE_VERBOSE
1438 root 1.7 LOG (llevDebug, "FACE: %d\n", change->face->number);
1439 elmex 1.1 #endif
1440 root 1.7 op->face = change->face;
1441 elmex 1.1 }
1442    
1443 root 1.7 for (i = 0; i < NUM_STATS; i++)
1444     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1445    
1446     op->attacktype |= change->attacktype;
1447     op->path_attuned |= change->path_attuned;
1448     op->path_repelled |= change->path_repelled;
1449     op->path_denied |= change->path_denied;
1450     op->move_type |= change->move_type;
1451     op->stats.luck += change->stats.luck;
1452    
1453     if (QUERY_FLAG (change, FLAG_CURSED))
1454     SET_FLAG (op, FLAG_CURSED);
1455     if (QUERY_FLAG (change, FLAG_DAMNED))
1456     SET_FLAG (op, FLAG_DAMNED);
1457     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1458     set_abs_magic (op, -op->magic);
1459    
1460     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1461     SET_FLAG (op, FLAG_LIFESAVE);
1462     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1463     SET_FLAG (op, FLAG_REFL_SPELL);
1464     if (QUERY_FLAG (change, FLAG_STEALTH))
1465     SET_FLAG (op, FLAG_STEALTH);
1466     if (QUERY_FLAG (change, FLAG_XRAYS))
1467     SET_FLAG (op, FLAG_XRAYS);
1468     if (QUERY_FLAG (change, FLAG_BLIND))
1469     SET_FLAG (op, FLAG_BLIND);
1470     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1471     SET_FLAG (op, FLAG_SEE_IN_DARK);
1472     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1473     SET_FLAG (op, FLAG_REFL_MISSILE);
1474     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1475     SET_FLAG (op, FLAG_MAKE_INVIS);
1476    
1477     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1478     {
1479     CLEAR_FLAG (op, FLAG_ANIMATE);
1480     /* so artifacts will join */
1481     if (!QUERY_FLAG (op, FLAG_ALIVE))
1482     op->speed = 0.0;
1483 root 1.12
1484 root 1.7 update_ob_speed (op);
1485 elmex 1.1 }
1486 root 1.7
1487     if (change->nrof)
1488     op->nrof = RANDOM () % ((int) change->nrof) + 1;
1489    
1490     op->stats.exp += change->stats.exp; /* Speed modifier */
1491     op->stats.wc += change->stats.wc;
1492     op->stats.ac += change->stats.ac;
1493    
1494     if (change->other_arch)
1495     {
1496     /* Basically, for horns & potions, the other_arch field is the spell
1497     * to cast. So convert that to into a spell and put it into
1498     * this object.
1499     */
1500     if (op->type == HORN || op->type == POTION)
1501     {
1502     object *tmp_obj;
1503     /* Remove any spells this object currently has in it */
1504     while (op->inv)
1505     {
1506     tmp_obj = op->inv;
1507     remove_ob (tmp_obj);
1508     free_object (tmp_obj);
1509     }
1510    
1511     tmp_obj = arch_to_object (change->other_arch);
1512     insert_ob_in_ob (tmp_obj, op);
1513     }
1514     /* No harm setting this for potions/horns */
1515     op->other_arch = change->other_arch;
1516     }
1517    
1518     if (change->stats.hp < 0)
1519     op->stats.hp = -change->stats.hp;
1520     else
1521     op->stats.hp += change->stats.hp;
1522    
1523     if (change->stats.maxhp < 0)
1524     op->stats.maxhp = -change->stats.maxhp;
1525     else
1526     op->stats.maxhp += change->stats.maxhp;
1527    
1528     if (change->stats.sp < 0)
1529     op->stats.sp = -change->stats.sp;
1530     else
1531     op->stats.sp += change->stats.sp;
1532    
1533     if (change->stats.maxsp < 0)
1534     op->stats.maxsp = -change->stats.maxsp;
1535     else
1536     op->stats.maxsp += change->stats.maxsp;
1537    
1538     if (change->stats.food < 0)
1539     op->stats.food = -(change->stats.food);
1540     else
1541     op->stats.food += change->stats.food;
1542    
1543     if (change->level < 0)
1544     op->level = -(change->level);
1545     else
1546     op->level += change->level;
1547    
1548     if (change->gen_sp_armour < 0)
1549     op->gen_sp_armour = -(change->gen_sp_armour);
1550     else
1551     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1552    
1553     op->item_power = change->item_power;
1554    
1555     for (i = 0; i < NROFATTACKS; i++)
1556     {
1557     if (change->resist[i])
1558     {
1559     op->resist[i] += change->resist[i];
1560     }
1561     }
1562    
1563     if (change->stats.dam)
1564     {
1565     if (change->stats.dam < 0)
1566     op->stats.dam = (-change->stats.dam);
1567     else if (op->stats.dam)
1568     {
1569     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1570     if (tmp == op->stats.dam)
1571     {
1572     if (change->stats.dam < 10)
1573     op->stats.dam--;
1574     else
1575     op->stats.dam++;
1576     }
1577     else
1578     op->stats.dam = tmp;
1579     }
1580     }
1581    
1582     if (change->weight)
1583     {
1584     if (change->weight < 0)
1585     op->weight = (-change->weight);
1586     else
1587     op->weight = (op->weight * (change->weight)) / 100;
1588     }
1589    
1590     if (change->last_sp)
1591     {
1592     if (change->last_sp < 0)
1593     op->last_sp = (-change->last_sp);
1594     else
1595     op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1596     }
1597    
1598     if (change->gen_sp_armour)
1599     {
1600     if (change->gen_sp_armour < 0)
1601     op->gen_sp_armour = (-change->gen_sp_armour);
1602     else
1603     op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1604     }
1605    
1606     op->value *= change->value;
1607    
1608     if (change->material)
1609     op->material = change->material;
1610    
1611     if (change->materialname)
1612     op->materialname = change->materialname;
1613    
1614     if (change->slaying)
1615     op->slaying = change->slaying;
1616    
1617     if (change->race)
1618     op->race = change->race;
1619    
1620     if (change->msg)
1621     op->msg = change->msg;
1622 elmex 1.1 }
1623    
1624 root 1.7 static int
1625     legal_artifact_combination (object * op, artifact * art)
1626     {
1627 elmex 1.1 int neg, success = 0;
1628     linked_char *tmp;
1629     const char *name;
1630    
1631     if (art->allowed == (linked_char *) NULL)
1632 root 1.7 return 1; /* Ie, "all" */
1633     for (tmp = art->allowed; tmp; tmp = tmp->next)
1634     {
1635 elmex 1.1 #ifdef TREASURE_VERBOSE
1636 root 1.7 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1637 elmex 1.1 #endif
1638 root 1.7 if (*tmp->name == '!')
1639     name = tmp->name + 1, neg = 1;
1640     else
1641     name = tmp->name, neg = 0;
1642    
1643     /* If we match name, then return the opposite of 'neg' */
1644     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1645     return !neg;
1646    
1647     /* Set success as true, since if the match was an inverse, it means
1648     * everything is allowed except what we match
1649     */
1650     else if (neg)
1651     success = 1;
1652     }
1653 elmex 1.1 return success;
1654     }
1655    
1656     /*
1657     * Fixes the given object, giving it the abilities and titles
1658     * it should have due to the second artifact-template.
1659     */
1660    
1661 root 1.7 void
1662 root 1.12 give_artifact_abilities (object *op, object *artifct)
1663 root 1.7 {
1664 elmex 1.1 char new_name[MAX_BUF];
1665    
1666 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1667     op->title = new_name;
1668     add_abilities (op, artifct); /* Give out the bonuses */
1669 elmex 1.1
1670 root 1.7 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1671 elmex 1.1 {
1672 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1673     SET_FLAG (op, FLAG_IDENTIFIED);
1674     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1675 elmex 1.1 if (!identified)
1676 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1677 elmex 1.1 }
1678     #endif
1679     return;
1680     }
1681    
1682     /*
1683     * Decides randomly which artifact the object should be
1684     * turned into. Makes sure that the item can become that
1685     * artifact (means magic, difficulty, and Allowed fields properly).
1686     * Then calls give_artifact_abilities in order to actually create
1687     * the artifact.
1688     */
1689    
1690     /* Give 1 re-roll attempt per artifact */
1691     #define ARTIFACT_TRIES 2
1692    
1693 root 1.7 void
1694     generate_artifact (object * op, int difficulty)
1695     {
1696 elmex 1.1 artifactlist *al;
1697     artifact *art;
1698     int i;
1699    
1700 root 1.7 al = find_artifactlist (op->type);
1701    
1702     if (al == NULL)
1703     {
1704     #if 0 /* This is too verbose, usually */
1705     LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1706 elmex 1.1 #endif
1707 root 1.7 return;
1708     }
1709    
1710     for (i = 0; i < ARTIFACT_TRIES; i++)
1711     {
1712     int roll = RANDOM () % al->total_chance;
1713 elmex 1.1
1714 root 1.7 for (art = al->items; art != NULL; art = art->next)
1715     {
1716     roll -= art->chance;
1717     if (roll < 0)
1718     break;
1719     }
1720 elmex 1.1
1721 root 1.7 if (art == NULL || roll >= 0)
1722     {
1723 elmex 1.1 #if 1
1724 root 1.7 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1725 elmex 1.1 #endif
1726 root 1.7 return;
1727     }
1728     if (!strcmp (art->item->name, "NONE"))
1729     return;
1730     if (FABS (op->magic) < art->item->magic)
1731     continue; /* Not magic enough to be this item */
1732    
1733     /* Map difficulty not high enough */
1734     if (difficulty < art->difficulty)
1735     continue;
1736 elmex 1.1
1737 root 1.7 if (!legal_artifact_combination (op, art))
1738     {
1739 elmex 1.1 #ifdef TREASURE_VERBOSE
1740 root 1.7 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1741 elmex 1.1 #endif
1742 root 1.7 continue;
1743     }
1744     give_artifact_abilities (op, art->item);
1745     return;
1746 elmex 1.1 }
1747     }
1748    
1749     /* fix_flesh_item() - objects of type FLESH are similar to type
1750     * FOOD, except they inherit properties (name, food value, etc).
1751     * based on the original owner (or 'donor' if you like). -b.t.
1752     */
1753    
1754 root 1.7 void
1755     fix_flesh_item (object * item, object * donor)
1756     {
1757     char tmpbuf[MAX_BUF];
1758     int i;
1759    
1760     if (item->type == FLESH && donor)
1761     {
1762     /* change the name */
1763     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf;
1764     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf;
1765    
1766     /* weight is FLESH weight/100 * donor */
1767     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1768     item->weight = 1;
1769    
1770     /* value is multiplied by level of donor */
1771     item->value *= isqrt (donor->level * 2);
1772    
1773     /* food value */
1774     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1775    
1776     /* flesh items inherit some abilities of donor, but not
1777     * full effect.
1778     */
1779     for (i = 0; i < NROFATTACKS; i++)
1780     item->resist[i] = donor->resist[i] / 2;
1781    
1782     /* item inherits donor's level (important for quezals) */
1783     item->level = donor->level;
1784    
1785     /* if donor has some attacktypes, the flesh is poisonous */
1786     if (donor->attacktype & AT_POISON)
1787     item->type = POISON;
1788     if (donor->attacktype & AT_ACID)
1789     item->stats.hp = -1 * item->stats.food;
1790     SET_FLAG (item, FLAG_NO_STEAL);
1791 elmex 1.1 }
1792     }
1793    
1794     /* special_potion() - so that old potion code is still done right. */
1795    
1796 root 1.7 int
1797     special_potion (object * op)
1798     {
1799 elmex 1.1
1800 root 1.7 int i;
1801 elmex 1.1
1802 root 1.7 if (op->attacktype)
1803     return 1;
1804 elmex 1.1
1805 root 1.7 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1806     return 1;
1807 elmex 1.1
1808 root 1.7 for (i = 0; i < NROFATTACKS; i++)
1809     if (op->resist[i])
1810     return 1;
1811 elmex 1.1
1812 root 1.7 return 0;
1813 elmex 1.1 }
1814    
1815 root 1.7 void
1816     free_treasurestruct (treasure * t)
1817 elmex 1.1 {
1818 root 1.7 if (t->next)
1819     free_treasurestruct (t->next);
1820     if (t->next_yes)
1821     free_treasurestruct (t->next_yes);
1822     if (t->next_no)
1823     free_treasurestruct (t->next_no);
1824 root 1.8
1825     delete t;
1826 elmex 1.1 }
1827    
1828 root 1.7 void
1829     free_charlinks (linked_char * lc)
1830 elmex 1.1 {
1831 root 1.7 if (lc->next)
1832     free_charlinks (lc->next);
1833    
1834     delete lc;
1835 elmex 1.1 }
1836    
1837 root 1.7 void
1838     free_artifact (artifact * at)
1839 elmex 1.1 {
1840    
1841 root 1.7 if (at->next)
1842     free_artifact (at->next);
1843     if (at->allowed)
1844     free_charlinks (at->allowed);
1845    
1846     delete at->item;
1847    
1848     delete at;
1849 elmex 1.1 }
1850    
1851 root 1.7 void
1852     free_artifactlist (artifactlist * al)
1853 elmex 1.1 {
1854 root 1.7 artifactlist *nextal;
1855     for (al = first_artifactlist; al != NULL; al = nextal)
1856     {
1857     nextal = al->next;
1858     if (al->items)
1859     {
1860     free_artifact (al->items);
1861     }
1862     free (al);
1863 elmex 1.1 }
1864     }
1865    
1866 root 1.7 void
1867     free_all_treasures (void)
1868     {
1869     treasurelist *tl, *next;
1870 elmex 1.1
1871    
1872 root 1.7 for (tl = first_treasurelist; tl != NULL; tl = next)
1873     {
1874     next = tl->next;
1875     if (tl->items)
1876     free_treasurestruct (tl->items);
1877     delete tl;
1878 elmex 1.1 }
1879 root 1.7 free_artifactlist (first_artifactlist);
1880 elmex 1.1 }