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Revision: 1.16
Committed: Sun Sep 10 16:00:23 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +692 -674 lines
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# User Rev Content
1 elmex 1.1
2     /*
3     * static char *rcs_treasure_c =
4 root 1.16 * "$Id: treasure.C,v 1.15 2006-09-09 21:48:28 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 root 1.16
41 elmex 1.1 /* #define TREASURE_VERBOSE */
42 root 1.7
43 elmex 1.1 #include <global.h>
44     #include <treasure.h>
45     #include <funcpoint.h>
46     #include <loader.h>
47    
48    
49 root 1.16 static void change_treasure (treasure *t, object *op); /* overrule default values */
50 elmex 1.1 extern char *spell_mapping[];
51    
52     /*
53     * Initialize global archtype pointers:
54     */
55    
56 root 1.7 void
57     init_archetype_pointers ()
58     {
59 elmex 1.1 int prev_warn = warn_archetypes;
60 root 1.16
61 elmex 1.1 warn_archetypes = 1;
62     if (ring_arch == NULL)
63 root 1.7 ring_arch = find_archetype ("ring");
64 elmex 1.1 if (amulet_arch == NULL)
65 root 1.7 amulet_arch = find_archetype ("amulet");
66 elmex 1.1 if (staff_arch == NULL)
67 root 1.7 staff_arch = find_archetype ("staff");
68 elmex 1.1 if (crown_arch == NULL)
69 root 1.7 crown_arch = find_archetype ("crown");
70 elmex 1.1 warn_archetypes = prev_warn;
71     }
72    
73     /*
74     * Allocate and return the pointer to an empty treasurelist structure.
75     */
76    
77 root 1.7 static treasurelist *
78     get_empty_treasurelist (void)
79     {
80     return new treasurelist;
81 elmex 1.1 }
82    
83     /*
84     * Allocate and return the pointer to an empty treasure structure.
85     */
86 root 1.7 //TODO: make this a constructor
87     static treasure *
88     get_empty_treasure (void)
89     {
90     treasure *t = new treasure;
91    
92     t->chance = 100;
93 elmex 1.1
94     return t;
95     }
96    
97     /*
98     * Reads the lib/treasure file from disk, and parses the contents
99     * into an internal treasure structure (very linked lists)
100     */
101    
102 root 1.7 static treasure *
103     load_treasure (FILE * fp, int *line)
104     {
105     char buf[MAX_BUF], *cp, variable[MAX_BUF];
106     treasure *t = get_empty_treasure ();
107     int value;
108    
109     nroftreasures++;
110     while (fgets (buf, MAX_BUF, fp) != NULL)
111     {
112     (*line)++;
113    
114     if (*buf == '#')
115 root 1.16 continue;
116 root 1.7 if ((cp = strchr (buf, '\n')) != NULL)
117 root 1.16 *cp = '\0';
118 root 1.7 cp = buf;
119 root 1.16 while (isspace (*cp)) /* Skip blanks */
120     cp++;
121 root 1.7
122     if (sscanf (cp, "arch %s", variable))
123 root 1.16 {
124     if ((t->item = find_archetype (variable)) == NULL)
125     LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126     }
127 root 1.7 else if (sscanf (cp, "list %s", variable))
128 elmex 1.9 t->name = variable;
129 root 1.7 else if (sscanf (cp, "change_name %s", variable))
130 root 1.16 t->change_arch.name = variable;
131 root 1.7 else if (sscanf (cp, "change_title %s", variable))
132 root 1.16 t->change_arch.title = variable;
133 root 1.7 else if (sscanf (cp, "change_slaying %s", variable))
134 root 1.16 t->change_arch.slaying = variable;
135 root 1.7 else if (sscanf (cp, "chance %d", &value))
136 root 1.16 t->chance = (uint8) value;
137 root 1.7 else if (sscanf (cp, "nrof %d", &value))
138 root 1.16 t->nrof = (uint16) value;
139 root 1.7 else if (sscanf (cp, "magic %d", &value))
140 root 1.16 t->magic = (uint8) value;
141 root 1.7 else if (!strcmp (cp, "yes"))
142 root 1.16 t->next_yes = load_treasure (fp, line);
143 root 1.7 else if (!strcmp (cp, "no"))
144 root 1.16 t->next_no = load_treasure (fp, line);
145 root 1.7 else if (!strcmp (cp, "end"))
146 root 1.16 return t;
147 root 1.7 else if (!strcmp (cp, "more"))
148 root 1.16 {
149     t->next = load_treasure (fp, line);
150     return t;
151     }
152 root 1.7 else
153 root 1.16 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
154 elmex 1.1 }
155 root 1.7 LOG (llevError, "treasure lacks 'end'.\n");
156     return t;
157 elmex 1.1 }
158    
159     #ifdef TREASURE_DEBUG
160 root 1.16
161 elmex 1.1 /* recursived checks the linked list. Treasurelist is passed only
162     * so that the treasure name can be printed out
163     */
164 root 1.7 static void
165 root 1.16 check_treasurelist (const treasure *t, const treasurelist * tl)
166 elmex 1.1 {
167 root 1.7 if (t->item == NULL && t->name == NULL)
168     LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
169     if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
170     LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
171     /* find_treasurelist will print out its own error message */
172     if (t->name && *t->name)
173     (void) find_treasurelist (t->name);
174     if (t->next)
175     check_treasurelist (t->next, tl);
176     if (t->next_yes)
177     check_treasurelist (t->next_yes, tl);
178     if (t->next_no)
179     check_treasurelist (t->next_no, tl);
180 elmex 1.1 }
181     #endif
182    
183     /*
184     * Opens LIBDIR/treasure and reads all treasure-declarations from it.
185     * Each treasure is parsed with the help of load_treasure().
186     */
187    
188 root 1.7 void
189     load_treasures (void)
190     {
191     FILE *fp;
192     char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
193     treasurelist *previous = NULL;
194     treasure *t;
195     int comp, line = 0;
196    
197     sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
198     if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
199     {
200     LOG (llevError, "Can't open treasure file.\n");
201     return;
202     }
203     while (fgets (buf, MAX_BUF, fp) != NULL)
204     {
205     line++;
206     if (*buf == '#')
207 root 1.16 continue;
208 root 1.7
209     if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
210 root 1.16 {
211     treasurelist *tl = get_empty_treasurelist ();
212    
213     tl->name = name;
214     if (previous == NULL)
215     first_treasurelist = tl;
216     else
217     previous->next = tl;
218     previous = tl;
219     tl->items = load_treasure (fp, &line);
220    
221     /* This is a one of the many items on the list should be generated.
222     * Add up the chance total, and check to make sure the yes & no
223     * fields of the treasures are not being used.
224     */
225     if (!strncmp (buf, "treasureone", 11))
226     {
227     for (t = tl->items; t != NULL; t = t->next)
228     {
229 elmex 1.1 #ifdef TREASURE_DEBUG
230 root 1.16 if (t->next_yes || t->next_no)
231     {
232     LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
233     LOG (llevError, " the next_yes or next_no field is set\n");
234     }
235 elmex 1.1 #endif
236 root 1.16 tl->total_chance += t->chance;
237     }
238     }
239     }
240 root 1.7 else
241 root 1.16 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
242 elmex 1.1 }
243 root 1.7 close_and_delete (fp, comp);
244 elmex 1.1
245     #ifdef TREASURE_DEBUG
246 root 1.7 /* Perform some checks on how valid the treasure data actually is.
247     * verify that list transitions work (ie, the list that it is supposed
248     * to transition to exists). Also, verify that at least the name
249     * or archetype is set for each treasure element.
250     */
251     for (previous = first_treasurelist; previous != NULL; previous = previous->next)
252     check_treasurelist (previous->items, previous);
253 elmex 1.1 #endif
254     }
255    
256     /*
257     * Searches for the given treasurelist in the globally linked list
258     * of treasurelists which has been built by load_treasures().
259     */
260    
261 root 1.7 treasurelist *
262     find_treasurelist (const char *name)
263     {
264 root 1.12 /* Special cases - randomitems of NULL is to override default. If
265 elmex 1.1 * first_treasurelist is null, it means we are on the first pass of
266 root 1.12 * of loading archetypes, so for now, just return - second pass will
267 elmex 1.1 * init these values.
268     */
269 root 1.12 if (!name)
270     return 0;
271 root 1.7
272 root 1.12 if (const char *tmp = shstr::find (name))
273 root 1.16 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
274 root 1.12 if (tmp == tl->name)
275     return tl;
276 elmex 1.9
277     if (first_treasurelist)
278 root 1.12 LOG (llevError, "Couldn't find treasurelist %s\n", name);
279 root 1.7
280 root 1.12 return 0;
281 elmex 1.1 }
282    
283    
284     /*
285     * Generates the objects specified by the given treasure.
286     * It goes recursively through the rest of the linked list.
287     * If there is a certain percental chance for a treasure to be generated,
288     * this is taken into consideration.
289     * The second argument specifies for which object the treasure is
290     * being generated.
291     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
292     * abilities. This is used by summon spells, thus no summoned monsters
293     * start with equipment, but only their abilities).
294     */
295    
296    
297 root 1.7 static void
298 root 1.16 put_treasure (object *op, object *creator, int flags)
299 elmex 1.1 {
300 root 1.7 object *tmp;
301 elmex 1.1
302 root 1.7 /* Bit of a hack - spells should never be put onto the map. The entire
303     * treasure stuff is a problem - there is no clear idea of knowing
304     * this is the original object, or if this is an object that should be created
305     * by another object.
306     */
307     if (flags & GT_ENVIRONMENT && op->type != SPELL)
308     {
309     op->x = creator->x;
310     op->y = creator->y;
311     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312     insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
313     }
314     else
315     {
316     op = insert_ob_in_ob (op, creator);
317     if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
318 root 1.16 monster_check_apply (creator, op);
319 root 1.7 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
320 root 1.16 esrv_send_item (tmp, op);
321 elmex 1.1 }
322     }
323    
324     /* if there are change_xxx commands in the treasure, we include the changes
325     * in the generated object
326     */
327 root 1.7 static void
328 root 1.12 change_treasure (treasure *t, object *op)
329 elmex 1.1 {
330 root 1.7 /* CMD: change_name xxxx */
331     if (t->change_arch.name)
332 elmex 1.1 {
333 root 1.7 op->name = t->change_arch.name;
334     op->name_pl = t->change_arch.name;
335 elmex 1.1 }
336    
337 root 1.7 if (t->change_arch.title)
338     op->title = t->change_arch.title;
339    
340     if (t->change_arch.slaying)
341     op->slaying = t->change_arch.slaying;
342     }
343    
344     void
345 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
346 root 1.7 {
347     object *tmp;
348    
349     if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
350 elmex 1.1 {
351 root 1.7 if (t->name)
352 root 1.16 {
353     if (strcmp (t->name, "NONE") && difficulty >= t->magic)
354     create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
355     }
356 root 1.7 else
357 root 1.16 {
358     if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
359     {
360     tmp = arch_to_object (t->item);
361     if (t->nrof && tmp->nrof <= 1)
362     tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
363     fix_generated_item (tmp, op, difficulty, t->magic, flag);
364     change_treasure (t, tmp);
365     put_treasure (tmp, op, flag);
366     }
367     }
368 root 1.12
369 root 1.7 if (t->next_yes != NULL)
370 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
371 elmex 1.1 }
372 root 1.7 else if (t->next_no != NULL)
373     create_all_treasures (t->next_no, op, flag, difficulty, tries);
374 root 1.12
375 root 1.7 if (t->next != NULL)
376     create_all_treasures (t->next, op, flag, difficulty, tries);
377 elmex 1.1 }
378    
379 root 1.7 void
380 root 1.16 create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
381 root 1.7 {
382     int value = RANDOM () % tl->total_chance;
383     treasure *t;
384 elmex 1.1
385 root 1.7 if (tries++ > 100)
386     {
387     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388     return;
389     }
390 root 1.12
391 root 1.7 for (t = tl->items; t != NULL; t = t->next)
392     {
393     value -= t->chance;
394 root 1.12
395 root 1.7 if (value < 0)
396 root 1.16 break;
397 root 1.7 }
398 elmex 1.1
399 root 1.7 if (!t || value >= 0)
400     {
401     LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
402     abort ();
403     return;
404     }
405 root 1.12
406 root 1.7 if (t->name)
407     {
408     if (!strcmp (t->name, "NONE"))
409 root 1.16 return;
410 root 1.12
411 root 1.7 if (difficulty >= t->magic)
412 root 1.16 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
413 root 1.7 else if (t->nrof)
414 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
415 root 1.12
416 root 1.7 return;
417 elmex 1.1 }
418 root 1.12
419 root 1.7 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
420     {
421     object *tmp = arch_to_object (t->item);
422 root 1.12
423 root 1.7 if (!tmp)
424 root 1.16 return;
425 root 1.12
426 root 1.7 if (t->nrof && tmp->nrof <= 1)
427 root 1.16 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
428 root 1.12
429 root 1.13 fix_generated_item (tmp, op, difficulty, t->magic, flag);
430     change_treasure (t, tmp);
431 root 1.7 put_treasure (tmp, op, flag);
432 elmex 1.1 }
433     }
434    
435     /* This calls the appropriate treasure creation function. tries is passed
436     * to determine how many list transitions or attempts to create treasure
437     * have been made. It is really in place to prevent infinite loops with
438     * list transitions, or so that excessively good treasure will not be
439     * created on weak maps, because it will exceed the number of allowed tries
440     * to do that.
441     */
442 root 1.7 void
443 root 1.16 create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
444 elmex 1.1 {
445    
446 root 1.7 if (tries++ > 100)
447     {
448     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
449     return;
450     }
451     if (t->total_chance)
452     create_one_treasure (t, op, flag, difficulty, tries);
453     else
454     create_all_treasures (t->items, op, flag, difficulty, tries);
455 elmex 1.1 }
456    
457     /* This is similar to the old generate treasure function. However,
458     * it instead takes a treasurelist. It is really just a wrapper around
459     * create_treasure. We create a dummy object that the treasure gets
460     * inserted into, and then return that treausre
461     */
462 root 1.7 object *
463     generate_treasure (treasurelist * t, int difficulty)
464 elmex 1.1 {
465 root 1.7 object *ob = get_object (), *tmp;
466 elmex 1.1
467 root 1.7 create_treasure (t, ob, 0, difficulty, 0);
468 elmex 1.1
469 root 1.7 /* Don't want to free the object we are about to return */
470     tmp = ob->inv;
471     if (tmp != NULL)
472     remove_ob (tmp);
473     if (ob->inv)
474     {
475     LOG (llevError, "In generate treasure, created multiple objects.\n");
476     }
477     free_object (ob);
478     return tmp;
479 elmex 1.1 }
480    
481     /*
482     * This is a new way of calculating the chance for an item to have
483     * a specific magical bonus.
484     * The array has two arguments, the difficulty of the level, and the
485     * magical bonus "wanted".
486     */
487    
488 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489 root 1.16
490 elmex 1.1 /*chance of magic difficulty*/
491 root 1.16
492 elmex 1.1 /* +0 +1 +2 +3 +4 */
493 root 1.16 {95, 2, 2, 1, 0}, /*1 */
494     {92, 5, 2, 1, 0}, /*2 */
495     {85, 10, 4, 1, 0}, /*3 */
496     {80, 14, 4, 2, 0}, /*4 */
497     {75, 17, 5, 2, 1}, /*5 */
498     {70, 18, 8, 3, 1}, /*6 */
499     {65, 21, 10, 3, 1}, /*7 */
500     {60, 22, 12, 4, 2}, /*8 */
501     {55, 25, 14, 4, 2}, /*9 */
502     {50, 27, 16, 5, 2}, /*10 */
503     {45, 28, 18, 6, 3}, /*11 */
504     {42, 28, 20, 7, 3}, /*12 */
505     {40, 27, 21, 8, 4}, /*13 */
506     {38, 25, 22, 10, 5}, /*14 */
507     {36, 23, 23, 12, 6}, /*15 */
508     {33, 21, 24, 14, 8}, /*16 */
509     {31, 19, 25, 16, 9}, /*17 */
510     {27, 15, 30, 18, 10}, /*18 */
511     {20, 12, 30, 25, 13}, /*19 */
512     {15, 10, 28, 30, 17}, /*20 */
513     {13, 9, 27, 28, 23}, /*21 */
514     {10, 8, 25, 28, 29}, /*22 */
515     {8, 7, 23, 26, 36}, /*23 */
516     {6, 6, 20, 22, 46}, /*24 */
517     {4, 5, 17, 18, 56}, /*25 */
518     {2, 4, 12, 14, 68}, /*26 */
519     {0, 3, 7, 10, 80}, /*27 */
520     {0, 0, 3, 7, 90}, /*28 */
521     {0, 0, 0, 3, 97}, /*29 */
522     {0, 0, 0, 0, 100}, /*30 */
523     {0, 0, 0, 0, 100}, /*31 */
524 elmex 1.1 };
525    
526    
527     /* calculate the appropriate level for wands staves and scrolls.
528     * This code presumes that op has had its spell object created (in op->inv)
529     *
530     * elmex Wed Aug 9 17:44:59 CEST 2006:
531     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
532     */
533    
534 root 1.7 int
535 root 1.16 level_for_item (const object *op, int difficulty)
536 elmex 1.1 {
537 pippijn 1.14 int olevel = 0;
538 elmex 1.1
539     if (!op->inv)
540     {
541 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
542     return 0;
543 elmex 1.1 }
544    
545     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
546    
547     if (olevel <= 0)
548     olevel = rndm (1, MIN (op->inv->level, 1));
549    
550     if (olevel > MAXLEVEL)
551     olevel = MAXLEVEL;
552    
553     return olevel;
554     }
555    
556     /*
557     * Based upon the specified difficulty and upon the difftomagic_list array,
558     * a random magical bonus is returned. This is used when determine
559     * the magical bonus created on specific maps.
560     *
561     * elmex Thu Aug 10 18:45:44 CEST 2006:
562     * Scaling difficulty by max_level, as difficulty is a level and not some
563     * weird integer between 1-31.
564     *
565     */
566    
567 root 1.7 int
568     magic_from_difficulty (int difficulty)
569 elmex 1.1 {
570     int percent = 0, magic = 0;
571     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
572    
573     scaled_diff--;
574    
575 root 1.7 if (scaled_diff < 0)
576 elmex 1.1 scaled_diff = 0;
577    
578     if (scaled_diff >= DIFFLEVELS)
579 root 1.7 scaled_diff = DIFFLEVELS - 1;
580 elmex 1.1
581 root 1.7 percent = RANDOM () % 100;
582 elmex 1.1
583 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 elmex 1.1 {
585     percent -= difftomagic_list[scaled_diff][magic];
586    
587     if (percent < 0)
588 root 1.16 break;
589 elmex 1.1 }
590    
591     if (magic == (MAXMAGIC + 1))
592     {
593 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 elmex 1.1 magic = 0;
595     }
596    
597 root 1.7 magic = (RANDOM () % 3) ? magic : -magic;
598 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599    
600     return magic;
601     }
602    
603     /*
604     * Sets magical bonus in an object, and recalculates the effect on
605     * the armour variable, and the effect on speed of armour.
606     * This function doesn't work properly, should add use of archetypes
607     * to make it truly absolute.
608     */
609    
610 root 1.7 void
611 root 1.16 set_abs_magic (object *op, int magic)
612 root 1.7 {
613     if (!magic)
614 elmex 1.1 return;
615    
616 root 1.7 op->magic = magic;
617     if (op->arch)
618     {
619     if (op->type == ARMOUR)
620 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
621 root 1.7
622 root 1.16 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
623     magic = (-magic);
624 root 1.7 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625     }
626     else
627     {
628     if (op->type == ARMOUR)
629 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630     if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
631     magic = (-magic);
632 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
633     }
634 elmex 1.1 }
635    
636     /*
637     * Sets a random magical bonus in the given object based upon
638     * the given difficulty, and the given max possible bonus.
639     */
640    
641 root 1.7 static void
642 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
643 elmex 1.1 {
644     int i;
645 root 1.16
646 root 1.7 i = magic_from_difficulty (difficulty);
647 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
648 root 1.7 i = -i;
649     if (i > max_magic)
650 elmex 1.1 i = max_magic;
651 root 1.7 set_abs_magic (op, i);
652 elmex 1.1 if (i < 0)
653 root 1.7 SET_FLAG (op, FLAG_CURSED);
654 elmex 1.1 }
655    
656     /*
657     * Randomly adds one magical ability to the given object.
658     * Modified for Partial Resistance in many ways:
659     * 1) Since rings can have multiple bonuses, if the same bonus
660     * is rolled again, increase it - the bonuses now stack with
661     * other bonuses previously rolled and ones the item might natively have.
662     * 2) Add code to deal with new PR method.
663     */
664    
665 root 1.7 void
666 root 1.16 set_ring_bonus (object *op, int bonus)
667 root 1.7 {
668 elmex 1.1
669 root 1.7 int r = RANDOM () % (bonus > 0 ? 25 : 11);
670 elmex 1.1
671 root 1.7 if (op->type == AMULET)
672     {
673     if (!(RANDOM () % 21))
674 root 1.16 r = 20 + RANDOM () % 2;
675 root 1.7 else
676 root 1.16 {
677     if (RANDOM () & 2)
678     r = 10;
679     else
680     r = 11 + RANDOM () % 9;
681     }
682 root 1.7 }
683    
684     switch (r)
685     {
686 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
687     * bonuses and penalties will stack and add to existing values.
688     * of the item.
689     */
690     case 0:
691     case 1:
692     case 2:
693     case 3:
694     case 4:
695     case 5:
696     case 6:
697     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
698     break;
699    
700     case 7:
701     op->stats.dam += bonus;
702     break;
703    
704     case 8:
705     op->stats.wc += bonus;
706     break;
707    
708     case 9:
709     op->stats.food += bonus; /* hunger/sustenance */
710     break;
711    
712     case 10:
713     op->stats.ac += bonus;
714     break;
715    
716     /* Item that gives protections/vulnerabilities */
717     case 11:
718     case 12:
719     case 13:
720     case 14:
721     case 15:
722     case 16:
723     case 17:
724     case 18:
725     case 19:
726     {
727     int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
728    
729     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730     val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
731    
732     /* Cursed items need to have higher negative values to equal out with
733     * positive values for how protections work out. Put another
734     * little random element in since that they don't always end up with
735     * even values.
736     */
737     if (bonus < 0)
738     val = 2 * -val - RANDOM () % b;
739     if (val > 35)
740     val = 35; /* Upper limit */
741     b = 0;
742     while (op->resist[resist_table[resist]] != 0 && b < 4)
743     {
744     resist = RANDOM () % num_resist_table;
745     }
746     if (b == 4)
747     return; /* Not able to find a free resistance */
748     op->resist[resist_table[resist]] = val;
749     /* We should probably do something more clever here to adjust value
750     * based on how good a resistance we gave.
751     */
752     break;
753     }
754     case 20:
755     if (op->type == AMULET)
756     {
757     SET_FLAG (op, FLAG_REFL_SPELL);
758     op->value *= 11;
759     }
760     else
761     {
762     op->stats.hp = 1; /* regenerate hit points */
763     op->value *= 4;
764     }
765     break;
766    
767     case 21:
768     if (op->type == AMULET)
769     {
770     SET_FLAG (op, FLAG_REFL_MISSILE);
771     op->value *= 9;
772     }
773     else
774     {
775     op->stats.sp = 1; /* regenerate spell points */
776     op->value *= 3;
777     }
778     break;
779    
780     case 22:
781     op->stats.exp += bonus; /* Speed! */
782     op->value = (op->value * 2) / 3;
783     break;
784 root 1.7 }
785     if (bonus > 0)
786     op->value *= 2 * bonus;
787     else
788     op->value = -(op->value * 2 * bonus) / 3;
789 elmex 1.1 }
790    
791     /*
792     * get_magic(diff) will return a random number between 0 and 4.
793     * diff can be any value above 2. The higher the diff-variable, the
794     * higher is the chance of returning a low number.
795     * It is only used in fix_generated_treasure() to set bonuses on
796     * rings and amulets.
797     * Another scheme is used to calculate the magic of weapons and armours.
798     */
799    
800 root 1.7 int
801     get_magic (int diff)
802     {
803 elmex 1.1 int i;
804 root 1.16
805 root 1.7 if (diff < 3)
806     diff = 3;
807     for (i = 0; i < 4; i++)
808     if (RANDOM () % diff)
809     return i;
810 elmex 1.1 return 4;
811     }
812    
813     #define DICE2 (get_magic(2)==2?2:1)
814     #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
815    
816     /*
817     * fix_generated_item(): This is called after an item is generated, in
818     * order to set it up right. This produced magical bonuses, puts spells
819     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
820     */
821 root 1.16
822 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
823     * op->type. Right now, which stuff the creator passes on is object type
824     * dependant. I know this is a spagetti manuever, but is there a cleaner
825     * way to do this? b.t. */
826 root 1.16
827 elmex 1.1 /*
828     * ! (flags & GT_ENVIRONMENT):
829     * Automatically calls fix_flesh_item().
830     *
831     * flags:
832     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
833     * value.
834     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
835     * a working object - don't change magic, value, etc, but set it material
836     * type as appropriate, for objects that need spell objects, set those, etc
837     */
838    
839 root 1.7 void
840 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841 elmex 1.1 {
842     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843    
844     if (!creator || creator->type == op->type)
845 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
846 elmex 1.1
847     /* If we make an artifact, this information will be destroyed */
848     save_item_power = op->item_power;
849     op->item_power = 0;
850    
851     if (op->randomitems && op->type != SPELL)
852     {
853     create_treasure (op->randomitems, op, flags, difficulty, 0);
854     if (!op->inv)
855 root 1.16 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
856 elmex 1.1
857     /* So the treasure doesn't get created again */
858     op->randomitems = NULL;
859     }
860    
861     if (difficulty < 1)
862     difficulty = 1;
863    
864     if (!(flags & GT_MINIMAL))
865     {
866     if (op->arch == crown_arch)
867 root 1.16 {
868     set_magic (difficulty, op, max_magic, flags);
869     num_enchantments = calc_item_power (op, 1);
870     generate_artifact (op, difficulty);
871     }
872 elmex 1.1 else
873 root 1.16 {
874     if (!op->magic && max_magic)
875     set_magic (difficulty, op, max_magic, flags);
876    
877     num_enchantments = calc_item_power (op, 1);
878    
879     if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880     * used for shop_floors or treasures */
881     generate_artifact (op, difficulty);
882     }
883 elmex 1.1
884     /* Object was made an artifact. Calculate its item_power rating.
885     * the item_power in the object is what the artfiact adds.
886     */
887     if (op->title)
888 root 1.16 {
889     /* if save_item_power is set, then most likely we started with an
890     * artifact and have added new abilities to it - this is rare, but
891     * but I have seen things like 'strange rings of fire'. So just figure
892     * out the power from the base power plus what this one adds. Note
893     * that since item_power is not quite linear, this actually ends up
894     * being somewhat of a bonus
895     */
896     if (save_item_power)
897     op->item_power = save_item_power + get_power_from_ench (op->item_power);
898     else
899     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
900     }
901 elmex 1.1 else if (save_item_power)
902 root 1.16 {
903     /* restore the item_power field to the object if we haven't changed it.
904     * we don't care about num_enchantments - that will basically just
905     * have calculated some value from the base attributes of the archetype.
906     */
907     op->item_power = save_item_power;
908     }
909 elmex 1.1 else
910 root 1.16 {
911     /* item_power was zero. This is suspicious, as it may be because it
912     * was never previously calculated. Let's compute a value and see if
913     * it is non-zero. If it indeed is, then assign it as the new
914     * item_power value.
915     * - gros, 21th of July 2006.
916     */
917     op->item_power = calc_item_power (op, 0);
918     save_item_power = op->item_power; /* Just in case it would get used
919     * again below */
920     }
921 elmex 1.1 }
922    
923     /* materialtype modifications. Note we allow this on artifacts. */
924     set_materialname (op, difficulty, NULL);
925    
926     if (flags & GT_MINIMAL)
927     {
928     if (op->type == POTION)
929 root 1.16 /* Handle healing and magic power potions */
930     if (op->stats.sp && !op->randomitems)
931     {
932     object *tmp;
933    
934     tmp = get_archetype (spell_mapping[op->stats.sp]);
935     insert_ob_in_ob (tmp, op);
936     op->stats.sp = 0;
937     }
938 elmex 1.1 }
939 root 1.16 else if (!op->title) /* Only modify object if not special */
940 elmex 1.1 switch (op->type)
941     {
942 root 1.16 case WEAPON:
943     case ARMOUR:
944     case SHIELD:
945     case HELMET:
946     case CLOAK:
947     if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
948     set_ring_bonus (op, -DICE2);
949     break;
950    
951     case BRACERS:
952     if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
953     {
954     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955     if (!QUERY_FLAG (op, FLAG_CURSED))
956     op->value *= 3;
957     }
958     break;
959    
960     case POTION:
961     {
962     int too_many_tries = 0, is_special = 0;
963    
964     /* Handle healing and magic power potions */
965     if (op->stats.sp && !op->randomitems)
966     {
967     object *tmp;
968    
969     tmp = get_archetype (spell_mapping[op->stats.sp]);
970     insert_ob_in_ob (tmp, op);
971     op->stats.sp = 0;
972     }
973    
974     while (!(is_special = special_potion (op)) && !op->inv)
975     {
976     generate_artifact (op, difficulty);
977     if (too_many_tries++ > 10)
978     break;
979     }
980    
981     /* don't want to change value for healing/magic power potions,
982     * since the value set on those is already correct.
983     */
984     if (op->inv && op->randomitems)
985     {
986     /* value multiplier is same as for scrolls */
987     op->value = (op->value * op->inv->value);
988     op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
989     }
990     else
991     {
992     op->name = "potion";
993     op->name_pl = "potions";
994     }
995    
996     if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
997     SET_FLAG (op, FLAG_CURSED);
998     break;
999     }
1000    
1001     case AMULET:
1002     if (op->arch == amulet_arch)
1003     op->value *= 5; /* Since it's not just decoration */
1004    
1005     case RING:
1006     if (op->arch == NULL)
1007     {
1008     remove_ob (op);
1009     free_object (op);
1010     op = NULL;
1011     break;
1012     }
1013    
1014     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1015     break;
1016    
1017     if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1018     SET_FLAG (op, FLAG_CURSED);
1019    
1020     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1021    
1022     if (op->type != RING) /* Amulets have only one ability */
1023     break;
1024    
1025     if (!(RANDOM () % 4))
1026     {
1027     int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1028    
1029     if (d > 0)
1030     op->value *= 3;
1031    
1032     set_ring_bonus (op, d);
1033    
1034     if (!(RANDOM () % 4))
1035     {
1036     int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1037    
1038     if (d > 0)
1039     op->value *= 5;
1040     set_ring_bonus (op, d);
1041     }
1042     }
1043    
1044     if (GET_ANIM_ID (op))
1045     SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1046    
1047     break;
1048    
1049     case BOOK:
1050     /* Is it an empty book?, if yes lets make a special·
1051     * msg for it, and tailor its properties based on the·
1052     * creator and/or map level we found it on.
1053     */
1054     if (!op->msg && RANDOM () % 10)
1055     {
1056     /* set the book level properly */
1057     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1058     {
1059     if (op->map && op->map->difficulty)
1060     op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1061     else
1062     op->level = RANDOM () % 20 + 1;
1063     }
1064     else
1065     op->level = RANDOM () % creator->level;
1066    
1067     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1068     /* books w/ info are worth more! */
1069     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1070     /* creator related stuff */
1071    
1072     /* for library, chained books. Note that some monsters have no_pick
1073     * set - we don't want to set no pick in that case.
1074     */
1075     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1076     SET_FLAG (op, FLAG_NO_PICK);
1077     if (creator->slaying && !op->slaying) /* for check_inv floors */
1078     op->slaying = creator->slaying;
1079    
1080     /* add exp so reading it gives xp (once) */
1081     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1082     }
1083     break;
1084    
1085     case SPELLBOOK:
1086     op->value = op->value * op->inv->value;
1087     /* add exp so learning gives xp */
1088     op->level = op->inv->level;
1089     op->stats.exp = op->value;
1090     break;
1091    
1092     case WAND:
1093     /* nrof in the treasure list is number of charges,
1094     * not number of wands. So copy that into food (charges),
1095     * and reset nrof.
1096     */
1097     op->stats.food = op->inv->nrof;
1098     op->nrof = 1;
1099     /* If the spell changes by level, choose a random level
1100     * for it, and adjust price. If the spell doesn't
1101     * change by level, just set the wand to the level of
1102     * the spell, and value calculation is simpler.
1103     */
1104     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1105     {
1106     op->level = level_for_item (op, difficulty);
1107     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1108     }
1109     else
1110     {
1111     op->level = op->inv->level;
1112     op->value = op->value * op->inv->value;
1113     }
1114     break;
1115    
1116     case ROD:
1117     op->level = level_for_item (op, difficulty);
1118     /* Add 50 to both level an divisor to keep prices a little more
1119     * reasonable. Otherwise, a high level version of a low level
1120     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1121     * 10 time multiplier). This way, the value are a bit more reasonable.
1122     */
1123     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1124     /* maxhp is used to denote how many 'charges' the rod holds before */
1125     if (op->stats.maxhp)
1126     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1127     else
1128     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1129    
1130     op->stats.hp = op->stats.maxhp;
1131     break;
1132    
1133     case SCROLL:
1134     op->level = level_for_item (op, difficulty);
1135     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1136    
1137     /* add exp so reading them properly gives xp */
1138     op->stats.exp = op->value / 5;
1139     op->nrof = op->inv->nrof;
1140     break;
1141    
1142     case RUNE:
1143     trap_adjust (op, difficulty);
1144     break;
1145    
1146     case TRAP:
1147     trap_adjust (op, difficulty);
1148     break;
1149     } /* switch type */
1150 elmex 1.1
1151     if (flags & GT_STARTEQUIP)
1152     {
1153 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1154 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1155 elmex 1.1 else if (op->type != MONEY)
1156 root 1.16 op->value = 0;
1157 elmex 1.1 }
1158    
1159     if (!(flags & GT_ENVIRONMENT))
1160     fix_flesh_item (op, creator);
1161     }
1162    
1163     /*
1164     *
1165     *
1166     * CODE DEALING WITH ARTIFACTS STARTS HERE
1167     *
1168     *
1169     */
1170    
1171     /*
1172     * Allocate and return the pointer to an empty artifactlist structure.
1173     */
1174    
1175 root 1.7 static artifactlist *
1176     get_empty_artifactlist (void)
1177     {
1178     artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1179 root 1.16
1180 root 1.7 if (tl == NULL)
1181     fatal (OUT_OF_MEMORY);
1182     tl->next = NULL;
1183     tl->items = NULL;
1184     tl->total_chance = 0;
1185 elmex 1.1 return tl;
1186     }
1187    
1188     /*
1189     * Allocate and return the pointer to an empty artifact structure.
1190     */
1191    
1192 root 1.7 static artifact *
1193     get_empty_artifact (void)
1194     {
1195     artifact *t = (artifact *) malloc (sizeof (artifact));
1196 root 1.16
1197 root 1.7 if (t == NULL)
1198     fatal (OUT_OF_MEMORY);
1199     t->item = NULL;
1200     t->next = NULL;
1201     t->chance = 0;
1202     t->difficulty = 0;
1203 elmex 1.1 t->allowed = NULL;
1204     return t;
1205     }
1206    
1207     /*
1208     * Searches the artifact lists and returns one that has the same type
1209     * of objects on it.
1210     */
1211    
1212 root 1.7 artifactlist *
1213     find_artifactlist (int type)
1214     {
1215 elmex 1.1 artifactlist *al;
1216    
1217 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1218     if (al->type == type)
1219     return al;
1220 elmex 1.1 return NULL;
1221     }
1222    
1223     /*
1224     * For debugging purposes. Dumps all tables.
1225     */
1226    
1227 root 1.7 void
1228     dump_artifacts (void)
1229     {
1230 elmex 1.1 artifactlist *al;
1231     artifact *art;
1232     linked_char *next;
1233    
1234 root 1.7 fprintf (logfile, "\n");
1235     for (al = first_artifactlist; al != NULL; al = al->next)
1236     {
1237     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1238     for (art = al->items; art != NULL; art = art->next)
1239 root 1.16 {
1240     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1241     if (art->allowed != NULL)
1242     {
1243     fprintf (logfile, "\tAllowed combinations:");
1244     for (next = art->allowed; next != NULL; next = next->next)
1245     fprintf (logfile, "%s,", &next->name);
1246     fprintf (logfile, "\n");
1247     }
1248     }
1249 elmex 1.1 }
1250 root 1.7 fprintf (logfile, "\n");
1251 elmex 1.1 }
1252    
1253     /*
1254     * For debugging purposes. Dumps all treasures recursively (see below).
1255     */
1256 root 1.7 void
1257 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1258 elmex 1.1 {
1259     treasurelist *tl;
1260 root 1.7 int i;
1261 elmex 1.1
1262     if (depth > 100)
1263     return;
1264     while (t != NULL)
1265     {
1266     if (t->name != NULL)
1267 root 1.16 {
1268     for (i = 0; i < depth; i++)
1269     fprintf (logfile, " ");
1270     fprintf (logfile, "{ (list: %s)\n", &t->name);
1271     tl = find_treasurelist (t->name);
1272     dump_monster_treasure_rec (name, tl->items, depth + 2);
1273     for (i = 0; i < depth; i++)
1274     fprintf (logfile, " ");
1275     fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276     }
1277 elmex 1.1 else
1278 root 1.16 {
1279     for (i = 0; i < depth; i++)
1280     fprintf (logfile, " ");
1281     if (t->item->clone.type == FLESH)
1282     fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283     else
1284     fprintf (logfile, "%s\n", &t->item->clone.name);
1285     }
1286 elmex 1.1 if (t->next_yes != NULL)
1287 root 1.16 {
1288     for (i = 0; i < depth; i++)
1289     fprintf (logfile, " ");
1290     fprintf (logfile, " (if yes)\n");
1291     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1292     }
1293 elmex 1.1 if (t->next_no != NULL)
1294 root 1.16 {
1295     for (i = 0; i < depth; i++)
1296     fprintf (logfile, " ");
1297     fprintf (logfile, " (if no)\n");
1298     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1299     }
1300 elmex 1.1 t = t->next;
1301     }
1302     }
1303    
1304     /*
1305     * For debugging purposes. Dumps all treasures for a given monster.
1306     * Created originally by Raphael Quinet for debugging the alchemy code.
1307     */
1308    
1309 root 1.7 void
1310     dump_monster_treasure (const char *name)
1311 elmex 1.1 {
1312     archetype *at;
1313 root 1.7 int found;
1314 elmex 1.1
1315     found = 0;
1316     fprintf (logfile, "\n");
1317 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1318     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1319 elmex 1.1 {
1320 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1321     if (at->clone.randomitems != NULL)
1322     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1323     else
1324     fprintf (logfile, "(nothing)\n");
1325     fprintf (logfile, "\n");
1326     found++;
1327 elmex 1.1 }
1328     if (found == 0)
1329     fprintf (logfile, "No objects have the name %s!\n\n", name);
1330     }
1331    
1332     /*
1333     * Builds up the lists of artifacts from the file in the libdir.
1334     */
1335    
1336 root 1.7 void
1337     init_artifacts (void)
1338     {
1339     static int has_been_inited = 0;
1340     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1341     artifact *art = NULL;
1342     linked_char *tmp;
1343 pippijn 1.14 int value;
1344 root 1.7 artifactlist *al;
1345    
1346     if (has_been_inited)
1347     return;
1348     else
1349     has_been_inited = 1;
1350 elmex 1.1
1351 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1352     object_thawer thawer (filename);
1353 elmex 1.1
1354 root 1.7 if (!thawer)
1355     return;
1356 elmex 1.1
1357 root 1.7 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1358     {
1359     if (*buf == '#')
1360 root 1.16 continue;
1361 root 1.7 if ((cp = strchr (buf, '\n')) != NULL)
1362 root 1.16 *cp = '\0';
1363 root 1.7 cp = buf;
1364 root 1.16 while (*cp == ' ') /* Skip blanks */
1365     cp++;
1366 root 1.7 if (*cp == '\0')
1367 root 1.16 continue;
1368 root 1.7
1369     if (!strncmp (cp, "Allowed", 7))
1370 root 1.16 {
1371     if (art == NULL)
1372     {
1373     art = get_empty_artifact ();
1374     nrofartifacts++;
1375     }
1376     cp = strchr (cp, ' ') + 1;
1377     if (!strcmp (cp, "all"))
1378     continue;
1379    
1380     do
1381     {
1382     nrofallowedstr++;
1383     if ((next = strchr (cp, ',')) != NULL)
1384     *(next++) = '\0';
1385     tmp = new linked_char;
1386    
1387     tmp->name = cp;
1388     tmp->next = art->allowed;
1389     art->allowed = tmp;
1390     }
1391     while ((cp = next) != NULL);
1392     }
1393 root 1.7 else if (sscanf (cp, "chance %d", &value))
1394 root 1.16 art->chance = (uint16) value;
1395 root 1.7 else if (sscanf (cp, "difficulty %d", &value))
1396 root 1.16 art->difficulty = (uint8) value;
1397 root 1.7 else if (!strncmp (cp, "Object", 6))
1398 root 1.16 {
1399     art->item = get_object ();
1400 root 1.10
1401 root 1.16 if (!load_object (thawer, art->item, 0))
1402     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403 root 1.10
1404 root 1.16 art->item->name = strchr (cp, ' ') + 1;
1405     al = find_artifactlist (art->item->type);
1406     if (al == NULL)
1407     {
1408     al = get_empty_artifactlist ();
1409     al->type = art->item->type;
1410     al->next = first_artifactlist;
1411     first_artifactlist = al;
1412     }
1413     art->next = al->items;
1414     al->items = art;
1415     art = NULL;
1416     }
1417 root 1.7 else
1418 root 1.16 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1419 root 1.7 }
1420 root 1.3
1421 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1422     {
1423     for (art = al->items; art != NULL; art = art->next)
1424 root 1.16 {
1425     if (!art->chance)
1426     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1427     else
1428     al->total_chance += art->chance;
1429     }
1430 elmex 1.1 #if 0
1431 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1432 elmex 1.1 #endif
1433     }
1434    
1435 root 1.7 LOG (llevDebug, "done.\n");
1436 elmex 1.1 }
1437    
1438    
1439     /*
1440     * Used in artifact generation. The bonuses of the first object
1441     * is modified by the bonuses of the second object.
1442     */
1443    
1444 root 1.7 void
1445 root 1.16 add_abilities (object *op, object *change)
1446 root 1.7 {
1447 pippijn 1.14 int i, tmp;
1448 elmex 1.1
1449 root 1.7 if (change->face != blank_face)
1450     {
1451 elmex 1.1 #ifdef TREASURE_VERBOSE
1452 root 1.7 LOG (llevDebug, "FACE: %d\n", change->face->number);
1453 elmex 1.1 #endif
1454 root 1.7 op->face = change->face;
1455 elmex 1.1 }
1456    
1457 root 1.7 for (i = 0; i < NUM_STATS; i++)
1458     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1459    
1460     op->attacktype |= change->attacktype;
1461     op->path_attuned |= change->path_attuned;
1462     op->path_repelled |= change->path_repelled;
1463     op->path_denied |= change->path_denied;
1464     op->move_type |= change->move_type;
1465     op->stats.luck += change->stats.luck;
1466    
1467     if (QUERY_FLAG (change, FLAG_CURSED))
1468     SET_FLAG (op, FLAG_CURSED);
1469     if (QUERY_FLAG (change, FLAG_DAMNED))
1470     SET_FLAG (op, FLAG_DAMNED);
1471     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1472     set_abs_magic (op, -op->magic);
1473    
1474     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1475     SET_FLAG (op, FLAG_LIFESAVE);
1476     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1477     SET_FLAG (op, FLAG_REFL_SPELL);
1478     if (QUERY_FLAG (change, FLAG_STEALTH))
1479     SET_FLAG (op, FLAG_STEALTH);
1480     if (QUERY_FLAG (change, FLAG_XRAYS))
1481     SET_FLAG (op, FLAG_XRAYS);
1482     if (QUERY_FLAG (change, FLAG_BLIND))
1483     SET_FLAG (op, FLAG_BLIND);
1484     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1485     SET_FLAG (op, FLAG_SEE_IN_DARK);
1486     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1487     SET_FLAG (op, FLAG_REFL_MISSILE);
1488     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1489     SET_FLAG (op, FLAG_MAKE_INVIS);
1490    
1491     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1492     {
1493     CLEAR_FLAG (op, FLAG_ANIMATE);
1494     /* so artifacts will join */
1495     if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 root 1.16 op->speed = 0.0;
1497 root 1.12
1498 root 1.7 update_ob_speed (op);
1499 elmex 1.1 }
1500 root 1.7
1501     if (change->nrof)
1502     op->nrof = RANDOM () % ((int) change->nrof) + 1;
1503    
1504 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1505 root 1.7 op->stats.wc += change->stats.wc;
1506     op->stats.ac += change->stats.ac;
1507    
1508     if (change->other_arch)
1509     {
1510     /* Basically, for horns & potions, the other_arch field is the spell
1511     * to cast. So convert that to into a spell and put it into
1512     * this object.
1513     */
1514     if (op->type == HORN || op->type == POTION)
1515 root 1.16 {
1516     object *tmp_obj;
1517    
1518     /* Remove any spells this object currently has in it */
1519     while (op->inv)
1520     {
1521     tmp_obj = op->inv;
1522     remove_ob (tmp_obj);
1523     free_object (tmp_obj);
1524     }
1525    
1526     tmp_obj = arch_to_object (change->other_arch);
1527     insert_ob_in_ob (tmp_obj, op);
1528     }
1529 root 1.7 /* No harm setting this for potions/horns */
1530     op->other_arch = change->other_arch;
1531     }
1532    
1533     if (change->stats.hp < 0)
1534     op->stats.hp = -change->stats.hp;
1535     else
1536     op->stats.hp += change->stats.hp;
1537    
1538     if (change->stats.maxhp < 0)
1539     op->stats.maxhp = -change->stats.maxhp;
1540     else
1541     op->stats.maxhp += change->stats.maxhp;
1542    
1543     if (change->stats.sp < 0)
1544     op->stats.sp = -change->stats.sp;
1545     else
1546     op->stats.sp += change->stats.sp;
1547    
1548     if (change->stats.maxsp < 0)
1549     op->stats.maxsp = -change->stats.maxsp;
1550     else
1551     op->stats.maxsp += change->stats.maxsp;
1552    
1553     if (change->stats.food < 0)
1554     op->stats.food = -(change->stats.food);
1555     else
1556     op->stats.food += change->stats.food;
1557    
1558     if (change->level < 0)
1559     op->level = -(change->level);
1560     else
1561     op->level += change->level;
1562    
1563     if (change->gen_sp_armour < 0)
1564     op->gen_sp_armour = -(change->gen_sp_armour);
1565     else
1566     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567    
1568     op->item_power = change->item_power;
1569    
1570     for (i = 0; i < NROFATTACKS; i++)
1571     {
1572     if (change->resist[i])
1573 root 1.16 {
1574     op->resist[i] += change->resist[i];
1575     }
1576 root 1.7 }
1577    
1578     if (change->stats.dam)
1579     {
1580     if (change->stats.dam < 0)
1581 root 1.16 op->stats.dam = (-change->stats.dam);
1582 root 1.7 else if (op->stats.dam)
1583 root 1.16 {
1584     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1585     if (tmp == op->stats.dam)
1586     {
1587     if (change->stats.dam < 10)
1588     op->stats.dam--;
1589     else
1590     op->stats.dam++;
1591     }
1592     else
1593     op->stats.dam = tmp;
1594     }
1595 root 1.7 }
1596    
1597     if (change->weight)
1598     {
1599     if (change->weight < 0)
1600 root 1.16 op->weight = (-change->weight);
1601 root 1.7 else
1602 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1603 root 1.7 }
1604    
1605     if (change->last_sp)
1606     {
1607     if (change->last_sp < 0)
1608 root 1.16 op->last_sp = (-change->last_sp);
1609 root 1.7 else
1610 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1611 root 1.7 }
1612    
1613     if (change->gen_sp_armour)
1614     {
1615     if (change->gen_sp_armour < 0)
1616 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1617 root 1.7 else
1618 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1619 root 1.7 }
1620    
1621     op->value *= change->value;
1622    
1623     if (change->material)
1624     op->material = change->material;
1625    
1626     if (change->materialname)
1627     op->materialname = change->materialname;
1628    
1629     if (change->slaying)
1630     op->slaying = change->slaying;
1631    
1632     if (change->race)
1633     op->race = change->race;
1634    
1635     if (change->msg)
1636     op->msg = change->msg;
1637 elmex 1.1 }
1638    
1639 root 1.7 static int
1640 root 1.16 legal_artifact_combination (object *op, artifact * art)
1641 root 1.7 {
1642 elmex 1.1 int neg, success = 0;
1643     linked_char *tmp;
1644     const char *name;
1645    
1646     if (art->allowed == (linked_char *) NULL)
1647 root 1.16 return 1; /* Ie, "all" */
1648 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1649     {
1650 elmex 1.1 #ifdef TREASURE_VERBOSE
1651 root 1.7 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1652 elmex 1.1 #endif
1653 root 1.7 if (*tmp->name == '!')
1654 root 1.16 name = tmp->name + 1, neg = 1;
1655 root 1.7 else
1656 root 1.16 name = tmp->name, neg = 0;
1657 root 1.7
1658     /* If we match name, then return the opposite of 'neg' */
1659     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1660 root 1.16 return !neg;
1661 root 1.7
1662     /* Set success as true, since if the match was an inverse, it means
1663     * everything is allowed except what we match
1664     */
1665     else if (neg)
1666 root 1.16 success = 1;
1667 root 1.7 }
1668 elmex 1.1 return success;
1669     }
1670    
1671     /*
1672     * Fixes the given object, giving it the abilities and titles
1673     * it should have due to the second artifact-template.
1674     */
1675    
1676 root 1.7 void
1677 root 1.12 give_artifact_abilities (object *op, object *artifct)
1678 root 1.7 {
1679 elmex 1.1 char new_name[MAX_BUF];
1680    
1681 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1682     op->title = new_name;
1683 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1684 elmex 1.1
1685 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1686 elmex 1.1 {
1687 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1688 root 1.16
1689 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1690     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1691 elmex 1.1 if (!identified)
1692 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1693 elmex 1.1 }
1694     #endif
1695     return;
1696     }
1697    
1698     /*
1699     * Decides randomly which artifact the object should be
1700     * turned into. Makes sure that the item can become that
1701     * artifact (means magic, difficulty, and Allowed fields properly).
1702     * Then calls give_artifact_abilities in order to actually create
1703     * the artifact.
1704     */
1705    
1706     /* Give 1 re-roll attempt per artifact */
1707     #define ARTIFACT_TRIES 2
1708    
1709 root 1.7 void
1710 root 1.16 generate_artifact (object *op, int difficulty)
1711 root 1.7 {
1712 elmex 1.1 artifactlist *al;
1713     artifact *art;
1714     int i;
1715    
1716 root 1.7 al = find_artifactlist (op->type);
1717    
1718     if (al == NULL)
1719     {
1720 root 1.16 #if 0 /* This is too verbose, usually */
1721 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1722 elmex 1.1 #endif
1723 root 1.7 return;
1724     }
1725    
1726     for (i = 0; i < ARTIFACT_TRIES; i++)
1727     {
1728     int roll = RANDOM () % al->total_chance;
1729 elmex 1.1
1730 root 1.7 for (art = al->items; art != NULL; art = art->next)
1731 root 1.16 {
1732     roll -= art->chance;
1733     if (roll < 0)
1734     break;
1735     }
1736 elmex 1.1
1737 root 1.7 if (art == NULL || roll >= 0)
1738 root 1.16 {
1739 elmex 1.1 #if 1
1740 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1741 elmex 1.1 #endif
1742 root 1.16 return;
1743     }
1744 root 1.7 if (!strcmp (art->item->name, "NONE"))
1745 root 1.16 return;
1746 root 1.7 if (FABS (op->magic) < art->item->magic)
1747 root 1.16 continue; /* Not magic enough to be this item */
1748 root 1.7
1749     /* Map difficulty not high enough */
1750     if (difficulty < art->difficulty)
1751 root 1.16 continue;
1752 elmex 1.1
1753 root 1.7 if (!legal_artifact_combination (op, art))
1754 root 1.16 {
1755 elmex 1.1 #ifdef TREASURE_VERBOSE
1756 root 1.16 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1757 elmex 1.1 #endif
1758 root 1.16 continue;
1759     }
1760 root 1.7 give_artifact_abilities (op, art->item);
1761     return;
1762 elmex 1.1 }
1763     }
1764    
1765     /* fix_flesh_item() - objects of type FLESH are similar to type
1766     * FOOD, except they inherit properties (name, food value, etc).
1767     * based on the original owner (or 'donor' if you like). -b.t.
1768     */
1769    
1770 root 1.7 void
1771 root 1.16 fix_flesh_item (object *item, object *donor)
1772 root 1.7 {
1773     char tmpbuf[MAX_BUF];
1774     int i;
1775    
1776     if (item->type == FLESH && donor)
1777     {
1778     /* change the name */
1779 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1780     item->name = tmpbuf;
1781     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1782     item->name_pl = tmpbuf;
1783 root 1.7
1784     /* weight is FLESH weight/100 * donor */
1785     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1786 root 1.16 item->weight = 1;
1787 root 1.7
1788     /* value is multiplied by level of donor */
1789     item->value *= isqrt (donor->level * 2);
1790    
1791     /* food value */
1792     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1793    
1794     /* flesh items inherit some abilities of donor, but not
1795     * full effect.
1796     */
1797     for (i = 0; i < NROFATTACKS; i++)
1798 root 1.16 item->resist[i] = donor->resist[i] / 2;
1799 root 1.7
1800     /* item inherits donor's level (important for quezals) */
1801     item->level = donor->level;
1802    
1803     /* if donor has some attacktypes, the flesh is poisonous */
1804     if (donor->attacktype & AT_POISON)
1805 root 1.16 item->type = POISON;
1806 root 1.7 if (donor->attacktype & AT_ACID)
1807 root 1.16 item->stats.hp = -1 * item->stats.food;
1808 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1809 elmex 1.1 }
1810     }
1811    
1812     /* special_potion() - so that old potion code is still done right. */
1813    
1814 root 1.7 int
1815 root 1.16 special_potion (object *op)
1816 root 1.7 {
1817 elmex 1.1
1818 root 1.7 int i;
1819 elmex 1.1
1820 root 1.7 if (op->attacktype)
1821     return 1;
1822 elmex 1.1
1823 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)
1824     return 1;
1825 elmex 1.1
1826 root 1.7 for (i = 0; i < NROFATTACKS; i++)
1827     if (op->resist[i])
1828     return 1;
1829 elmex 1.1
1830 root 1.7 return 0;
1831 elmex 1.1 }
1832    
1833 root 1.7 void
1834 root 1.16 free_treasurestruct (treasure *t)
1835 elmex 1.1 {
1836 root 1.7 if (t->next)
1837     free_treasurestruct (t->next);
1838     if (t->next_yes)
1839     free_treasurestruct (t->next_yes);
1840     if (t->next_no)
1841     free_treasurestruct (t->next_no);
1842 root 1.8
1843     delete t;
1844 elmex 1.1 }
1845    
1846 root 1.7 void
1847 root 1.16 free_charlinks (linked_char *lc)
1848 elmex 1.1 {
1849 root 1.7 if (lc->next)
1850     free_charlinks (lc->next);
1851    
1852     delete lc;
1853 elmex 1.1 }
1854    
1855 root 1.7 void
1856     free_artifact (artifact * at)
1857 elmex 1.1 {
1858 root 1.7 if (at->next)
1859     free_artifact (at->next);
1860 root 1.15
1861 root 1.7 if (at->allowed)
1862     free_charlinks (at->allowed);
1863    
1864 root 1.15 at->item->free (1);
1865 root 1.7
1866     delete at;
1867 elmex 1.1 }
1868    
1869 root 1.7 void
1870     free_artifactlist (artifactlist * al)
1871 elmex 1.1 {
1872 root 1.7 artifactlist *nextal;
1873 root 1.15
1874 root 1.7 for (al = first_artifactlist; al != NULL; al = nextal)
1875     {
1876     nextal = al->next;
1877 root 1.15
1878 root 1.7 if (al->items)
1879 root 1.16 free_artifact (al->items);
1880 root 1.15
1881 root 1.7 free (al);
1882 elmex 1.1 }
1883     }
1884    
1885 root 1.7 void
1886     free_all_treasures (void)
1887     {
1888     treasurelist *tl, *next;
1889 elmex 1.1
1890    
1891 root 1.7 for (tl = first_treasurelist; tl != NULL; tl = next)
1892     {
1893     next = tl->next;
1894     if (tl->items)
1895 root 1.16 free_treasurestruct (tl->items);
1896 root 1.7 delete tl;
1897 elmex 1.1 }
1898 root 1.7 free_artifactlist (first_artifactlist);
1899 elmex 1.1 }