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/cvs/deliantra/server/common/treasure.C
Revision: 1.18
Committed: Thu Sep 14 21:16:11 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.17: +6 -6 lines
Log Message:
cleanup

File Contents

# User Rev Content
1 elmex 1.1
2     /*
3     * static char *rcs_treasure_c =
4 root 1.18 * "$Id: treasure.C,v 1.17 2006-09-12 18:15:34 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 1.18 ring_arch = archetype::find ("ring");
64 elmex 1.1 if (amulet_arch == NULL)
65 root 1.18 amulet_arch = archetype::find ("amulet");
66 elmex 1.1 if (staff_arch == NULL)
67 root 1.18 staff_arch = archetype::find ("staff");
68 elmex 1.1 if (crown_arch == NULL)
69 root 1.18 crown_arch = archetype::find ("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 root 1.18 if ((t->item = archetype::find (variable)) == NULL)
125 root 1.16 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 1.17 shstr_cmp name_ (name);
265    
266     if (!name_)
267 root 1.12 return 0;
268 root 1.7
269 root 1.17 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
270     if (name_ == 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 root 1.16 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 root 1.16 monster_check_apply (creator, op);
315 root 1.7 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
316 root 1.16 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 root 1.16 {
349     if (strcmp (t->name, "NONE") && difficulty >= t->magic)
350     create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
351     }
352 root 1.7 else
353 root 1.16 {
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 root 1.16 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 1.16 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 root 1.16 break;
393 root 1.7 }
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 root 1.16 return;
406 root 1.12
407 root 1.7 if (difficulty >= t->magic)
408 root 1.16 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
409 root 1.7 else if (t->nrof)
410 root 1.16 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 root 1.16 return;
421 root 1.12
422 root 1.7 if (t->nrof && tmp->nrof <= 1)
423 root 1.16 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 root 1.16 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 root 1.16
486 elmex 1.1 /*chance of magic difficulty*/
487 root 1.16
488 elmex 1.1 /* +0 +1 +2 +3 +4 */
489 root 1.16 {95, 2, 2, 1, 0}, /*1 */
490     {92, 5, 2, 1, 0}, /*2 */
491     {85, 10, 4, 1, 0}, /*3 */
492     {80, 14, 4, 2, 0}, /*4 */
493     {75, 17, 5, 2, 1}, /*5 */
494     {70, 18, 8, 3, 1}, /*6 */
495     {65, 21, 10, 3, 1}, /*7 */
496     {60, 22, 12, 4, 2}, /*8 */
497     {55, 25, 14, 4, 2}, /*9 */
498     {50, 27, 16, 5, 2}, /*10 */
499     {45, 28, 18, 6, 3}, /*11 */
500     {42, 28, 20, 7, 3}, /*12 */
501     {40, 27, 21, 8, 4}, /*13 */
502     {38, 25, 22, 10, 5}, /*14 */
503     {36, 23, 23, 12, 6}, /*15 */
504     {33, 21, 24, 14, 8}, /*16 */
505     {31, 19, 25, 16, 9}, /*17 */
506     {27, 15, 30, 18, 10}, /*18 */
507     {20, 12, 30, 25, 13}, /*19 */
508     {15, 10, 28, 30, 17}, /*20 */
509     {13, 9, 27, 28, 23}, /*21 */
510     {10, 8, 25, 28, 29}, /*22 */
511     {8, 7, 23, 26, 36}, /*23 */
512     {6, 6, 20, 22, 46}, /*24 */
513     {4, 5, 17, 18, 56}, /*25 */
514     {2, 4, 12, 14, 68}, /*26 */
515     {0, 3, 7, 10, 80}, /*27 */
516     {0, 0, 3, 7, 90}, /*28 */
517     {0, 0, 0, 3, 97}, /*29 */
518     {0, 0, 0, 0, 100}, /*30 */
519     {0, 0, 0, 0, 100}, /*31 */
520 elmex 1.1 };
521    
522    
523     /* calculate the appropriate level for wands staves and scrolls.
524     * This code presumes that op has had its spell object created (in op->inv)
525     *
526     * elmex Wed Aug 9 17:44:59 CEST 2006:
527     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
528     */
529    
530 root 1.7 int
531 root 1.16 level_for_item (const object *op, int difficulty)
532 elmex 1.1 {
533 pippijn 1.14 int olevel = 0;
534 elmex 1.1
535     if (!op->inv)
536     {
537 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
538     return 0;
539 elmex 1.1 }
540    
541     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
542    
543     if (olevel <= 0)
544     olevel = rndm (1, MIN (op->inv->level, 1));
545    
546     if (olevel > MAXLEVEL)
547     olevel = MAXLEVEL;
548    
549     return olevel;
550     }
551    
552     /*
553     * Based upon the specified difficulty and upon the difftomagic_list array,
554     * a random magical bonus is returned. This is used when determine
555     * the magical bonus created on specific maps.
556     *
557     * elmex Thu Aug 10 18:45:44 CEST 2006:
558     * Scaling difficulty by max_level, as difficulty is a level and not some
559     * weird integer between 1-31.
560     *
561     */
562    
563 root 1.7 int
564     magic_from_difficulty (int difficulty)
565 elmex 1.1 {
566     int percent = 0, magic = 0;
567     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
568    
569     scaled_diff--;
570    
571 root 1.7 if (scaled_diff < 0)
572 elmex 1.1 scaled_diff = 0;
573    
574     if (scaled_diff >= DIFFLEVELS)
575 root 1.7 scaled_diff = DIFFLEVELS - 1;
576 elmex 1.1
577 root 1.7 percent = RANDOM () % 100;
578 elmex 1.1
579 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
580 elmex 1.1 {
581     percent -= difftomagic_list[scaled_diff][magic];
582    
583     if (percent < 0)
584 root 1.16 break;
585 elmex 1.1 }
586    
587     if (magic == (MAXMAGIC + 1))
588     {
589 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
590 elmex 1.1 magic = 0;
591     }
592    
593 root 1.7 magic = (RANDOM () % 3) ? magic : -magic;
594 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
595    
596     return magic;
597     }
598    
599     /*
600     * Sets magical bonus in an object, and recalculates the effect on
601     * the armour variable, and the effect on speed of armour.
602     * This function doesn't work properly, should add use of archetypes
603     * to make it truly absolute.
604     */
605    
606 root 1.7 void
607 root 1.16 set_abs_magic (object *op, int magic)
608 root 1.7 {
609     if (!magic)
610 elmex 1.1 return;
611    
612 root 1.7 op->magic = magic;
613     if (op->arch)
614     {
615     if (op->type == ARMOUR)
616 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
617 root 1.7
618 root 1.16 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
619     magic = (-magic);
620 root 1.7 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
621     }
622     else
623     {
624     if (op->type == ARMOUR)
625 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
626     if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
627     magic = (-magic);
628 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
629     }
630 elmex 1.1 }
631    
632     /*
633     * Sets a random magical bonus in the given object based upon
634     * the given difficulty, and the given max possible bonus.
635     */
636    
637 root 1.7 static void
638 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
639 elmex 1.1 {
640     int i;
641 root 1.16
642 root 1.7 i = magic_from_difficulty (difficulty);
643 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
644 root 1.7 i = -i;
645     if (i > max_magic)
646 elmex 1.1 i = max_magic;
647 root 1.7 set_abs_magic (op, i);
648 elmex 1.1 if (i < 0)
649 root 1.7 SET_FLAG (op, FLAG_CURSED);
650 elmex 1.1 }
651    
652     /*
653     * Randomly adds one magical ability to the given object.
654     * Modified for Partial Resistance in many ways:
655     * 1) Since rings can have multiple bonuses, if the same bonus
656     * is rolled again, increase it - the bonuses now stack with
657     * other bonuses previously rolled and ones the item might natively have.
658     * 2) Add code to deal with new PR method.
659     */
660    
661 root 1.7 void
662 root 1.16 set_ring_bonus (object *op, int bonus)
663 root 1.7 {
664 elmex 1.1
665 root 1.7 int r = RANDOM () % (bonus > 0 ? 25 : 11);
666 elmex 1.1
667 root 1.7 if (op->type == AMULET)
668     {
669     if (!(RANDOM () % 21))
670 root 1.16 r = 20 + RANDOM () % 2;
671 root 1.7 else
672 root 1.16 {
673     if (RANDOM () & 2)
674     r = 10;
675     else
676     r = 11 + RANDOM () % 9;
677     }
678 root 1.7 }
679    
680     switch (r)
681     {
682 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
683     * bonuses and penalties will stack and add to existing values.
684     * of the item.
685     */
686     case 0:
687     case 1:
688     case 2:
689     case 3:
690     case 4:
691     case 5:
692     case 6:
693     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
694     break;
695    
696     case 7:
697     op->stats.dam += bonus;
698     break;
699    
700     case 8:
701     op->stats.wc += bonus;
702     break;
703    
704     case 9:
705     op->stats.food += bonus; /* hunger/sustenance */
706     break;
707    
708     case 10:
709     op->stats.ac += bonus;
710     break;
711    
712     /* Item that gives protections/vulnerabilities */
713     case 11:
714     case 12:
715     case 13:
716     case 14:
717     case 15:
718     case 16:
719     case 17:
720     case 18:
721     case 19:
722     {
723     int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
724    
725     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
726     val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
727    
728     /* Cursed items need to have higher negative values to equal out with
729     * positive values for how protections work out. Put another
730     * little random element in since that they don't always end up with
731     * even values.
732     */
733     if (bonus < 0)
734     val = 2 * -val - RANDOM () % b;
735     if (val > 35)
736     val = 35; /* Upper limit */
737     b = 0;
738     while (op->resist[resist_table[resist]] != 0 && b < 4)
739     {
740     resist = RANDOM () % num_resist_table;
741     }
742     if (b == 4)
743     return; /* Not able to find a free resistance */
744     op->resist[resist_table[resist]] = val;
745     /* We should probably do something more clever here to adjust value
746     * based on how good a resistance we gave.
747     */
748     break;
749     }
750     case 20:
751     if (op->type == AMULET)
752     {
753     SET_FLAG (op, FLAG_REFL_SPELL);
754     op->value *= 11;
755     }
756     else
757     {
758     op->stats.hp = 1; /* regenerate hit points */
759     op->value *= 4;
760     }
761     break;
762    
763     case 21:
764     if (op->type == AMULET)
765     {
766     SET_FLAG (op, FLAG_REFL_MISSILE);
767     op->value *= 9;
768     }
769     else
770     {
771     op->stats.sp = 1; /* regenerate spell points */
772     op->value *= 3;
773     }
774     break;
775    
776     case 22:
777     op->stats.exp += bonus; /* Speed! */
778     op->value = (op->value * 2) / 3;
779     break;
780 root 1.7 }
781     if (bonus > 0)
782     op->value *= 2 * bonus;
783     else
784     op->value = -(op->value * 2 * bonus) / 3;
785 elmex 1.1 }
786    
787     /*
788     * get_magic(diff) will return a random number between 0 and 4.
789     * diff can be any value above 2. The higher the diff-variable, the
790     * higher is the chance of returning a low number.
791     * It is only used in fix_generated_treasure() to set bonuses on
792     * rings and amulets.
793     * Another scheme is used to calculate the magic of weapons and armours.
794     */
795    
796 root 1.7 int
797     get_magic (int diff)
798     {
799 elmex 1.1 int i;
800 root 1.16
801 root 1.7 if (diff < 3)
802     diff = 3;
803     for (i = 0; i < 4; i++)
804     if (RANDOM () % diff)
805     return i;
806 elmex 1.1 return 4;
807     }
808    
809     #define DICE2 (get_magic(2)==2?2:1)
810     #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
811    
812     /*
813     * fix_generated_item(): This is called after an item is generated, in
814     * order to set it up right. This produced magical bonuses, puts spells
815     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
816     */
817 root 1.16
818 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
819     * op->type. Right now, which stuff the creator passes on is object type
820     * dependant. I know this is a spagetti manuever, but is there a cleaner
821     * way to do this? b.t. */
822 root 1.16
823 elmex 1.1 /*
824     * ! (flags & GT_ENVIRONMENT):
825     * Automatically calls fix_flesh_item().
826     *
827     * flags:
828     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
829     * value.
830     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
831     * a working object - don't change magic, value, etc, but set it material
832     * type as appropriate, for objects that need spell objects, set those, etc
833     */
834    
835 root 1.7 void
836 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837 elmex 1.1 {
838     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839    
840     if (!creator || creator->type == op->type)
841 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
842 elmex 1.1
843     /* If we make an artifact, this information will be destroyed */
844     save_item_power = op->item_power;
845     op->item_power = 0;
846    
847     if (op->randomitems && op->type != SPELL)
848     {
849     create_treasure (op->randomitems, op, flags, difficulty, 0);
850     if (!op->inv)
851 root 1.16 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
852 elmex 1.1
853     /* So the treasure doesn't get created again */
854     op->randomitems = NULL;
855     }
856    
857     if (difficulty < 1)
858     difficulty = 1;
859    
860     if (!(flags & GT_MINIMAL))
861     {
862     if (op->arch == crown_arch)
863 root 1.16 {
864     set_magic (difficulty, op, max_magic, flags);
865     num_enchantments = calc_item_power (op, 1);
866     generate_artifact (op, difficulty);
867     }
868 elmex 1.1 else
869 root 1.16 {
870     if (!op->magic && max_magic)
871     set_magic (difficulty, op, max_magic, flags);
872    
873     num_enchantments = calc_item_power (op, 1);
874    
875     if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
876     * used for shop_floors or treasures */
877     generate_artifact (op, difficulty);
878     }
879 elmex 1.1
880     /* Object was made an artifact. Calculate its item_power rating.
881     * the item_power in the object is what the artfiact adds.
882     */
883     if (op->title)
884 root 1.16 {
885     /* if save_item_power is set, then most likely we started with an
886     * artifact and have added new abilities to it - this is rare, but
887     * but I have seen things like 'strange rings of fire'. So just figure
888     * out the power from the base power plus what this one adds. Note
889     * that since item_power is not quite linear, this actually ends up
890     * being somewhat of a bonus
891     */
892     if (save_item_power)
893     op->item_power = save_item_power + get_power_from_ench (op->item_power);
894     else
895     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
896     }
897 elmex 1.1 else if (save_item_power)
898 root 1.16 {
899     /* restore the item_power field to the object if we haven't changed it.
900     * we don't care about num_enchantments - that will basically just
901     * have calculated some value from the base attributes of the archetype.
902     */
903     op->item_power = save_item_power;
904     }
905 elmex 1.1 else
906 root 1.16 {
907     /* item_power was zero. This is suspicious, as it may be because it
908     * was never previously calculated. Let's compute a value and see if
909     * it is non-zero. If it indeed is, then assign it as the new
910     * item_power value.
911     * - gros, 21th of July 2006.
912     */
913     op->item_power = calc_item_power (op, 0);
914     save_item_power = op->item_power; /* Just in case it would get used
915     * again below */
916     }
917 elmex 1.1 }
918    
919     /* materialtype modifications. Note we allow this on artifacts. */
920     set_materialname (op, difficulty, NULL);
921    
922     if (flags & GT_MINIMAL)
923     {
924     if (op->type == POTION)
925 root 1.16 /* Handle healing and magic power potions */
926     if (op->stats.sp && !op->randomitems)
927     {
928     object *tmp;
929    
930     tmp = get_archetype (spell_mapping[op->stats.sp]);
931     insert_ob_in_ob (tmp, op);
932     op->stats.sp = 0;
933     }
934 elmex 1.1 }
935 root 1.16 else if (!op->title) /* Only modify object if not special */
936 elmex 1.1 switch (op->type)
937     {
938 root 1.16 case WEAPON:
939     case ARMOUR:
940     case SHIELD:
941     case HELMET:
942     case CLOAK:
943     if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
944     set_ring_bonus (op, -DICE2);
945     break;
946    
947     case BRACERS:
948     if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
949     {
950     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
951     if (!QUERY_FLAG (op, FLAG_CURSED))
952     op->value *= 3;
953     }
954     break;
955    
956     case POTION:
957     {
958     int too_many_tries = 0, is_special = 0;
959    
960     /* Handle healing and magic power potions */
961     if (op->stats.sp && !op->randomitems)
962     {
963     object *tmp;
964    
965     tmp = get_archetype (spell_mapping[op->stats.sp]);
966     insert_ob_in_ob (tmp, op);
967     op->stats.sp = 0;
968     }
969    
970     while (!(is_special = special_potion (op)) && !op->inv)
971     {
972     generate_artifact (op, difficulty);
973     if (too_many_tries++ > 10)
974     break;
975     }
976    
977     /* don't want to change value for healing/magic power potions,
978     * since the value set on those is already correct.
979     */
980     if (op->inv && op->randomitems)
981     {
982     /* value multiplier is same as for scrolls */
983     op->value = (op->value * op->inv->value);
984     op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
985     }
986     else
987     {
988     op->name = "potion";
989     op->name_pl = "potions";
990     }
991    
992     if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
993     SET_FLAG (op, FLAG_CURSED);
994     break;
995     }
996    
997     case AMULET:
998     if (op->arch == amulet_arch)
999     op->value *= 5; /* Since it's not just decoration */
1000    
1001     case RING:
1002     if (op->arch == NULL)
1003     {
1004     remove_ob (op);
1005     free_object (op);
1006     op = NULL;
1007     break;
1008     }
1009    
1010     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1011     break;
1012    
1013     if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1014     SET_FLAG (op, FLAG_CURSED);
1015    
1016     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1017    
1018     if (op->type != RING) /* Amulets have only one ability */
1019     break;
1020    
1021     if (!(RANDOM () % 4))
1022     {
1023     int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1024    
1025     if (d > 0)
1026     op->value *= 3;
1027    
1028     set_ring_bonus (op, d);
1029    
1030     if (!(RANDOM () % 4))
1031     {
1032     int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033    
1034     if (d > 0)
1035     op->value *= 5;
1036     set_ring_bonus (op, d);
1037     }
1038     }
1039    
1040     if (GET_ANIM_ID (op))
1041     SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1042    
1043     break;
1044    
1045     case BOOK:
1046     /* Is it an empty book?, if yes lets make a special·
1047     * msg for it, and tailor its properties based on the·
1048     * creator and/or map level we found it on.
1049     */
1050     if (!op->msg && RANDOM () % 10)
1051     {
1052     /* set the book level properly */
1053     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1054     {
1055     if (op->map && op->map->difficulty)
1056     op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1057     else
1058     op->level = RANDOM () % 20 + 1;
1059     }
1060     else
1061     op->level = RANDOM () % creator->level;
1062    
1063     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1064     /* books w/ info are worth more! */
1065     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1066     /* creator related stuff */
1067    
1068     /* for library, chained books. Note that some monsters have no_pick
1069     * set - we don't want to set no pick in that case.
1070     */
1071     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1072     SET_FLAG (op, FLAG_NO_PICK);
1073     if (creator->slaying && !op->slaying) /* for check_inv floors */
1074     op->slaying = creator->slaying;
1075    
1076     /* add exp so reading it gives xp (once) */
1077     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1078     }
1079     break;
1080    
1081     case SPELLBOOK:
1082     op->value = op->value * op->inv->value;
1083     /* add exp so learning gives xp */
1084     op->level = op->inv->level;
1085     op->stats.exp = op->value;
1086     break;
1087    
1088     case WAND:
1089     /* nrof in the treasure list is number of charges,
1090     * not number of wands. So copy that into food (charges),
1091     * and reset nrof.
1092     */
1093     op->stats.food = op->inv->nrof;
1094     op->nrof = 1;
1095     /* If the spell changes by level, choose a random level
1096     * for it, and adjust price. If the spell doesn't
1097     * change by level, just set the wand to the level of
1098     * the spell, and value calculation is simpler.
1099     */
1100     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1101     {
1102     op->level = level_for_item (op, difficulty);
1103     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1104     }
1105     else
1106     {
1107     op->level = op->inv->level;
1108     op->value = op->value * op->inv->value;
1109     }
1110     break;
1111    
1112     case ROD:
1113     op->level = level_for_item (op, difficulty);
1114     /* Add 50 to both level an divisor to keep prices a little more
1115     * reasonable. Otherwise, a high level version of a low level
1116     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1117     * 10 time multiplier). This way, the value are a bit more reasonable.
1118     */
1119     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1120     /* maxhp is used to denote how many 'charges' the rod holds before */
1121     if (op->stats.maxhp)
1122     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1123     else
1124     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1125    
1126     op->stats.hp = op->stats.maxhp;
1127     break;
1128    
1129     case SCROLL:
1130     op->level = level_for_item (op, difficulty);
1131     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1132    
1133     /* add exp so reading them properly gives xp */
1134     op->stats.exp = op->value / 5;
1135     op->nrof = op->inv->nrof;
1136     break;
1137    
1138     case RUNE:
1139     trap_adjust (op, difficulty);
1140     break;
1141    
1142     case TRAP:
1143     trap_adjust (op, difficulty);
1144     break;
1145     } /* switch type */
1146 elmex 1.1
1147     if (flags & GT_STARTEQUIP)
1148     {
1149 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1150 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1151 elmex 1.1 else if (op->type != MONEY)
1152 root 1.16 op->value = 0;
1153 elmex 1.1 }
1154    
1155     if (!(flags & GT_ENVIRONMENT))
1156     fix_flesh_item (op, creator);
1157     }
1158    
1159     /*
1160     *
1161     *
1162     * CODE DEALING WITH ARTIFACTS STARTS HERE
1163     *
1164     *
1165     */
1166    
1167     /*
1168     * Allocate and return the pointer to an empty artifactlist structure.
1169     */
1170    
1171 root 1.7 static artifactlist *
1172     get_empty_artifactlist (void)
1173     {
1174     artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1175 root 1.16
1176 root 1.7 if (tl == NULL)
1177     fatal (OUT_OF_MEMORY);
1178     tl->next = NULL;
1179     tl->items = NULL;
1180     tl->total_chance = 0;
1181 elmex 1.1 return tl;
1182     }
1183    
1184     /*
1185     * Allocate and return the pointer to an empty artifact structure.
1186     */
1187    
1188 root 1.7 static artifact *
1189     get_empty_artifact (void)
1190     {
1191     artifact *t = (artifact *) malloc (sizeof (artifact));
1192 root 1.16
1193 root 1.7 if (t == NULL)
1194     fatal (OUT_OF_MEMORY);
1195     t->item = NULL;
1196     t->next = NULL;
1197     t->chance = 0;
1198     t->difficulty = 0;
1199 elmex 1.1 t->allowed = NULL;
1200     return t;
1201     }
1202    
1203     /*
1204     * Searches the artifact lists and returns one that has the same type
1205     * of objects on it.
1206     */
1207    
1208 root 1.7 artifactlist *
1209     find_artifactlist (int type)
1210     {
1211 elmex 1.1 artifactlist *al;
1212    
1213 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1214     if (al->type == type)
1215     return al;
1216 elmex 1.1 return NULL;
1217     }
1218    
1219     /*
1220     * For debugging purposes. Dumps all tables.
1221     */
1222    
1223 root 1.7 void
1224     dump_artifacts (void)
1225     {
1226 elmex 1.1 artifactlist *al;
1227     artifact *art;
1228     linked_char *next;
1229    
1230 root 1.7 fprintf (logfile, "\n");
1231     for (al = first_artifactlist; al != NULL; al = al->next)
1232     {
1233     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1234     for (art = al->items; art != NULL; art = art->next)
1235 root 1.16 {
1236     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1237     if (art->allowed != NULL)
1238     {
1239     fprintf (logfile, "\tAllowed combinations:");
1240     for (next = art->allowed; next != NULL; next = next->next)
1241     fprintf (logfile, "%s,", &next->name);
1242     fprintf (logfile, "\n");
1243     }
1244     }
1245 elmex 1.1 }
1246 root 1.7 fprintf (logfile, "\n");
1247 elmex 1.1 }
1248    
1249     /*
1250     * For debugging purposes. Dumps all treasures recursively (see below).
1251     */
1252 root 1.7 void
1253 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1254 elmex 1.1 {
1255     treasurelist *tl;
1256 root 1.7 int i;
1257 elmex 1.1
1258     if (depth > 100)
1259     return;
1260     while (t != NULL)
1261     {
1262     if (t->name != NULL)
1263 root 1.16 {
1264     for (i = 0; i < depth; i++)
1265     fprintf (logfile, " ");
1266     fprintf (logfile, "{ (list: %s)\n", &t->name);
1267     tl = find_treasurelist (t->name);
1268     dump_monster_treasure_rec (name, tl->items, depth + 2);
1269     for (i = 0; i < depth; i++)
1270     fprintf (logfile, " ");
1271     fprintf (logfile, "} (end of list: %s)\n", &t->name);
1272     }
1273 elmex 1.1 else
1274 root 1.16 {
1275     for (i = 0; i < depth; i++)
1276     fprintf (logfile, " ");
1277     if (t->item->clone.type == FLESH)
1278     fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1279     else
1280     fprintf (logfile, "%s\n", &t->item->clone.name);
1281     }
1282 elmex 1.1 if (t->next_yes != NULL)
1283 root 1.16 {
1284     for (i = 0; i < depth; i++)
1285     fprintf (logfile, " ");
1286     fprintf (logfile, " (if yes)\n");
1287     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1288     }
1289 elmex 1.1 if (t->next_no != NULL)
1290 root 1.16 {
1291     for (i = 0; i < depth; i++)
1292     fprintf (logfile, " ");
1293     fprintf (logfile, " (if no)\n");
1294     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1295     }
1296 elmex 1.1 t = t->next;
1297     }
1298     }
1299    
1300     /*
1301     * For debugging purposes. Dumps all treasures for a given monster.
1302     * Created originally by Raphael Quinet for debugging the alchemy code.
1303     */
1304    
1305 root 1.7 void
1306     dump_monster_treasure (const char *name)
1307 elmex 1.1 {
1308     archetype *at;
1309 root 1.7 int found;
1310 elmex 1.1
1311     found = 0;
1312     fprintf (logfile, "\n");
1313 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1314     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1315 elmex 1.1 {
1316 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1317     if (at->clone.randomitems != NULL)
1318     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1319     else
1320     fprintf (logfile, "(nothing)\n");
1321     fprintf (logfile, "\n");
1322     found++;
1323 elmex 1.1 }
1324     if (found == 0)
1325     fprintf (logfile, "No objects have the name %s!\n\n", name);
1326     }
1327    
1328     /*
1329     * Builds up the lists of artifacts from the file in the libdir.
1330     */
1331    
1332 root 1.7 void
1333     init_artifacts (void)
1334     {
1335     static int has_been_inited = 0;
1336     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1337     artifact *art = NULL;
1338     linked_char *tmp;
1339 pippijn 1.14 int value;
1340 root 1.7 artifactlist *al;
1341    
1342     if (has_been_inited)
1343     return;
1344     else
1345     has_been_inited = 1;
1346 elmex 1.1
1347 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1348     object_thawer thawer (filename);
1349 elmex 1.1
1350 root 1.7 if (!thawer)
1351     return;
1352 elmex 1.1
1353 root 1.7 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1354     {
1355     if (*buf == '#')
1356 root 1.16 continue;
1357 root 1.7 if ((cp = strchr (buf, '\n')) != NULL)
1358 root 1.16 *cp = '\0';
1359 root 1.7 cp = buf;
1360 root 1.16 while (*cp == ' ') /* Skip blanks */
1361     cp++;
1362 root 1.7 if (*cp == '\0')
1363 root 1.16 continue;
1364 root 1.7
1365     if (!strncmp (cp, "Allowed", 7))
1366 root 1.16 {
1367     if (art == NULL)
1368     {
1369     art = get_empty_artifact ();
1370     nrofartifacts++;
1371     }
1372     cp = strchr (cp, ' ') + 1;
1373     if (!strcmp (cp, "all"))
1374     continue;
1375    
1376     do
1377     {
1378     nrofallowedstr++;
1379     if ((next = strchr (cp, ',')) != NULL)
1380     *(next++) = '\0';
1381     tmp = new linked_char;
1382    
1383     tmp->name = cp;
1384     tmp->next = art->allowed;
1385     art->allowed = tmp;
1386     }
1387     while ((cp = next) != NULL);
1388     }
1389 root 1.7 else if (sscanf (cp, "chance %d", &value))
1390 root 1.16 art->chance = (uint16) value;
1391 root 1.7 else if (sscanf (cp, "difficulty %d", &value))
1392 root 1.16 art->difficulty = (uint8) value;
1393 root 1.7 else if (!strncmp (cp, "Object", 6))
1394 root 1.16 {
1395     art->item = get_object ();
1396 root 1.10
1397 root 1.16 if (!load_object (thawer, art->item, 0))
1398     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1399 root 1.10
1400 root 1.16 art->item->name = strchr (cp, ' ') + 1;
1401     al = find_artifactlist (art->item->type);
1402     if (al == NULL)
1403     {
1404     al = get_empty_artifactlist ();
1405     al->type = art->item->type;
1406     al->next = first_artifactlist;
1407     first_artifactlist = al;
1408     }
1409     art->next = al->items;
1410     al->items = art;
1411     art = NULL;
1412     }
1413 root 1.7 else
1414 root 1.16 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1415 root 1.7 }
1416 root 1.3
1417 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1418     {
1419     for (art = al->items; art != NULL; art = art->next)
1420 root 1.16 {
1421     if (!art->chance)
1422     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1423     else
1424     al->total_chance += art->chance;
1425     }
1426 elmex 1.1 #if 0
1427 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1428 elmex 1.1 #endif
1429     }
1430    
1431 root 1.7 LOG (llevDebug, "done.\n");
1432 elmex 1.1 }
1433    
1434    
1435     /*
1436     * Used in artifact generation. The bonuses of the first object
1437     * is modified by the bonuses of the second object.
1438     */
1439    
1440 root 1.7 void
1441 root 1.16 add_abilities (object *op, object *change)
1442 root 1.7 {
1443 pippijn 1.14 int i, tmp;
1444 elmex 1.1
1445 root 1.7 if (change->face != blank_face)
1446     {
1447 elmex 1.1 #ifdef TREASURE_VERBOSE
1448 root 1.7 LOG (llevDebug, "FACE: %d\n", change->face->number);
1449 elmex 1.1 #endif
1450 root 1.7 op->face = change->face;
1451 elmex 1.1 }
1452    
1453 root 1.7 for (i = 0; i < NUM_STATS; i++)
1454     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1455    
1456     op->attacktype |= change->attacktype;
1457     op->path_attuned |= change->path_attuned;
1458     op->path_repelled |= change->path_repelled;
1459     op->path_denied |= change->path_denied;
1460     op->move_type |= change->move_type;
1461     op->stats.luck += change->stats.luck;
1462    
1463     if (QUERY_FLAG (change, FLAG_CURSED))
1464     SET_FLAG (op, FLAG_CURSED);
1465     if (QUERY_FLAG (change, FLAG_DAMNED))
1466     SET_FLAG (op, FLAG_DAMNED);
1467     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1468     set_abs_magic (op, -op->magic);
1469    
1470     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1471     SET_FLAG (op, FLAG_LIFESAVE);
1472     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1473     SET_FLAG (op, FLAG_REFL_SPELL);
1474     if (QUERY_FLAG (change, FLAG_STEALTH))
1475     SET_FLAG (op, FLAG_STEALTH);
1476     if (QUERY_FLAG (change, FLAG_XRAYS))
1477     SET_FLAG (op, FLAG_XRAYS);
1478     if (QUERY_FLAG (change, FLAG_BLIND))
1479     SET_FLAG (op, FLAG_BLIND);
1480     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1481     SET_FLAG (op, FLAG_SEE_IN_DARK);
1482     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1483     SET_FLAG (op, FLAG_REFL_MISSILE);
1484     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1485     SET_FLAG (op, FLAG_MAKE_INVIS);
1486    
1487     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1488     {
1489     CLEAR_FLAG (op, FLAG_ANIMATE);
1490     /* so artifacts will join */
1491     if (!QUERY_FLAG (op, FLAG_ALIVE))
1492 root 1.16 op->speed = 0.0;
1493 root 1.12
1494 root 1.7 update_ob_speed (op);
1495 elmex 1.1 }
1496 root 1.7
1497     if (change->nrof)
1498     op->nrof = RANDOM () % ((int) change->nrof) + 1;
1499    
1500 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1501 root 1.7 op->stats.wc += change->stats.wc;
1502     op->stats.ac += change->stats.ac;
1503    
1504     if (change->other_arch)
1505     {
1506     /* Basically, for horns & potions, the other_arch field is the spell
1507     * to cast. So convert that to into a spell and put it into
1508     * this object.
1509     */
1510     if (op->type == HORN || op->type == POTION)
1511 root 1.16 {
1512     object *tmp_obj;
1513    
1514     /* Remove any spells this object currently has in it */
1515     while (op->inv)
1516     {
1517     tmp_obj = op->inv;
1518     remove_ob (tmp_obj);
1519     free_object (tmp_obj);
1520     }
1521    
1522     tmp_obj = arch_to_object (change->other_arch);
1523     insert_ob_in_ob (tmp_obj, op);
1524     }
1525 root 1.7 /* No harm setting this for potions/horns */
1526     op->other_arch = change->other_arch;
1527     }
1528    
1529     if (change->stats.hp < 0)
1530     op->stats.hp = -change->stats.hp;
1531     else
1532     op->stats.hp += change->stats.hp;
1533    
1534     if (change->stats.maxhp < 0)
1535     op->stats.maxhp = -change->stats.maxhp;
1536     else
1537     op->stats.maxhp += change->stats.maxhp;
1538    
1539     if (change->stats.sp < 0)
1540     op->stats.sp = -change->stats.sp;
1541     else
1542     op->stats.sp += change->stats.sp;
1543    
1544     if (change->stats.maxsp < 0)
1545     op->stats.maxsp = -change->stats.maxsp;
1546     else
1547     op->stats.maxsp += change->stats.maxsp;
1548    
1549     if (change->stats.food < 0)
1550     op->stats.food = -(change->stats.food);
1551     else
1552     op->stats.food += change->stats.food;
1553    
1554     if (change->level < 0)
1555     op->level = -(change->level);
1556     else
1557     op->level += change->level;
1558    
1559     if (change->gen_sp_armour < 0)
1560     op->gen_sp_armour = -(change->gen_sp_armour);
1561     else
1562     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1563    
1564     op->item_power = change->item_power;
1565    
1566     for (i = 0; i < NROFATTACKS; i++)
1567     {
1568     if (change->resist[i])
1569 root 1.16 {
1570     op->resist[i] += change->resist[i];
1571     }
1572 root 1.7 }
1573    
1574     if (change->stats.dam)
1575     {
1576     if (change->stats.dam < 0)
1577 root 1.16 op->stats.dam = (-change->stats.dam);
1578 root 1.7 else if (op->stats.dam)
1579 root 1.16 {
1580     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1581     if (tmp == op->stats.dam)
1582     {
1583     if (change->stats.dam < 10)
1584     op->stats.dam--;
1585     else
1586     op->stats.dam++;
1587     }
1588     else
1589     op->stats.dam = tmp;
1590     }
1591 root 1.7 }
1592    
1593     if (change->weight)
1594     {
1595     if (change->weight < 0)
1596 root 1.16 op->weight = (-change->weight);
1597 root 1.7 else
1598 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1599 root 1.7 }
1600    
1601     if (change->last_sp)
1602     {
1603     if (change->last_sp < 0)
1604 root 1.16 op->last_sp = (-change->last_sp);
1605 root 1.7 else
1606 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1607 root 1.7 }
1608    
1609     if (change->gen_sp_armour)
1610     {
1611     if (change->gen_sp_armour < 0)
1612 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1613 root 1.7 else
1614 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1615 root 1.7 }
1616    
1617     op->value *= change->value;
1618    
1619     if (change->material)
1620     op->material = change->material;
1621    
1622     if (change->materialname)
1623     op->materialname = change->materialname;
1624    
1625     if (change->slaying)
1626     op->slaying = change->slaying;
1627    
1628     if (change->race)
1629     op->race = change->race;
1630    
1631     if (change->msg)
1632     op->msg = change->msg;
1633 elmex 1.1 }
1634    
1635 root 1.7 static int
1636 root 1.16 legal_artifact_combination (object *op, artifact * art)
1637 root 1.7 {
1638 elmex 1.1 int neg, success = 0;
1639     linked_char *tmp;
1640     const char *name;
1641    
1642     if (art->allowed == (linked_char *) NULL)
1643 root 1.16 return 1; /* Ie, "all" */
1644 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1645     {
1646 elmex 1.1 #ifdef TREASURE_VERBOSE
1647 root 1.7 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1648 elmex 1.1 #endif
1649 root 1.7 if (*tmp->name == '!')
1650 root 1.16 name = tmp->name + 1, neg = 1;
1651 root 1.7 else
1652 root 1.16 name = tmp->name, neg = 0;
1653 root 1.7
1654     /* If we match name, then return the opposite of 'neg' */
1655     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1656 root 1.16 return !neg;
1657 root 1.7
1658     /* Set success as true, since if the match was an inverse, it means
1659     * everything is allowed except what we match
1660     */
1661     else if (neg)
1662 root 1.16 success = 1;
1663 root 1.7 }
1664 elmex 1.1 return success;
1665     }
1666    
1667     /*
1668     * Fixes the given object, giving it the abilities and titles
1669     * it should have due to the second artifact-template.
1670     */
1671    
1672 root 1.7 void
1673 root 1.12 give_artifact_abilities (object *op, object *artifct)
1674 root 1.7 {
1675 elmex 1.1 char new_name[MAX_BUF];
1676    
1677 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1678     op->title = new_name;
1679 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1680 elmex 1.1
1681 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1682 elmex 1.1 {
1683 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1684 root 1.16
1685 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1686     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1687 elmex 1.1 if (!identified)
1688 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1689 elmex 1.1 }
1690     #endif
1691     return;
1692     }
1693    
1694     /*
1695     * Decides randomly which artifact the object should be
1696     * turned into. Makes sure that the item can become that
1697     * artifact (means magic, difficulty, and Allowed fields properly).
1698     * Then calls give_artifact_abilities in order to actually create
1699     * the artifact.
1700     */
1701    
1702     /* Give 1 re-roll attempt per artifact */
1703     #define ARTIFACT_TRIES 2
1704    
1705 root 1.7 void
1706 root 1.16 generate_artifact (object *op, int difficulty)
1707 root 1.7 {
1708 elmex 1.1 artifactlist *al;
1709     artifact *art;
1710     int i;
1711    
1712 root 1.7 al = find_artifactlist (op->type);
1713    
1714     if (al == NULL)
1715     {
1716 root 1.16 #if 0 /* This is too verbose, usually */
1717 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1718 elmex 1.1 #endif
1719 root 1.7 return;
1720     }
1721    
1722     for (i = 0; i < ARTIFACT_TRIES; i++)
1723     {
1724     int roll = RANDOM () % al->total_chance;
1725 elmex 1.1
1726 root 1.7 for (art = al->items; art != NULL; art = art->next)
1727 root 1.16 {
1728     roll -= art->chance;
1729     if (roll < 0)
1730     break;
1731     }
1732 elmex 1.1
1733 root 1.7 if (art == NULL || roll >= 0)
1734 root 1.16 {
1735 elmex 1.1 #if 1
1736 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1737 elmex 1.1 #endif
1738 root 1.16 return;
1739     }
1740 root 1.7 if (!strcmp (art->item->name, "NONE"))
1741 root 1.16 return;
1742 root 1.7 if (FABS (op->magic) < art->item->magic)
1743 root 1.16 continue; /* Not magic enough to be this item */
1744 root 1.7
1745     /* Map difficulty not high enough */
1746     if (difficulty < art->difficulty)
1747 root 1.16 continue;
1748 elmex 1.1
1749 root 1.7 if (!legal_artifact_combination (op, art))
1750 root 1.16 {
1751 elmex 1.1 #ifdef TREASURE_VERBOSE
1752 root 1.16 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1753 elmex 1.1 #endif
1754 root 1.16 continue;
1755     }
1756 root 1.7 give_artifact_abilities (op, art->item);
1757     return;
1758 elmex 1.1 }
1759     }
1760    
1761     /* fix_flesh_item() - objects of type FLESH are similar to type
1762     * FOOD, except they inherit properties (name, food value, etc).
1763     * based on the original owner (or 'donor' if you like). -b.t.
1764     */
1765    
1766 root 1.7 void
1767 root 1.16 fix_flesh_item (object *item, object *donor)
1768 root 1.7 {
1769     char tmpbuf[MAX_BUF];
1770     int i;
1771    
1772     if (item->type == FLESH && donor)
1773     {
1774     /* change the name */
1775 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1776     item->name = tmpbuf;
1777     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1778     item->name_pl = tmpbuf;
1779 root 1.7
1780     /* weight is FLESH weight/100 * donor */
1781     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1782 root 1.16 item->weight = 1;
1783 root 1.7
1784     /* value is multiplied by level of donor */
1785     item->value *= isqrt (donor->level * 2);
1786    
1787     /* food value */
1788     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1789    
1790     /* flesh items inherit some abilities of donor, but not
1791     * full effect.
1792     */
1793     for (i = 0; i < NROFATTACKS; i++)
1794 root 1.16 item->resist[i] = donor->resist[i] / 2;
1795 root 1.7
1796     /* item inherits donor's level (important for quezals) */
1797     item->level = donor->level;
1798    
1799     /* if donor has some attacktypes, the flesh is poisonous */
1800     if (donor->attacktype & AT_POISON)
1801 root 1.16 item->type = POISON;
1802 root 1.7 if (donor->attacktype & AT_ACID)
1803 root 1.16 item->stats.hp = -1 * item->stats.food;
1804 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1805 elmex 1.1 }
1806     }
1807    
1808     /* special_potion() - so that old potion code is still done right. */
1809    
1810 root 1.7 int
1811 root 1.16 special_potion (object *op)
1812 root 1.7 {
1813 elmex 1.1
1814 root 1.7 int i;
1815 elmex 1.1
1816 root 1.7 if (op->attacktype)
1817     return 1;
1818 elmex 1.1
1819 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)
1820     return 1;
1821 elmex 1.1
1822 root 1.7 for (i = 0; i < NROFATTACKS; i++)
1823     if (op->resist[i])
1824     return 1;
1825 elmex 1.1
1826 root 1.7 return 0;
1827 elmex 1.1 }
1828    
1829 root 1.7 void
1830 root 1.16 free_treasurestruct (treasure *t)
1831 elmex 1.1 {
1832 root 1.7 if (t->next)
1833     free_treasurestruct (t->next);
1834     if (t->next_yes)
1835     free_treasurestruct (t->next_yes);
1836     if (t->next_no)
1837     free_treasurestruct (t->next_no);
1838 root 1.8
1839     delete t;
1840 elmex 1.1 }
1841    
1842 root 1.7 void
1843 root 1.16 free_charlinks (linked_char *lc)
1844 elmex 1.1 {
1845 root 1.7 if (lc->next)
1846     free_charlinks (lc->next);
1847    
1848     delete lc;
1849 elmex 1.1 }
1850    
1851 root 1.7 void
1852     free_artifact (artifact * at)
1853 elmex 1.1 {
1854 root 1.7 if (at->next)
1855     free_artifact (at->next);
1856 root 1.15
1857 root 1.7 if (at->allowed)
1858     free_charlinks (at->allowed);
1859    
1860 root 1.15 at->item->free (1);
1861 root 1.7
1862     delete at;
1863 elmex 1.1 }
1864    
1865 root 1.7 void
1866     free_artifactlist (artifactlist * al)
1867 elmex 1.1 {
1868 root 1.7 artifactlist *nextal;
1869 root 1.15
1870 root 1.7 for (al = first_artifactlist; al != NULL; al = nextal)
1871     {
1872     nextal = al->next;
1873 root 1.15
1874 root 1.7 if (al->items)
1875 root 1.16 free_artifact (al->items);
1876 root 1.15
1877 root 1.7 free (al);
1878 elmex 1.1 }
1879     }
1880    
1881 root 1.7 void
1882     free_all_treasures (void)
1883     {
1884     treasurelist *tl, *next;
1885 elmex 1.1
1886    
1887 root 1.7 for (tl = first_treasurelist; tl != NULL; tl = next)
1888     {
1889     next = tl->next;
1890     if (tl->items)
1891 root 1.16 free_treasurestruct (tl->items);
1892 root 1.7 delete tl;
1893 elmex 1.1 }
1894 root 1.7 free_artifactlist (first_artifactlist);
1895 elmex 1.1 }