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Revision: 1.24
Committed: Tue Dec 12 21:39:56 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.23: +6 -11 lines
Log Message:
- more ooficiation
- removed now superfluous remove calls

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.19 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #define ALLOWED_COMBINATION
25    
26     /* TREASURE_DEBUG does some checking on the treasurelists after loading.
27     * It is useful for finding bugs in the treasures file. Since it only
28     * slows the startup some (and not actual game play), it is by default
29     * left on
30     */
31     #define TREASURE_DEBUG
32    
33     /* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 root 1.16
35 elmex 1.1 /* #define TREASURE_VERBOSE */
36 root 1.7
37 elmex 1.1 #include <global.h>
38     #include <treasure.h>
39     #include <funcpoint.h>
40     #include <loader.h>
41    
42    
43 root 1.16 static void change_treasure (treasure *t, object *op); /* overrule default values */
44 elmex 1.1 extern char *spell_mapping[];
45    
46     /*
47     * Initialize global archtype pointers:
48     */
49    
50 root 1.7 void
51     init_archetype_pointers ()
52     {
53 elmex 1.1 int prev_warn = warn_archetypes;
54 root 1.16
55 elmex 1.1 warn_archetypes = 1;
56     if (ring_arch == NULL)
57 root 1.18 ring_arch = archetype::find ("ring");
58 elmex 1.1 if (amulet_arch == NULL)
59 root 1.18 amulet_arch = archetype::find ("amulet");
60 elmex 1.1 if (staff_arch == NULL)
61 root 1.18 staff_arch = archetype::find ("staff");
62 elmex 1.1 if (crown_arch == NULL)
63 root 1.18 crown_arch = archetype::find ("crown");
64 elmex 1.1 warn_archetypes = prev_warn;
65     }
66    
67     /*
68     * Allocate and return the pointer to an empty treasurelist structure.
69     */
70    
71 root 1.7 static treasurelist *
72     get_empty_treasurelist (void)
73     {
74     return new treasurelist;
75 elmex 1.1 }
76    
77     /*
78     * Allocate and return the pointer to an empty treasure structure.
79     */
80 root 1.7 //TODO: make this a constructor
81     static treasure *
82     get_empty_treasure (void)
83     {
84     treasure *t = new treasure;
85    
86     t->chance = 100;
87 elmex 1.1
88     return t;
89     }
90    
91     /*
92     * Reads the lib/treasure file from disk, and parses the contents
93     * into an internal treasure structure (very linked lists)
94     */
95    
96 root 1.7 static treasure *
97     load_treasure (FILE * fp, int *line)
98     {
99     char buf[MAX_BUF], *cp, variable[MAX_BUF];
100     treasure *t = get_empty_treasure ();
101     int value;
102    
103     nroftreasures++;
104     while (fgets (buf, MAX_BUF, fp) != NULL)
105     {
106     (*line)++;
107    
108     if (*buf == '#')
109 root 1.16 continue;
110 root 1.7 if ((cp = strchr (buf, '\n')) != NULL)
111 root 1.16 *cp = '\0';
112 root 1.7 cp = buf;
113 root 1.16 while (isspace (*cp)) /* Skip blanks */
114     cp++;
115 root 1.7
116     if (sscanf (cp, "arch %s", variable))
117 root 1.16 {
118 root 1.18 if ((t->item = archetype::find (variable)) == NULL)
119 root 1.16 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120     }
121 root 1.7 else if (sscanf (cp, "list %s", variable))
122 elmex 1.9 t->name = variable;
123 root 1.7 else if (sscanf (cp, "change_name %s", variable))
124 root 1.16 t->change_arch.name = variable;
125 root 1.7 else if (sscanf (cp, "change_title %s", variable))
126 root 1.16 t->change_arch.title = variable;
127 root 1.7 else if (sscanf (cp, "change_slaying %s", variable))
128 root 1.16 t->change_arch.slaying = variable;
129 root 1.7 else if (sscanf (cp, "chance %d", &value))
130 root 1.16 t->chance = (uint8) value;
131 root 1.7 else if (sscanf (cp, "nrof %d", &value))
132 root 1.16 t->nrof = (uint16) value;
133 root 1.7 else if (sscanf (cp, "magic %d", &value))
134 root 1.16 t->magic = (uint8) value;
135 root 1.7 else if (!strcmp (cp, "yes"))
136 root 1.16 t->next_yes = load_treasure (fp, line);
137 root 1.7 else if (!strcmp (cp, "no"))
138 root 1.16 t->next_no = load_treasure (fp, line);
139 root 1.7 else if (!strcmp (cp, "end"))
140 root 1.16 return t;
141 root 1.7 else if (!strcmp (cp, "more"))
142 root 1.16 {
143     t->next = load_treasure (fp, line);
144     return t;
145     }
146 root 1.7 else
147 root 1.16 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
148 elmex 1.1 }
149 root 1.7 LOG (llevError, "treasure lacks 'end'.\n");
150     return t;
151 elmex 1.1 }
152    
153     #ifdef TREASURE_DEBUG
154 root 1.16
155 elmex 1.1 /* recursived checks the linked list. Treasurelist is passed only
156     * so that the treasure name can be printed out
157     */
158 root 1.7 static void
159 root 1.16 check_treasurelist (const treasure *t, const treasurelist * tl)
160 elmex 1.1 {
161 root 1.7 if (t->item == NULL && t->name == NULL)
162     LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163     if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164     LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165     /* find_treasurelist will print out its own error message */
166     if (t->name && *t->name)
167     (void) find_treasurelist (t->name);
168     if (t->next)
169     check_treasurelist (t->next, tl);
170     if (t->next_yes)
171     check_treasurelist (t->next_yes, tl);
172     if (t->next_no)
173     check_treasurelist (t->next_no, tl);
174 elmex 1.1 }
175     #endif
176    
177     /*
178     * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179     * Each treasure is parsed with the help of load_treasure().
180     */
181    
182 root 1.7 void
183     load_treasures (void)
184     {
185     FILE *fp;
186     char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187     treasurelist *previous = NULL;
188     treasure *t;
189     int comp, line = 0;
190    
191     sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
192     if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
193     {
194     LOG (llevError, "Can't open treasure file.\n");
195     return;
196     }
197     while (fgets (buf, MAX_BUF, fp) != NULL)
198     {
199     line++;
200     if (*buf == '#')
201 root 1.16 continue;
202 root 1.7
203     if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 root 1.16 {
205     treasurelist *tl = get_empty_treasurelist ();
206    
207     tl->name = name;
208     if (previous == NULL)
209     first_treasurelist = tl;
210     else
211     previous->next = tl;
212     previous = tl;
213     tl->items = load_treasure (fp, &line);
214    
215     /* This is a one of the many items on the list should be generated.
216     * Add up the chance total, and check to make sure the yes & no
217     * fields of the treasures are not being used.
218     */
219     if (!strncmp (buf, "treasureone", 11))
220     {
221     for (t = tl->items; t != NULL; t = t->next)
222     {
223 elmex 1.1 #ifdef TREASURE_DEBUG
224 root 1.16 if (t->next_yes || t->next_no)
225     {
226     LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
227     LOG (llevError, " the next_yes or next_no field is set\n");
228     }
229 elmex 1.1 #endif
230 root 1.16 tl->total_chance += t->chance;
231     }
232     }
233     }
234 root 1.7 else
235 root 1.16 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 elmex 1.1 }
237 root 1.7 close_and_delete (fp, comp);
238 elmex 1.1
239     #ifdef TREASURE_DEBUG
240 root 1.7 /* Perform some checks on how valid the treasure data actually is.
241     * verify that list transitions work (ie, the list that it is supposed
242     * to transition to exists). Also, verify that at least the name
243     * or archetype is set for each treasure element.
244     */
245     for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246     check_treasurelist (previous->items, previous);
247 elmex 1.1 #endif
248     }
249    
250     /*
251     * Searches for the given treasurelist in the globally linked list
252     * of treasurelists which has been built by load_treasures().
253     */
254    
255 root 1.7 treasurelist *
256     find_treasurelist (const char *name)
257     {
258 root 1.17 shstr_cmp name_ (name);
259    
260     if (!name_)
261 root 1.12 return 0;
262 root 1.7
263 root 1.17 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
264     if (name_ == tl->name)
265     return tl;
266 elmex 1.9
267     if (first_treasurelist)
268 root 1.12 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269 root 1.7
270 root 1.12 return 0;
271 elmex 1.1 }
272    
273    
274     /*
275     * Generates the objects specified by the given treasure.
276     * It goes recursively through the rest of the linked list.
277     * If there is a certain percental chance for a treasure to be generated,
278     * this is taken into consideration.
279     * The second argument specifies for which object the treasure is
280     * being generated.
281     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
282     * abilities. This is used by summon spells, thus no summoned monsters
283     * start with equipment, but only their abilities).
284     */
285    
286    
287 root 1.7 static void
288 root 1.16 put_treasure (object *op, object *creator, int flags)
289 elmex 1.1 {
290 root 1.7 object *tmp;
291 elmex 1.1
292 root 1.7 /* Bit of a hack - spells should never be put onto the map. The entire
293     * treasure stuff is a problem - there is no clear idea of knowing
294     * this is the original object, or if this is an object that should be created
295     * by another object.
296     */
297     if (flags & GT_ENVIRONMENT && op->type != SPELL)
298     {
299     op->x = creator->x;
300     op->y = creator->y;
301     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302     insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
303     }
304     else
305     {
306     op = insert_ob_in_ob (op, creator);
307     if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 root 1.16 monster_check_apply (creator, op);
309 root 1.7 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
310 root 1.16 esrv_send_item (tmp, op);
311 elmex 1.1 }
312     }
313    
314     /* if there are change_xxx commands in the treasure, we include the changes
315     * in the generated object
316     */
317 root 1.7 static void
318 root 1.12 change_treasure (treasure *t, object *op)
319 elmex 1.1 {
320 root 1.7 /* CMD: change_name xxxx */
321     if (t->change_arch.name)
322 elmex 1.1 {
323 root 1.7 op->name = t->change_arch.name;
324     op->name_pl = t->change_arch.name;
325 elmex 1.1 }
326    
327 root 1.7 if (t->change_arch.title)
328     op->title = t->change_arch.title;
329    
330     if (t->change_arch.slaying)
331     op->slaying = t->change_arch.slaying;
332     }
333    
334     void
335 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336 root 1.7 {
337     object *tmp;
338    
339     if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
340 elmex 1.1 {
341 root 1.7 if (t->name)
342 root 1.16 {
343     if (strcmp (t->name, "NONE") && difficulty >= t->magic)
344     create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
345     }
346 root 1.7 else
347 root 1.16 {
348     if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
349     {
350     tmp = arch_to_object (t->item);
351     if (t->nrof && tmp->nrof <= 1)
352     tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
353     fix_generated_item (tmp, op, difficulty, t->magic, flag);
354     change_treasure (t, tmp);
355     put_treasure (tmp, op, flag);
356     }
357     }
358 root 1.12
359 root 1.7 if (t->next_yes != NULL)
360 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 elmex 1.1 }
362 root 1.7 else if (t->next_no != NULL)
363     create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 root 1.12
365 root 1.7 if (t->next != NULL)
366     create_all_treasures (t->next, op, flag, difficulty, tries);
367 elmex 1.1 }
368    
369 root 1.7 void
370 root 1.16 create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
371 root 1.7 {
372     int value = RANDOM () % tl->total_chance;
373     treasure *t;
374 elmex 1.1
375 root 1.7 if (tries++ > 100)
376     {
377     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378     return;
379     }
380 root 1.12
381 root 1.7 for (t = tl->items; t != NULL; t = t->next)
382     {
383     value -= t->chance;
384 root 1.12
385 root 1.7 if (value < 0)
386 root 1.16 break;
387 root 1.7 }
388 elmex 1.1
389 root 1.7 if (!t || value >= 0)
390     {
391     LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
392     abort ();
393     return;
394     }
395 root 1.12
396 root 1.7 if (t->name)
397     {
398     if (!strcmp (t->name, "NONE"))
399 root 1.16 return;
400 root 1.12
401 root 1.7 if (difficulty >= t->magic)
402 root 1.16 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
403 root 1.7 else if (t->nrof)
404 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
405 root 1.12
406 root 1.7 return;
407 elmex 1.1 }
408 root 1.12
409 root 1.7 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
410     {
411     object *tmp = arch_to_object (t->item);
412 root 1.12
413 root 1.7 if (!tmp)
414 root 1.16 return;
415 root 1.12
416 root 1.7 if (t->nrof && tmp->nrof <= 1)
417 root 1.16 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
418 root 1.12
419 root 1.13 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420     change_treasure (t, tmp);
421 root 1.7 put_treasure (tmp, op, flag);
422 elmex 1.1 }
423     }
424    
425     /* This calls the appropriate treasure creation function. tries is passed
426     * to determine how many list transitions or attempts to create treasure
427     * have been made. It is really in place to prevent infinite loops with
428     * list transitions, or so that excessively good treasure will not be
429     * created on weak maps, because it will exceed the number of allowed tries
430     * to do that.
431     */
432 root 1.7 void
433 root 1.16 create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
434 elmex 1.1 {
435    
436 root 1.7 if (tries++ > 100)
437     {
438     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439     return;
440     }
441     if (t->total_chance)
442     create_one_treasure (t, op, flag, difficulty, tries);
443     else
444     create_all_treasures (t->items, op, flag, difficulty, tries);
445 elmex 1.1 }
446    
447     /* This is similar to the old generate treasure function. However,
448     * it instead takes a treasurelist. It is really just a wrapper around
449     * create_treasure. We create a dummy object that the treasure gets
450     * inserted into, and then return that treausre
451     */
452 root 1.7 object *
453     generate_treasure (treasurelist * t, int difficulty)
454 elmex 1.1 {
455 root 1.24 object *ob = object::create (), *tmp;
456 elmex 1.1
457 root 1.7 create_treasure (t, ob, 0, difficulty, 0);
458 elmex 1.1
459 root 1.7 /* Don't want to free the object we are about to return */
460     tmp = ob->inv;
461     if (tmp != NULL)
462 root 1.23 tmp->remove ();
463 root 1.21
464 root 1.7 if (ob->inv)
465 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
466    
467 root 1.24 ob->destroy ();
468 root 1.7 return tmp;
469 elmex 1.1 }
470    
471     /*
472     * This is a new way of calculating the chance for an item to have
473     * a specific magical bonus.
474     * The array has two arguments, the difficulty of the level, and the
475     * magical bonus "wanted".
476     */
477    
478 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
479 root 1.16
480 elmex 1.1 /*chance of magic difficulty*/
481 root 1.16
482 elmex 1.1 /* +0 +1 +2 +3 +4 */
483 root 1.16 {95, 2, 2, 1, 0}, /*1 */
484     {92, 5, 2, 1, 0}, /*2 */
485     {85, 10, 4, 1, 0}, /*3 */
486     {80, 14, 4, 2, 0}, /*4 */
487     {75, 17, 5, 2, 1}, /*5 */
488     {70, 18, 8, 3, 1}, /*6 */
489     {65, 21, 10, 3, 1}, /*7 */
490     {60, 22, 12, 4, 2}, /*8 */
491     {55, 25, 14, 4, 2}, /*9 */
492     {50, 27, 16, 5, 2}, /*10 */
493     {45, 28, 18, 6, 3}, /*11 */
494     {42, 28, 20, 7, 3}, /*12 */
495     {40, 27, 21, 8, 4}, /*13 */
496     {38, 25, 22, 10, 5}, /*14 */
497     {36, 23, 23, 12, 6}, /*15 */
498     {33, 21, 24, 14, 8}, /*16 */
499     {31, 19, 25, 16, 9}, /*17 */
500     {27, 15, 30, 18, 10}, /*18 */
501     {20, 12, 30, 25, 13}, /*19 */
502     {15, 10, 28, 30, 17}, /*20 */
503     {13, 9, 27, 28, 23}, /*21 */
504     {10, 8, 25, 28, 29}, /*22 */
505     {8, 7, 23, 26, 36}, /*23 */
506     {6, 6, 20, 22, 46}, /*24 */
507     {4, 5, 17, 18, 56}, /*25 */
508     {2, 4, 12, 14, 68}, /*26 */
509     {0, 3, 7, 10, 80}, /*27 */
510     {0, 0, 3, 7, 90}, /*28 */
511     {0, 0, 0, 3, 97}, /*29 */
512     {0, 0, 0, 0, 100}, /*30 */
513     {0, 0, 0, 0, 100}, /*31 */
514 elmex 1.1 };
515    
516    
517     /* calculate the appropriate level for wands staves and scrolls.
518     * This code presumes that op has had its spell object created (in op->inv)
519     *
520     * elmex Wed Aug 9 17:44:59 CEST 2006:
521     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
522     */
523    
524 root 1.7 int
525 root 1.16 level_for_item (const object *op, int difficulty)
526 elmex 1.1 {
527 pippijn 1.14 int olevel = 0;
528 elmex 1.1
529     if (!op->inv)
530     {
531 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
532     return 0;
533 elmex 1.1 }
534    
535     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
536    
537     if (olevel <= 0)
538     olevel = rndm (1, MIN (op->inv->level, 1));
539    
540     if (olevel > MAXLEVEL)
541     olevel = MAXLEVEL;
542    
543     return olevel;
544     }
545    
546     /*
547     * Based upon the specified difficulty and upon the difftomagic_list array,
548     * a random magical bonus is returned. This is used when determine
549     * the magical bonus created on specific maps.
550     *
551     * elmex Thu Aug 10 18:45:44 CEST 2006:
552     * Scaling difficulty by max_level, as difficulty is a level and not some
553     * weird integer between 1-31.
554     *
555     */
556    
557 root 1.7 int
558     magic_from_difficulty (int difficulty)
559 elmex 1.1 {
560     int percent = 0, magic = 0;
561     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
562    
563     scaled_diff--;
564    
565 root 1.7 if (scaled_diff < 0)
566 elmex 1.1 scaled_diff = 0;
567    
568     if (scaled_diff >= DIFFLEVELS)
569 root 1.7 scaled_diff = DIFFLEVELS - 1;
570 elmex 1.1
571 root 1.7 percent = RANDOM () % 100;
572 elmex 1.1
573 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
574 elmex 1.1 {
575     percent -= difftomagic_list[scaled_diff][magic];
576    
577     if (percent < 0)
578 root 1.16 break;
579 elmex 1.1 }
580    
581     if (magic == (MAXMAGIC + 1))
582     {
583 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
584 elmex 1.1 magic = 0;
585     }
586    
587 root 1.7 magic = (RANDOM () % 3) ? magic : -magic;
588 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
589    
590     return magic;
591     }
592    
593     /*
594     * Sets magical bonus in an object, and recalculates the effect on
595     * the armour variable, and the effect on speed of armour.
596     * This function doesn't work properly, should add use of archetypes
597     * to make it truly absolute.
598     */
599    
600 root 1.7 void
601 root 1.16 set_abs_magic (object *op, int magic)
602 root 1.7 {
603     if (!magic)
604 elmex 1.1 return;
605    
606 root 1.7 op->magic = magic;
607     if (op->arch)
608     {
609     if (op->type == ARMOUR)
610 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
611 root 1.7
612 root 1.16 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
613     magic = (-magic);
614 root 1.7 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
615     }
616     else
617     {
618     if (op->type == ARMOUR)
619 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
620     if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
621     magic = (-magic);
622 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
623     }
624 elmex 1.1 }
625    
626     /*
627     * Sets a random magical bonus in the given object based upon
628     * the given difficulty, and the given max possible bonus.
629     */
630    
631 root 1.7 static void
632 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
633 elmex 1.1 {
634     int i;
635 root 1.16
636 root 1.7 i = magic_from_difficulty (difficulty);
637 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
638 root 1.7 i = -i;
639     if (i > max_magic)
640 elmex 1.1 i = max_magic;
641 root 1.7 set_abs_magic (op, i);
642 elmex 1.1 if (i < 0)
643 root 1.7 SET_FLAG (op, FLAG_CURSED);
644 elmex 1.1 }
645    
646     /*
647     * Randomly adds one magical ability to the given object.
648     * Modified for Partial Resistance in many ways:
649     * 1) Since rings can have multiple bonuses, if the same bonus
650     * is rolled again, increase it - the bonuses now stack with
651     * other bonuses previously rolled and ones the item might natively have.
652     * 2) Add code to deal with new PR method.
653     */
654    
655 root 1.7 void
656 root 1.16 set_ring_bonus (object *op, int bonus)
657 root 1.7 {
658 elmex 1.1
659 root 1.7 int r = RANDOM () % (bonus > 0 ? 25 : 11);
660 elmex 1.1
661 root 1.7 if (op->type == AMULET)
662     {
663     if (!(RANDOM () % 21))
664 root 1.16 r = 20 + RANDOM () % 2;
665 root 1.7 else
666 root 1.16 {
667     if (RANDOM () & 2)
668     r = 10;
669     else
670     r = 11 + RANDOM () % 9;
671     }
672 root 1.7 }
673    
674     switch (r)
675     {
676 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
677     * bonuses and penalties will stack and add to existing values.
678     * of the item.
679     */
680     case 0:
681     case 1:
682     case 2:
683     case 3:
684     case 4:
685     case 5:
686     case 6:
687     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
688     break;
689    
690     case 7:
691     op->stats.dam += bonus;
692     break;
693    
694     case 8:
695     op->stats.wc += bonus;
696     break;
697    
698     case 9:
699     op->stats.food += bonus; /* hunger/sustenance */
700     break;
701    
702     case 10:
703     op->stats.ac += bonus;
704     break;
705    
706     /* Item that gives protections/vulnerabilities */
707     case 11:
708     case 12:
709     case 13:
710     case 14:
711     case 15:
712     case 16:
713     case 17:
714     case 18:
715     case 19:
716     {
717     int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
718    
719     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
720     val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
721    
722     /* Cursed items need to have higher negative values to equal out with
723     * positive values for how protections work out. Put another
724     * little random element in since that they don't always end up with
725     * even values.
726     */
727     if (bonus < 0)
728     val = 2 * -val - RANDOM () % b;
729     if (val > 35)
730     val = 35; /* Upper limit */
731     b = 0;
732     while (op->resist[resist_table[resist]] != 0 && b < 4)
733     {
734     resist = RANDOM () % num_resist_table;
735     }
736     if (b == 4)
737     return; /* Not able to find a free resistance */
738     op->resist[resist_table[resist]] = val;
739     /* We should probably do something more clever here to adjust value
740     * based on how good a resistance we gave.
741     */
742     break;
743     }
744     case 20:
745     if (op->type == AMULET)
746     {
747     SET_FLAG (op, FLAG_REFL_SPELL);
748     op->value *= 11;
749     }
750     else
751     {
752     op->stats.hp = 1; /* regenerate hit points */
753     op->value *= 4;
754     }
755     break;
756    
757     case 21:
758     if (op->type == AMULET)
759     {
760     SET_FLAG (op, FLAG_REFL_MISSILE);
761     op->value *= 9;
762     }
763     else
764     {
765     op->stats.sp = 1; /* regenerate spell points */
766     op->value *= 3;
767     }
768     break;
769    
770     case 22:
771     op->stats.exp += bonus; /* Speed! */
772     op->value = (op->value * 2) / 3;
773     break;
774 root 1.7 }
775     if (bonus > 0)
776     op->value *= 2 * bonus;
777     else
778     op->value = -(op->value * 2 * bonus) / 3;
779 elmex 1.1 }
780    
781     /*
782     * get_magic(diff) will return a random number between 0 and 4.
783     * diff can be any value above 2. The higher the diff-variable, the
784     * higher is the chance of returning a low number.
785     * It is only used in fix_generated_treasure() to set bonuses on
786     * rings and amulets.
787     * Another scheme is used to calculate the magic of weapons and armours.
788     */
789    
790 root 1.7 int
791     get_magic (int diff)
792     {
793 elmex 1.1 int i;
794 root 1.16
795 root 1.7 if (diff < 3)
796     diff = 3;
797     for (i = 0; i < 4; i++)
798     if (RANDOM () % diff)
799     return i;
800 elmex 1.1 return 4;
801     }
802    
803     #define DICE2 (get_magic(2)==2?2:1)
804     #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
805    
806     /*
807     * fix_generated_item(): This is called after an item is generated, in
808     * order to set it up right. This produced magical bonuses, puts spells
809     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
810     */
811 root 1.16
812 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
813     * op->type. Right now, which stuff the creator passes on is object type
814     * dependant. I know this is a spagetti manuever, but is there a cleaner
815     * way to do this? b.t. */
816 root 1.16
817 elmex 1.1 /*
818     * ! (flags & GT_ENVIRONMENT):
819     * Automatically calls fix_flesh_item().
820     *
821     * flags:
822     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
823     * value.
824     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
825     * a working object - don't change magic, value, etc, but set it material
826     * type as appropriate, for objects that need spell objects, set those, etc
827     */
828    
829 root 1.7 void
830 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831 elmex 1.1 {
832     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833    
834     if (!creator || creator->type == op->type)
835 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
836 elmex 1.1
837     /* If we make an artifact, this information will be destroyed */
838     save_item_power = op->item_power;
839     op->item_power = 0;
840    
841     if (op->randomitems && op->type != SPELL)
842     {
843     create_treasure (op->randomitems, op, flags, difficulty, 0);
844     if (!op->inv)
845 root 1.16 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846 elmex 1.1
847     /* So the treasure doesn't get created again */
848     op->randomitems = NULL;
849     }
850    
851     if (difficulty < 1)
852     difficulty = 1;
853    
854 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
855     ARG_OBJECT (creator != op ? creator : 0),
856     ARG_INT (difficulty), ARG_INT (max_magic),
857     ARG_INT (flags)))
858     return;
859    
860 elmex 1.1 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 root 1.24 op->destroy ();
1005     op = 0;
1006 root 1.16 break;
1007     }
1008    
1009     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1010     break;
1011    
1012     if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1013     SET_FLAG (op, FLAG_CURSED);
1014    
1015     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1016    
1017     if (op->type != RING) /* Amulets have only one ability */
1018     break;
1019    
1020     if (!(RANDOM () % 4))
1021     {
1022     int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1023    
1024     if (d > 0)
1025     op->value *= 3;
1026    
1027     set_ring_bonus (op, d);
1028    
1029     if (!(RANDOM () % 4))
1030     {
1031     int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1032    
1033     if (d > 0)
1034     op->value *= 5;
1035     set_ring_bonus (op, d);
1036     }
1037     }
1038    
1039     if (GET_ANIM_ID (op))
1040     SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1041    
1042     break;
1043    
1044     case BOOK:
1045     /* Is it an empty book?, if yes lets make a special·
1046     * msg for it, and tailor its properties based on the·
1047     * creator and/or map level we found it on.
1048     */
1049     if (!op->msg && RANDOM () % 10)
1050     {
1051     /* set the book level properly */
1052     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1053     {
1054     if (op->map && op->map->difficulty)
1055     op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1056     else
1057     op->level = RANDOM () % 20 + 1;
1058     }
1059     else
1060     op->level = RANDOM () % creator->level;
1061    
1062     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1063     /* books w/ info are worth more! */
1064     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1065     /* creator related stuff */
1066    
1067     /* for library, chained books. Note that some monsters have no_pick
1068     * set - we don't want to set no pick in that case.
1069     */
1070     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1071     SET_FLAG (op, FLAG_NO_PICK);
1072     if (creator->slaying && !op->slaying) /* for check_inv floors */
1073     op->slaying = creator->slaying;
1074    
1075     /* add exp so reading it gives xp (once) */
1076     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1077     }
1078     break;
1079    
1080     case SPELLBOOK:
1081     op->value = op->value * op->inv->value;
1082     /* add exp so learning gives xp */
1083     op->level = op->inv->level;
1084     op->stats.exp = op->value;
1085     break;
1086    
1087     case WAND:
1088     /* nrof in the treasure list is number of charges,
1089     * not number of wands. So copy that into food (charges),
1090     * and reset nrof.
1091     */
1092     op->stats.food = op->inv->nrof;
1093     op->nrof = 1;
1094     /* If the spell changes by level, choose a random level
1095     * for it, and adjust price. If the spell doesn't
1096     * change by level, just set the wand to the level of
1097     * the spell, and value calculation is simpler.
1098     */
1099     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1100     {
1101     op->level = level_for_item (op, difficulty);
1102     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1103     }
1104     else
1105     {
1106     op->level = op->inv->level;
1107     op->value = op->value * op->inv->value;
1108     }
1109     break;
1110    
1111     case ROD:
1112     op->level = level_for_item (op, difficulty);
1113     /* Add 50 to both level an divisor to keep prices a little more
1114     * reasonable. Otherwise, a high level version of a low level
1115     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1116     * 10 time multiplier). This way, the value are a bit more reasonable.
1117     */
1118     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1119     /* maxhp is used to denote how many 'charges' the rod holds before */
1120     if (op->stats.maxhp)
1121     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1122     else
1123     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1124    
1125     op->stats.hp = op->stats.maxhp;
1126     break;
1127    
1128     case SCROLL:
1129     op->level = level_for_item (op, difficulty);
1130     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1131    
1132     /* add exp so reading them properly gives xp */
1133     op->stats.exp = op->value / 5;
1134     op->nrof = op->inv->nrof;
1135     break;
1136    
1137     case RUNE:
1138     trap_adjust (op, difficulty);
1139     break;
1140    
1141     case TRAP:
1142     trap_adjust (op, difficulty);
1143     break;
1144     } /* switch type */
1145 elmex 1.1
1146     if (flags & GT_STARTEQUIP)
1147     {
1148 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1149 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1150 elmex 1.1 else if (op->type != MONEY)
1151 root 1.16 op->value = 0;
1152 elmex 1.1 }
1153    
1154     if (!(flags & GT_ENVIRONMENT))
1155     fix_flesh_item (op, creator);
1156     }
1157    
1158     /*
1159     *
1160     *
1161     * CODE DEALING WITH ARTIFACTS STARTS HERE
1162     *
1163     *
1164     */
1165    
1166     /*
1167     * Allocate and return the pointer to an empty artifactlist structure.
1168     */
1169    
1170 root 1.7 static artifactlist *
1171     get_empty_artifactlist (void)
1172     {
1173     artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1174 root 1.16
1175 root 1.7 if (tl == NULL)
1176     fatal (OUT_OF_MEMORY);
1177     tl->next = NULL;
1178     tl->items = NULL;
1179     tl->total_chance = 0;
1180 elmex 1.1 return tl;
1181     }
1182    
1183     /*
1184     * Allocate and return the pointer to an empty artifact structure.
1185     */
1186    
1187 root 1.7 static artifact *
1188     get_empty_artifact (void)
1189     {
1190     artifact *t = (artifact *) malloc (sizeof (artifact));
1191 root 1.16
1192 root 1.7 if (t == NULL)
1193     fatal (OUT_OF_MEMORY);
1194     t->item = NULL;
1195     t->next = NULL;
1196     t->chance = 0;
1197     t->difficulty = 0;
1198 elmex 1.1 t->allowed = NULL;
1199     return t;
1200     }
1201    
1202     /*
1203     * Searches the artifact lists and returns one that has the same type
1204     * of objects on it.
1205     */
1206    
1207 root 1.7 artifactlist *
1208     find_artifactlist (int type)
1209     {
1210 elmex 1.1 artifactlist *al;
1211    
1212 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1213     if (al->type == type)
1214     return al;
1215 elmex 1.1 return NULL;
1216     }
1217    
1218     /*
1219     * For debugging purposes. Dumps all tables.
1220     */
1221    
1222 root 1.7 void
1223     dump_artifacts (void)
1224     {
1225 elmex 1.1 artifactlist *al;
1226     artifact *art;
1227     linked_char *next;
1228    
1229 root 1.7 fprintf (logfile, "\n");
1230     for (al = first_artifactlist; al != NULL; al = al->next)
1231     {
1232     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1233     for (art = al->items; art != NULL; art = art->next)
1234 root 1.16 {
1235     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1236     if (art->allowed != NULL)
1237     {
1238     fprintf (logfile, "\tAllowed combinations:");
1239     for (next = art->allowed; next != NULL; next = next->next)
1240     fprintf (logfile, "%s,", &next->name);
1241     fprintf (logfile, "\n");
1242     }
1243     }
1244 elmex 1.1 }
1245 root 1.7 fprintf (logfile, "\n");
1246 elmex 1.1 }
1247    
1248     /*
1249     * For debugging purposes. Dumps all treasures recursively (see below).
1250     */
1251 root 1.7 void
1252 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1253 elmex 1.1 {
1254     treasurelist *tl;
1255 root 1.7 int i;
1256 elmex 1.1
1257     if (depth > 100)
1258     return;
1259     while (t != NULL)
1260     {
1261     if (t->name != NULL)
1262 root 1.16 {
1263     for (i = 0; i < depth; i++)
1264     fprintf (logfile, " ");
1265     fprintf (logfile, "{ (list: %s)\n", &t->name);
1266     tl = find_treasurelist (t->name);
1267     dump_monster_treasure_rec (name, tl->items, depth + 2);
1268     for (i = 0; i < depth; i++)
1269     fprintf (logfile, " ");
1270     fprintf (logfile, "} (end of list: %s)\n", &t->name);
1271     }
1272 elmex 1.1 else
1273 root 1.16 {
1274     for (i = 0; i < depth; i++)
1275     fprintf (logfile, " ");
1276     if (t->item->clone.type == FLESH)
1277     fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1278     else
1279     fprintf (logfile, "%s\n", &t->item->clone.name);
1280     }
1281 elmex 1.1 if (t->next_yes != NULL)
1282 root 1.16 {
1283     for (i = 0; i < depth; i++)
1284     fprintf (logfile, " ");
1285     fprintf (logfile, " (if yes)\n");
1286     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1287     }
1288 elmex 1.1 if (t->next_no != NULL)
1289 root 1.16 {
1290     for (i = 0; i < depth; i++)
1291     fprintf (logfile, " ");
1292     fprintf (logfile, " (if no)\n");
1293     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1294     }
1295 elmex 1.1 t = t->next;
1296     }
1297     }
1298    
1299     /*
1300     * For debugging purposes. Dumps all treasures for a given monster.
1301     * Created originally by Raphael Quinet for debugging the alchemy code.
1302     */
1303    
1304 root 1.7 void
1305     dump_monster_treasure (const char *name)
1306 elmex 1.1 {
1307     archetype *at;
1308 root 1.7 int found;
1309 elmex 1.1
1310     found = 0;
1311     fprintf (logfile, "\n");
1312 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1313     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1314 elmex 1.1 {
1315 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1316     if (at->clone.randomitems != NULL)
1317     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1318     else
1319     fprintf (logfile, "(nothing)\n");
1320     fprintf (logfile, "\n");
1321     found++;
1322 elmex 1.1 }
1323     if (found == 0)
1324     fprintf (logfile, "No objects have the name %s!\n\n", name);
1325     }
1326    
1327     /*
1328     * Builds up the lists of artifacts from the file in the libdir.
1329     */
1330    
1331 root 1.7 void
1332     init_artifacts (void)
1333     {
1334     static int has_been_inited = 0;
1335     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1336     artifact *art = NULL;
1337     linked_char *tmp;
1338 pippijn 1.14 int value;
1339 root 1.7 artifactlist *al;
1340    
1341     if (has_been_inited)
1342     return;
1343     else
1344     has_been_inited = 1;
1345 elmex 1.1
1346 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1347     object_thawer thawer (filename);
1348 elmex 1.1
1349 root 1.7 if (!thawer)
1350     return;
1351 elmex 1.1
1352 root 1.7 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1353     {
1354     if (*buf == '#')
1355 root 1.16 continue;
1356 root 1.7 if ((cp = strchr (buf, '\n')) != NULL)
1357 root 1.16 *cp = '\0';
1358 root 1.7 cp = buf;
1359 root 1.16 while (*cp == ' ') /* Skip blanks */
1360     cp++;
1361 root 1.7 if (*cp == '\0')
1362 root 1.16 continue;
1363 root 1.7
1364     if (!strncmp (cp, "Allowed", 7))
1365 root 1.16 {
1366     if (art == NULL)
1367     {
1368     art = get_empty_artifact ();
1369     nrofartifacts++;
1370     }
1371     cp = strchr (cp, ' ') + 1;
1372     if (!strcmp (cp, "all"))
1373     continue;
1374    
1375     do
1376     {
1377     nrofallowedstr++;
1378     if ((next = strchr (cp, ',')) != NULL)
1379     *(next++) = '\0';
1380     tmp = new linked_char;
1381    
1382     tmp->name = cp;
1383     tmp->next = art->allowed;
1384     art->allowed = tmp;
1385     }
1386     while ((cp = next) != NULL);
1387     }
1388 root 1.7 else if (sscanf (cp, "chance %d", &value))
1389 root 1.16 art->chance = (uint16) value;
1390 root 1.7 else if (sscanf (cp, "difficulty %d", &value))
1391 root 1.16 art->difficulty = (uint8) value;
1392 root 1.7 else if (!strncmp (cp, "Object", 6))
1393 root 1.16 {
1394 root 1.24 art->item = object::create ();
1395 root 1.10
1396 root 1.16 if (!load_object (thawer, art->item, 0))
1397     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1398 root 1.10
1399 root 1.16 art->item->name = strchr (cp, ' ') + 1;
1400     al = find_artifactlist (art->item->type);
1401     if (al == NULL)
1402     {
1403     al = get_empty_artifactlist ();
1404     al->type = art->item->type;
1405     al->next = first_artifactlist;
1406     first_artifactlist = al;
1407     }
1408     art->next = al->items;
1409     al->items = art;
1410     art = NULL;
1411     }
1412 root 1.7 else
1413 root 1.16 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1414 root 1.7 }
1415 root 1.3
1416 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1417     {
1418     for (art = al->items; art != NULL; art = art->next)
1419 root 1.16 {
1420     if (!art->chance)
1421     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1422     else
1423     al->total_chance += art->chance;
1424     }
1425 elmex 1.1 #if 0
1426 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1427 elmex 1.1 #endif
1428     }
1429    
1430 root 1.7 LOG (llevDebug, "done.\n");
1431 elmex 1.1 }
1432    
1433    
1434     /*
1435     * Used in artifact generation. The bonuses of the first object
1436     * is modified by the bonuses of the second object.
1437     */
1438    
1439 root 1.7 void
1440 root 1.16 add_abilities (object *op, object *change)
1441 root 1.7 {
1442 pippijn 1.14 int i, tmp;
1443 elmex 1.1
1444 root 1.7 if (change->face != blank_face)
1445     {
1446 elmex 1.1 #ifdef TREASURE_VERBOSE
1447 root 1.7 LOG (llevDebug, "FACE: %d\n", change->face->number);
1448 elmex 1.1 #endif
1449 root 1.7 op->face = change->face;
1450 elmex 1.1 }
1451    
1452 root 1.7 for (i = 0; i < NUM_STATS; i++)
1453     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1454    
1455     op->attacktype |= change->attacktype;
1456     op->path_attuned |= change->path_attuned;
1457     op->path_repelled |= change->path_repelled;
1458     op->path_denied |= change->path_denied;
1459     op->move_type |= change->move_type;
1460     op->stats.luck += change->stats.luck;
1461    
1462     if (QUERY_FLAG (change, FLAG_CURSED))
1463     SET_FLAG (op, FLAG_CURSED);
1464     if (QUERY_FLAG (change, FLAG_DAMNED))
1465     SET_FLAG (op, FLAG_DAMNED);
1466     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1467     set_abs_magic (op, -op->magic);
1468    
1469     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1470     SET_FLAG (op, FLAG_LIFESAVE);
1471     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1472     SET_FLAG (op, FLAG_REFL_SPELL);
1473     if (QUERY_FLAG (change, FLAG_STEALTH))
1474     SET_FLAG (op, FLAG_STEALTH);
1475     if (QUERY_FLAG (change, FLAG_XRAYS))
1476     SET_FLAG (op, FLAG_XRAYS);
1477     if (QUERY_FLAG (change, FLAG_BLIND))
1478     SET_FLAG (op, FLAG_BLIND);
1479     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1480     SET_FLAG (op, FLAG_SEE_IN_DARK);
1481     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1482     SET_FLAG (op, FLAG_REFL_MISSILE);
1483     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1484     SET_FLAG (op, FLAG_MAKE_INVIS);
1485    
1486     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1487     {
1488     CLEAR_FLAG (op, FLAG_ANIMATE);
1489     /* so artifacts will join */
1490     if (!QUERY_FLAG (op, FLAG_ALIVE))
1491 root 1.16 op->speed = 0.0;
1492 root 1.12
1493 root 1.7 update_ob_speed (op);
1494 elmex 1.1 }
1495 root 1.7
1496     if (change->nrof)
1497     op->nrof = RANDOM () % ((int) change->nrof) + 1;
1498    
1499 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1500 root 1.7 op->stats.wc += change->stats.wc;
1501     op->stats.ac += change->stats.ac;
1502    
1503     if (change->other_arch)
1504     {
1505     /* Basically, for horns & potions, the other_arch field is the spell
1506     * to cast. So convert that to into a spell and put it into
1507     * this object.
1508     */
1509     if (op->type == HORN || op->type == POTION)
1510 root 1.16 {
1511     object *tmp_obj;
1512    
1513     /* Remove any spells this object currently has in it */
1514     while (op->inv)
1515 root 1.24 op->inv->destroy ();
1516 root 1.16
1517     tmp_obj = arch_to_object (change->other_arch);
1518     insert_ob_in_ob (tmp_obj, op);
1519     }
1520 root 1.7 /* No harm setting this for potions/horns */
1521     op->other_arch = change->other_arch;
1522     }
1523    
1524     if (change->stats.hp < 0)
1525     op->stats.hp = -change->stats.hp;
1526     else
1527     op->stats.hp += change->stats.hp;
1528    
1529     if (change->stats.maxhp < 0)
1530     op->stats.maxhp = -change->stats.maxhp;
1531     else
1532     op->stats.maxhp += change->stats.maxhp;
1533    
1534     if (change->stats.sp < 0)
1535     op->stats.sp = -change->stats.sp;
1536     else
1537     op->stats.sp += change->stats.sp;
1538    
1539     if (change->stats.maxsp < 0)
1540     op->stats.maxsp = -change->stats.maxsp;
1541     else
1542     op->stats.maxsp += change->stats.maxsp;
1543    
1544     if (change->stats.food < 0)
1545     op->stats.food = -(change->stats.food);
1546     else
1547     op->stats.food += change->stats.food;
1548    
1549     if (change->level < 0)
1550     op->level = -(change->level);
1551     else
1552     op->level += change->level;
1553    
1554     if (change->gen_sp_armour < 0)
1555     op->gen_sp_armour = -(change->gen_sp_armour);
1556     else
1557     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1558    
1559     op->item_power = change->item_power;
1560    
1561     for (i = 0; i < NROFATTACKS; i++)
1562 root 1.20 if (change->resist[i])
1563     op->resist[i] += change->resist[i];
1564 root 1.7
1565     if (change->stats.dam)
1566     {
1567     if (change->stats.dam < 0)
1568 root 1.16 op->stats.dam = (-change->stats.dam);
1569 root 1.7 else if (op->stats.dam)
1570 root 1.16 {
1571     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1572     if (tmp == op->stats.dam)
1573     {
1574     if (change->stats.dam < 10)
1575     op->stats.dam--;
1576     else
1577     op->stats.dam++;
1578     }
1579     else
1580     op->stats.dam = tmp;
1581     }
1582 root 1.7 }
1583    
1584     if (change->weight)
1585     {
1586     if (change->weight < 0)
1587 root 1.16 op->weight = (-change->weight);
1588 root 1.7 else
1589 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1590 root 1.7 }
1591    
1592     if (change->last_sp)
1593     {
1594     if (change->last_sp < 0)
1595 root 1.16 op->last_sp = (-change->last_sp);
1596 root 1.7 else
1597 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1598 root 1.7 }
1599    
1600     if (change->gen_sp_armour)
1601     {
1602     if (change->gen_sp_armour < 0)
1603 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1604 root 1.7 else
1605 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1606 root 1.7 }
1607    
1608     op->value *= change->value;
1609    
1610     if (change->material)
1611     op->material = change->material;
1612    
1613     if (change->materialname)
1614     op->materialname = change->materialname;
1615    
1616     if (change->slaying)
1617     op->slaying = change->slaying;
1618    
1619     if (change->race)
1620     op->race = change->race;
1621    
1622     if (change->msg)
1623     op->msg = change->msg;
1624 elmex 1.1 }
1625    
1626 root 1.7 static int
1627 root 1.16 legal_artifact_combination (object *op, artifact * art)
1628 root 1.7 {
1629 elmex 1.1 int neg, success = 0;
1630     linked_char *tmp;
1631     const char *name;
1632    
1633     if (art->allowed == (linked_char *) NULL)
1634 root 1.16 return 1; /* Ie, "all" */
1635 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1636     {
1637 elmex 1.1 #ifdef TREASURE_VERBOSE
1638 root 1.7 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1639 elmex 1.1 #endif
1640 root 1.7 if (*tmp->name == '!')
1641 root 1.16 name = tmp->name + 1, neg = 1;
1642 root 1.7 else
1643 root 1.16 name = tmp->name, neg = 0;
1644 root 1.7
1645     /* If we match name, then return the opposite of 'neg' */
1646     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1647 root 1.16 return !neg;
1648 root 1.7
1649     /* Set success as true, since if the match was an inverse, it means
1650     * everything is allowed except what we match
1651     */
1652     else if (neg)
1653 root 1.16 success = 1;
1654 root 1.7 }
1655 elmex 1.1 return success;
1656     }
1657    
1658     /*
1659     * Fixes the given object, giving it the abilities and titles
1660     * it should have due to the second artifact-template.
1661     */
1662    
1663 root 1.7 void
1664 root 1.12 give_artifact_abilities (object *op, object *artifct)
1665 root 1.7 {
1666 elmex 1.1 char new_name[MAX_BUF];
1667    
1668 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1669     op->title = new_name;
1670 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1671 elmex 1.1
1672 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1673 elmex 1.1 {
1674 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1675 root 1.16
1676 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1677     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1678 elmex 1.1 if (!identified)
1679 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1680 elmex 1.1 }
1681     #endif
1682     return;
1683     }
1684    
1685     /*
1686     * Decides randomly which artifact the object should be
1687     * turned into. Makes sure that the item can become that
1688     * artifact (means magic, difficulty, and Allowed fields properly).
1689     * Then calls give_artifact_abilities in order to actually create
1690     * the artifact.
1691     */
1692    
1693     /* Give 1 re-roll attempt per artifact */
1694     #define ARTIFACT_TRIES 2
1695    
1696 root 1.7 void
1697 root 1.16 generate_artifact (object *op, int difficulty)
1698 root 1.7 {
1699 elmex 1.1 artifactlist *al;
1700     artifact *art;
1701     int i;
1702    
1703 root 1.7 al = find_artifactlist (op->type);
1704    
1705     if (al == NULL)
1706     {
1707 root 1.16 #if 0 /* This is too verbose, usually */
1708 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1709 elmex 1.1 #endif
1710 root 1.7 return;
1711     }
1712    
1713     for (i = 0; i < ARTIFACT_TRIES; i++)
1714     {
1715     int roll = RANDOM () % al->total_chance;
1716 elmex 1.1
1717 root 1.7 for (art = al->items; art != NULL; art = art->next)
1718 root 1.16 {
1719     roll -= art->chance;
1720     if (roll < 0)
1721     break;
1722     }
1723 elmex 1.1
1724 root 1.7 if (art == NULL || roll >= 0)
1725 root 1.16 {
1726 elmex 1.1 #if 1
1727 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1728 elmex 1.1 #endif
1729 root 1.16 return;
1730     }
1731 root 1.7 if (!strcmp (art->item->name, "NONE"))
1732 root 1.16 return;
1733 root 1.7 if (FABS (op->magic) < art->item->magic)
1734 root 1.16 continue; /* Not magic enough to be this item */
1735 root 1.7
1736     /* Map difficulty not high enough */
1737     if (difficulty < art->difficulty)
1738 root 1.16 continue;
1739 elmex 1.1
1740 root 1.7 if (!legal_artifact_combination (op, art))
1741 root 1.16 {
1742 elmex 1.1 #ifdef TREASURE_VERBOSE
1743 root 1.16 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1744 elmex 1.1 #endif
1745 root 1.16 continue;
1746     }
1747 root 1.7 give_artifact_abilities (op, art->item);
1748     return;
1749 elmex 1.1 }
1750     }
1751    
1752     /* fix_flesh_item() - objects of type FLESH are similar to type
1753     * FOOD, except they inherit properties (name, food value, etc).
1754     * based on the original owner (or 'donor' if you like). -b.t.
1755     */
1756    
1757 root 1.7 void
1758 root 1.16 fix_flesh_item (object *item, object *donor)
1759 root 1.7 {
1760     char tmpbuf[MAX_BUF];
1761     int i;
1762    
1763     if (item->type == FLESH && donor)
1764     {
1765     /* change the name */
1766 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1767     item->name = tmpbuf;
1768     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1769     item->name_pl = tmpbuf;
1770 root 1.7
1771     /* weight is FLESH weight/100 * donor */
1772     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1773 root 1.16 item->weight = 1;
1774 root 1.7
1775     /* value is multiplied by level of donor */
1776     item->value *= isqrt (donor->level * 2);
1777    
1778     /* food value */
1779     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1780    
1781     /* flesh items inherit some abilities of donor, but not
1782     * full effect.
1783     */
1784     for (i = 0; i < NROFATTACKS; i++)
1785 root 1.16 item->resist[i] = donor->resist[i] / 2;
1786 root 1.7
1787     /* item inherits donor's level (important for quezals) */
1788     item->level = donor->level;
1789    
1790     /* if donor has some attacktypes, the flesh is poisonous */
1791     if (donor->attacktype & AT_POISON)
1792 root 1.16 item->type = POISON;
1793 root 1.7 if (donor->attacktype & AT_ACID)
1794 root 1.16 item->stats.hp = -1 * item->stats.food;
1795 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1796 elmex 1.1 }
1797     }
1798    
1799     /* special_potion() - so that old potion code is still done right. */
1800    
1801 root 1.7 int
1802 root 1.16 special_potion (object *op)
1803 root 1.7 {
1804 elmex 1.1
1805 root 1.7 int i;
1806 elmex 1.1
1807 root 1.7 if (op->attacktype)
1808     return 1;
1809 elmex 1.1
1810 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)
1811     return 1;
1812 elmex 1.1
1813 root 1.7 for (i = 0; i < NROFATTACKS; i++)
1814     if (op->resist[i])
1815     return 1;
1816 elmex 1.1
1817 root 1.7 return 0;
1818 elmex 1.1 }
1819    
1820 root 1.7 void
1821 root 1.16 free_treasurestruct (treasure *t)
1822 elmex 1.1 {
1823 root 1.7 if (t->next)
1824     free_treasurestruct (t->next);
1825     if (t->next_yes)
1826     free_treasurestruct (t->next_yes);
1827     if (t->next_no)
1828     free_treasurestruct (t->next_no);
1829 root 1.8
1830     delete t;
1831 elmex 1.1 }
1832    
1833 root 1.7 void
1834 root 1.16 free_charlinks (linked_char *lc)
1835 elmex 1.1 {
1836 root 1.7 if (lc->next)
1837     free_charlinks (lc->next);
1838    
1839     delete lc;
1840 elmex 1.1 }
1841    
1842 root 1.7 void
1843     free_artifact (artifact * at)
1844 elmex 1.1 {
1845 root 1.7 if (at->next)
1846     free_artifact (at->next);
1847 root 1.15
1848 root 1.7 if (at->allowed)
1849     free_charlinks (at->allowed);
1850    
1851 root 1.21 at->item->destroy (1);
1852 root 1.7
1853     delete at;
1854 elmex 1.1 }
1855    
1856 root 1.7 void
1857     free_artifactlist (artifactlist * al)
1858 elmex 1.1 {
1859 root 1.7 artifactlist *nextal;
1860 root 1.15
1861 root 1.21 for (al = first_artifactlist; al; al = nextal)
1862 root 1.7 {
1863     nextal = al->next;
1864 root 1.15
1865 root 1.7 if (al->items)
1866 root 1.16 free_artifact (al->items);
1867 root 1.15
1868 root 1.7 free (al);
1869 elmex 1.1 }
1870     }
1871    
1872 root 1.7 void
1873     free_all_treasures (void)
1874     {
1875     treasurelist *tl, *next;
1876 elmex 1.1
1877    
1878 root 1.7 for (tl = first_treasurelist; tl != NULL; tl = next)
1879     {
1880     next = tl->next;
1881     if (tl->items)
1882 root 1.16 free_treasurestruct (tl->items);
1883 root 1.7 delete tl;
1884 elmex 1.1 }
1885 root 1.7 free_artifactlist (first_artifactlist);
1886 elmex 1.1 }