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Revision: 1.25
Committed: Tue Dec 12 22:37:05 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.24: +3 -1 lines
Log Message:
limit difficulty in treasure generation to 1..max_level

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 root 1.25 generate_treasure (treasurelist *t, int difficulty)
454 elmex 1.1 {
455 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
456    
457 root 1.24 object *ob = object::create (), *tmp;
458 elmex 1.1
459 root 1.7 create_treasure (t, ob, 0, difficulty, 0);
460 elmex 1.1
461 root 1.7 /* Don't want to free the object we are about to return */
462     tmp = ob->inv;
463     if (tmp != NULL)
464 root 1.23 tmp->remove ();
465 root 1.21
466 root 1.7 if (ob->inv)
467 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
468    
469 root 1.24 ob->destroy ();
470 root 1.7 return tmp;
471 elmex 1.1 }
472    
473     /*
474     * This is a new way of calculating the chance for an item to have
475     * a specific magical bonus.
476     * The array has two arguments, the difficulty of the level, and the
477     * magical bonus "wanted".
478     */
479    
480 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
481 root 1.16
482 elmex 1.1 /*chance of magic difficulty*/
483 root 1.16
484 elmex 1.1 /* +0 +1 +2 +3 +4 */
485 root 1.16 {95, 2, 2, 1, 0}, /*1 */
486     {92, 5, 2, 1, 0}, /*2 */
487     {85, 10, 4, 1, 0}, /*3 */
488     {80, 14, 4, 2, 0}, /*4 */
489     {75, 17, 5, 2, 1}, /*5 */
490     {70, 18, 8, 3, 1}, /*6 */
491     {65, 21, 10, 3, 1}, /*7 */
492     {60, 22, 12, 4, 2}, /*8 */
493     {55, 25, 14, 4, 2}, /*9 */
494     {50, 27, 16, 5, 2}, /*10 */
495     {45, 28, 18, 6, 3}, /*11 */
496     {42, 28, 20, 7, 3}, /*12 */
497     {40, 27, 21, 8, 4}, /*13 */
498     {38, 25, 22, 10, 5}, /*14 */
499     {36, 23, 23, 12, 6}, /*15 */
500     {33, 21, 24, 14, 8}, /*16 */
501     {31, 19, 25, 16, 9}, /*17 */
502     {27, 15, 30, 18, 10}, /*18 */
503     {20, 12, 30, 25, 13}, /*19 */
504     {15, 10, 28, 30, 17}, /*20 */
505     {13, 9, 27, 28, 23}, /*21 */
506     {10, 8, 25, 28, 29}, /*22 */
507     {8, 7, 23, 26, 36}, /*23 */
508     {6, 6, 20, 22, 46}, /*24 */
509     {4, 5, 17, 18, 56}, /*25 */
510     {2, 4, 12, 14, 68}, /*26 */
511     {0, 3, 7, 10, 80}, /*27 */
512     {0, 0, 3, 7, 90}, /*28 */
513     {0, 0, 0, 3, 97}, /*29 */
514     {0, 0, 0, 0, 100}, /*30 */
515     {0, 0, 0, 0, 100}, /*31 */
516 elmex 1.1 };
517    
518    
519     /* calculate the appropriate level for wands staves and scrolls.
520     * This code presumes that op has had its spell object created (in op->inv)
521     *
522     * elmex Wed Aug 9 17:44:59 CEST 2006:
523     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
524     */
525    
526 root 1.7 int
527 root 1.16 level_for_item (const object *op, int difficulty)
528 elmex 1.1 {
529 pippijn 1.14 int olevel = 0;
530 elmex 1.1
531     if (!op->inv)
532     {
533 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
534     return 0;
535 elmex 1.1 }
536    
537     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
538    
539     if (olevel <= 0)
540     olevel = rndm (1, MIN (op->inv->level, 1));
541    
542     if (olevel > MAXLEVEL)
543     olevel = MAXLEVEL;
544    
545     return olevel;
546     }
547    
548     /*
549     * Based upon the specified difficulty and upon the difftomagic_list array,
550     * a random magical bonus is returned. This is used when determine
551     * the magical bonus created on specific maps.
552     *
553     * elmex Thu Aug 10 18:45:44 CEST 2006:
554     * Scaling difficulty by max_level, as difficulty is a level and not some
555     * weird integer between 1-31.
556     *
557     */
558    
559 root 1.7 int
560     magic_from_difficulty (int difficulty)
561 elmex 1.1 {
562     int percent = 0, magic = 0;
563     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
564    
565     scaled_diff--;
566    
567 root 1.7 if (scaled_diff < 0)
568 elmex 1.1 scaled_diff = 0;
569    
570     if (scaled_diff >= DIFFLEVELS)
571 root 1.7 scaled_diff = DIFFLEVELS - 1;
572 elmex 1.1
573 root 1.7 percent = RANDOM () % 100;
574 elmex 1.1
575 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
576 elmex 1.1 {
577     percent -= difftomagic_list[scaled_diff][magic];
578    
579     if (percent < 0)
580 root 1.16 break;
581 elmex 1.1 }
582    
583     if (magic == (MAXMAGIC + 1))
584     {
585 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
586 elmex 1.1 magic = 0;
587     }
588    
589 root 1.7 magic = (RANDOM () % 3) ? magic : -magic;
590 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
591    
592     return magic;
593     }
594    
595     /*
596     * Sets magical bonus in an object, and recalculates the effect on
597     * the armour variable, and the effect on speed of armour.
598     * This function doesn't work properly, should add use of archetypes
599     * to make it truly absolute.
600     */
601    
602 root 1.7 void
603 root 1.16 set_abs_magic (object *op, int magic)
604 root 1.7 {
605     if (!magic)
606 elmex 1.1 return;
607    
608 root 1.7 op->magic = magic;
609     if (op->arch)
610     {
611     if (op->type == ARMOUR)
612 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
613 root 1.7
614 root 1.16 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
615     magic = (-magic);
616 root 1.7 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
617     }
618     else
619     {
620     if (op->type == ARMOUR)
621 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
622     if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
623     magic = (-magic);
624 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
625     }
626 elmex 1.1 }
627    
628     /*
629     * Sets a random magical bonus in the given object based upon
630     * the given difficulty, and the given max possible bonus.
631     */
632    
633 root 1.7 static void
634 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
635 elmex 1.1 {
636     int i;
637 root 1.16
638 root 1.7 i = magic_from_difficulty (difficulty);
639 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
640 root 1.7 i = -i;
641     if (i > max_magic)
642 elmex 1.1 i = max_magic;
643 root 1.7 set_abs_magic (op, i);
644 elmex 1.1 if (i < 0)
645 root 1.7 SET_FLAG (op, FLAG_CURSED);
646 elmex 1.1 }
647    
648     /*
649     * Randomly adds one magical ability to the given object.
650     * Modified for Partial Resistance in many ways:
651     * 1) Since rings can have multiple bonuses, if the same bonus
652     * is rolled again, increase it - the bonuses now stack with
653     * other bonuses previously rolled and ones the item might natively have.
654     * 2) Add code to deal with new PR method.
655     */
656    
657 root 1.7 void
658 root 1.16 set_ring_bonus (object *op, int bonus)
659 root 1.7 {
660 elmex 1.1
661 root 1.7 int r = RANDOM () % (bonus > 0 ? 25 : 11);
662 elmex 1.1
663 root 1.7 if (op->type == AMULET)
664     {
665     if (!(RANDOM () % 21))
666 root 1.16 r = 20 + RANDOM () % 2;
667 root 1.7 else
668 root 1.16 {
669     if (RANDOM () & 2)
670     r = 10;
671     else
672     r = 11 + RANDOM () % 9;
673     }
674 root 1.7 }
675    
676     switch (r)
677     {
678 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
679     * bonuses and penalties will stack and add to existing values.
680     * of the item.
681     */
682     case 0:
683     case 1:
684     case 2:
685     case 3:
686     case 4:
687     case 5:
688     case 6:
689     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
690     break;
691    
692     case 7:
693     op->stats.dam += bonus;
694     break;
695    
696     case 8:
697     op->stats.wc += bonus;
698     break;
699    
700     case 9:
701     op->stats.food += bonus; /* hunger/sustenance */
702     break;
703    
704     case 10:
705     op->stats.ac += bonus;
706     break;
707    
708     /* Item that gives protections/vulnerabilities */
709     case 11:
710     case 12:
711     case 13:
712     case 14:
713     case 15:
714     case 16:
715     case 17:
716     case 18:
717     case 19:
718     {
719     int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
720    
721     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
722     val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
723    
724     /* Cursed items need to have higher negative values to equal out with
725     * positive values for how protections work out. Put another
726     * little random element in since that they don't always end up with
727     * even values.
728     */
729     if (bonus < 0)
730     val = 2 * -val - RANDOM () % b;
731     if (val > 35)
732     val = 35; /* Upper limit */
733     b = 0;
734     while (op->resist[resist_table[resist]] != 0 && b < 4)
735     {
736     resist = RANDOM () % num_resist_table;
737     }
738     if (b == 4)
739     return; /* Not able to find a free resistance */
740     op->resist[resist_table[resist]] = val;
741     /* We should probably do something more clever here to adjust value
742     * based on how good a resistance we gave.
743     */
744     break;
745     }
746     case 20:
747     if (op->type == AMULET)
748     {
749     SET_FLAG (op, FLAG_REFL_SPELL);
750     op->value *= 11;
751     }
752     else
753     {
754     op->stats.hp = 1; /* regenerate hit points */
755     op->value *= 4;
756     }
757     break;
758    
759     case 21:
760     if (op->type == AMULET)
761     {
762     SET_FLAG (op, FLAG_REFL_MISSILE);
763     op->value *= 9;
764     }
765     else
766     {
767     op->stats.sp = 1; /* regenerate spell points */
768     op->value *= 3;
769     }
770     break;
771    
772     case 22:
773     op->stats.exp += bonus; /* Speed! */
774     op->value = (op->value * 2) / 3;
775     break;
776 root 1.7 }
777     if (bonus > 0)
778     op->value *= 2 * bonus;
779     else
780     op->value = -(op->value * 2 * bonus) / 3;
781 elmex 1.1 }
782    
783     /*
784     * get_magic(diff) will return a random number between 0 and 4.
785     * diff can be any value above 2. The higher the diff-variable, the
786     * higher is the chance of returning a low number.
787     * It is only used in fix_generated_treasure() to set bonuses on
788     * rings and amulets.
789     * Another scheme is used to calculate the magic of weapons and armours.
790     */
791    
792 root 1.7 int
793     get_magic (int diff)
794     {
795 elmex 1.1 int i;
796 root 1.16
797 root 1.7 if (diff < 3)
798     diff = 3;
799     for (i = 0; i < 4; i++)
800     if (RANDOM () % diff)
801     return i;
802 elmex 1.1 return 4;
803     }
804    
805     #define DICE2 (get_magic(2)==2?2:1)
806     #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
807    
808     /*
809     * fix_generated_item(): This is called after an item is generated, in
810     * order to set it up right. This produced magical bonuses, puts spells
811     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
812     */
813 root 1.16
814 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
815     * op->type. Right now, which stuff the creator passes on is object type
816     * dependant. I know this is a spagetti manuever, but is there a cleaner
817     * way to do this? b.t. */
818 root 1.16
819 elmex 1.1 /*
820     * ! (flags & GT_ENVIRONMENT):
821     * Automatically calls fix_flesh_item().
822     *
823     * flags:
824     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
825     * value.
826     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
827     * a working object - don't change magic, value, etc, but set it material
828     * type as appropriate, for objects that need spell objects, set those, etc
829     */
830    
831 root 1.7 void
832 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
833 elmex 1.1 {
834     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
835    
836     if (!creator || creator->type == op->type)
837 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
838 elmex 1.1
839     /* If we make an artifact, this information will be destroyed */
840     save_item_power = op->item_power;
841     op->item_power = 0;
842    
843     if (op->randomitems && op->type != SPELL)
844     {
845     create_treasure (op->randomitems, op, flags, difficulty, 0);
846     if (!op->inv)
847 root 1.16 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
848 elmex 1.1
849     /* So the treasure doesn't get created again */
850     op->randomitems = NULL;
851     }
852    
853     if (difficulty < 1)
854     difficulty = 1;
855    
856 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
857     ARG_OBJECT (creator != op ? creator : 0),
858     ARG_INT (difficulty), ARG_INT (max_magic),
859     ARG_INT (flags)))
860     return;
861    
862 elmex 1.1 if (!(flags & GT_MINIMAL))
863     {
864     if (op->arch == crown_arch)
865 root 1.16 {
866     set_magic (difficulty, op, max_magic, flags);
867     num_enchantments = calc_item_power (op, 1);
868     generate_artifact (op, difficulty);
869     }
870 elmex 1.1 else
871 root 1.16 {
872     if (!op->magic && max_magic)
873     set_magic (difficulty, op, max_magic, flags);
874    
875     num_enchantments = calc_item_power (op, 1);
876    
877     if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
878     * used for shop_floors or treasures */
879     generate_artifact (op, difficulty);
880     }
881 elmex 1.1
882     /* Object was made an artifact. Calculate its item_power rating.
883     * the item_power in the object is what the artfiact adds.
884     */
885     if (op->title)
886 root 1.16 {
887     /* if save_item_power is set, then most likely we started with an
888     * artifact and have added new abilities to it - this is rare, but
889     * but I have seen things like 'strange rings of fire'. So just figure
890     * out the power from the base power plus what this one adds. Note
891     * that since item_power is not quite linear, this actually ends up
892     * being somewhat of a bonus
893     */
894     if (save_item_power)
895     op->item_power = save_item_power + get_power_from_ench (op->item_power);
896     else
897     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
898     }
899 elmex 1.1 else if (save_item_power)
900 root 1.16 {
901     /* restore the item_power field to the object if we haven't changed it.
902     * we don't care about num_enchantments - that will basically just
903     * have calculated some value from the base attributes of the archetype.
904     */
905     op->item_power = save_item_power;
906     }
907 elmex 1.1 else
908 root 1.16 {
909     /* item_power was zero. This is suspicious, as it may be because it
910     * was never previously calculated. Let's compute a value and see if
911     * it is non-zero. If it indeed is, then assign it as the new
912     * item_power value.
913     * - gros, 21th of July 2006.
914     */
915     op->item_power = calc_item_power (op, 0);
916     save_item_power = op->item_power; /* Just in case it would get used
917     * again below */
918     }
919 elmex 1.1 }
920    
921     /* materialtype modifications. Note we allow this on artifacts. */
922     set_materialname (op, difficulty, NULL);
923    
924     if (flags & GT_MINIMAL)
925     {
926     if (op->type == POTION)
927 root 1.16 /* Handle healing and magic power potions */
928     if (op->stats.sp && !op->randomitems)
929     {
930     object *tmp;
931    
932     tmp = get_archetype (spell_mapping[op->stats.sp]);
933     insert_ob_in_ob (tmp, op);
934     op->stats.sp = 0;
935     }
936 elmex 1.1 }
937 root 1.16 else if (!op->title) /* Only modify object if not special */
938 elmex 1.1 switch (op->type)
939     {
940 root 1.16 case WEAPON:
941     case ARMOUR:
942     case SHIELD:
943     case HELMET:
944     case CLOAK:
945     if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
946     set_ring_bonus (op, -DICE2);
947     break;
948    
949     case BRACERS:
950     if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
951     {
952     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
953     if (!QUERY_FLAG (op, FLAG_CURSED))
954     op->value *= 3;
955     }
956     break;
957    
958     case POTION:
959     {
960     int too_many_tries = 0, is_special = 0;
961    
962     /* Handle healing and magic power potions */
963     if (op->stats.sp && !op->randomitems)
964     {
965     object *tmp;
966    
967     tmp = get_archetype (spell_mapping[op->stats.sp]);
968     insert_ob_in_ob (tmp, op);
969     op->stats.sp = 0;
970     }
971    
972     while (!(is_special = special_potion (op)) && !op->inv)
973     {
974     generate_artifact (op, difficulty);
975     if (too_many_tries++ > 10)
976     break;
977     }
978    
979     /* don't want to change value for healing/magic power potions,
980     * since the value set on those is already correct.
981     */
982     if (op->inv && op->randomitems)
983     {
984     /* value multiplier is same as for scrolls */
985     op->value = (op->value * op->inv->value);
986     op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
987     }
988     else
989     {
990     op->name = "potion";
991     op->name_pl = "potions";
992     }
993    
994     if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
995     SET_FLAG (op, FLAG_CURSED);
996     break;
997     }
998    
999     case AMULET:
1000     if (op->arch == amulet_arch)
1001     op->value *= 5; /* Since it's not just decoration */
1002    
1003     case RING:
1004     if (op->arch == NULL)
1005     {
1006 root 1.24 op->destroy ();
1007     op = 0;
1008 root 1.16 break;
1009     }
1010    
1011     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1012     break;
1013    
1014     if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1015     SET_FLAG (op, FLAG_CURSED);
1016    
1017     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1018    
1019     if (op->type != RING) /* Amulets have only one ability */
1020     break;
1021    
1022     if (!(RANDOM () % 4))
1023     {
1024     int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1025    
1026     if (d > 0)
1027     op->value *= 3;
1028    
1029     set_ring_bonus (op, d);
1030    
1031     if (!(RANDOM () % 4))
1032     {
1033     int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1034    
1035     if (d > 0)
1036     op->value *= 5;
1037     set_ring_bonus (op, d);
1038     }
1039     }
1040    
1041     if (GET_ANIM_ID (op))
1042     SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1043    
1044     break;
1045    
1046     case BOOK:
1047     /* Is it an empty book?, if yes lets make a special·
1048     * msg for it, and tailor its properties based on the·
1049     * creator and/or map level we found it on.
1050     */
1051     if (!op->msg && RANDOM () % 10)
1052     {
1053     /* set the book level properly */
1054     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1055     {
1056     if (op->map && op->map->difficulty)
1057     op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1058     else
1059     op->level = RANDOM () % 20 + 1;
1060     }
1061     else
1062     op->level = RANDOM () % creator->level;
1063    
1064     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1065     /* books w/ info are worth more! */
1066     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1067     /* creator related stuff */
1068    
1069     /* for library, chained books. Note that some monsters have no_pick
1070     * set - we don't want to set no pick in that case.
1071     */
1072     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1073     SET_FLAG (op, FLAG_NO_PICK);
1074     if (creator->slaying && !op->slaying) /* for check_inv floors */
1075     op->slaying = creator->slaying;
1076    
1077     /* add exp so reading it gives xp (once) */
1078     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1079     }
1080     break;
1081    
1082     case SPELLBOOK:
1083     op->value = op->value * op->inv->value;
1084     /* add exp so learning gives xp */
1085     op->level = op->inv->level;
1086     op->stats.exp = op->value;
1087     break;
1088    
1089     case WAND:
1090     /* nrof in the treasure list is number of charges,
1091     * not number of wands. So copy that into food (charges),
1092     * and reset nrof.
1093     */
1094     op->stats.food = op->inv->nrof;
1095     op->nrof = 1;
1096     /* If the spell changes by level, choose a random level
1097     * for it, and adjust price. If the spell doesn't
1098     * change by level, just set the wand to the level of
1099     * the spell, and value calculation is simpler.
1100     */
1101     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1102     {
1103     op->level = level_for_item (op, difficulty);
1104     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1105     }
1106     else
1107     {
1108     op->level = op->inv->level;
1109     op->value = op->value * op->inv->value;
1110     }
1111     break;
1112    
1113     case ROD:
1114     op->level = level_for_item (op, difficulty);
1115     /* Add 50 to both level an divisor to keep prices a little more
1116     * reasonable. Otherwise, a high level version of a low level
1117     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1118     * 10 time multiplier). This way, the value are a bit more reasonable.
1119     */
1120     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1121     /* maxhp is used to denote how many 'charges' the rod holds before */
1122     if (op->stats.maxhp)
1123     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1124     else
1125     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1126    
1127     op->stats.hp = op->stats.maxhp;
1128     break;
1129    
1130     case SCROLL:
1131     op->level = level_for_item (op, difficulty);
1132     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1133    
1134     /* add exp so reading them properly gives xp */
1135     op->stats.exp = op->value / 5;
1136     op->nrof = op->inv->nrof;
1137     break;
1138    
1139     case RUNE:
1140     trap_adjust (op, difficulty);
1141     break;
1142    
1143     case TRAP:
1144     trap_adjust (op, difficulty);
1145     break;
1146     } /* switch type */
1147 elmex 1.1
1148     if (flags & GT_STARTEQUIP)
1149     {
1150 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1151 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1152 elmex 1.1 else if (op->type != MONEY)
1153 root 1.16 op->value = 0;
1154 elmex 1.1 }
1155    
1156     if (!(flags & GT_ENVIRONMENT))
1157     fix_flesh_item (op, creator);
1158     }
1159    
1160     /*
1161     *
1162     *
1163     * CODE DEALING WITH ARTIFACTS STARTS HERE
1164     *
1165     *
1166     */
1167    
1168     /*
1169     * Allocate and return the pointer to an empty artifactlist structure.
1170     */
1171    
1172 root 1.7 static artifactlist *
1173     get_empty_artifactlist (void)
1174     {
1175     artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1176 root 1.16
1177 root 1.7 if (tl == NULL)
1178     fatal (OUT_OF_MEMORY);
1179     tl->next = NULL;
1180     tl->items = NULL;
1181     tl->total_chance = 0;
1182 elmex 1.1 return tl;
1183     }
1184    
1185     /*
1186     * Allocate and return the pointer to an empty artifact structure.
1187     */
1188    
1189 root 1.7 static artifact *
1190     get_empty_artifact (void)
1191     {
1192     artifact *t = (artifact *) malloc (sizeof (artifact));
1193 root 1.16
1194 root 1.7 if (t == NULL)
1195     fatal (OUT_OF_MEMORY);
1196     t->item = NULL;
1197     t->next = NULL;
1198     t->chance = 0;
1199     t->difficulty = 0;
1200 elmex 1.1 t->allowed = NULL;
1201     return t;
1202     }
1203    
1204     /*
1205     * Searches the artifact lists and returns one that has the same type
1206     * of objects on it.
1207     */
1208    
1209 root 1.7 artifactlist *
1210     find_artifactlist (int type)
1211     {
1212 elmex 1.1 artifactlist *al;
1213    
1214 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1215     if (al->type == type)
1216     return al;
1217 elmex 1.1 return NULL;
1218     }
1219    
1220     /*
1221     * For debugging purposes. Dumps all tables.
1222     */
1223    
1224 root 1.7 void
1225     dump_artifacts (void)
1226     {
1227 elmex 1.1 artifactlist *al;
1228     artifact *art;
1229     linked_char *next;
1230    
1231 root 1.7 fprintf (logfile, "\n");
1232     for (al = first_artifactlist; al != NULL; al = al->next)
1233     {
1234     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1235     for (art = al->items; art != NULL; art = art->next)
1236 root 1.16 {
1237     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1238     if (art->allowed != NULL)
1239     {
1240     fprintf (logfile, "\tAllowed combinations:");
1241     for (next = art->allowed; next != NULL; next = next->next)
1242     fprintf (logfile, "%s,", &next->name);
1243     fprintf (logfile, "\n");
1244     }
1245     }
1246 elmex 1.1 }
1247 root 1.7 fprintf (logfile, "\n");
1248 elmex 1.1 }
1249    
1250     /*
1251     * For debugging purposes. Dumps all treasures recursively (see below).
1252     */
1253 root 1.7 void
1254 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1255 elmex 1.1 {
1256     treasurelist *tl;
1257 root 1.7 int i;
1258 elmex 1.1
1259     if (depth > 100)
1260     return;
1261     while (t != NULL)
1262     {
1263     if (t->name != NULL)
1264 root 1.16 {
1265     for (i = 0; i < depth; i++)
1266     fprintf (logfile, " ");
1267     fprintf (logfile, "{ (list: %s)\n", &t->name);
1268     tl = find_treasurelist (t->name);
1269     dump_monster_treasure_rec (name, tl->items, depth + 2);
1270     for (i = 0; i < depth; i++)
1271     fprintf (logfile, " ");
1272     fprintf (logfile, "} (end of list: %s)\n", &t->name);
1273     }
1274 elmex 1.1 else
1275 root 1.16 {
1276     for (i = 0; i < depth; i++)
1277     fprintf (logfile, " ");
1278     if (t->item->clone.type == FLESH)
1279     fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1280     else
1281     fprintf (logfile, "%s\n", &t->item->clone.name);
1282     }
1283 elmex 1.1 if (t->next_yes != NULL)
1284 root 1.16 {
1285     for (i = 0; i < depth; i++)
1286     fprintf (logfile, " ");
1287     fprintf (logfile, " (if yes)\n");
1288     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1289     }
1290 elmex 1.1 if (t->next_no != NULL)
1291 root 1.16 {
1292     for (i = 0; i < depth; i++)
1293     fprintf (logfile, " ");
1294     fprintf (logfile, " (if no)\n");
1295     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1296     }
1297 elmex 1.1 t = t->next;
1298     }
1299     }
1300    
1301     /*
1302     * For debugging purposes. Dumps all treasures for a given monster.
1303     * Created originally by Raphael Quinet for debugging the alchemy code.
1304     */
1305    
1306 root 1.7 void
1307     dump_monster_treasure (const char *name)
1308 elmex 1.1 {
1309     archetype *at;
1310 root 1.7 int found;
1311 elmex 1.1
1312     found = 0;
1313     fprintf (logfile, "\n");
1314 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1315     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1316 elmex 1.1 {
1317 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1318     if (at->clone.randomitems != NULL)
1319     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1320     else
1321     fprintf (logfile, "(nothing)\n");
1322     fprintf (logfile, "\n");
1323     found++;
1324 elmex 1.1 }
1325     if (found == 0)
1326     fprintf (logfile, "No objects have the name %s!\n\n", name);
1327     }
1328    
1329     /*
1330     * Builds up the lists of artifacts from the file in the libdir.
1331     */
1332    
1333 root 1.7 void
1334     init_artifacts (void)
1335     {
1336     static int has_been_inited = 0;
1337     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1338     artifact *art = NULL;
1339     linked_char *tmp;
1340 pippijn 1.14 int value;
1341 root 1.7 artifactlist *al;
1342    
1343     if (has_been_inited)
1344     return;
1345     else
1346     has_been_inited = 1;
1347 elmex 1.1
1348 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1349     object_thawer thawer (filename);
1350 elmex 1.1
1351 root 1.7 if (!thawer)
1352     return;
1353 elmex 1.1
1354 root 1.7 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1355     {
1356     if (*buf == '#')
1357 root 1.16 continue;
1358 root 1.7 if ((cp = strchr (buf, '\n')) != NULL)
1359 root 1.16 *cp = '\0';
1360 root 1.7 cp = buf;
1361 root 1.16 while (*cp == ' ') /* Skip blanks */
1362     cp++;
1363 root 1.7 if (*cp == '\0')
1364 root 1.16 continue;
1365 root 1.7
1366     if (!strncmp (cp, "Allowed", 7))
1367 root 1.16 {
1368     if (art == NULL)
1369     {
1370     art = get_empty_artifact ();
1371     nrofartifacts++;
1372     }
1373     cp = strchr (cp, ' ') + 1;
1374     if (!strcmp (cp, "all"))
1375     continue;
1376    
1377     do
1378     {
1379     nrofallowedstr++;
1380     if ((next = strchr (cp, ',')) != NULL)
1381     *(next++) = '\0';
1382     tmp = new linked_char;
1383    
1384     tmp->name = cp;
1385     tmp->next = art->allowed;
1386     art->allowed = tmp;
1387     }
1388     while ((cp = next) != NULL);
1389     }
1390 root 1.7 else if (sscanf (cp, "chance %d", &value))
1391 root 1.16 art->chance = (uint16) value;
1392 root 1.7 else if (sscanf (cp, "difficulty %d", &value))
1393 root 1.16 art->difficulty = (uint8) value;
1394 root 1.7 else if (!strncmp (cp, "Object", 6))
1395 root 1.16 {
1396 root 1.24 art->item = object::create ();
1397 root 1.10
1398 root 1.16 if (!load_object (thawer, art->item, 0))
1399     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1400 root 1.10
1401 root 1.16 art->item->name = strchr (cp, ' ') + 1;
1402     al = find_artifactlist (art->item->type);
1403     if (al == NULL)
1404     {
1405     al = get_empty_artifactlist ();
1406     al->type = art->item->type;
1407     al->next = first_artifactlist;
1408     first_artifactlist = al;
1409     }
1410     art->next = al->items;
1411     al->items = art;
1412     art = NULL;
1413     }
1414 root 1.7 else
1415 root 1.16 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1416 root 1.7 }
1417 root 1.3
1418 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1419     {
1420     for (art = al->items; art != NULL; art = art->next)
1421 root 1.16 {
1422     if (!art->chance)
1423     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1424     else
1425     al->total_chance += art->chance;
1426     }
1427 elmex 1.1 #if 0
1428 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1429 elmex 1.1 #endif
1430     }
1431    
1432 root 1.7 LOG (llevDebug, "done.\n");
1433 elmex 1.1 }
1434    
1435    
1436     /*
1437     * Used in artifact generation. The bonuses of the first object
1438     * is modified by the bonuses of the second object.
1439     */
1440    
1441 root 1.7 void
1442 root 1.16 add_abilities (object *op, object *change)
1443 root 1.7 {
1444 pippijn 1.14 int i, tmp;
1445 elmex 1.1
1446 root 1.7 if (change->face != blank_face)
1447     {
1448 elmex 1.1 #ifdef TREASURE_VERBOSE
1449 root 1.7 LOG (llevDebug, "FACE: %d\n", change->face->number);
1450 elmex 1.1 #endif
1451 root 1.7 op->face = change->face;
1452 elmex 1.1 }
1453    
1454 root 1.7 for (i = 0; i < NUM_STATS; i++)
1455     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1456    
1457     op->attacktype |= change->attacktype;
1458     op->path_attuned |= change->path_attuned;
1459     op->path_repelled |= change->path_repelled;
1460     op->path_denied |= change->path_denied;
1461     op->move_type |= change->move_type;
1462     op->stats.luck += change->stats.luck;
1463    
1464     if (QUERY_FLAG (change, FLAG_CURSED))
1465     SET_FLAG (op, FLAG_CURSED);
1466     if (QUERY_FLAG (change, FLAG_DAMNED))
1467     SET_FLAG (op, FLAG_DAMNED);
1468     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1469     set_abs_magic (op, -op->magic);
1470    
1471     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1472     SET_FLAG (op, FLAG_LIFESAVE);
1473     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1474     SET_FLAG (op, FLAG_REFL_SPELL);
1475     if (QUERY_FLAG (change, FLAG_STEALTH))
1476     SET_FLAG (op, FLAG_STEALTH);
1477     if (QUERY_FLAG (change, FLAG_XRAYS))
1478     SET_FLAG (op, FLAG_XRAYS);
1479     if (QUERY_FLAG (change, FLAG_BLIND))
1480     SET_FLAG (op, FLAG_BLIND);
1481     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1482     SET_FLAG (op, FLAG_SEE_IN_DARK);
1483     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1484     SET_FLAG (op, FLAG_REFL_MISSILE);
1485     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1486     SET_FLAG (op, FLAG_MAKE_INVIS);
1487    
1488     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1489     {
1490     CLEAR_FLAG (op, FLAG_ANIMATE);
1491     /* so artifacts will join */
1492     if (!QUERY_FLAG (op, FLAG_ALIVE))
1493 root 1.16 op->speed = 0.0;
1494 root 1.12
1495 root 1.7 update_ob_speed (op);
1496 elmex 1.1 }
1497 root 1.7
1498     if (change->nrof)
1499     op->nrof = RANDOM () % ((int) change->nrof) + 1;
1500    
1501 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1502 root 1.7 op->stats.wc += change->stats.wc;
1503     op->stats.ac += change->stats.ac;
1504    
1505     if (change->other_arch)
1506     {
1507     /* Basically, for horns & potions, the other_arch field is the spell
1508     * to cast. So convert that to into a spell and put it into
1509     * this object.
1510     */
1511     if (op->type == HORN || op->type == POTION)
1512 root 1.16 {
1513     object *tmp_obj;
1514    
1515     /* Remove any spells this object currently has in it */
1516     while (op->inv)
1517 root 1.24 op->inv->destroy ();
1518 root 1.16
1519     tmp_obj = arch_to_object (change->other_arch);
1520     insert_ob_in_ob (tmp_obj, op);
1521     }
1522 root 1.7 /* No harm setting this for potions/horns */
1523     op->other_arch = change->other_arch;
1524     }
1525    
1526     if (change->stats.hp < 0)
1527     op->stats.hp = -change->stats.hp;
1528     else
1529     op->stats.hp += change->stats.hp;
1530    
1531     if (change->stats.maxhp < 0)
1532     op->stats.maxhp = -change->stats.maxhp;
1533     else
1534     op->stats.maxhp += change->stats.maxhp;
1535    
1536     if (change->stats.sp < 0)
1537     op->stats.sp = -change->stats.sp;
1538     else
1539     op->stats.sp += change->stats.sp;
1540    
1541     if (change->stats.maxsp < 0)
1542     op->stats.maxsp = -change->stats.maxsp;
1543     else
1544     op->stats.maxsp += change->stats.maxsp;
1545    
1546     if (change->stats.food < 0)
1547     op->stats.food = -(change->stats.food);
1548     else
1549     op->stats.food += change->stats.food;
1550    
1551     if (change->level < 0)
1552     op->level = -(change->level);
1553     else
1554     op->level += change->level;
1555    
1556     if (change->gen_sp_armour < 0)
1557     op->gen_sp_armour = -(change->gen_sp_armour);
1558     else
1559     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1560    
1561     op->item_power = change->item_power;
1562    
1563     for (i = 0; i < NROFATTACKS; i++)
1564 root 1.20 if (change->resist[i])
1565     op->resist[i] += change->resist[i];
1566 root 1.7
1567     if (change->stats.dam)
1568     {
1569     if (change->stats.dam < 0)
1570 root 1.16 op->stats.dam = (-change->stats.dam);
1571 root 1.7 else if (op->stats.dam)
1572 root 1.16 {
1573     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1574     if (tmp == op->stats.dam)
1575     {
1576     if (change->stats.dam < 10)
1577     op->stats.dam--;
1578     else
1579     op->stats.dam++;
1580     }
1581     else
1582     op->stats.dam = tmp;
1583     }
1584 root 1.7 }
1585    
1586     if (change->weight)
1587     {
1588     if (change->weight < 0)
1589 root 1.16 op->weight = (-change->weight);
1590 root 1.7 else
1591 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1592 root 1.7 }
1593    
1594     if (change->last_sp)
1595     {
1596     if (change->last_sp < 0)
1597 root 1.16 op->last_sp = (-change->last_sp);
1598 root 1.7 else
1599 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1600 root 1.7 }
1601    
1602     if (change->gen_sp_armour)
1603     {
1604     if (change->gen_sp_armour < 0)
1605 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1606 root 1.7 else
1607 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1608 root 1.7 }
1609    
1610     op->value *= change->value;
1611    
1612     if (change->material)
1613     op->material = change->material;
1614    
1615     if (change->materialname)
1616     op->materialname = change->materialname;
1617    
1618     if (change->slaying)
1619     op->slaying = change->slaying;
1620    
1621     if (change->race)
1622     op->race = change->race;
1623    
1624     if (change->msg)
1625     op->msg = change->msg;
1626 elmex 1.1 }
1627    
1628 root 1.7 static int
1629 root 1.16 legal_artifact_combination (object *op, artifact * art)
1630 root 1.7 {
1631 elmex 1.1 int neg, success = 0;
1632     linked_char *tmp;
1633     const char *name;
1634    
1635     if (art->allowed == (linked_char *) NULL)
1636 root 1.16 return 1; /* Ie, "all" */
1637 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1638     {
1639 elmex 1.1 #ifdef TREASURE_VERBOSE
1640 root 1.7 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1641 elmex 1.1 #endif
1642 root 1.7 if (*tmp->name == '!')
1643 root 1.16 name = tmp->name + 1, neg = 1;
1644 root 1.7 else
1645 root 1.16 name = tmp->name, neg = 0;
1646 root 1.7
1647     /* If we match name, then return the opposite of 'neg' */
1648     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1649 root 1.16 return !neg;
1650 root 1.7
1651     /* Set success as true, since if the match was an inverse, it means
1652     * everything is allowed except what we match
1653     */
1654     else if (neg)
1655 root 1.16 success = 1;
1656 root 1.7 }
1657 elmex 1.1 return success;
1658     }
1659    
1660     /*
1661     * Fixes the given object, giving it the abilities and titles
1662     * it should have due to the second artifact-template.
1663     */
1664    
1665 root 1.7 void
1666 root 1.12 give_artifact_abilities (object *op, object *artifct)
1667 root 1.7 {
1668 elmex 1.1 char new_name[MAX_BUF];
1669    
1670 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1671     op->title = new_name;
1672 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1673 elmex 1.1
1674 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1675 elmex 1.1 {
1676 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1677 root 1.16
1678 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1679     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1680 elmex 1.1 if (!identified)
1681 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1682 elmex 1.1 }
1683     #endif
1684     return;
1685     }
1686    
1687     /*
1688     * Decides randomly which artifact the object should be
1689     * turned into. Makes sure that the item can become that
1690     * artifact (means magic, difficulty, and Allowed fields properly).
1691     * Then calls give_artifact_abilities in order to actually create
1692     * the artifact.
1693     */
1694    
1695     /* Give 1 re-roll attempt per artifact */
1696     #define ARTIFACT_TRIES 2
1697    
1698 root 1.7 void
1699 root 1.16 generate_artifact (object *op, int difficulty)
1700 root 1.7 {
1701 elmex 1.1 artifactlist *al;
1702     artifact *art;
1703     int i;
1704    
1705 root 1.7 al = find_artifactlist (op->type);
1706    
1707     if (al == NULL)
1708     {
1709 root 1.16 #if 0 /* This is too verbose, usually */
1710 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1711 elmex 1.1 #endif
1712 root 1.7 return;
1713     }
1714    
1715     for (i = 0; i < ARTIFACT_TRIES; i++)
1716     {
1717     int roll = RANDOM () % al->total_chance;
1718 elmex 1.1
1719 root 1.7 for (art = al->items; art != NULL; art = art->next)
1720 root 1.16 {
1721     roll -= art->chance;
1722     if (roll < 0)
1723     break;
1724     }
1725 elmex 1.1
1726 root 1.7 if (art == NULL || roll >= 0)
1727 root 1.16 {
1728 elmex 1.1 #if 1
1729 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1730 elmex 1.1 #endif
1731 root 1.16 return;
1732     }
1733 root 1.7 if (!strcmp (art->item->name, "NONE"))
1734 root 1.16 return;
1735 root 1.7 if (FABS (op->magic) < art->item->magic)
1736 root 1.16 continue; /* Not magic enough to be this item */
1737 root 1.7
1738     /* Map difficulty not high enough */
1739     if (difficulty < art->difficulty)
1740 root 1.16 continue;
1741 elmex 1.1
1742 root 1.7 if (!legal_artifact_combination (op, art))
1743 root 1.16 {
1744 elmex 1.1 #ifdef TREASURE_VERBOSE
1745 root 1.16 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1746 elmex 1.1 #endif
1747 root 1.16 continue;
1748     }
1749 root 1.7 give_artifact_abilities (op, art->item);
1750     return;
1751 elmex 1.1 }
1752     }
1753    
1754     /* fix_flesh_item() - objects of type FLESH are similar to type
1755     * FOOD, except they inherit properties (name, food value, etc).
1756     * based on the original owner (or 'donor' if you like). -b.t.
1757     */
1758    
1759 root 1.7 void
1760 root 1.16 fix_flesh_item (object *item, object *donor)
1761 root 1.7 {
1762     char tmpbuf[MAX_BUF];
1763     int i;
1764    
1765     if (item->type == FLESH && donor)
1766     {
1767     /* change the name */
1768 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1769     item->name = tmpbuf;
1770     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1771     item->name_pl = tmpbuf;
1772 root 1.7
1773     /* weight is FLESH weight/100 * donor */
1774     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1775 root 1.16 item->weight = 1;
1776 root 1.7
1777     /* value is multiplied by level of donor */
1778     item->value *= isqrt (donor->level * 2);
1779    
1780     /* food value */
1781     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1782    
1783     /* flesh items inherit some abilities of donor, but not
1784     * full effect.
1785     */
1786     for (i = 0; i < NROFATTACKS; i++)
1787 root 1.16 item->resist[i] = donor->resist[i] / 2;
1788 root 1.7
1789     /* item inherits donor's level (important for quezals) */
1790     item->level = donor->level;
1791    
1792     /* if donor has some attacktypes, the flesh is poisonous */
1793     if (donor->attacktype & AT_POISON)
1794 root 1.16 item->type = POISON;
1795 root 1.7 if (donor->attacktype & AT_ACID)
1796 root 1.16 item->stats.hp = -1 * item->stats.food;
1797 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1798 elmex 1.1 }
1799     }
1800    
1801     /* special_potion() - so that old potion code is still done right. */
1802    
1803 root 1.7 int
1804 root 1.16 special_potion (object *op)
1805 root 1.7 {
1806 elmex 1.1
1807 root 1.7 int i;
1808 elmex 1.1
1809 root 1.7 if (op->attacktype)
1810     return 1;
1811 elmex 1.1
1812 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)
1813     return 1;
1814 elmex 1.1
1815 root 1.7 for (i = 0; i < NROFATTACKS; i++)
1816     if (op->resist[i])
1817     return 1;
1818 elmex 1.1
1819 root 1.7 return 0;
1820 elmex 1.1 }
1821    
1822 root 1.7 void
1823 root 1.16 free_treasurestruct (treasure *t)
1824 elmex 1.1 {
1825 root 1.7 if (t->next)
1826     free_treasurestruct (t->next);
1827     if (t->next_yes)
1828     free_treasurestruct (t->next_yes);
1829     if (t->next_no)
1830     free_treasurestruct (t->next_no);
1831 root 1.8
1832     delete t;
1833 elmex 1.1 }
1834    
1835 root 1.7 void
1836 root 1.16 free_charlinks (linked_char *lc)
1837 elmex 1.1 {
1838 root 1.7 if (lc->next)
1839     free_charlinks (lc->next);
1840    
1841     delete lc;
1842 elmex 1.1 }
1843    
1844 root 1.7 void
1845     free_artifact (artifact * at)
1846 elmex 1.1 {
1847 root 1.7 if (at->next)
1848     free_artifact (at->next);
1849 root 1.15
1850 root 1.7 if (at->allowed)
1851     free_charlinks (at->allowed);
1852    
1853 root 1.21 at->item->destroy (1);
1854 root 1.7
1855     delete at;
1856 elmex 1.1 }
1857    
1858 root 1.7 void
1859     free_artifactlist (artifactlist * al)
1860 elmex 1.1 {
1861 root 1.7 artifactlist *nextal;
1862 root 1.15
1863 root 1.21 for (al = first_artifactlist; al; al = nextal)
1864 root 1.7 {
1865     nextal = al->next;
1866 root 1.15
1867 root 1.7 if (al->items)
1868 root 1.16 free_artifact (al->items);
1869 root 1.15
1870 root 1.7 free (al);
1871 elmex 1.1 }
1872     }
1873    
1874 root 1.7 void
1875     free_all_treasures (void)
1876     {
1877     treasurelist *tl, *next;
1878 elmex 1.1
1879    
1880 root 1.7 for (tl = first_treasurelist; tl != NULL; tl = next)
1881     {
1882     next = tl->next;
1883     if (tl->items)
1884 root 1.16 free_treasurestruct (tl->items);
1885 root 1.7 delete tl;
1886 elmex 1.1 }
1887 root 1.7 free_artifactlist (first_artifactlist);
1888 elmex 1.1 }