ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
Revision: 1.28
Committed: Tue Dec 26 08:54:59 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.27: +1 -1 lines
Log Message:
replace update_ob_speed by ->set_speed

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 elmex 1.26 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
264 root 1.17 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 root 1.7 static void
286 root 1.16 put_treasure (object *op, object *creator, int flags)
287 elmex 1.1 {
288 root 1.7 object *tmp;
289 elmex 1.1
290 root 1.7 /* Bit of a hack - spells should never be put onto the map. The entire
291     * treasure stuff is a problem - there is no clear idea of knowing
292     * this is the original object, or if this is an object that should be created
293     * by another object.
294     */
295     if (flags & GT_ENVIRONMENT && op->type != SPELL)
296     {
297     op->x = creator->x;
298     op->y = creator->y;
299     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
300     insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
301     }
302     else
303     {
304     op = insert_ob_in_ob (op, creator);
305 root 1.27
306 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
307 root 1.16 monster_check_apply (creator, op);
308 root 1.27
309     if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
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 elmex 1.26 {
345     treasurelist *tl = find_treasurelist (t->name);
346     if (tl)
347     create_treasure (tl, op, flag, difficulty, tries);
348     }
349 root 1.16 }
350 root 1.7 else
351 root 1.16 {
352     if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
353     {
354     tmp = arch_to_object (t->item);
355     if (t->nrof && tmp->nrof <= 1)
356     tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
357     fix_generated_item (tmp, op, difficulty, t->magic, flag);
358     change_treasure (t, tmp);
359     put_treasure (tmp, op, flag);
360     }
361     }
362 root 1.12
363 root 1.7 if (t->next_yes != NULL)
364 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
365 elmex 1.1 }
366 root 1.7 else if (t->next_no != NULL)
367     create_all_treasures (t->next_no, op, flag, difficulty, tries);
368 root 1.12
369 root 1.7 if (t->next != NULL)
370     create_all_treasures (t->next, op, flag, difficulty, tries);
371 elmex 1.1 }
372    
373 root 1.7 void
374 root 1.16 create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
375 root 1.7 {
376     int value = RANDOM () % tl->total_chance;
377     treasure *t;
378 elmex 1.1
379 root 1.7 if (tries++ > 100)
380     {
381     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
382     return;
383     }
384 root 1.12
385 root 1.7 for (t = tl->items; t != NULL; t = t->next)
386     {
387     value -= t->chance;
388 root 1.12
389 root 1.7 if (value < 0)
390 root 1.16 break;
391 root 1.7 }
392 elmex 1.1
393 root 1.7 if (!t || value >= 0)
394     {
395     LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
396     abort ();
397     return;
398     }
399 root 1.12
400 root 1.7 if (t->name)
401     {
402     if (!strcmp (t->name, "NONE"))
403 root 1.16 return;
404 root 1.12
405 root 1.7 if (difficulty >= t->magic)
406 elmex 1.26 {
407     treasurelist *tl = find_treasurelist (t->name);
408     if (tl)
409     create_treasure (tl, op, flag, difficulty, tries);
410     }
411 root 1.7 else if (t->nrof)
412 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
413 root 1.12
414 root 1.7 return;
415 elmex 1.1 }
416 root 1.12
417 root 1.7 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
418     {
419     object *tmp = arch_to_object (t->item);
420 root 1.12
421 root 1.7 if (!tmp)
422 root 1.16 return;
423 root 1.12
424 root 1.7 if (t->nrof && tmp->nrof <= 1)
425 root 1.16 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
426 root 1.12
427 root 1.13 fix_generated_item (tmp, op, difficulty, t->magic, flag);
428     change_treasure (t, tmp);
429 root 1.7 put_treasure (tmp, op, flag);
430 elmex 1.1 }
431     }
432    
433     /* This calls the appropriate treasure creation function. tries is passed
434     * to determine how many list transitions or attempts to create treasure
435     * have been made. It is really in place to prevent infinite loops with
436     * list transitions, or so that excessively good treasure will not be
437     * created on weak maps, because it will exceed the number of allowed tries
438     * to do that.
439     */
440 root 1.7 void
441 root 1.16 create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
442 elmex 1.1 {
443    
444 root 1.7 if (tries++ > 100)
445     {
446     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
447     return;
448     }
449     if (t->total_chance)
450     create_one_treasure (t, op, flag, difficulty, tries);
451     else
452     create_all_treasures (t->items, op, flag, difficulty, tries);
453 elmex 1.1 }
454    
455     /* This is similar to the old generate treasure function. However,
456     * it instead takes a treasurelist. It is really just a wrapper around
457     * create_treasure. We create a dummy object that the treasure gets
458     * inserted into, and then return that treausre
459     */
460 root 1.7 object *
461 root 1.25 generate_treasure (treasurelist *t, int difficulty)
462 elmex 1.1 {
463 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
464    
465 root 1.24 object *ob = object::create (), *tmp;
466 elmex 1.1
467 root 1.7 create_treasure (t, ob, 0, difficulty, 0);
468 elmex 1.1
469 root 1.7 /* Don't want to free the object we are about to return */
470     tmp = ob->inv;
471     if (tmp != NULL)
472 root 1.23 tmp->remove ();
473 root 1.21
474 root 1.7 if (ob->inv)
475 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
476    
477 root 1.24 ob->destroy ();
478 root 1.7 return tmp;
479 elmex 1.1 }
480    
481     /*
482     * This is a new way of calculating the chance for an item to have
483     * a specific magical bonus.
484     * The array has two arguments, the difficulty of the level, and the
485     * magical bonus "wanted".
486     */
487    
488 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489 root 1.16
490 elmex 1.1 /*chance of magic difficulty*/
491 root 1.16
492 elmex 1.1 /* +0 +1 +2 +3 +4 */
493 root 1.16 {95, 2, 2, 1, 0}, /*1 */
494     {92, 5, 2, 1, 0}, /*2 */
495     {85, 10, 4, 1, 0}, /*3 */
496     {80, 14, 4, 2, 0}, /*4 */
497     {75, 17, 5, 2, 1}, /*5 */
498     {70, 18, 8, 3, 1}, /*6 */
499     {65, 21, 10, 3, 1}, /*7 */
500     {60, 22, 12, 4, 2}, /*8 */
501     {55, 25, 14, 4, 2}, /*9 */
502     {50, 27, 16, 5, 2}, /*10 */
503     {45, 28, 18, 6, 3}, /*11 */
504     {42, 28, 20, 7, 3}, /*12 */
505     {40, 27, 21, 8, 4}, /*13 */
506     {38, 25, 22, 10, 5}, /*14 */
507     {36, 23, 23, 12, 6}, /*15 */
508     {33, 21, 24, 14, 8}, /*16 */
509     {31, 19, 25, 16, 9}, /*17 */
510     {27, 15, 30, 18, 10}, /*18 */
511     {20, 12, 30, 25, 13}, /*19 */
512     {15, 10, 28, 30, 17}, /*20 */
513     {13, 9, 27, 28, 23}, /*21 */
514     {10, 8, 25, 28, 29}, /*22 */
515     {8, 7, 23, 26, 36}, /*23 */
516     {6, 6, 20, 22, 46}, /*24 */
517     {4, 5, 17, 18, 56}, /*25 */
518     {2, 4, 12, 14, 68}, /*26 */
519     {0, 3, 7, 10, 80}, /*27 */
520     {0, 0, 3, 7, 90}, /*28 */
521     {0, 0, 0, 3, 97}, /*29 */
522     {0, 0, 0, 0, 100}, /*30 */
523     {0, 0, 0, 0, 100}, /*31 */
524 elmex 1.1 };
525    
526    
527     /* calculate the appropriate level for wands staves and scrolls.
528     * This code presumes that op has had its spell object created (in op->inv)
529     *
530     * elmex Wed Aug 9 17:44:59 CEST 2006:
531     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
532     */
533    
534 root 1.7 int
535 root 1.16 level_for_item (const object *op, int difficulty)
536 elmex 1.1 {
537 pippijn 1.14 int olevel = 0;
538 elmex 1.1
539     if (!op->inv)
540     {
541 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
542     return 0;
543 elmex 1.1 }
544    
545     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
546    
547     if (olevel <= 0)
548     olevel = rndm (1, MIN (op->inv->level, 1));
549    
550     if (olevel > MAXLEVEL)
551     olevel = MAXLEVEL;
552    
553     return olevel;
554     }
555    
556     /*
557     * Based upon the specified difficulty and upon the difftomagic_list array,
558     * a random magical bonus is returned. This is used when determine
559     * the magical bonus created on specific maps.
560     *
561     * elmex Thu Aug 10 18:45:44 CEST 2006:
562     * Scaling difficulty by max_level, as difficulty is a level and not some
563     * weird integer between 1-31.
564     *
565     */
566    
567 root 1.7 int
568     magic_from_difficulty (int difficulty)
569 elmex 1.1 {
570     int percent = 0, magic = 0;
571     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
572    
573     scaled_diff--;
574    
575 root 1.7 if (scaled_diff < 0)
576 elmex 1.1 scaled_diff = 0;
577    
578     if (scaled_diff >= DIFFLEVELS)
579 root 1.7 scaled_diff = DIFFLEVELS - 1;
580 elmex 1.1
581 root 1.7 percent = RANDOM () % 100;
582 elmex 1.1
583 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 elmex 1.1 {
585     percent -= difftomagic_list[scaled_diff][magic];
586    
587     if (percent < 0)
588 root 1.16 break;
589 elmex 1.1 }
590    
591     if (magic == (MAXMAGIC + 1))
592     {
593 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 elmex 1.1 magic = 0;
595     }
596    
597 root 1.7 magic = (RANDOM () % 3) ? magic : -magic;
598 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599    
600     return magic;
601     }
602    
603     /*
604     * Sets magical bonus in an object, and recalculates the effect on
605     * the armour variable, and the effect on speed of armour.
606     * This function doesn't work properly, should add use of archetypes
607     * to make it truly absolute.
608     */
609    
610 root 1.7 void
611 root 1.16 set_abs_magic (object *op, int magic)
612 root 1.7 {
613     if (!magic)
614 elmex 1.1 return;
615    
616 root 1.7 op->magic = magic;
617     if (op->arch)
618     {
619     if (op->type == ARMOUR)
620 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
621 root 1.7
622 root 1.16 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
623     magic = (-magic);
624 root 1.7 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625     }
626     else
627     {
628     if (op->type == ARMOUR)
629 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630     if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
631     magic = (-magic);
632 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
633     }
634 elmex 1.1 }
635    
636     /*
637     * Sets a random magical bonus in the given object based upon
638     * the given difficulty, and the given max possible bonus.
639     */
640    
641 root 1.7 static void
642 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
643 elmex 1.1 {
644     int i;
645 root 1.16
646 root 1.7 i = magic_from_difficulty (difficulty);
647 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
648 root 1.7 i = -i;
649     if (i > max_magic)
650 elmex 1.1 i = max_magic;
651 root 1.7 set_abs_magic (op, i);
652 elmex 1.1 if (i < 0)
653 root 1.7 SET_FLAG (op, FLAG_CURSED);
654 elmex 1.1 }
655    
656     /*
657     * Randomly adds one magical ability to the given object.
658     * Modified for Partial Resistance in many ways:
659     * 1) Since rings can have multiple bonuses, if the same bonus
660     * is rolled again, increase it - the bonuses now stack with
661     * other bonuses previously rolled and ones the item might natively have.
662     * 2) Add code to deal with new PR method.
663     */
664    
665 root 1.7 void
666 root 1.16 set_ring_bonus (object *op, int bonus)
667 root 1.7 {
668 elmex 1.1
669 root 1.7 int r = RANDOM () % (bonus > 0 ? 25 : 11);
670 elmex 1.1
671 root 1.7 if (op->type == AMULET)
672     {
673     if (!(RANDOM () % 21))
674 root 1.16 r = 20 + RANDOM () % 2;
675 root 1.7 else
676 root 1.16 {
677     if (RANDOM () & 2)
678     r = 10;
679     else
680     r = 11 + RANDOM () % 9;
681     }
682 root 1.7 }
683    
684     switch (r)
685     {
686 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
687     * bonuses and penalties will stack and add to existing values.
688     * of the item.
689     */
690     case 0:
691     case 1:
692     case 2:
693     case 3:
694     case 4:
695     case 5:
696     case 6:
697     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
698     break;
699    
700     case 7:
701     op->stats.dam += bonus;
702     break;
703    
704     case 8:
705     op->stats.wc += bonus;
706     break;
707    
708     case 9:
709     op->stats.food += bonus; /* hunger/sustenance */
710     break;
711    
712     case 10:
713     op->stats.ac += bonus;
714     break;
715    
716     /* Item that gives protections/vulnerabilities */
717     case 11:
718     case 12:
719     case 13:
720     case 14:
721     case 15:
722     case 16:
723     case 17:
724     case 18:
725     case 19:
726     {
727     int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
728    
729     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730     val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
731    
732     /* Cursed items need to have higher negative values to equal out with
733     * positive values for how protections work out. Put another
734     * little random element in since that they don't always end up with
735     * even values.
736     */
737     if (bonus < 0)
738     val = 2 * -val - RANDOM () % b;
739     if (val > 35)
740     val = 35; /* Upper limit */
741     b = 0;
742     while (op->resist[resist_table[resist]] != 0 && b < 4)
743     {
744     resist = RANDOM () % num_resist_table;
745     }
746     if (b == 4)
747     return; /* Not able to find a free resistance */
748     op->resist[resist_table[resist]] = val;
749     /* We should probably do something more clever here to adjust value
750     * based on how good a resistance we gave.
751     */
752     break;
753     }
754     case 20:
755     if (op->type == AMULET)
756     {
757     SET_FLAG (op, FLAG_REFL_SPELL);
758     op->value *= 11;
759     }
760     else
761     {
762     op->stats.hp = 1; /* regenerate hit points */
763     op->value *= 4;
764     }
765     break;
766    
767     case 21:
768     if (op->type == AMULET)
769     {
770     SET_FLAG (op, FLAG_REFL_MISSILE);
771     op->value *= 9;
772     }
773     else
774     {
775     op->stats.sp = 1; /* regenerate spell points */
776     op->value *= 3;
777     }
778     break;
779    
780     case 22:
781     op->stats.exp += bonus; /* Speed! */
782     op->value = (op->value * 2) / 3;
783     break;
784 root 1.7 }
785     if (bonus > 0)
786     op->value *= 2 * bonus;
787     else
788     op->value = -(op->value * 2 * bonus) / 3;
789 elmex 1.1 }
790    
791     /*
792     * get_magic(diff) will return a random number between 0 and 4.
793     * diff can be any value above 2. The higher the diff-variable, the
794     * higher is the chance of returning a low number.
795     * It is only used in fix_generated_treasure() to set bonuses on
796     * rings and amulets.
797     * Another scheme is used to calculate the magic of weapons and armours.
798     */
799    
800 root 1.7 int
801     get_magic (int diff)
802     {
803 elmex 1.1 int i;
804 root 1.16
805 root 1.7 if (diff < 3)
806     diff = 3;
807     for (i = 0; i < 4; i++)
808     if (RANDOM () % diff)
809     return i;
810 elmex 1.1 return 4;
811     }
812    
813     #define DICE2 (get_magic(2)==2?2:1)
814     #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
815    
816     /*
817     * fix_generated_item(): This is called after an item is generated, in
818     * order to set it up right. This produced magical bonuses, puts spells
819     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
820     */
821 root 1.16
822 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
823     * op->type. Right now, which stuff the creator passes on is object type
824     * dependant. I know this is a spagetti manuever, but is there a cleaner
825     * way to do this? b.t. */
826 root 1.16
827 elmex 1.1 /*
828     * ! (flags & GT_ENVIRONMENT):
829     * Automatically calls fix_flesh_item().
830     *
831     * flags:
832     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
833     * value.
834     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
835     * a working object - don't change magic, value, etc, but set it material
836     * type as appropriate, for objects that need spell objects, set those, etc
837     */
838    
839 root 1.7 void
840 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841 elmex 1.1 {
842     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843    
844     if (!creator || creator->type == op->type)
845 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
846 elmex 1.1
847     /* If we make an artifact, this information will be destroyed */
848     save_item_power = op->item_power;
849     op->item_power = 0;
850    
851     if (op->randomitems && op->type != SPELL)
852     {
853     create_treasure (op->randomitems, op, flags, difficulty, 0);
854     if (!op->inv)
855 root 1.16 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
856 elmex 1.1
857     /* So the treasure doesn't get created again */
858     op->randomitems = NULL;
859     }
860    
861     if (difficulty < 1)
862     difficulty = 1;
863    
864 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
865     ARG_OBJECT (creator != op ? creator : 0),
866     ARG_INT (difficulty), ARG_INT (max_magic),
867     ARG_INT (flags)))
868     return;
869    
870 elmex 1.1 if (!(flags & GT_MINIMAL))
871     {
872     if (op->arch == crown_arch)
873 root 1.16 {
874     set_magic (difficulty, op, max_magic, flags);
875     num_enchantments = calc_item_power (op, 1);
876     generate_artifact (op, difficulty);
877     }
878 elmex 1.1 else
879 root 1.16 {
880     if (!op->magic && max_magic)
881     set_magic (difficulty, op, max_magic, flags);
882    
883     num_enchantments = calc_item_power (op, 1);
884    
885     if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
886     * used for shop_floors or treasures */
887     generate_artifact (op, difficulty);
888     }
889 elmex 1.1
890     /* Object was made an artifact. Calculate its item_power rating.
891     * the item_power in the object is what the artfiact adds.
892     */
893     if (op->title)
894 root 1.16 {
895     /* if save_item_power is set, then most likely we started with an
896     * artifact and have added new abilities to it - this is rare, but
897     * but I have seen things like 'strange rings of fire'. So just figure
898     * out the power from the base power plus what this one adds. Note
899     * that since item_power is not quite linear, this actually ends up
900     * being somewhat of a bonus
901     */
902     if (save_item_power)
903     op->item_power = save_item_power + get_power_from_ench (op->item_power);
904     else
905     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
906     }
907 elmex 1.1 else if (save_item_power)
908 root 1.16 {
909     /* restore the item_power field to the object if we haven't changed it.
910     * we don't care about num_enchantments - that will basically just
911     * have calculated some value from the base attributes of the archetype.
912     */
913     op->item_power = save_item_power;
914     }
915 elmex 1.1 else
916 root 1.16 {
917     /* item_power was zero. This is suspicious, as it may be because it
918     * was never previously calculated. Let's compute a value and see if
919     * it is non-zero. If it indeed is, then assign it as the new
920     * item_power value.
921     * - gros, 21th of July 2006.
922     */
923     op->item_power = calc_item_power (op, 0);
924     save_item_power = op->item_power; /* Just in case it would get used
925     * again below */
926     }
927 elmex 1.1 }
928    
929     /* materialtype modifications. Note we allow this on artifacts. */
930     set_materialname (op, difficulty, NULL);
931    
932     if (flags & GT_MINIMAL)
933     {
934     if (op->type == POTION)
935 root 1.16 /* Handle healing and magic power potions */
936     if (op->stats.sp && !op->randomitems)
937     {
938     object *tmp;
939    
940     tmp = get_archetype (spell_mapping[op->stats.sp]);
941     insert_ob_in_ob (tmp, op);
942     op->stats.sp = 0;
943     }
944 elmex 1.1 }
945 root 1.16 else if (!op->title) /* Only modify object if not special */
946 elmex 1.1 switch (op->type)
947     {
948 root 1.16 case WEAPON:
949     case ARMOUR:
950     case SHIELD:
951     case HELMET:
952     case CLOAK:
953     if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
954     set_ring_bonus (op, -DICE2);
955     break;
956    
957     case BRACERS:
958     if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
959     {
960     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
961     if (!QUERY_FLAG (op, FLAG_CURSED))
962     op->value *= 3;
963     }
964     break;
965    
966     case POTION:
967     {
968     int too_many_tries = 0, is_special = 0;
969    
970     /* Handle healing and magic power potions */
971     if (op->stats.sp && !op->randomitems)
972     {
973     object *tmp;
974    
975     tmp = get_archetype (spell_mapping[op->stats.sp]);
976     insert_ob_in_ob (tmp, op);
977     op->stats.sp = 0;
978     }
979    
980     while (!(is_special = special_potion (op)) && !op->inv)
981     {
982     generate_artifact (op, difficulty);
983     if (too_many_tries++ > 10)
984     break;
985     }
986    
987     /* don't want to change value for healing/magic power potions,
988     * since the value set on those is already correct.
989     */
990     if (op->inv && op->randomitems)
991     {
992     /* value multiplier is same as for scrolls */
993     op->value = (op->value * op->inv->value);
994     op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
995     }
996     else
997     {
998     op->name = "potion";
999     op->name_pl = "potions";
1000     }
1001    
1002     if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
1003     SET_FLAG (op, FLAG_CURSED);
1004     break;
1005     }
1006    
1007     case AMULET:
1008     if (op->arch == amulet_arch)
1009     op->value *= 5; /* Since it's not just decoration */
1010    
1011     case RING:
1012     if (op->arch == NULL)
1013     {
1014 root 1.24 op->destroy ();
1015     op = 0;
1016 root 1.16 break;
1017     }
1018    
1019     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1020     break;
1021    
1022     if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1023     SET_FLAG (op, FLAG_CURSED);
1024    
1025     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1026    
1027     if (op->type != RING) /* Amulets have only one ability */
1028     break;
1029    
1030     if (!(RANDOM () % 4))
1031     {
1032     int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033    
1034     if (d > 0)
1035     op->value *= 3;
1036    
1037     set_ring_bonus (op, d);
1038    
1039     if (!(RANDOM () % 4))
1040     {
1041     int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1042    
1043     if (d > 0)
1044     op->value *= 5;
1045     set_ring_bonus (op, d);
1046     }
1047     }
1048    
1049     if (GET_ANIM_ID (op))
1050     SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1051    
1052     break;
1053    
1054     case BOOK:
1055     /* Is it an empty book?, if yes lets make a special·
1056     * msg for it, and tailor its properties based on the·
1057     * creator and/or map level we found it on.
1058     */
1059     if (!op->msg && RANDOM () % 10)
1060     {
1061     /* set the book level properly */
1062     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1063     {
1064     if (op->map && op->map->difficulty)
1065     op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1066     else
1067     op->level = RANDOM () % 20 + 1;
1068     }
1069     else
1070     op->level = RANDOM () % creator->level;
1071    
1072     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1073     /* books w/ info are worth more! */
1074     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1075     /* creator related stuff */
1076    
1077     /* for library, chained books. Note that some monsters have no_pick
1078     * set - we don't want to set no pick in that case.
1079     */
1080     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1081     SET_FLAG (op, FLAG_NO_PICK);
1082     if (creator->slaying && !op->slaying) /* for check_inv floors */
1083     op->slaying = creator->slaying;
1084    
1085     /* add exp so reading it gives xp (once) */
1086     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1087     }
1088     break;
1089    
1090     case SPELLBOOK:
1091     op->value = op->value * op->inv->value;
1092     /* add exp so learning gives xp */
1093     op->level = op->inv->level;
1094     op->stats.exp = op->value;
1095     break;
1096    
1097     case WAND:
1098     /* nrof in the treasure list is number of charges,
1099     * not number of wands. So copy that into food (charges),
1100     * and reset nrof.
1101     */
1102     op->stats.food = op->inv->nrof;
1103     op->nrof = 1;
1104     /* If the spell changes by level, choose a random level
1105     * for it, and adjust price. If the spell doesn't
1106     * change by level, just set the wand to the level of
1107     * the spell, and value calculation is simpler.
1108     */
1109     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1110     {
1111     op->level = level_for_item (op, difficulty);
1112     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113     }
1114     else
1115     {
1116     op->level = op->inv->level;
1117     op->value = op->value * op->inv->value;
1118     }
1119     break;
1120    
1121     case ROD:
1122     op->level = level_for_item (op, difficulty);
1123     /* Add 50 to both level an divisor to keep prices a little more
1124     * reasonable. Otherwise, a high level version of a low level
1125     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1126     * 10 time multiplier). This way, the value are a bit more reasonable.
1127     */
1128     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1129     /* maxhp is used to denote how many 'charges' the rod holds before */
1130     if (op->stats.maxhp)
1131     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1132     else
1133     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1134    
1135     op->stats.hp = op->stats.maxhp;
1136     break;
1137    
1138     case SCROLL:
1139     op->level = level_for_item (op, difficulty);
1140     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1141    
1142     /* add exp so reading them properly gives xp */
1143     op->stats.exp = op->value / 5;
1144     op->nrof = op->inv->nrof;
1145     break;
1146    
1147     case RUNE:
1148     trap_adjust (op, difficulty);
1149     break;
1150    
1151     case TRAP:
1152     trap_adjust (op, difficulty);
1153     break;
1154     } /* switch type */
1155 elmex 1.1
1156     if (flags & GT_STARTEQUIP)
1157     {
1158 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1159 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1160 elmex 1.1 else if (op->type != MONEY)
1161 root 1.16 op->value = 0;
1162 elmex 1.1 }
1163    
1164     if (!(flags & GT_ENVIRONMENT))
1165     fix_flesh_item (op, creator);
1166     }
1167    
1168     /*
1169     *
1170     *
1171     * CODE DEALING WITH ARTIFACTS STARTS HERE
1172     *
1173     *
1174     */
1175    
1176     /*
1177     * Allocate and return the pointer to an empty artifactlist structure.
1178     */
1179    
1180 root 1.7 static artifactlist *
1181     get_empty_artifactlist (void)
1182     {
1183     artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1184 root 1.16
1185 root 1.7 if (tl == NULL)
1186     fatal (OUT_OF_MEMORY);
1187     tl->next = NULL;
1188     tl->items = NULL;
1189     tl->total_chance = 0;
1190 elmex 1.1 return tl;
1191     }
1192    
1193     /*
1194     * Allocate and return the pointer to an empty artifact structure.
1195     */
1196    
1197 root 1.7 static artifact *
1198     get_empty_artifact (void)
1199     {
1200     artifact *t = (artifact *) malloc (sizeof (artifact));
1201 root 1.16
1202 root 1.7 if (t == NULL)
1203     fatal (OUT_OF_MEMORY);
1204     t->item = NULL;
1205     t->next = NULL;
1206     t->chance = 0;
1207     t->difficulty = 0;
1208 elmex 1.1 t->allowed = NULL;
1209     return t;
1210     }
1211    
1212     /*
1213     * Searches the artifact lists and returns one that has the same type
1214     * of objects on it.
1215     */
1216    
1217 root 1.7 artifactlist *
1218     find_artifactlist (int type)
1219     {
1220 elmex 1.1 artifactlist *al;
1221    
1222 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1223     if (al->type == type)
1224     return al;
1225 elmex 1.1 return NULL;
1226     }
1227    
1228     /*
1229     * For debugging purposes. Dumps all tables.
1230     */
1231    
1232 root 1.7 void
1233     dump_artifacts (void)
1234     {
1235 elmex 1.1 artifactlist *al;
1236     artifact *art;
1237     linked_char *next;
1238    
1239 root 1.7 fprintf (logfile, "\n");
1240     for (al = first_artifactlist; al != NULL; al = al->next)
1241     {
1242     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1243     for (art = al->items; art != NULL; art = art->next)
1244 root 1.16 {
1245     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1246     if (art->allowed != NULL)
1247     {
1248     fprintf (logfile, "\tAllowed combinations:");
1249     for (next = art->allowed; next != NULL; next = next->next)
1250     fprintf (logfile, "%s,", &next->name);
1251     fprintf (logfile, "\n");
1252     }
1253     }
1254 elmex 1.1 }
1255 root 1.7 fprintf (logfile, "\n");
1256 elmex 1.1 }
1257    
1258     /*
1259     * For debugging purposes. Dumps all treasures recursively (see below).
1260     */
1261 root 1.7 void
1262 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1263 elmex 1.1 {
1264     treasurelist *tl;
1265 root 1.7 int i;
1266 elmex 1.1
1267     if (depth > 100)
1268     return;
1269     while (t != NULL)
1270     {
1271     if (t->name != NULL)
1272 root 1.16 {
1273     for (i = 0; i < depth; i++)
1274     fprintf (logfile, " ");
1275     fprintf (logfile, "{ (list: %s)\n", &t->name);
1276     tl = find_treasurelist (t->name);
1277 elmex 1.26 if (tl)
1278     dump_monster_treasure_rec (name, tl->items, depth + 2);
1279 root 1.16 for (i = 0; i < depth; i++)
1280     fprintf (logfile, " ");
1281     fprintf (logfile, "} (end of list: %s)\n", &t->name);
1282     }
1283 elmex 1.1 else
1284 root 1.16 {
1285     for (i = 0; i < depth; i++)
1286     fprintf (logfile, " ");
1287     if (t->item->clone.type == FLESH)
1288     fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1289     else
1290     fprintf (logfile, "%s\n", &t->item->clone.name);
1291     }
1292 elmex 1.1 if (t->next_yes != NULL)
1293 root 1.16 {
1294     for (i = 0; i < depth; i++)
1295     fprintf (logfile, " ");
1296     fprintf (logfile, " (if yes)\n");
1297     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1298     }
1299 elmex 1.1 if (t->next_no != NULL)
1300 root 1.16 {
1301     for (i = 0; i < depth; i++)
1302     fprintf (logfile, " ");
1303     fprintf (logfile, " (if no)\n");
1304     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1305     }
1306 elmex 1.1 t = t->next;
1307     }
1308     }
1309    
1310     /*
1311     * For debugging purposes. Dumps all treasures for a given monster.
1312     * Created originally by Raphael Quinet for debugging the alchemy code.
1313     */
1314    
1315 root 1.7 void
1316     dump_monster_treasure (const char *name)
1317 elmex 1.1 {
1318     archetype *at;
1319 root 1.7 int found;
1320 elmex 1.1
1321     found = 0;
1322     fprintf (logfile, "\n");
1323 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1324     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1325 elmex 1.1 {
1326 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1327     if (at->clone.randomitems != NULL)
1328     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1329     else
1330     fprintf (logfile, "(nothing)\n");
1331     fprintf (logfile, "\n");
1332     found++;
1333 elmex 1.1 }
1334     if (found == 0)
1335     fprintf (logfile, "No objects have the name %s!\n\n", name);
1336     }
1337    
1338     /*
1339     * Builds up the lists of artifacts from the file in the libdir.
1340     */
1341    
1342 root 1.7 void
1343     init_artifacts (void)
1344     {
1345     static int has_been_inited = 0;
1346     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1347     artifact *art = NULL;
1348     linked_char *tmp;
1349 pippijn 1.14 int value;
1350 root 1.7 artifactlist *al;
1351    
1352     if (has_been_inited)
1353     return;
1354     else
1355     has_been_inited = 1;
1356 elmex 1.1
1357 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1358     object_thawer thawer (filename);
1359 elmex 1.1
1360 root 1.7 if (!thawer)
1361     return;
1362 elmex 1.1
1363 root 1.7 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1364     {
1365     if (*buf == '#')
1366 root 1.16 continue;
1367 root 1.7 if ((cp = strchr (buf, '\n')) != NULL)
1368 root 1.16 *cp = '\0';
1369 root 1.7 cp = buf;
1370 root 1.16 while (*cp == ' ') /* Skip blanks */
1371     cp++;
1372 root 1.7 if (*cp == '\0')
1373 root 1.16 continue;
1374 root 1.7
1375     if (!strncmp (cp, "Allowed", 7))
1376 root 1.16 {
1377     if (art == NULL)
1378     {
1379     art = get_empty_artifact ();
1380     nrofartifacts++;
1381     }
1382     cp = strchr (cp, ' ') + 1;
1383     if (!strcmp (cp, "all"))
1384     continue;
1385    
1386     do
1387     {
1388     nrofallowedstr++;
1389     if ((next = strchr (cp, ',')) != NULL)
1390     *(next++) = '\0';
1391     tmp = new linked_char;
1392    
1393     tmp->name = cp;
1394     tmp->next = art->allowed;
1395     art->allowed = tmp;
1396     }
1397     while ((cp = next) != NULL);
1398     }
1399 root 1.7 else if (sscanf (cp, "chance %d", &value))
1400 root 1.16 art->chance = (uint16) value;
1401 root 1.7 else if (sscanf (cp, "difficulty %d", &value))
1402 root 1.16 art->difficulty = (uint8) value;
1403 root 1.7 else if (!strncmp (cp, "Object", 6))
1404 root 1.16 {
1405 root 1.24 art->item = object::create ();
1406 root 1.10
1407 root 1.16 if (!load_object (thawer, art->item, 0))
1408     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1409 root 1.10
1410 root 1.16 art->item->name = strchr (cp, ' ') + 1;
1411     al = find_artifactlist (art->item->type);
1412     if (al == NULL)
1413     {
1414     al = get_empty_artifactlist ();
1415     al->type = art->item->type;
1416     al->next = first_artifactlist;
1417     first_artifactlist = al;
1418     }
1419     art->next = al->items;
1420     al->items = art;
1421     art = NULL;
1422     }
1423 root 1.7 else
1424 root 1.16 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1425 root 1.7 }
1426 root 1.3
1427 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1428     {
1429     for (art = al->items; art != NULL; art = art->next)
1430 root 1.16 {
1431     if (!art->chance)
1432     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1433     else
1434     al->total_chance += art->chance;
1435     }
1436 elmex 1.1 #if 0
1437 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1438 elmex 1.1 #endif
1439     }
1440    
1441 root 1.7 LOG (llevDebug, "done.\n");
1442 elmex 1.1 }
1443    
1444    
1445     /*
1446     * Used in artifact generation. The bonuses of the first object
1447     * is modified by the bonuses of the second object.
1448     */
1449    
1450 root 1.7 void
1451 root 1.16 add_abilities (object *op, object *change)
1452 root 1.7 {
1453 pippijn 1.14 int i, tmp;
1454 elmex 1.1
1455 root 1.7 if (change->face != blank_face)
1456     {
1457 elmex 1.1 #ifdef TREASURE_VERBOSE
1458 root 1.7 LOG (llevDebug, "FACE: %d\n", change->face->number);
1459 elmex 1.1 #endif
1460 root 1.7 op->face = change->face;
1461 elmex 1.1 }
1462    
1463 root 1.7 for (i = 0; i < NUM_STATS; i++)
1464     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1465    
1466     op->attacktype |= change->attacktype;
1467     op->path_attuned |= change->path_attuned;
1468     op->path_repelled |= change->path_repelled;
1469     op->path_denied |= change->path_denied;
1470     op->move_type |= change->move_type;
1471     op->stats.luck += change->stats.luck;
1472    
1473     if (QUERY_FLAG (change, FLAG_CURSED))
1474     SET_FLAG (op, FLAG_CURSED);
1475     if (QUERY_FLAG (change, FLAG_DAMNED))
1476     SET_FLAG (op, FLAG_DAMNED);
1477     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1478     set_abs_magic (op, -op->magic);
1479    
1480     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1481     SET_FLAG (op, FLAG_LIFESAVE);
1482     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1483     SET_FLAG (op, FLAG_REFL_SPELL);
1484     if (QUERY_FLAG (change, FLAG_STEALTH))
1485     SET_FLAG (op, FLAG_STEALTH);
1486     if (QUERY_FLAG (change, FLAG_XRAYS))
1487     SET_FLAG (op, FLAG_XRAYS);
1488     if (QUERY_FLAG (change, FLAG_BLIND))
1489     SET_FLAG (op, FLAG_BLIND);
1490     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1491     SET_FLAG (op, FLAG_SEE_IN_DARK);
1492     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1493     SET_FLAG (op, FLAG_REFL_MISSILE);
1494     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1495     SET_FLAG (op, FLAG_MAKE_INVIS);
1496    
1497     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1498     {
1499     CLEAR_FLAG (op, FLAG_ANIMATE);
1500     /* so artifacts will join */
1501     if (!QUERY_FLAG (op, FLAG_ALIVE))
1502 root 1.16 op->speed = 0.0;
1503 root 1.12
1504 root 1.28 op->set_speed (op->speed);
1505 elmex 1.1 }
1506 root 1.7
1507     if (change->nrof)
1508     op->nrof = RANDOM () % ((int) change->nrof) + 1;
1509    
1510 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1511 root 1.7 op->stats.wc += change->stats.wc;
1512     op->stats.ac += change->stats.ac;
1513    
1514     if (change->other_arch)
1515     {
1516     /* Basically, for horns & potions, the other_arch field is the spell
1517     * to cast. So convert that to into a spell and put it into
1518     * this object.
1519     */
1520     if (op->type == HORN || op->type == POTION)
1521 root 1.16 {
1522     object *tmp_obj;
1523    
1524     /* Remove any spells this object currently has in it */
1525     while (op->inv)
1526 root 1.24 op->inv->destroy ();
1527 root 1.16
1528     tmp_obj = arch_to_object (change->other_arch);
1529     insert_ob_in_ob (tmp_obj, op);
1530     }
1531 root 1.7 /* No harm setting this for potions/horns */
1532     op->other_arch = change->other_arch;
1533     }
1534    
1535     if (change->stats.hp < 0)
1536     op->stats.hp = -change->stats.hp;
1537     else
1538     op->stats.hp += change->stats.hp;
1539    
1540     if (change->stats.maxhp < 0)
1541     op->stats.maxhp = -change->stats.maxhp;
1542     else
1543     op->stats.maxhp += change->stats.maxhp;
1544    
1545     if (change->stats.sp < 0)
1546     op->stats.sp = -change->stats.sp;
1547     else
1548     op->stats.sp += change->stats.sp;
1549    
1550     if (change->stats.maxsp < 0)
1551     op->stats.maxsp = -change->stats.maxsp;
1552     else
1553     op->stats.maxsp += change->stats.maxsp;
1554    
1555     if (change->stats.food < 0)
1556     op->stats.food = -(change->stats.food);
1557     else
1558     op->stats.food += change->stats.food;
1559    
1560     if (change->level < 0)
1561     op->level = -(change->level);
1562     else
1563     op->level += change->level;
1564    
1565     if (change->gen_sp_armour < 0)
1566     op->gen_sp_armour = -(change->gen_sp_armour);
1567     else
1568     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1569    
1570     op->item_power = change->item_power;
1571    
1572     for (i = 0; i < NROFATTACKS; i++)
1573 root 1.20 if (change->resist[i])
1574     op->resist[i] += change->resist[i];
1575 root 1.7
1576     if (change->stats.dam)
1577     {
1578     if (change->stats.dam < 0)
1579 root 1.16 op->stats.dam = (-change->stats.dam);
1580 root 1.7 else if (op->stats.dam)
1581 root 1.16 {
1582     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1583     if (tmp == op->stats.dam)
1584     {
1585     if (change->stats.dam < 10)
1586     op->stats.dam--;
1587     else
1588     op->stats.dam++;
1589     }
1590     else
1591     op->stats.dam = tmp;
1592     }
1593 root 1.7 }
1594    
1595     if (change->weight)
1596     {
1597     if (change->weight < 0)
1598 root 1.16 op->weight = (-change->weight);
1599 root 1.7 else
1600 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1601 root 1.7 }
1602    
1603     if (change->last_sp)
1604     {
1605     if (change->last_sp < 0)
1606 root 1.16 op->last_sp = (-change->last_sp);
1607 root 1.7 else
1608 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1609 root 1.7 }
1610    
1611     if (change->gen_sp_armour)
1612     {
1613     if (change->gen_sp_armour < 0)
1614 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1615 root 1.7 else
1616 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1617 root 1.7 }
1618    
1619     op->value *= change->value;
1620    
1621     if (change->material)
1622     op->material = change->material;
1623    
1624     if (change->materialname)
1625     op->materialname = change->materialname;
1626    
1627     if (change->slaying)
1628     op->slaying = change->slaying;
1629    
1630     if (change->race)
1631     op->race = change->race;
1632    
1633     if (change->msg)
1634     op->msg = change->msg;
1635 elmex 1.1 }
1636    
1637 root 1.7 static int
1638 root 1.16 legal_artifact_combination (object *op, artifact * art)
1639 root 1.7 {
1640 elmex 1.1 int neg, success = 0;
1641     linked_char *tmp;
1642     const char *name;
1643    
1644     if (art->allowed == (linked_char *) NULL)
1645 root 1.16 return 1; /* Ie, "all" */
1646 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1647     {
1648 elmex 1.1 #ifdef TREASURE_VERBOSE
1649 root 1.7 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1650 elmex 1.1 #endif
1651 root 1.7 if (*tmp->name == '!')
1652 root 1.16 name = tmp->name + 1, neg = 1;
1653 root 1.7 else
1654 root 1.16 name = tmp->name, neg = 0;
1655 root 1.7
1656     /* If we match name, then return the opposite of 'neg' */
1657     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1658 root 1.16 return !neg;
1659 root 1.7
1660     /* Set success as true, since if the match was an inverse, it means
1661     * everything is allowed except what we match
1662     */
1663     else if (neg)
1664 root 1.16 success = 1;
1665 root 1.7 }
1666 elmex 1.1 return success;
1667     }
1668    
1669     /*
1670     * Fixes the given object, giving it the abilities and titles
1671     * it should have due to the second artifact-template.
1672     */
1673    
1674 root 1.7 void
1675 root 1.12 give_artifact_abilities (object *op, object *artifct)
1676 root 1.7 {
1677 elmex 1.1 char new_name[MAX_BUF];
1678    
1679 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1680     op->title = new_name;
1681 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1682 elmex 1.1
1683 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1684 elmex 1.1 {
1685 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1686 root 1.16
1687 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1688     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1689 elmex 1.1 if (!identified)
1690 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1691 elmex 1.1 }
1692     #endif
1693     return;
1694     }
1695    
1696     /*
1697     * Decides randomly which artifact the object should be
1698     * turned into. Makes sure that the item can become that
1699     * artifact (means magic, difficulty, and Allowed fields properly).
1700     * Then calls give_artifact_abilities in order to actually create
1701     * the artifact.
1702     */
1703    
1704     /* Give 1 re-roll attempt per artifact */
1705     #define ARTIFACT_TRIES 2
1706    
1707 root 1.7 void
1708 root 1.16 generate_artifact (object *op, int difficulty)
1709 root 1.7 {
1710 elmex 1.1 artifactlist *al;
1711     artifact *art;
1712     int i;
1713    
1714 root 1.7 al = find_artifactlist (op->type);
1715    
1716     if (al == NULL)
1717     {
1718 root 1.16 #if 0 /* This is too verbose, usually */
1719 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1720 elmex 1.1 #endif
1721 root 1.7 return;
1722     }
1723    
1724     for (i = 0; i < ARTIFACT_TRIES; i++)
1725     {
1726     int roll = RANDOM () % al->total_chance;
1727 elmex 1.1
1728 root 1.7 for (art = al->items; art != NULL; art = art->next)
1729 root 1.16 {
1730     roll -= art->chance;
1731     if (roll < 0)
1732     break;
1733     }
1734 elmex 1.1
1735 root 1.7 if (art == NULL || roll >= 0)
1736 root 1.16 {
1737 elmex 1.1 #if 1
1738 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1739 elmex 1.1 #endif
1740 root 1.16 return;
1741     }
1742 root 1.7 if (!strcmp (art->item->name, "NONE"))
1743 root 1.16 return;
1744 root 1.7 if (FABS (op->magic) < art->item->magic)
1745 root 1.16 continue; /* Not magic enough to be this item */
1746 root 1.7
1747     /* Map difficulty not high enough */
1748     if (difficulty < art->difficulty)
1749 root 1.16 continue;
1750 elmex 1.1
1751 root 1.7 if (!legal_artifact_combination (op, art))
1752 root 1.16 {
1753 elmex 1.1 #ifdef TREASURE_VERBOSE
1754 root 1.16 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1755 elmex 1.1 #endif
1756 root 1.16 continue;
1757     }
1758 root 1.7 give_artifact_abilities (op, art->item);
1759     return;
1760 elmex 1.1 }
1761     }
1762    
1763     /* fix_flesh_item() - objects of type FLESH are similar to type
1764     * FOOD, except they inherit properties (name, food value, etc).
1765     * based on the original owner (or 'donor' if you like). -b.t.
1766     */
1767    
1768 root 1.7 void
1769 root 1.16 fix_flesh_item (object *item, object *donor)
1770 root 1.7 {
1771     char tmpbuf[MAX_BUF];
1772     int i;
1773    
1774     if (item->type == FLESH && donor)
1775     {
1776     /* change the name */
1777 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1778     item->name = tmpbuf;
1779     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1780     item->name_pl = tmpbuf;
1781 root 1.7
1782     /* weight is FLESH weight/100 * donor */
1783     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1784 root 1.16 item->weight = 1;
1785 root 1.7
1786     /* value is multiplied by level of donor */
1787     item->value *= isqrt (donor->level * 2);
1788    
1789     /* food value */
1790     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1791    
1792     /* flesh items inherit some abilities of donor, but not
1793     * full effect.
1794     */
1795     for (i = 0; i < NROFATTACKS; i++)
1796 root 1.16 item->resist[i] = donor->resist[i] / 2;
1797 root 1.7
1798     /* item inherits donor's level (important for quezals) */
1799     item->level = donor->level;
1800    
1801     /* if donor has some attacktypes, the flesh is poisonous */
1802     if (donor->attacktype & AT_POISON)
1803 root 1.16 item->type = POISON;
1804 root 1.7 if (donor->attacktype & AT_ACID)
1805 root 1.16 item->stats.hp = -1 * item->stats.food;
1806 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1807 elmex 1.1 }
1808     }
1809    
1810     /* special_potion() - so that old potion code is still done right. */
1811    
1812 root 1.7 int
1813 root 1.16 special_potion (object *op)
1814 root 1.7 {
1815 elmex 1.1
1816 root 1.7 int i;
1817 elmex 1.1
1818 root 1.7 if (op->attacktype)
1819     return 1;
1820 elmex 1.1
1821 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)
1822     return 1;
1823 elmex 1.1
1824 root 1.7 for (i = 0; i < NROFATTACKS; i++)
1825     if (op->resist[i])
1826     return 1;
1827 elmex 1.1
1828 root 1.7 return 0;
1829 elmex 1.1 }
1830    
1831 root 1.7 void
1832 root 1.16 free_treasurestruct (treasure *t)
1833 elmex 1.1 {
1834 root 1.7 if (t->next)
1835     free_treasurestruct (t->next);
1836     if (t->next_yes)
1837     free_treasurestruct (t->next_yes);
1838     if (t->next_no)
1839     free_treasurestruct (t->next_no);
1840 root 1.8
1841     delete t;
1842 elmex 1.1 }
1843    
1844 root 1.7 void
1845 root 1.16 free_charlinks (linked_char *lc)
1846 elmex 1.1 {
1847 root 1.7 if (lc->next)
1848     free_charlinks (lc->next);
1849    
1850     delete lc;
1851 elmex 1.1 }
1852    
1853 root 1.7 void
1854     free_artifact (artifact * at)
1855 elmex 1.1 {
1856 root 1.7 if (at->next)
1857     free_artifact (at->next);
1858 root 1.15
1859 root 1.7 if (at->allowed)
1860     free_charlinks (at->allowed);
1861    
1862 root 1.21 at->item->destroy (1);
1863 root 1.7
1864     delete at;
1865 elmex 1.1 }
1866    
1867 root 1.7 void
1868     free_artifactlist (artifactlist * al)
1869 elmex 1.1 {
1870 root 1.7 artifactlist *nextal;
1871 root 1.15
1872 root 1.21 for (al = first_artifactlist; al; al = nextal)
1873 root 1.7 {
1874     nextal = al->next;
1875 root 1.15
1876 root 1.7 if (al->items)
1877 root 1.16 free_artifact (al->items);
1878 root 1.15
1879 root 1.7 free (al);
1880 elmex 1.1 }
1881     }
1882    
1883 root 1.7 void
1884     free_all_treasures (void)
1885     {
1886     treasurelist *tl, *next;
1887 elmex 1.1
1888    
1889 root 1.7 for (tl = first_treasurelist; tl != NULL; tl = next)
1890     {
1891     next = tl->next;
1892     if (tl->items)
1893 root 1.16 free_treasurestruct (tl->items);
1894 root 1.7 delete tl;
1895 elmex 1.1 }
1896 root 1.7 free_artifactlist (first_artifactlist);
1897 elmex 1.1 }