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Revision: 1.29
Committed: Tue Dec 26 20:04:09 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +2 -4 lines
Log Message:
- added maptile->insert and object->insert_at methods that might
  make code using it clearer.
- replaced some insert_ob_in_map calls.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.19 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #define ALLOWED_COMBINATION
25    
26     /* TREASURE_DEBUG does some checking on the treasurelists after loading.
27     * It is useful for finding bugs in the treasures file. Since it only
28     * slows the startup some (and not actual game play), it is by default
29     * left on
30     */
31     #define TREASURE_DEBUG
32    
33     /* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 root 1.16
35 elmex 1.1 /* #define TREASURE_VERBOSE */
36 root 1.7
37 elmex 1.1 #include <global.h>
38     #include <treasure.h>
39     #include <funcpoint.h>
40     #include <loader.h>
41    
42    
43 root 1.16 static void change_treasure (treasure *t, object *op); /* overrule default values */
44 elmex 1.1 extern char *spell_mapping[];
45    
46     /*
47     * Initialize global archtype pointers:
48     */
49    
50 root 1.7 void
51     init_archetype_pointers ()
52     {
53 elmex 1.1 int prev_warn = warn_archetypes;
54 root 1.16
55 elmex 1.1 warn_archetypes = 1;
56     if (ring_arch == NULL)
57 root 1.18 ring_arch = archetype::find ("ring");
58 elmex 1.1 if (amulet_arch == NULL)
59 root 1.18 amulet_arch = archetype::find ("amulet");
60 elmex 1.1 if (staff_arch == NULL)
61 root 1.18 staff_arch = archetype::find ("staff");
62 elmex 1.1 if (crown_arch == NULL)
63 root 1.18 crown_arch = archetype::find ("crown");
64 elmex 1.1 warn_archetypes = prev_warn;
65     }
66    
67     /*
68     * Allocate and return the pointer to an empty treasurelist structure.
69     */
70    
71 root 1.7 static treasurelist *
72     get_empty_treasurelist (void)
73     {
74     return new treasurelist;
75 elmex 1.1 }
76    
77     /*
78     * Allocate and return the pointer to an empty treasure structure.
79     */
80 root 1.7 //TODO: make this a constructor
81     static treasure *
82     get_empty_treasure (void)
83     {
84     treasure *t = new treasure;
85    
86     t->chance = 100;
87 elmex 1.1
88     return t;
89     }
90    
91     /*
92     * Reads the lib/treasure file from disk, and parses the contents
93     * into an internal treasure structure (very linked lists)
94     */
95    
96 root 1.7 static treasure *
97     load_treasure (FILE * fp, int *line)
98     {
99     char buf[MAX_BUF], *cp, variable[MAX_BUF];
100     treasure *t = get_empty_treasure ();
101     int value;
102    
103     nroftreasures++;
104     while (fgets (buf, MAX_BUF, fp) != NULL)
105     {
106     (*line)++;
107    
108     if (*buf == '#')
109 root 1.16 continue;
110 root 1.7 if ((cp = strchr (buf, '\n')) != NULL)
111 root 1.16 *cp = '\0';
112 root 1.7 cp = buf;
113 root 1.16 while (isspace (*cp)) /* Skip blanks */
114     cp++;
115 root 1.7
116     if (sscanf (cp, "arch %s", variable))
117 root 1.16 {
118 root 1.18 if ((t->item = archetype::find (variable)) == NULL)
119 root 1.16 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120     }
121 root 1.7 else if (sscanf (cp, "list %s", variable))
122 elmex 1.9 t->name = variable;
123 root 1.7 else if (sscanf (cp, "change_name %s", variable))
124 root 1.16 t->change_arch.name = variable;
125 root 1.7 else if (sscanf (cp, "change_title %s", variable))
126 root 1.16 t->change_arch.title = variable;
127 root 1.7 else if (sscanf (cp, "change_slaying %s", variable))
128 root 1.16 t->change_arch.slaying = variable;
129 root 1.7 else if (sscanf (cp, "chance %d", &value))
130 root 1.16 t->chance = (uint8) value;
131 root 1.7 else if (sscanf (cp, "nrof %d", &value))
132 root 1.16 t->nrof = (uint16) value;
133 root 1.7 else if (sscanf (cp, "magic %d", &value))
134 root 1.16 t->magic = (uint8) value;
135 root 1.7 else if (!strcmp (cp, "yes"))
136 root 1.16 t->next_yes = load_treasure (fp, line);
137 root 1.7 else if (!strcmp (cp, "no"))
138 root 1.16 t->next_no = load_treasure (fp, line);
139 root 1.7 else if (!strcmp (cp, "end"))
140 root 1.16 return t;
141 root 1.7 else if (!strcmp (cp, "more"))
142 root 1.16 {
143     t->next = load_treasure (fp, line);
144     return t;
145     }
146 root 1.7 else
147 root 1.16 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
148 elmex 1.1 }
149 root 1.7 LOG (llevError, "treasure lacks 'end'.\n");
150     return t;
151 elmex 1.1 }
152    
153     #ifdef TREASURE_DEBUG
154 root 1.16
155 elmex 1.1 /* recursived checks the linked list. Treasurelist is passed only
156     * so that the treasure name can be printed out
157     */
158 root 1.7 static void
159 root 1.16 check_treasurelist (const treasure *t, const treasurelist * tl)
160 elmex 1.1 {
161 root 1.7 if (t->item == NULL && t->name == NULL)
162     LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163     if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164     LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165     /* find_treasurelist will print out its own error message */
166     if (t->name && *t->name)
167     (void) find_treasurelist (t->name);
168     if (t->next)
169     check_treasurelist (t->next, tl);
170     if (t->next_yes)
171     check_treasurelist (t->next_yes, tl);
172     if (t->next_no)
173     check_treasurelist (t->next_no, tl);
174 elmex 1.1 }
175     #endif
176    
177     /*
178     * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179     * Each treasure is parsed with the help of load_treasure().
180     */
181    
182 root 1.7 void
183     load_treasures (void)
184     {
185     FILE *fp;
186     char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187     treasurelist *previous = NULL;
188     treasure *t;
189     int comp, line = 0;
190    
191     sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
192     if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
193     {
194     LOG (llevError, "Can't open treasure file.\n");
195     return;
196     }
197     while (fgets (buf, MAX_BUF, fp) != NULL)
198     {
199     line++;
200     if (*buf == '#')
201 root 1.16 continue;
202 root 1.7
203     if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 root 1.16 {
205     treasurelist *tl = get_empty_treasurelist ();
206    
207     tl->name = name;
208     if (previous == NULL)
209     first_treasurelist = tl;
210     else
211     previous->next = tl;
212     previous = tl;
213     tl->items = load_treasure (fp, &line);
214    
215     /* This is a one of the many items on the list should be generated.
216     * Add up the chance total, and check to make sure the yes & no
217     * fields of the treasures are not being used.
218     */
219     if (!strncmp (buf, "treasureone", 11))
220     {
221     for (t = tl->items; t != NULL; t = t->next)
222     {
223 elmex 1.1 #ifdef TREASURE_DEBUG
224 root 1.16 if (t->next_yes || t->next_no)
225     {
226     LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
227     LOG (llevError, " the next_yes or next_no field is set\n");
228     }
229 elmex 1.1 #endif
230 root 1.16 tl->total_chance += t->chance;
231     }
232     }
233     }
234 root 1.7 else
235 root 1.16 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 elmex 1.1 }
237 root 1.7 close_and_delete (fp, comp);
238 elmex 1.1
239     #ifdef TREASURE_DEBUG
240 root 1.7 /* Perform some checks on how valid the treasure data actually is.
241     * verify that list transitions work (ie, the list that it is supposed
242     * to transition to exists). Also, verify that at least the name
243     * or archetype is set for each treasure element.
244     */
245     for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246     check_treasurelist (previous->items, previous);
247 elmex 1.1 #endif
248     }
249    
250     /*
251     * Searches for the given treasurelist in the globally linked list
252     * of treasurelists which has been built by load_treasures().
253     */
254    
255 root 1.7 treasurelist *
256     find_treasurelist (const char *name)
257     {
258 root 1.17 shstr_cmp name_ (name);
259    
260     if (!name_)
261 root 1.12 return 0;
262 root 1.7
263 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     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
298 root 1.29 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
299 root 1.7 }
300     else
301     {
302 root 1.29 op = creator->insert (op);
303 root 1.27
304 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
305 root 1.16 monster_check_apply (creator, op);
306 root 1.27
307     if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
308 root 1.16 esrv_send_item (tmp, op);
309 elmex 1.1 }
310     }
311    
312     /* if there are change_xxx commands in the treasure, we include the changes
313     * in the generated object
314     */
315 root 1.7 static void
316 root 1.12 change_treasure (treasure *t, object *op)
317 elmex 1.1 {
318 root 1.7 /* CMD: change_name xxxx */
319     if (t->change_arch.name)
320 elmex 1.1 {
321 root 1.7 op->name = t->change_arch.name;
322     op->name_pl = t->change_arch.name;
323 elmex 1.1 }
324    
325 root 1.7 if (t->change_arch.title)
326     op->title = t->change_arch.title;
327    
328     if (t->change_arch.slaying)
329     op->slaying = t->change_arch.slaying;
330     }
331    
332     void
333 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
334 root 1.7 {
335     object *tmp;
336    
337     if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
338 elmex 1.1 {
339 root 1.7 if (t->name)
340 root 1.16 {
341     if (strcmp (t->name, "NONE") && difficulty >= t->magic)
342 elmex 1.26 {
343     treasurelist *tl = find_treasurelist (t->name);
344     if (tl)
345     create_treasure (tl, op, flag, difficulty, tries);
346     }
347 root 1.16 }
348 root 1.7 else
349 root 1.16 {
350     if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
351     {
352     tmp = arch_to_object (t->item);
353     if (t->nrof && tmp->nrof <= 1)
354     tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
355     fix_generated_item (tmp, op, difficulty, t->magic, flag);
356     change_treasure (t, tmp);
357     put_treasure (tmp, op, flag);
358     }
359     }
360 root 1.12
361 root 1.7 if (t->next_yes != NULL)
362 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
363 elmex 1.1 }
364 root 1.7 else if (t->next_no != NULL)
365     create_all_treasures (t->next_no, op, flag, difficulty, tries);
366 root 1.12
367 root 1.7 if (t->next != NULL)
368     create_all_treasures (t->next, op, flag, difficulty, tries);
369 elmex 1.1 }
370    
371 root 1.7 void
372 root 1.16 create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
373 root 1.7 {
374     int value = RANDOM () % tl->total_chance;
375     treasure *t;
376 elmex 1.1
377 root 1.7 if (tries++ > 100)
378     {
379     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
380     return;
381     }
382 root 1.12
383 root 1.7 for (t = tl->items; t != NULL; t = t->next)
384     {
385     value -= t->chance;
386 root 1.12
387 root 1.7 if (value < 0)
388 root 1.16 break;
389 root 1.7 }
390 elmex 1.1
391 root 1.7 if (!t || value >= 0)
392     {
393     LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
394     abort ();
395     return;
396     }
397 root 1.12
398 root 1.7 if (t->name)
399     {
400     if (!strcmp (t->name, "NONE"))
401 root 1.16 return;
402 root 1.12
403 root 1.7 if (difficulty >= t->magic)
404 elmex 1.26 {
405     treasurelist *tl = find_treasurelist (t->name);
406     if (tl)
407     create_treasure (tl, op, flag, difficulty, tries);
408     }
409 root 1.7 else if (t->nrof)
410 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
411 root 1.12
412 root 1.7 return;
413 elmex 1.1 }
414 root 1.12
415 root 1.7 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
416     {
417     object *tmp = arch_to_object (t->item);
418 root 1.12
419 root 1.7 if (!tmp)
420 root 1.16 return;
421 root 1.12
422 root 1.7 if (t->nrof && tmp->nrof <= 1)
423 root 1.16 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
424 root 1.12
425 root 1.13 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426     change_treasure (t, tmp);
427 root 1.7 put_treasure (tmp, op, flag);
428 elmex 1.1 }
429     }
430    
431     /* This calls the appropriate treasure creation function. tries is passed
432     * to determine how many list transitions or attempts to create treasure
433     * have been made. It is really in place to prevent infinite loops with
434     * list transitions, or so that excessively good treasure will not be
435     * created on weak maps, because it will exceed the number of allowed tries
436     * to do that.
437     */
438 root 1.7 void
439 root 1.16 create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries)
440 elmex 1.1 {
441    
442 root 1.7 if (tries++ > 100)
443     {
444     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445     return;
446     }
447     if (t->total_chance)
448     create_one_treasure (t, op, flag, difficulty, tries);
449     else
450     create_all_treasures (t->items, op, flag, difficulty, tries);
451 elmex 1.1 }
452    
453     /* This is similar to the old generate treasure function. However,
454     * it instead takes a treasurelist. It is really just a wrapper around
455     * create_treasure. We create a dummy object that the treasure gets
456     * inserted into, and then return that treausre
457     */
458 root 1.7 object *
459 root 1.25 generate_treasure (treasurelist *t, int difficulty)
460 elmex 1.1 {
461 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
462    
463 root 1.24 object *ob = object::create (), *tmp;
464 elmex 1.1
465 root 1.7 create_treasure (t, ob, 0, difficulty, 0);
466 elmex 1.1
467 root 1.7 /* Don't want to free the object we are about to return */
468     tmp = ob->inv;
469     if (tmp != NULL)
470 root 1.23 tmp->remove ();
471 root 1.21
472 root 1.7 if (ob->inv)
473 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
474    
475 root 1.24 ob->destroy ();
476 root 1.7 return tmp;
477 elmex 1.1 }
478    
479     /*
480     * This is a new way of calculating the chance for an item to have
481     * a specific magical bonus.
482     * The array has two arguments, the difficulty of the level, and the
483     * magical bonus "wanted".
484     */
485    
486 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
487 root 1.16
488 elmex 1.1 /*chance of magic difficulty*/
489 root 1.16
490 elmex 1.1 /* +0 +1 +2 +3 +4 */
491 root 1.16 {95, 2, 2, 1, 0}, /*1 */
492     {92, 5, 2, 1, 0}, /*2 */
493     {85, 10, 4, 1, 0}, /*3 */
494     {80, 14, 4, 2, 0}, /*4 */
495     {75, 17, 5, 2, 1}, /*5 */
496     {70, 18, 8, 3, 1}, /*6 */
497     {65, 21, 10, 3, 1}, /*7 */
498     {60, 22, 12, 4, 2}, /*8 */
499     {55, 25, 14, 4, 2}, /*9 */
500     {50, 27, 16, 5, 2}, /*10 */
501     {45, 28, 18, 6, 3}, /*11 */
502     {42, 28, 20, 7, 3}, /*12 */
503     {40, 27, 21, 8, 4}, /*13 */
504     {38, 25, 22, 10, 5}, /*14 */
505     {36, 23, 23, 12, 6}, /*15 */
506     {33, 21, 24, 14, 8}, /*16 */
507     {31, 19, 25, 16, 9}, /*17 */
508     {27, 15, 30, 18, 10}, /*18 */
509     {20, 12, 30, 25, 13}, /*19 */
510     {15, 10, 28, 30, 17}, /*20 */
511     {13, 9, 27, 28, 23}, /*21 */
512     {10, 8, 25, 28, 29}, /*22 */
513     {8, 7, 23, 26, 36}, /*23 */
514     {6, 6, 20, 22, 46}, /*24 */
515     {4, 5, 17, 18, 56}, /*25 */
516     {2, 4, 12, 14, 68}, /*26 */
517     {0, 3, 7, 10, 80}, /*27 */
518     {0, 0, 3, 7, 90}, /*28 */
519     {0, 0, 0, 3, 97}, /*29 */
520     {0, 0, 0, 0, 100}, /*30 */
521     {0, 0, 0, 0, 100}, /*31 */
522 elmex 1.1 };
523    
524    
525     /* calculate the appropriate level for wands staves and scrolls.
526     * This code presumes that op has had its spell object created (in op->inv)
527     *
528     * elmex Wed Aug 9 17:44:59 CEST 2006:
529     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
530     */
531    
532 root 1.7 int
533 root 1.16 level_for_item (const object *op, int difficulty)
534 elmex 1.1 {
535 pippijn 1.14 int olevel = 0;
536 elmex 1.1
537     if (!op->inv)
538     {
539 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
540     return 0;
541 elmex 1.1 }
542    
543     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
544    
545     if (olevel <= 0)
546     olevel = rndm (1, MIN (op->inv->level, 1));
547    
548     if (olevel > MAXLEVEL)
549     olevel = MAXLEVEL;
550    
551     return olevel;
552     }
553    
554     /*
555     * Based upon the specified difficulty and upon the difftomagic_list array,
556     * a random magical bonus is returned. This is used when determine
557     * the magical bonus created on specific maps.
558     *
559     * elmex Thu Aug 10 18:45:44 CEST 2006:
560     * Scaling difficulty by max_level, as difficulty is a level and not some
561     * weird integer between 1-31.
562     *
563     */
564    
565 root 1.7 int
566     magic_from_difficulty (int difficulty)
567 elmex 1.1 {
568     int percent = 0, magic = 0;
569     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570    
571     scaled_diff--;
572    
573 root 1.7 if (scaled_diff < 0)
574 elmex 1.1 scaled_diff = 0;
575    
576     if (scaled_diff >= DIFFLEVELS)
577 root 1.7 scaled_diff = DIFFLEVELS - 1;
578 elmex 1.1
579 root 1.7 percent = RANDOM () % 100;
580 elmex 1.1
581 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
582 elmex 1.1 {
583     percent -= difftomagic_list[scaled_diff][magic];
584    
585     if (percent < 0)
586 root 1.16 break;
587 elmex 1.1 }
588    
589     if (magic == (MAXMAGIC + 1))
590     {
591 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
592 elmex 1.1 magic = 0;
593     }
594    
595 root 1.7 magic = (RANDOM () % 3) ? magic : -magic;
596 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
597    
598     return magic;
599     }
600    
601     /*
602     * Sets magical bonus in an object, and recalculates the effect on
603     * the armour variable, and the effect on speed of armour.
604     * This function doesn't work properly, should add use of archetypes
605     * to make it truly absolute.
606     */
607    
608 root 1.7 void
609 root 1.16 set_abs_magic (object *op, int magic)
610 root 1.7 {
611     if (!magic)
612 elmex 1.1 return;
613    
614 root 1.7 op->magic = magic;
615     if (op->arch)
616     {
617     if (op->type == ARMOUR)
618 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
619 root 1.7
620 root 1.16 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
621     magic = (-magic);
622 root 1.7 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
623     }
624     else
625     {
626     if (op->type == ARMOUR)
627 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
628     if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
629     magic = (-magic);
630 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
631     }
632 elmex 1.1 }
633    
634     /*
635     * Sets a random magical bonus in the given object based upon
636     * the given difficulty, and the given max possible bonus.
637     */
638    
639 root 1.7 static void
640 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
641 elmex 1.1 {
642     int i;
643 root 1.16
644 root 1.7 i = magic_from_difficulty (difficulty);
645 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
646 root 1.7 i = -i;
647     if (i > max_magic)
648 elmex 1.1 i = max_magic;
649 root 1.7 set_abs_magic (op, i);
650 elmex 1.1 if (i < 0)
651 root 1.7 SET_FLAG (op, FLAG_CURSED);
652 elmex 1.1 }
653    
654     /*
655     * Randomly adds one magical ability to the given object.
656     * Modified for Partial Resistance in many ways:
657     * 1) Since rings can have multiple bonuses, if the same bonus
658     * is rolled again, increase it - the bonuses now stack with
659     * other bonuses previously rolled and ones the item might natively have.
660     * 2) Add code to deal with new PR method.
661     */
662    
663 root 1.7 void
664 root 1.16 set_ring_bonus (object *op, int bonus)
665 root 1.7 {
666 elmex 1.1
667 root 1.7 int r = RANDOM () % (bonus > 0 ? 25 : 11);
668 elmex 1.1
669 root 1.7 if (op->type == AMULET)
670     {
671     if (!(RANDOM () % 21))
672 root 1.16 r = 20 + RANDOM () % 2;
673 root 1.7 else
674 root 1.16 {
675     if (RANDOM () & 2)
676     r = 10;
677     else
678     r = 11 + RANDOM () % 9;
679     }
680 root 1.7 }
681    
682     switch (r)
683     {
684 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
685     * bonuses and penalties will stack and add to existing values.
686     * of the item.
687     */
688     case 0:
689     case 1:
690     case 2:
691     case 3:
692     case 4:
693     case 5:
694     case 6:
695     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
696     break;
697    
698     case 7:
699     op->stats.dam += bonus;
700     break;
701    
702     case 8:
703     op->stats.wc += bonus;
704     break;
705    
706     case 9:
707     op->stats.food += bonus; /* hunger/sustenance */
708     break;
709    
710     case 10:
711     op->stats.ac += bonus;
712     break;
713    
714     /* Item that gives protections/vulnerabilities */
715     case 11:
716     case 12:
717     case 13:
718     case 14:
719     case 15:
720     case 16:
721     case 17:
722     case 18:
723     case 19:
724     {
725     int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
726    
727     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
728     val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
729    
730     /* Cursed items need to have higher negative values to equal out with
731     * positive values for how protections work out. Put another
732     * little random element in since that they don't always end up with
733     * even values.
734     */
735     if (bonus < 0)
736     val = 2 * -val - RANDOM () % b;
737     if (val > 35)
738     val = 35; /* Upper limit */
739     b = 0;
740     while (op->resist[resist_table[resist]] != 0 && b < 4)
741     {
742     resist = RANDOM () % num_resist_table;
743     }
744     if (b == 4)
745     return; /* Not able to find a free resistance */
746     op->resist[resist_table[resist]] = val;
747     /* We should probably do something more clever here to adjust value
748     * based on how good a resistance we gave.
749     */
750     break;
751     }
752     case 20:
753     if (op->type == AMULET)
754     {
755     SET_FLAG (op, FLAG_REFL_SPELL);
756     op->value *= 11;
757     }
758     else
759     {
760     op->stats.hp = 1; /* regenerate hit points */
761     op->value *= 4;
762     }
763     break;
764    
765     case 21:
766     if (op->type == AMULET)
767     {
768     SET_FLAG (op, FLAG_REFL_MISSILE);
769     op->value *= 9;
770     }
771     else
772     {
773     op->stats.sp = 1; /* regenerate spell points */
774     op->value *= 3;
775     }
776     break;
777    
778     case 22:
779     op->stats.exp += bonus; /* Speed! */
780     op->value = (op->value * 2) / 3;
781     break;
782 root 1.7 }
783     if (bonus > 0)
784     op->value *= 2 * bonus;
785     else
786     op->value = -(op->value * 2 * bonus) / 3;
787 elmex 1.1 }
788    
789     /*
790     * get_magic(diff) will return a random number between 0 and 4.
791     * diff can be any value above 2. The higher the diff-variable, the
792     * higher is the chance of returning a low number.
793     * It is only used in fix_generated_treasure() to set bonuses on
794     * rings and amulets.
795     * Another scheme is used to calculate the magic of weapons and armours.
796     */
797    
798 root 1.7 int
799     get_magic (int diff)
800     {
801 elmex 1.1 int i;
802 root 1.16
803 root 1.7 if (diff < 3)
804     diff = 3;
805     for (i = 0; i < 4; i++)
806     if (RANDOM () % diff)
807     return i;
808 elmex 1.1 return 4;
809     }
810    
811     #define DICE2 (get_magic(2)==2?2:1)
812     #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
813    
814     /*
815     * fix_generated_item(): This is called after an item is generated, in
816     * order to set it up right. This produced magical bonuses, puts spells
817     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
818     */
819 root 1.16
820 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
821     * op->type. Right now, which stuff the creator passes on is object type
822     * dependant. I know this is a spagetti manuever, but is there a cleaner
823     * way to do this? b.t. */
824 root 1.16
825 elmex 1.1 /*
826     * ! (flags & GT_ENVIRONMENT):
827     * Automatically calls fix_flesh_item().
828     *
829     * flags:
830     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
831     * value.
832     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
833     * a working object - don't change magic, value, etc, but set it material
834     * type as appropriate, for objects that need spell objects, set those, etc
835     */
836    
837 root 1.7 void
838 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
839 elmex 1.1 {
840     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
841    
842     if (!creator || creator->type == op->type)
843 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
844 elmex 1.1
845     /* If we make an artifact, this information will be destroyed */
846     save_item_power = op->item_power;
847     op->item_power = 0;
848    
849     if (op->randomitems && op->type != SPELL)
850     {
851     create_treasure (op->randomitems, op, flags, difficulty, 0);
852     if (!op->inv)
853 root 1.16 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
854 elmex 1.1
855     /* So the treasure doesn't get created again */
856     op->randomitems = NULL;
857     }
858    
859     if (difficulty < 1)
860     difficulty = 1;
861    
862 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
863     ARG_OBJECT (creator != op ? creator : 0),
864     ARG_INT (difficulty), ARG_INT (max_magic),
865     ARG_INT (flags)))
866     return;
867    
868 elmex 1.1 if (!(flags & GT_MINIMAL))
869     {
870     if (op->arch == crown_arch)
871 root 1.16 {
872     set_magic (difficulty, op, max_magic, flags);
873     num_enchantments = calc_item_power (op, 1);
874     generate_artifact (op, difficulty);
875     }
876 elmex 1.1 else
877 root 1.16 {
878     if (!op->magic && max_magic)
879     set_magic (difficulty, op, max_magic, flags);
880    
881     num_enchantments = calc_item_power (op, 1);
882    
883     if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
884     * used for shop_floors or treasures */
885     generate_artifact (op, difficulty);
886     }
887 elmex 1.1
888     /* Object was made an artifact. Calculate its item_power rating.
889     * the item_power in the object is what the artfiact adds.
890     */
891     if (op->title)
892 root 1.16 {
893     /* if save_item_power is set, then most likely we started with an
894     * artifact and have added new abilities to it - this is rare, but
895     * but I have seen things like 'strange rings of fire'. So just figure
896     * out the power from the base power plus what this one adds. Note
897     * that since item_power is not quite linear, this actually ends up
898     * being somewhat of a bonus
899     */
900     if (save_item_power)
901     op->item_power = save_item_power + get_power_from_ench (op->item_power);
902     else
903     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
904     }
905 elmex 1.1 else if (save_item_power)
906 root 1.16 {
907     /* restore the item_power field to the object if we haven't changed it.
908     * we don't care about num_enchantments - that will basically just
909     * have calculated some value from the base attributes of the archetype.
910     */
911     op->item_power = save_item_power;
912     }
913 elmex 1.1 else
914 root 1.16 {
915     /* item_power was zero. This is suspicious, as it may be because it
916     * was never previously calculated. Let's compute a value and see if
917     * it is non-zero. If it indeed is, then assign it as the new
918     * item_power value.
919     * - gros, 21th of July 2006.
920     */
921     op->item_power = calc_item_power (op, 0);
922     save_item_power = op->item_power; /* Just in case it would get used
923     * again below */
924     }
925 elmex 1.1 }
926    
927     /* materialtype modifications. Note we allow this on artifacts. */
928     set_materialname (op, difficulty, NULL);
929    
930     if (flags & GT_MINIMAL)
931     {
932     if (op->type == POTION)
933 root 1.16 /* Handle healing and magic power potions */
934     if (op->stats.sp && !op->randomitems)
935     {
936     object *tmp;
937    
938     tmp = get_archetype (spell_mapping[op->stats.sp]);
939     insert_ob_in_ob (tmp, op);
940     op->stats.sp = 0;
941     }
942 elmex 1.1 }
943 root 1.16 else if (!op->title) /* Only modify object if not special */
944 elmex 1.1 switch (op->type)
945     {
946 root 1.16 case WEAPON:
947     case ARMOUR:
948     case SHIELD:
949     case HELMET:
950     case CLOAK:
951     if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
952     set_ring_bonus (op, -DICE2);
953     break;
954    
955     case BRACERS:
956     if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
957     {
958     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
959     if (!QUERY_FLAG (op, FLAG_CURSED))
960     op->value *= 3;
961     }
962     break;
963    
964     case POTION:
965     {
966     int too_many_tries = 0, is_special = 0;
967    
968     /* Handle healing and magic power potions */
969     if (op->stats.sp && !op->randomitems)
970     {
971     object *tmp;
972    
973     tmp = get_archetype (spell_mapping[op->stats.sp]);
974     insert_ob_in_ob (tmp, op);
975     op->stats.sp = 0;
976     }
977    
978     while (!(is_special = special_potion (op)) && !op->inv)
979     {
980     generate_artifact (op, difficulty);
981     if (too_many_tries++ > 10)
982     break;
983     }
984    
985     /* don't want to change value for healing/magic power potions,
986     * since the value set on those is already correct.
987     */
988     if (op->inv && op->randomitems)
989     {
990     /* value multiplier is same as for scrolls */
991     op->value = (op->value * op->inv->value);
992     op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
993     }
994     else
995     {
996     op->name = "potion";
997     op->name_pl = "potions";
998     }
999    
1000     if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
1001     SET_FLAG (op, FLAG_CURSED);
1002     break;
1003     }
1004    
1005     case AMULET:
1006     if (op->arch == amulet_arch)
1007     op->value *= 5; /* Since it's not just decoration */
1008    
1009     case RING:
1010     if (op->arch == NULL)
1011     {
1012 root 1.24 op->destroy ();
1013     op = 0;
1014 root 1.16 break;
1015     }
1016    
1017     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1018     break;
1019    
1020     if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1021     SET_FLAG (op, FLAG_CURSED);
1022    
1023     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1024    
1025     if (op->type != RING) /* Amulets have only one ability */
1026     break;
1027    
1028     if (!(RANDOM () % 4))
1029     {
1030     int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1031    
1032     if (d > 0)
1033     op->value *= 3;
1034    
1035     set_ring_bonus (op, d);
1036    
1037     if (!(RANDOM () % 4))
1038     {
1039     int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1040    
1041     if (d > 0)
1042     op->value *= 5;
1043     set_ring_bonus (op, d);
1044     }
1045     }
1046    
1047     if (GET_ANIM_ID (op))
1048     SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1049    
1050     break;
1051    
1052     case BOOK:
1053     /* Is it an empty book?, if yes lets make a special·
1054     * msg for it, and tailor its properties based on the·
1055     * creator and/or map level we found it on.
1056     */
1057     if (!op->msg && RANDOM () % 10)
1058     {
1059     /* set the book level properly */
1060     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1061     {
1062     if (op->map && op->map->difficulty)
1063     op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1064     else
1065     op->level = RANDOM () % 20 + 1;
1066     }
1067     else
1068     op->level = RANDOM () % creator->level;
1069    
1070     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1071     /* books w/ info are worth more! */
1072     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1073     /* creator related stuff */
1074    
1075     /* for library, chained books. Note that some monsters have no_pick
1076     * set - we don't want to set no pick in that case.
1077     */
1078     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1079     SET_FLAG (op, FLAG_NO_PICK);
1080     if (creator->slaying && !op->slaying) /* for check_inv floors */
1081     op->slaying = creator->slaying;
1082    
1083     /* add exp so reading it gives xp (once) */
1084     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1085     }
1086     break;
1087    
1088     case SPELLBOOK:
1089     op->value = op->value * op->inv->value;
1090     /* add exp so learning gives xp */
1091     op->level = op->inv->level;
1092     op->stats.exp = op->value;
1093     break;
1094    
1095     case WAND:
1096     /* nrof in the treasure list is number of charges,
1097     * not number of wands. So copy that into food (charges),
1098     * and reset nrof.
1099     */
1100     op->stats.food = op->inv->nrof;
1101     op->nrof = 1;
1102     /* If the spell changes by level, choose a random level
1103     * for it, and adjust price. If the spell doesn't
1104     * change by level, just set the wand to the level of
1105     * the spell, and value calculation is simpler.
1106     */
1107     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1108     {
1109     op->level = level_for_item (op, difficulty);
1110     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1111     }
1112     else
1113     {
1114     op->level = op->inv->level;
1115     op->value = op->value * op->inv->value;
1116     }
1117     break;
1118    
1119     case ROD:
1120     op->level = level_for_item (op, difficulty);
1121     /* Add 50 to both level an divisor to keep prices a little more
1122     * reasonable. Otherwise, a high level version of a low level
1123     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1124     * 10 time multiplier). This way, the value are a bit more reasonable.
1125     */
1126     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1127     /* maxhp is used to denote how many 'charges' the rod holds before */
1128     if (op->stats.maxhp)
1129     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1130     else
1131     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1132    
1133     op->stats.hp = op->stats.maxhp;
1134     break;
1135    
1136     case SCROLL:
1137     op->level = level_for_item (op, difficulty);
1138     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1139    
1140     /* add exp so reading them properly gives xp */
1141     op->stats.exp = op->value / 5;
1142     op->nrof = op->inv->nrof;
1143     break;
1144    
1145     case RUNE:
1146     trap_adjust (op, difficulty);
1147     break;
1148    
1149     case TRAP:
1150     trap_adjust (op, difficulty);
1151     break;
1152     } /* switch type */
1153 elmex 1.1
1154     if (flags & GT_STARTEQUIP)
1155     {
1156 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1157 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1158 elmex 1.1 else if (op->type != MONEY)
1159 root 1.16 op->value = 0;
1160 elmex 1.1 }
1161    
1162     if (!(flags & GT_ENVIRONMENT))
1163     fix_flesh_item (op, creator);
1164     }
1165    
1166     /*
1167     *
1168     *
1169     * CODE DEALING WITH ARTIFACTS STARTS HERE
1170     *
1171     *
1172     */
1173    
1174     /*
1175     * Allocate and return the pointer to an empty artifactlist structure.
1176     */
1177    
1178 root 1.7 static artifactlist *
1179     get_empty_artifactlist (void)
1180     {
1181     artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1182 root 1.16
1183 root 1.7 if (tl == NULL)
1184     fatal (OUT_OF_MEMORY);
1185     tl->next = NULL;
1186     tl->items = NULL;
1187     tl->total_chance = 0;
1188 elmex 1.1 return tl;
1189     }
1190    
1191     /*
1192     * Allocate and return the pointer to an empty artifact structure.
1193     */
1194    
1195 root 1.7 static artifact *
1196     get_empty_artifact (void)
1197     {
1198     artifact *t = (artifact *) malloc (sizeof (artifact));
1199 root 1.16
1200 root 1.7 if (t == NULL)
1201     fatal (OUT_OF_MEMORY);
1202     t->item = NULL;
1203     t->next = NULL;
1204     t->chance = 0;
1205     t->difficulty = 0;
1206 elmex 1.1 t->allowed = NULL;
1207     return t;
1208     }
1209    
1210     /*
1211     * Searches the artifact lists and returns one that has the same type
1212     * of objects on it.
1213     */
1214    
1215 root 1.7 artifactlist *
1216     find_artifactlist (int type)
1217     {
1218 elmex 1.1 artifactlist *al;
1219    
1220 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1221     if (al->type == type)
1222     return al;
1223 elmex 1.1 return NULL;
1224     }
1225    
1226     /*
1227     * For debugging purposes. Dumps all tables.
1228     */
1229    
1230 root 1.7 void
1231     dump_artifacts (void)
1232     {
1233 elmex 1.1 artifactlist *al;
1234     artifact *art;
1235     linked_char *next;
1236    
1237 root 1.7 fprintf (logfile, "\n");
1238     for (al = first_artifactlist; al != NULL; al = al->next)
1239     {
1240     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1241     for (art = al->items; art != NULL; art = art->next)
1242 root 1.16 {
1243     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1244     if (art->allowed != NULL)
1245     {
1246     fprintf (logfile, "\tAllowed combinations:");
1247     for (next = art->allowed; next != NULL; next = next->next)
1248     fprintf (logfile, "%s,", &next->name);
1249     fprintf (logfile, "\n");
1250     }
1251     }
1252 elmex 1.1 }
1253 root 1.7 fprintf (logfile, "\n");
1254 elmex 1.1 }
1255    
1256     /*
1257     * For debugging purposes. Dumps all treasures recursively (see below).
1258     */
1259 root 1.7 void
1260 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1261 elmex 1.1 {
1262     treasurelist *tl;
1263 root 1.7 int i;
1264 elmex 1.1
1265     if (depth > 100)
1266     return;
1267     while (t != NULL)
1268     {
1269     if (t->name != NULL)
1270 root 1.16 {
1271     for (i = 0; i < depth; i++)
1272     fprintf (logfile, " ");
1273     fprintf (logfile, "{ (list: %s)\n", &t->name);
1274     tl = find_treasurelist (t->name);
1275 elmex 1.26 if (tl)
1276     dump_monster_treasure_rec (name, tl->items, depth + 2);
1277 root 1.16 for (i = 0; i < depth; i++)
1278     fprintf (logfile, " ");
1279     fprintf (logfile, "} (end of list: %s)\n", &t->name);
1280     }
1281 elmex 1.1 else
1282 root 1.16 {
1283     for (i = 0; i < depth; i++)
1284     fprintf (logfile, " ");
1285     if (t->item->clone.type == FLESH)
1286     fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1287     else
1288     fprintf (logfile, "%s\n", &t->item->clone.name);
1289     }
1290 elmex 1.1 if (t->next_yes != NULL)
1291 root 1.16 {
1292     for (i = 0; i < depth; i++)
1293     fprintf (logfile, " ");
1294     fprintf (logfile, " (if yes)\n");
1295     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1296     }
1297 elmex 1.1 if (t->next_no != NULL)
1298 root 1.16 {
1299     for (i = 0; i < depth; i++)
1300     fprintf (logfile, " ");
1301     fprintf (logfile, " (if no)\n");
1302     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1303     }
1304 elmex 1.1 t = t->next;
1305     }
1306     }
1307    
1308     /*
1309     * For debugging purposes. Dumps all treasures for a given monster.
1310     * Created originally by Raphael Quinet for debugging the alchemy code.
1311     */
1312    
1313 root 1.7 void
1314     dump_monster_treasure (const char *name)
1315 elmex 1.1 {
1316     archetype *at;
1317 root 1.7 int found;
1318 elmex 1.1
1319     found = 0;
1320     fprintf (logfile, "\n");
1321 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1322     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1323 elmex 1.1 {
1324 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1325     if (at->clone.randomitems != NULL)
1326     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1327     else
1328     fprintf (logfile, "(nothing)\n");
1329     fprintf (logfile, "\n");
1330     found++;
1331 elmex 1.1 }
1332     if (found == 0)
1333     fprintf (logfile, "No objects have the name %s!\n\n", name);
1334     }
1335    
1336     /*
1337     * Builds up the lists of artifacts from the file in the libdir.
1338     */
1339    
1340 root 1.7 void
1341     init_artifacts (void)
1342     {
1343     static int has_been_inited = 0;
1344     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1345     artifact *art = NULL;
1346     linked_char *tmp;
1347 pippijn 1.14 int value;
1348 root 1.7 artifactlist *al;
1349    
1350     if (has_been_inited)
1351     return;
1352     else
1353     has_been_inited = 1;
1354 elmex 1.1
1355 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1356     object_thawer thawer (filename);
1357 elmex 1.1
1358 root 1.7 if (!thawer)
1359     return;
1360 elmex 1.1
1361 root 1.7 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1362     {
1363     if (*buf == '#')
1364 root 1.16 continue;
1365 root 1.7 if ((cp = strchr (buf, '\n')) != NULL)
1366 root 1.16 *cp = '\0';
1367 root 1.7 cp = buf;
1368 root 1.16 while (*cp == ' ') /* Skip blanks */
1369     cp++;
1370 root 1.7 if (*cp == '\0')
1371 root 1.16 continue;
1372 root 1.7
1373     if (!strncmp (cp, "Allowed", 7))
1374 root 1.16 {
1375     if (art == NULL)
1376     {
1377     art = get_empty_artifact ();
1378     nrofartifacts++;
1379     }
1380     cp = strchr (cp, ' ') + 1;
1381     if (!strcmp (cp, "all"))
1382     continue;
1383    
1384     do
1385     {
1386     nrofallowedstr++;
1387     if ((next = strchr (cp, ',')) != NULL)
1388     *(next++) = '\0';
1389     tmp = new linked_char;
1390    
1391     tmp->name = cp;
1392     tmp->next = art->allowed;
1393     art->allowed = tmp;
1394     }
1395     while ((cp = next) != NULL);
1396     }
1397 root 1.7 else if (sscanf (cp, "chance %d", &value))
1398 root 1.16 art->chance = (uint16) value;
1399 root 1.7 else if (sscanf (cp, "difficulty %d", &value))
1400 root 1.16 art->difficulty = (uint8) value;
1401 root 1.7 else if (!strncmp (cp, "Object", 6))
1402 root 1.16 {
1403 root 1.24 art->item = object::create ();
1404 root 1.10
1405 root 1.16 if (!load_object (thawer, art->item, 0))
1406     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1407 root 1.10
1408 root 1.16 art->item->name = strchr (cp, ' ') + 1;
1409     al = find_artifactlist (art->item->type);
1410     if (al == NULL)
1411     {
1412     al = get_empty_artifactlist ();
1413     al->type = art->item->type;
1414     al->next = first_artifactlist;
1415     first_artifactlist = al;
1416     }
1417     art->next = al->items;
1418     al->items = art;
1419     art = NULL;
1420     }
1421 root 1.7 else
1422 root 1.16 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1423 root 1.7 }
1424 root 1.3
1425 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1426     {
1427     for (art = al->items; art != NULL; art = art->next)
1428 root 1.16 {
1429     if (!art->chance)
1430     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1431     else
1432     al->total_chance += art->chance;
1433     }
1434 elmex 1.1 #if 0
1435 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1436 elmex 1.1 #endif
1437     }
1438    
1439 root 1.7 LOG (llevDebug, "done.\n");
1440 elmex 1.1 }
1441    
1442    
1443     /*
1444     * Used in artifact generation. The bonuses of the first object
1445     * is modified by the bonuses of the second object.
1446     */
1447    
1448 root 1.7 void
1449 root 1.16 add_abilities (object *op, object *change)
1450 root 1.7 {
1451 pippijn 1.14 int i, tmp;
1452 elmex 1.1
1453 root 1.7 if (change->face != blank_face)
1454     {
1455 elmex 1.1 #ifdef TREASURE_VERBOSE
1456 root 1.7 LOG (llevDebug, "FACE: %d\n", change->face->number);
1457 elmex 1.1 #endif
1458 root 1.7 op->face = change->face;
1459 elmex 1.1 }
1460    
1461 root 1.7 for (i = 0; i < NUM_STATS; i++)
1462     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1463    
1464     op->attacktype |= change->attacktype;
1465     op->path_attuned |= change->path_attuned;
1466     op->path_repelled |= change->path_repelled;
1467     op->path_denied |= change->path_denied;
1468     op->move_type |= change->move_type;
1469     op->stats.luck += change->stats.luck;
1470    
1471     if (QUERY_FLAG (change, FLAG_CURSED))
1472     SET_FLAG (op, FLAG_CURSED);
1473     if (QUERY_FLAG (change, FLAG_DAMNED))
1474     SET_FLAG (op, FLAG_DAMNED);
1475     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1476     set_abs_magic (op, -op->magic);
1477    
1478     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1479     SET_FLAG (op, FLAG_LIFESAVE);
1480     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1481     SET_FLAG (op, FLAG_REFL_SPELL);
1482     if (QUERY_FLAG (change, FLAG_STEALTH))
1483     SET_FLAG (op, FLAG_STEALTH);
1484     if (QUERY_FLAG (change, FLAG_XRAYS))
1485     SET_FLAG (op, FLAG_XRAYS);
1486     if (QUERY_FLAG (change, FLAG_BLIND))
1487     SET_FLAG (op, FLAG_BLIND);
1488     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1489     SET_FLAG (op, FLAG_SEE_IN_DARK);
1490     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1491     SET_FLAG (op, FLAG_REFL_MISSILE);
1492     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1493     SET_FLAG (op, FLAG_MAKE_INVIS);
1494    
1495     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1496     {
1497     CLEAR_FLAG (op, FLAG_ANIMATE);
1498     /* so artifacts will join */
1499     if (!QUERY_FLAG (op, FLAG_ALIVE))
1500 root 1.16 op->speed = 0.0;
1501 root 1.12
1502 root 1.28 op->set_speed (op->speed);
1503 elmex 1.1 }
1504 root 1.7
1505     if (change->nrof)
1506     op->nrof = RANDOM () % ((int) change->nrof) + 1;
1507    
1508 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1509 root 1.7 op->stats.wc += change->stats.wc;
1510     op->stats.ac += change->stats.ac;
1511    
1512     if (change->other_arch)
1513     {
1514     /* Basically, for horns & potions, the other_arch field is the spell
1515     * to cast. So convert that to into a spell and put it into
1516     * this object.
1517     */
1518     if (op->type == HORN || op->type == POTION)
1519 root 1.16 {
1520     object *tmp_obj;
1521    
1522     /* Remove any spells this object currently has in it */
1523     while (op->inv)
1524 root 1.24 op->inv->destroy ();
1525 root 1.16
1526     tmp_obj = arch_to_object (change->other_arch);
1527     insert_ob_in_ob (tmp_obj, op);
1528     }
1529 root 1.7 /* No harm setting this for potions/horns */
1530     op->other_arch = change->other_arch;
1531     }
1532    
1533     if (change->stats.hp < 0)
1534     op->stats.hp = -change->stats.hp;
1535     else
1536     op->stats.hp += change->stats.hp;
1537    
1538     if (change->stats.maxhp < 0)
1539     op->stats.maxhp = -change->stats.maxhp;
1540     else
1541     op->stats.maxhp += change->stats.maxhp;
1542    
1543     if (change->stats.sp < 0)
1544     op->stats.sp = -change->stats.sp;
1545     else
1546     op->stats.sp += change->stats.sp;
1547    
1548     if (change->stats.maxsp < 0)
1549     op->stats.maxsp = -change->stats.maxsp;
1550     else
1551     op->stats.maxsp += change->stats.maxsp;
1552    
1553     if (change->stats.food < 0)
1554     op->stats.food = -(change->stats.food);
1555     else
1556     op->stats.food += change->stats.food;
1557    
1558     if (change->level < 0)
1559     op->level = -(change->level);
1560     else
1561     op->level += change->level;
1562    
1563     if (change->gen_sp_armour < 0)
1564     op->gen_sp_armour = -(change->gen_sp_armour);
1565     else
1566     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567    
1568     op->item_power = change->item_power;
1569    
1570     for (i = 0; i < NROFATTACKS; i++)
1571 root 1.20 if (change->resist[i])
1572     op->resist[i] += change->resist[i];
1573 root 1.7
1574     if (change->stats.dam)
1575     {
1576     if (change->stats.dam < 0)
1577 root 1.16 op->stats.dam = (-change->stats.dam);
1578 root 1.7 else if (op->stats.dam)
1579 root 1.16 {
1580     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1581     if (tmp == op->stats.dam)
1582     {
1583     if (change->stats.dam < 10)
1584     op->stats.dam--;
1585     else
1586     op->stats.dam++;
1587     }
1588     else
1589     op->stats.dam = tmp;
1590     }
1591 root 1.7 }
1592    
1593     if (change->weight)
1594     {
1595     if (change->weight < 0)
1596 root 1.16 op->weight = (-change->weight);
1597 root 1.7 else
1598 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1599 root 1.7 }
1600    
1601     if (change->last_sp)
1602     {
1603     if (change->last_sp < 0)
1604 root 1.16 op->last_sp = (-change->last_sp);
1605 root 1.7 else
1606 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1607 root 1.7 }
1608    
1609     if (change->gen_sp_armour)
1610     {
1611     if (change->gen_sp_armour < 0)
1612 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1613 root 1.7 else
1614 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1615 root 1.7 }
1616    
1617     op->value *= change->value;
1618    
1619     if (change->material)
1620     op->material = change->material;
1621    
1622     if (change->materialname)
1623     op->materialname = change->materialname;
1624    
1625     if (change->slaying)
1626     op->slaying = change->slaying;
1627    
1628     if (change->race)
1629     op->race = change->race;
1630    
1631     if (change->msg)
1632     op->msg = change->msg;
1633 elmex 1.1 }
1634    
1635 root 1.7 static int
1636 root 1.16 legal_artifact_combination (object *op, artifact * art)
1637 root 1.7 {
1638 elmex 1.1 int neg, success = 0;
1639     linked_char *tmp;
1640     const char *name;
1641    
1642     if (art->allowed == (linked_char *) NULL)
1643 root 1.16 return 1; /* Ie, "all" */
1644 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1645     {
1646 elmex 1.1 #ifdef TREASURE_VERBOSE
1647 root 1.7 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1648 elmex 1.1 #endif
1649 root 1.7 if (*tmp->name == '!')
1650 root 1.16 name = tmp->name + 1, neg = 1;
1651 root 1.7 else
1652 root 1.16 name = tmp->name, neg = 0;
1653 root 1.7
1654     /* If we match name, then return the opposite of 'neg' */
1655     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1656 root 1.16 return !neg;
1657 root 1.7
1658     /* Set success as true, since if the match was an inverse, it means
1659     * everything is allowed except what we match
1660     */
1661     else if (neg)
1662 root 1.16 success = 1;
1663 root 1.7 }
1664 elmex 1.1 return success;
1665     }
1666    
1667     /*
1668     * Fixes the given object, giving it the abilities and titles
1669     * it should have due to the second artifact-template.
1670     */
1671    
1672 root 1.7 void
1673 root 1.12 give_artifact_abilities (object *op, object *artifct)
1674 root 1.7 {
1675 elmex 1.1 char new_name[MAX_BUF];
1676    
1677 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1678     op->title = new_name;
1679 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1680 elmex 1.1
1681 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1682 elmex 1.1 {
1683 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1684 root 1.16
1685 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1686     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1687 elmex 1.1 if (!identified)
1688 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1689 elmex 1.1 }
1690     #endif
1691     return;
1692     }
1693    
1694     /*
1695     * Decides randomly which artifact the object should be
1696     * turned into. Makes sure that the item can become that
1697     * artifact (means magic, difficulty, and Allowed fields properly).
1698     * Then calls give_artifact_abilities in order to actually create
1699     * the artifact.
1700     */
1701    
1702     /* Give 1 re-roll attempt per artifact */
1703     #define ARTIFACT_TRIES 2
1704    
1705 root 1.7 void
1706 root 1.16 generate_artifact (object *op, int difficulty)
1707 root 1.7 {
1708 elmex 1.1 artifactlist *al;
1709     artifact *art;
1710     int i;
1711    
1712 root 1.7 al = find_artifactlist (op->type);
1713    
1714     if (al == NULL)
1715     {
1716 root 1.16 #if 0 /* This is too verbose, usually */
1717 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1718 elmex 1.1 #endif
1719 root 1.7 return;
1720     }
1721    
1722     for (i = 0; i < ARTIFACT_TRIES; i++)
1723     {
1724     int roll = RANDOM () % al->total_chance;
1725 elmex 1.1
1726 root 1.7 for (art = al->items; art != NULL; art = art->next)
1727 root 1.16 {
1728     roll -= art->chance;
1729     if (roll < 0)
1730     break;
1731     }
1732 elmex 1.1
1733 root 1.7 if (art == NULL || roll >= 0)
1734 root 1.16 {
1735 elmex 1.1 #if 1
1736 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1737 elmex 1.1 #endif
1738 root 1.16 return;
1739     }
1740 root 1.7 if (!strcmp (art->item->name, "NONE"))
1741 root 1.16 return;
1742 root 1.7 if (FABS (op->magic) < art->item->magic)
1743 root 1.16 continue; /* Not magic enough to be this item */
1744 root 1.7
1745     /* Map difficulty not high enough */
1746     if (difficulty < art->difficulty)
1747 root 1.16 continue;
1748 elmex 1.1
1749 root 1.7 if (!legal_artifact_combination (op, art))
1750 root 1.16 {
1751 elmex 1.1 #ifdef TREASURE_VERBOSE
1752 root 1.16 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1753 elmex 1.1 #endif
1754 root 1.16 continue;
1755     }
1756 root 1.7 give_artifact_abilities (op, art->item);
1757     return;
1758 elmex 1.1 }
1759     }
1760    
1761     /* fix_flesh_item() - objects of type FLESH are similar to type
1762     * FOOD, except they inherit properties (name, food value, etc).
1763     * based on the original owner (or 'donor' if you like). -b.t.
1764     */
1765    
1766 root 1.7 void
1767 root 1.16 fix_flesh_item (object *item, object *donor)
1768 root 1.7 {
1769     char tmpbuf[MAX_BUF];
1770     int i;
1771    
1772     if (item->type == FLESH && donor)
1773     {
1774     /* change the name */
1775 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1776     item->name = tmpbuf;
1777     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1778     item->name_pl = tmpbuf;
1779 root 1.7
1780     /* weight is FLESH weight/100 * donor */
1781     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1782 root 1.16 item->weight = 1;
1783 root 1.7
1784     /* value is multiplied by level of donor */
1785     item->value *= isqrt (donor->level * 2);
1786    
1787     /* food value */
1788     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1789    
1790     /* flesh items inherit some abilities of donor, but not
1791     * full effect.
1792     */
1793     for (i = 0; i < NROFATTACKS; i++)
1794 root 1.16 item->resist[i] = donor->resist[i] / 2;
1795 root 1.7
1796     /* item inherits donor's level (important for quezals) */
1797     item->level = donor->level;
1798    
1799     /* if donor has some attacktypes, the flesh is poisonous */
1800     if (donor->attacktype & AT_POISON)
1801 root 1.16 item->type = POISON;
1802 root 1.7 if (donor->attacktype & AT_ACID)
1803 root 1.16 item->stats.hp = -1 * item->stats.food;
1804 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1805 elmex 1.1 }
1806     }
1807    
1808     /* special_potion() - so that old potion code is still done right. */
1809    
1810 root 1.7 int
1811 root 1.16 special_potion (object *op)
1812 root 1.7 {
1813 elmex 1.1
1814 root 1.7 int i;
1815 elmex 1.1
1816 root 1.7 if (op->attacktype)
1817     return 1;
1818 elmex 1.1
1819 root 1.7 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1820     return 1;
1821 elmex 1.1
1822 root 1.7 for (i = 0; i < NROFATTACKS; i++)
1823     if (op->resist[i])
1824     return 1;
1825 elmex 1.1
1826 root 1.7 return 0;
1827 elmex 1.1 }
1828    
1829 root 1.7 void
1830 root 1.16 free_treasurestruct (treasure *t)
1831 elmex 1.1 {
1832 root 1.7 if (t->next)
1833     free_treasurestruct (t->next);
1834     if (t->next_yes)
1835     free_treasurestruct (t->next_yes);
1836     if (t->next_no)
1837     free_treasurestruct (t->next_no);
1838 root 1.8
1839     delete t;
1840 elmex 1.1 }
1841    
1842 root 1.7 void
1843 root 1.16 free_charlinks (linked_char *lc)
1844 elmex 1.1 {
1845 root 1.7 if (lc->next)
1846     free_charlinks (lc->next);
1847    
1848     delete lc;
1849 elmex 1.1 }
1850    
1851 root 1.7 void
1852     free_artifact (artifact * at)
1853 elmex 1.1 {
1854 root 1.7 if (at->next)
1855     free_artifact (at->next);
1856 root 1.15
1857 root 1.7 if (at->allowed)
1858     free_charlinks (at->allowed);
1859    
1860 root 1.21 at->item->destroy (1);
1861 root 1.7
1862     delete at;
1863 elmex 1.1 }
1864    
1865 root 1.7 void
1866     free_artifactlist (artifactlist * al)
1867 elmex 1.1 {
1868 root 1.7 artifactlist *nextal;
1869 root 1.15
1870 root 1.21 for (al = first_artifactlist; al; al = nextal)
1871 root 1.7 {
1872     nextal = al->next;
1873 root 1.15
1874 root 1.7 if (al->items)
1875 root 1.16 free_artifact (al->items);
1876 root 1.15
1877 root 1.7 free (al);
1878 elmex 1.1 }
1879     }
1880    
1881 root 1.7 void
1882     free_all_treasures (void)
1883     {
1884     treasurelist *tl, *next;
1885 elmex 1.1
1886    
1887 root 1.7 for (tl = first_treasurelist; tl != NULL; tl = next)
1888     {
1889     next = tl->next;
1890     if (tl->items)
1891 root 1.16 free_treasurestruct (tl->items);
1892 root 1.7 delete tl;
1893 elmex 1.1 }
1894 root 1.7 free_artifactlist (first_artifactlist);
1895 elmex 1.1 }