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Revision: 1.31
Committed: Sat Jan 6 14:42:29 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.30: +1 -0 lines
Log Message:
added some copyrights

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.31 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.19 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25     #define ALLOWED_COMBINATION
26    
27     /* TREASURE_DEBUG does some checking on the treasurelists after loading.
28     * It is useful for finding bugs in the treasures file. Since it only
29     * slows the startup some (and not actual game play), it is by default
30     * left on
31     */
32     #define TREASURE_DEBUG
33    
34     /* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 root 1.16
36 elmex 1.1 /* #define TREASURE_VERBOSE */
37 root 1.7
38 elmex 1.1 #include <global.h>
39     #include <treasure.h>
40     #include <funcpoint.h>
41     #include <loader.h>
42    
43    
44 root 1.16 static void change_treasure (treasure *t, object *op); /* overrule default values */
45 elmex 1.1 extern char *spell_mapping[];
46    
47     /*
48     * Initialize global archtype pointers:
49     */
50    
51 root 1.7 void
52     init_archetype_pointers ()
53     {
54 elmex 1.1 int prev_warn = warn_archetypes;
55 root 1.16
56 elmex 1.1 warn_archetypes = 1;
57     if (ring_arch == NULL)
58 root 1.18 ring_arch = archetype::find ("ring");
59 elmex 1.1 if (amulet_arch == NULL)
60 root 1.18 amulet_arch = archetype::find ("amulet");
61 elmex 1.1 if (staff_arch == NULL)
62 root 1.18 staff_arch = archetype::find ("staff");
63 elmex 1.1 if (crown_arch == NULL)
64 root 1.18 crown_arch = archetype::find ("crown");
65 elmex 1.1 warn_archetypes = prev_warn;
66     }
67    
68     /*
69     * Allocate and return the pointer to an empty treasurelist structure.
70     */
71    
72 root 1.7 static treasurelist *
73     get_empty_treasurelist (void)
74     {
75     return new treasurelist;
76 elmex 1.1 }
77    
78     /*
79     * Allocate and return the pointer to an empty treasure structure.
80     */
81 root 1.7 //TODO: make this a constructor
82     static treasure *
83     get_empty_treasure (void)
84     {
85     treasure *t = new treasure;
86    
87     t->chance = 100;
88 elmex 1.1
89     return t;
90     }
91    
92     /*
93     * Reads the lib/treasure file from disk, and parses the contents
94     * into an internal treasure structure (very linked lists)
95     */
96    
97 root 1.7 static treasure *
98     load_treasure (FILE * fp, int *line)
99     {
100     char buf[MAX_BUF], *cp, variable[MAX_BUF];
101     treasure *t = get_empty_treasure ();
102     int value;
103    
104     nroftreasures++;
105     while (fgets (buf, MAX_BUF, fp) != NULL)
106     {
107     (*line)++;
108    
109     if (*buf == '#')
110 root 1.16 continue;
111 root 1.7 if ((cp = strchr (buf, '\n')) != NULL)
112 root 1.16 *cp = '\0';
113 root 1.7 cp = buf;
114 root 1.16 while (isspace (*cp)) /* Skip blanks */
115     cp++;
116 root 1.7
117     if (sscanf (cp, "arch %s", variable))
118 root 1.16 {
119 root 1.18 if ((t->item = archetype::find (variable)) == NULL)
120 root 1.16 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121     }
122 root 1.7 else if (sscanf (cp, "list %s", variable))
123 elmex 1.9 t->name = variable;
124 root 1.7 else if (sscanf (cp, "change_name %s", variable))
125 root 1.16 t->change_arch.name = variable;
126 root 1.7 else if (sscanf (cp, "change_title %s", variable))
127 root 1.16 t->change_arch.title = variable;
128 root 1.7 else if (sscanf (cp, "change_slaying %s", variable))
129 root 1.16 t->change_arch.slaying = variable;
130 root 1.7 else if (sscanf (cp, "chance %d", &value))
131 root 1.16 t->chance = (uint8) value;
132 root 1.7 else if (sscanf (cp, "nrof %d", &value))
133 root 1.16 t->nrof = (uint16) value;
134 root 1.7 else if (sscanf (cp, "magic %d", &value))
135 root 1.16 t->magic = (uint8) value;
136 root 1.7 else if (!strcmp (cp, "yes"))
137 root 1.16 t->next_yes = load_treasure (fp, line);
138 root 1.7 else if (!strcmp (cp, "no"))
139 root 1.16 t->next_no = load_treasure (fp, line);
140 root 1.7 else if (!strcmp (cp, "end"))
141 root 1.16 return t;
142 root 1.7 else if (!strcmp (cp, "more"))
143 root 1.16 {
144     t->next = load_treasure (fp, line);
145     return t;
146     }
147 root 1.7 else
148 root 1.16 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
149 elmex 1.1 }
150 root 1.7 LOG (llevError, "treasure lacks 'end'.\n");
151     return t;
152 elmex 1.1 }
153    
154     #ifdef TREASURE_DEBUG
155 root 1.16
156 elmex 1.1 /* recursived checks the linked list. Treasurelist is passed only
157     * so that the treasure name can be printed out
158     */
159 root 1.7 static void
160 root 1.16 check_treasurelist (const treasure *t, const treasurelist * tl)
161 elmex 1.1 {
162 root 1.7 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163     LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164     /* find_treasurelist will print out its own error message */
165     if (t->name && *t->name)
166 elmex 1.30 find_treasurelist (t->name);
167 root 1.7 if (t->next)
168     check_treasurelist (t->next, tl);
169     if (t->next_yes)
170     check_treasurelist (t->next_yes, tl);
171     if (t->next_no)
172     check_treasurelist (t->next_no, tl);
173 elmex 1.1 }
174     #endif
175    
176     /*
177     * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178     * Each treasure is parsed with the help of load_treasure().
179     */
180    
181 root 1.7 void
182     load_treasures (void)
183     {
184     FILE *fp;
185     char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186     treasurelist *previous = NULL;
187     treasure *t;
188     int comp, line = 0;
189    
190     sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
191     if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
192     {
193     LOG (llevError, "Can't open treasure file.\n");
194     return;
195     }
196     while (fgets (buf, MAX_BUF, fp) != NULL)
197     {
198     line++;
199     if (*buf == '#')
200 root 1.16 continue;
201 root 1.7
202     if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
203 root 1.16 {
204     treasurelist *tl = get_empty_treasurelist ();
205    
206     tl->name = name;
207     if (previous == NULL)
208     first_treasurelist = tl;
209     else
210     previous->next = tl;
211     previous = tl;
212     tl->items = load_treasure (fp, &line);
213    
214     /* This is a one of the many items on the list should be generated.
215     * Add up the chance total, and check to make sure the yes & no
216     * fields of the treasures are not being used.
217     */
218     if (!strncmp (buf, "treasureone", 11))
219     {
220     for (t = tl->items; t != NULL; t = t->next)
221     {
222 elmex 1.1 #ifdef TREASURE_DEBUG
223 root 1.16 if (t->next_yes || t->next_no)
224     {
225     LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
226     LOG (llevError, " the next_yes or next_no field is set\n");
227     }
228 elmex 1.1 #endif
229 root 1.16 tl->total_chance += t->chance;
230     }
231     }
232     }
233 root 1.7 else
234 root 1.16 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 elmex 1.1 }
236 root 1.7 close_and_delete (fp, comp);
237 elmex 1.1
238     #ifdef TREASURE_DEBUG
239 root 1.7 /* Perform some checks on how valid the treasure data actually is.
240     * verify that list transitions work (ie, the list that it is supposed
241     * to transition to exists). Also, verify that at least the name
242     * or archetype is set for each treasure element.
243     */
244     for (previous = first_treasurelist; previous != NULL; previous = previous->next)
245     check_treasurelist (previous->items, previous);
246 elmex 1.1 #endif
247     }
248    
249     /*
250     * Searches for the given treasurelist in the globally linked list
251     * of treasurelists which has been built by load_treasures().
252     */
253    
254 root 1.7 treasurelist *
255     find_treasurelist (const char *name)
256     {
257 root 1.17 shstr_cmp name_ (name);
258    
259     if (!name_)
260 root 1.12 return 0;
261 root 1.7
262 elmex 1.26 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
263 root 1.17 if (name_ == tl->name)
264     return tl;
265 elmex 1.9
266     if (first_treasurelist)
267 root 1.12 LOG (llevError, "Couldn't find treasurelist %s\n", name);
268 root 1.7
269 root 1.12 return 0;
270 elmex 1.1 }
271    
272    
273     /*
274     * Generates the objects specified by the given treasure.
275     * It goes recursively through the rest of the linked list.
276     * If there is a certain percental chance for a treasure to be generated,
277     * this is taken into consideration.
278     * The second argument specifies for which object the treasure is
279     * being generated.
280     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
281     * abilities. This is used by summon spells, thus no summoned monsters
282     * start with equipment, but only their abilities).
283     */
284 root 1.7 static void
285 root 1.16 put_treasure (object *op, object *creator, int flags)
286 elmex 1.1 {
287 root 1.7 object *tmp;
288 elmex 1.1
289 root 1.7 /* Bit of a hack - spells should never be put onto the map. The entire
290     * treasure stuff is a problem - there is no clear idea of knowing
291     * this is the original object, or if this is an object that should be created
292     * by another object.
293     */
294     if (flags & GT_ENVIRONMENT && op->type != SPELL)
295     {
296     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
297 root 1.29 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
298 root 1.7 }
299     else
300     {
301 root 1.29 op = creator->insert (op);
302 root 1.27
303 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
304 root 1.16 monster_check_apply (creator, op);
305 root 1.27
306     if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
307 root 1.16 esrv_send_item (tmp, op);
308 elmex 1.1 }
309     }
310    
311     /* if there are change_xxx commands in the treasure, we include the changes
312     * in the generated object
313     */
314 root 1.7 static void
315 root 1.12 change_treasure (treasure *t, object *op)
316 elmex 1.1 {
317 root 1.7 /* CMD: change_name xxxx */
318     if (t->change_arch.name)
319 elmex 1.1 {
320 root 1.7 op->name = t->change_arch.name;
321     op->name_pl = t->change_arch.name;
322 elmex 1.1 }
323    
324 root 1.7 if (t->change_arch.title)
325     op->title = t->change_arch.title;
326    
327     if (t->change_arch.slaying)
328     op->slaying = t->change_arch.slaying;
329     }
330    
331     void
332 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333 root 1.7 {
334     object *tmp;
335    
336     if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
337 elmex 1.1 {
338 root 1.7 if (t->name)
339 root 1.16 {
340 elmex 1.30 if (difficulty >= t->magic)
341 elmex 1.26 {
342     treasurelist *tl = find_treasurelist (t->name);
343     if (tl)
344     create_treasure (tl, op, flag, difficulty, tries);
345     }
346 root 1.16 }
347 root 1.7 else
348 root 1.16 {
349 elmex 1.30 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 root 1.16 {
351     tmp = arch_to_object (t->item);
352     if (t->nrof && tmp->nrof <= 1)
353     tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
354     fix_generated_item (tmp, op, difficulty, t->magic, flag);
355     change_treasure (t, tmp);
356     put_treasure (tmp, op, flag);
357     }
358     }
359 root 1.12
360 root 1.7 if (t->next_yes != NULL)
361 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 elmex 1.1 }
363 root 1.7 else if (t->next_no != NULL)
364     create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 root 1.12
366 root 1.7 if (t->next != NULL)
367     create_all_treasures (t->next, op, flag, difficulty, tries);
368 elmex 1.1 }
369    
370 root 1.7 void
371 root 1.16 create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries)
372 root 1.7 {
373     int value = RANDOM () % tl->total_chance;
374     treasure *t;
375 elmex 1.1
376 root 1.7 if (tries++ > 100)
377     {
378     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379     return;
380     }
381 root 1.12
382 root 1.7 for (t = tl->items; t != NULL; t = t->next)
383     {
384     value -= t->chance;
385 root 1.12
386 root 1.7 if (value < 0)
387 root 1.16 break;
388 root 1.7 }
389 elmex 1.1
390 root 1.7 if (!t || value >= 0)
391     {
392     LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
393     abort ();
394     return;
395     }
396 root 1.12
397 root 1.7 if (t->name)
398     {
399     if (difficulty >= t->magic)
400 elmex 1.26 {
401     treasurelist *tl = find_treasurelist (t->name);
402     if (tl)
403     create_treasure (tl, op, flag, difficulty, tries);
404     }
405 root 1.7 else if (t->nrof)
406 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
407 root 1.12
408 root 1.7 return;
409 elmex 1.1 }
410 root 1.12
411 elmex 1.30 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
412 root 1.7 {
413     object *tmp = arch_to_object (t->item);
414 root 1.12
415 root 1.7 if (!tmp)
416 root 1.16 return;
417 root 1.12
418 root 1.7 if (t->nrof && tmp->nrof <= 1)
419 root 1.16 tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
420 root 1.12
421 root 1.13 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422     change_treasure (t, tmp);
423 root 1.7 put_treasure (tmp, op, flag);
424 elmex 1.1 }
425     }
426    
427     /* This calls the appropriate treasure creation function. tries is passed
428     * to determine how many list transitions or attempts to create treasure
429     * have been made. It is really in place to prevent infinite loops with
430     * list transitions, or so that excessively good treasure will not be
431     * created on weak maps, because it will exceed the number of allowed tries
432     * to do that.
433     */
434 root 1.7 void
435 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436 elmex 1.1 {
437    
438 root 1.7 if (tries++ > 100)
439     {
440     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441     return;
442     }
443 elmex 1.30 if (tl->total_chance)
444     create_one_treasure (tl, op, flag, difficulty, tries);
445 root 1.7 else
446 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
447 elmex 1.1 }
448    
449     /* This is similar to the old generate treasure function. However,
450     * it instead takes a treasurelist. It is really just a wrapper around
451     * create_treasure. We create a dummy object that the treasure gets
452     * inserted into, and then return that treausre
453     */
454 root 1.7 object *
455 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
456 elmex 1.1 {
457 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
458    
459 root 1.24 object *ob = object::create (), *tmp;
460 elmex 1.1
461 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
462 elmex 1.1
463 root 1.7 /* Don't want to free the object we are about to return */
464     tmp = ob->inv;
465     if (tmp != NULL)
466 root 1.23 tmp->remove ();
467 root 1.21
468 root 1.7 if (ob->inv)
469 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
470    
471 root 1.24 ob->destroy ();
472 root 1.7 return tmp;
473 elmex 1.1 }
474    
475     /*
476     * This is a new way of calculating the chance for an item to have
477     * a specific magical bonus.
478     * The array has two arguments, the difficulty of the level, and the
479     * magical bonus "wanted".
480     */
481    
482 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483 root 1.16
484 elmex 1.1 /*chance of magic difficulty*/
485 root 1.16
486 elmex 1.1 /* +0 +1 +2 +3 +4 */
487 root 1.16 {95, 2, 2, 1, 0}, /*1 */
488     {92, 5, 2, 1, 0}, /*2 */
489     {85, 10, 4, 1, 0}, /*3 */
490     {80, 14, 4, 2, 0}, /*4 */
491     {75, 17, 5, 2, 1}, /*5 */
492     {70, 18, 8, 3, 1}, /*6 */
493     {65, 21, 10, 3, 1}, /*7 */
494     {60, 22, 12, 4, 2}, /*8 */
495     {55, 25, 14, 4, 2}, /*9 */
496     {50, 27, 16, 5, 2}, /*10 */
497     {45, 28, 18, 6, 3}, /*11 */
498     {42, 28, 20, 7, 3}, /*12 */
499     {40, 27, 21, 8, 4}, /*13 */
500     {38, 25, 22, 10, 5}, /*14 */
501     {36, 23, 23, 12, 6}, /*15 */
502     {33, 21, 24, 14, 8}, /*16 */
503     {31, 19, 25, 16, 9}, /*17 */
504     {27, 15, 30, 18, 10}, /*18 */
505     {20, 12, 30, 25, 13}, /*19 */
506     {15, 10, 28, 30, 17}, /*20 */
507     {13, 9, 27, 28, 23}, /*21 */
508     {10, 8, 25, 28, 29}, /*22 */
509     {8, 7, 23, 26, 36}, /*23 */
510     {6, 6, 20, 22, 46}, /*24 */
511     {4, 5, 17, 18, 56}, /*25 */
512     {2, 4, 12, 14, 68}, /*26 */
513     {0, 3, 7, 10, 80}, /*27 */
514     {0, 0, 3, 7, 90}, /*28 */
515     {0, 0, 0, 3, 97}, /*29 */
516     {0, 0, 0, 0, 100}, /*30 */
517     {0, 0, 0, 0, 100}, /*31 */
518 elmex 1.1 };
519    
520    
521     /* calculate the appropriate level for wands staves and scrolls.
522     * This code presumes that op has had its spell object created (in op->inv)
523     *
524     * elmex Wed Aug 9 17:44:59 CEST 2006:
525     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526     */
527    
528 root 1.7 int
529 root 1.16 level_for_item (const object *op, int difficulty)
530 elmex 1.1 {
531 pippijn 1.14 int olevel = 0;
532 elmex 1.1
533     if (!op->inv)
534     {
535 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536     return 0;
537 elmex 1.1 }
538    
539     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
540    
541     if (olevel <= 0)
542     olevel = rndm (1, MIN (op->inv->level, 1));
543    
544     if (olevel > MAXLEVEL)
545     olevel = MAXLEVEL;
546    
547     return olevel;
548     }
549    
550     /*
551     * Based upon the specified difficulty and upon the difftomagic_list array,
552     * a random magical bonus is returned. This is used when determine
553     * the magical bonus created on specific maps.
554     *
555     * elmex Thu Aug 10 18:45:44 CEST 2006:
556     * Scaling difficulty by max_level, as difficulty is a level and not some
557     * weird integer between 1-31.
558     *
559     */
560    
561 root 1.7 int
562     magic_from_difficulty (int difficulty)
563 elmex 1.1 {
564     int percent = 0, magic = 0;
565     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
566    
567     scaled_diff--;
568    
569 root 1.7 if (scaled_diff < 0)
570 elmex 1.1 scaled_diff = 0;
571    
572     if (scaled_diff >= DIFFLEVELS)
573 root 1.7 scaled_diff = DIFFLEVELS - 1;
574 elmex 1.1
575 root 1.7 percent = RANDOM () % 100;
576 elmex 1.1
577 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 elmex 1.1 {
579     percent -= difftomagic_list[scaled_diff][magic];
580    
581     if (percent < 0)
582 root 1.16 break;
583 elmex 1.1 }
584    
585     if (magic == (MAXMAGIC + 1))
586     {
587 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 elmex 1.1 magic = 0;
589     }
590    
591 root 1.7 magic = (RANDOM () % 3) ? magic : -magic;
592 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593    
594     return magic;
595     }
596    
597     /*
598     * Sets magical bonus in an object, and recalculates the effect on
599     * the armour variable, and the effect on speed of armour.
600     * This function doesn't work properly, should add use of archetypes
601     * to make it truly absolute.
602     */
603    
604 root 1.7 void
605 root 1.16 set_abs_magic (object *op, int magic)
606 root 1.7 {
607     if (!magic)
608 elmex 1.1 return;
609    
610 root 1.7 op->magic = magic;
611     if (op->arch)
612     {
613     if (op->type == ARMOUR)
614 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 root 1.7
616 root 1.16 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
617     magic = (-magic);
618 root 1.7 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619     }
620     else
621     {
622     if (op->type == ARMOUR)
623 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624     if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
625     magic = (-magic);
626 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
627     }
628 elmex 1.1 }
629    
630     /*
631     * Sets a random magical bonus in the given object based upon
632     * the given difficulty, and the given max possible bonus.
633     */
634    
635 root 1.7 static void
636 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
637 elmex 1.1 {
638     int i;
639 root 1.16
640 root 1.7 i = magic_from_difficulty (difficulty);
641 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
642 root 1.7 i = -i;
643     if (i > max_magic)
644 elmex 1.1 i = max_magic;
645 root 1.7 set_abs_magic (op, i);
646 elmex 1.1 if (i < 0)
647 root 1.7 SET_FLAG (op, FLAG_CURSED);
648 elmex 1.1 }
649    
650     /*
651     * Randomly adds one magical ability to the given object.
652     * Modified for Partial Resistance in many ways:
653     * 1) Since rings can have multiple bonuses, if the same bonus
654     * is rolled again, increase it - the bonuses now stack with
655     * other bonuses previously rolled and ones the item might natively have.
656     * 2) Add code to deal with new PR method.
657     */
658    
659 root 1.7 void
660 root 1.16 set_ring_bonus (object *op, int bonus)
661 root 1.7 {
662 elmex 1.1
663 root 1.7 int r = RANDOM () % (bonus > 0 ? 25 : 11);
664 elmex 1.1
665 root 1.7 if (op->type == AMULET)
666     {
667     if (!(RANDOM () % 21))
668 root 1.16 r = 20 + RANDOM () % 2;
669 root 1.7 else
670 root 1.16 {
671     if (RANDOM () & 2)
672     r = 10;
673     else
674     r = 11 + RANDOM () % 9;
675     }
676 root 1.7 }
677    
678     switch (r)
679     {
680 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
681     * bonuses and penalties will stack and add to existing values.
682     * of the item.
683     */
684     case 0:
685     case 1:
686     case 2:
687     case 3:
688     case 4:
689     case 5:
690     case 6:
691     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
692     break;
693    
694     case 7:
695     op->stats.dam += bonus;
696     break;
697    
698     case 8:
699     op->stats.wc += bonus;
700     break;
701    
702     case 9:
703     op->stats.food += bonus; /* hunger/sustenance */
704     break;
705    
706     case 10:
707     op->stats.ac += bonus;
708     break;
709    
710     /* Item that gives protections/vulnerabilities */
711     case 11:
712     case 12:
713     case 13:
714     case 14:
715     case 15:
716     case 16:
717     case 17:
718     case 18:
719     case 19:
720     {
721     int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
722    
723     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
724     val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
725    
726     /* Cursed items need to have higher negative values to equal out with
727     * positive values for how protections work out. Put another
728     * little random element in since that they don't always end up with
729     * even values.
730     */
731     if (bonus < 0)
732     val = 2 * -val - RANDOM () % b;
733     if (val > 35)
734     val = 35; /* Upper limit */
735     b = 0;
736     while (op->resist[resist_table[resist]] != 0 && b < 4)
737     {
738     resist = RANDOM () % num_resist_table;
739     }
740     if (b == 4)
741     return; /* Not able to find a free resistance */
742     op->resist[resist_table[resist]] = val;
743     /* We should probably do something more clever here to adjust value
744     * based on how good a resistance we gave.
745     */
746     break;
747     }
748     case 20:
749     if (op->type == AMULET)
750     {
751     SET_FLAG (op, FLAG_REFL_SPELL);
752     op->value *= 11;
753     }
754     else
755     {
756     op->stats.hp = 1; /* regenerate hit points */
757     op->value *= 4;
758     }
759     break;
760    
761     case 21:
762     if (op->type == AMULET)
763     {
764     SET_FLAG (op, FLAG_REFL_MISSILE);
765     op->value *= 9;
766     }
767     else
768     {
769     op->stats.sp = 1; /* regenerate spell points */
770     op->value *= 3;
771     }
772     break;
773    
774     case 22:
775     op->stats.exp += bonus; /* Speed! */
776     op->value = (op->value * 2) / 3;
777     break;
778 root 1.7 }
779     if (bonus > 0)
780     op->value *= 2 * bonus;
781     else
782     op->value = -(op->value * 2 * bonus) / 3;
783 elmex 1.1 }
784    
785     /*
786     * get_magic(diff) will return a random number between 0 and 4.
787     * diff can be any value above 2. The higher the diff-variable, the
788     * higher is the chance of returning a low number.
789     * It is only used in fix_generated_treasure() to set bonuses on
790     * rings and amulets.
791     * Another scheme is used to calculate the magic of weapons and armours.
792     */
793    
794 root 1.7 int
795     get_magic (int diff)
796     {
797 elmex 1.1 int i;
798 root 1.16
799 root 1.7 if (diff < 3)
800     diff = 3;
801     for (i = 0; i < 4; i++)
802     if (RANDOM () % diff)
803     return i;
804 elmex 1.1 return 4;
805     }
806    
807     #define DICE2 (get_magic(2)==2?2:1)
808     #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
809    
810     /*
811     * fix_generated_item(): This is called after an item is generated, in
812     * order to set it up right. This produced magical bonuses, puts spells
813     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
814     */
815 root 1.16
816 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
817     * op->type. Right now, which stuff the creator passes on is object type
818     * dependant. I know this is a spagetti manuever, but is there a cleaner
819     * way to do this? b.t. */
820 root 1.16
821 elmex 1.1 /*
822     * ! (flags & GT_ENVIRONMENT):
823     * Automatically calls fix_flesh_item().
824     *
825     * flags:
826     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
827     * value.
828     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
829     * a working object - don't change magic, value, etc, but set it material
830     * type as appropriate, for objects that need spell objects, set those, etc
831     */
832    
833 root 1.7 void
834 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
835 elmex 1.1 {
836     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
837    
838     if (!creator || creator->type == op->type)
839 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
840 elmex 1.1
841     /* If we make an artifact, this information will be destroyed */
842     save_item_power = op->item_power;
843     op->item_power = 0;
844    
845     if (op->randomitems && op->type != SPELL)
846     {
847     create_treasure (op->randomitems, op, flags, difficulty, 0);
848     if (!op->inv)
849 root 1.16 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
850 elmex 1.1
851     /* So the treasure doesn't get created again */
852     op->randomitems = NULL;
853     }
854    
855     if (difficulty < 1)
856     difficulty = 1;
857    
858 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
859     ARG_OBJECT (creator != op ? creator : 0),
860     ARG_INT (difficulty), ARG_INT (max_magic),
861     ARG_INT (flags)))
862     return;
863    
864 elmex 1.1 if (!(flags & GT_MINIMAL))
865     {
866     if (op->arch == crown_arch)
867 root 1.16 {
868     set_magic (difficulty, op, max_magic, flags);
869     num_enchantments = calc_item_power (op, 1);
870     generate_artifact (op, difficulty);
871     }
872 elmex 1.1 else
873 root 1.16 {
874     if (!op->magic && max_magic)
875     set_magic (difficulty, op, max_magic, flags);
876    
877     num_enchantments = calc_item_power (op, 1);
878    
879     if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880     * used for shop_floors or treasures */
881     generate_artifact (op, difficulty);
882     }
883 elmex 1.1
884     /* Object was made an artifact. Calculate its item_power rating.
885     * the item_power in the object is what the artfiact adds.
886     */
887     if (op->title)
888 root 1.16 {
889     /* if save_item_power is set, then most likely we started with an
890     * artifact and have added new abilities to it - this is rare, but
891     * but I have seen things like 'strange rings of fire'. So just figure
892     * out the power from the base power plus what this one adds. Note
893     * that since item_power is not quite linear, this actually ends up
894     * being somewhat of a bonus
895     */
896     if (save_item_power)
897     op->item_power = save_item_power + get_power_from_ench (op->item_power);
898     else
899     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
900     }
901 elmex 1.1 else if (save_item_power)
902 root 1.16 {
903     /* restore the item_power field to the object if we haven't changed it.
904     * we don't care about num_enchantments - that will basically just
905     * have calculated some value from the base attributes of the archetype.
906     */
907     op->item_power = save_item_power;
908     }
909 elmex 1.1 else
910 root 1.16 {
911     /* item_power was zero. This is suspicious, as it may be because it
912     * was never previously calculated. Let's compute a value and see if
913     * it is non-zero. If it indeed is, then assign it as the new
914     * item_power value.
915     * - gros, 21th of July 2006.
916     */
917     op->item_power = calc_item_power (op, 0);
918     save_item_power = op->item_power; /* Just in case it would get used
919     * again below */
920     }
921 elmex 1.1 }
922    
923     /* materialtype modifications. Note we allow this on artifacts. */
924     set_materialname (op, difficulty, NULL);
925    
926     if (flags & GT_MINIMAL)
927     {
928     if (op->type == POTION)
929 root 1.16 /* Handle healing and magic power potions */
930     if (op->stats.sp && !op->randomitems)
931     {
932     object *tmp;
933    
934     tmp = get_archetype (spell_mapping[op->stats.sp]);
935     insert_ob_in_ob (tmp, op);
936     op->stats.sp = 0;
937     }
938 elmex 1.1 }
939 root 1.16 else if (!op->title) /* Only modify object if not special */
940 elmex 1.1 switch (op->type)
941     {
942 root 1.16 case WEAPON:
943     case ARMOUR:
944     case SHIELD:
945     case HELMET:
946     case CLOAK:
947     if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
948     set_ring_bonus (op, -DICE2);
949     break;
950    
951     case BRACERS:
952     if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
953     {
954     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955     if (!QUERY_FLAG (op, FLAG_CURSED))
956     op->value *= 3;
957     }
958     break;
959    
960     case POTION:
961     {
962     int too_many_tries = 0, is_special = 0;
963    
964     /* Handle healing and magic power potions */
965     if (op->stats.sp && !op->randomitems)
966     {
967     object *tmp;
968    
969     tmp = get_archetype (spell_mapping[op->stats.sp]);
970     insert_ob_in_ob (tmp, op);
971     op->stats.sp = 0;
972     }
973    
974     while (!(is_special = special_potion (op)) && !op->inv)
975     {
976     generate_artifact (op, difficulty);
977     if (too_many_tries++ > 10)
978     break;
979     }
980    
981     /* don't want to change value for healing/magic power potions,
982     * since the value set on those is already correct.
983     */
984     if (op->inv && op->randomitems)
985     {
986     /* value multiplier is same as for scrolls */
987     op->value = (op->value * op->inv->value);
988     op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
989     }
990     else
991     {
992     op->name = "potion";
993     op->name_pl = "potions";
994     }
995    
996     if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
997     SET_FLAG (op, FLAG_CURSED);
998     break;
999     }
1000    
1001     case AMULET:
1002     if (op->arch == amulet_arch)
1003     op->value *= 5; /* Since it's not just decoration */
1004    
1005     case RING:
1006     if (op->arch == NULL)
1007     {
1008 root 1.24 op->destroy ();
1009     op = 0;
1010 root 1.16 break;
1011     }
1012    
1013     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1014     break;
1015    
1016     if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1017     SET_FLAG (op, FLAG_CURSED);
1018    
1019     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1020    
1021     if (op->type != RING) /* Amulets have only one ability */
1022     break;
1023    
1024     if (!(RANDOM () % 4))
1025     {
1026     int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027    
1028     if (d > 0)
1029     op->value *= 3;
1030    
1031     set_ring_bonus (op, d);
1032    
1033     if (!(RANDOM () % 4))
1034     {
1035     int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1036    
1037     if (d > 0)
1038     op->value *= 5;
1039     set_ring_bonus (op, d);
1040     }
1041     }
1042    
1043     if (GET_ANIM_ID (op))
1044     SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1045    
1046     break;
1047    
1048     case BOOK:
1049     /* Is it an empty book?, if yes lets make a special·
1050     * msg for it, and tailor its properties based on the·
1051     * creator and/or map level we found it on.
1052     */
1053     if (!op->msg && RANDOM () % 10)
1054     {
1055     /* set the book level properly */
1056     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1057     {
1058     if (op->map && op->map->difficulty)
1059     op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1060     else
1061     op->level = RANDOM () % 20 + 1;
1062     }
1063     else
1064     op->level = RANDOM () % creator->level;
1065    
1066     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1067     /* books w/ info are worth more! */
1068     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1069     /* creator related stuff */
1070    
1071     /* for library, chained books. Note that some monsters have no_pick
1072     * set - we don't want to set no pick in that case.
1073     */
1074     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1075     SET_FLAG (op, FLAG_NO_PICK);
1076     if (creator->slaying && !op->slaying) /* for check_inv floors */
1077     op->slaying = creator->slaying;
1078    
1079     /* add exp so reading it gives xp (once) */
1080     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1081     }
1082     break;
1083    
1084     case SPELLBOOK:
1085     op->value = op->value * op->inv->value;
1086     /* add exp so learning gives xp */
1087     op->level = op->inv->level;
1088     op->stats.exp = op->value;
1089     break;
1090    
1091     case WAND:
1092     /* nrof in the treasure list is number of charges,
1093     * not number of wands. So copy that into food (charges),
1094     * and reset nrof.
1095     */
1096     op->stats.food = op->inv->nrof;
1097     op->nrof = 1;
1098     /* If the spell changes by level, choose a random level
1099     * for it, and adjust price. If the spell doesn't
1100     * change by level, just set the wand to the level of
1101     * the spell, and value calculation is simpler.
1102     */
1103     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1104     {
1105     op->level = level_for_item (op, difficulty);
1106     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1107     }
1108     else
1109     {
1110     op->level = op->inv->level;
1111     op->value = op->value * op->inv->value;
1112     }
1113     break;
1114    
1115     case ROD:
1116     op->level = level_for_item (op, difficulty);
1117     /* Add 50 to both level an divisor to keep prices a little more
1118     * reasonable. Otherwise, a high level version of a low level
1119     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1120     * 10 time multiplier). This way, the value are a bit more reasonable.
1121     */
1122     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1123     /* maxhp is used to denote how many 'charges' the rod holds before */
1124     if (op->stats.maxhp)
1125     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1126     else
1127     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1128    
1129     op->stats.hp = op->stats.maxhp;
1130     break;
1131    
1132     case SCROLL:
1133     op->level = level_for_item (op, difficulty);
1134     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1135    
1136     /* add exp so reading them properly gives xp */
1137     op->stats.exp = op->value / 5;
1138     op->nrof = op->inv->nrof;
1139     break;
1140    
1141     case RUNE:
1142     trap_adjust (op, difficulty);
1143     break;
1144    
1145     case TRAP:
1146     trap_adjust (op, difficulty);
1147     break;
1148     } /* switch type */
1149 elmex 1.1
1150     if (flags & GT_STARTEQUIP)
1151     {
1152 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1153 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1154 elmex 1.1 else if (op->type != MONEY)
1155 root 1.16 op->value = 0;
1156 elmex 1.1 }
1157    
1158     if (!(flags & GT_ENVIRONMENT))
1159     fix_flesh_item (op, creator);
1160     }
1161    
1162     /*
1163     *
1164     *
1165     * CODE DEALING WITH ARTIFACTS STARTS HERE
1166     *
1167     *
1168     */
1169    
1170     /*
1171     * Allocate and return the pointer to an empty artifactlist structure.
1172     */
1173    
1174 root 1.7 static artifactlist *
1175     get_empty_artifactlist (void)
1176     {
1177 elmex 1.30 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1178 root 1.16
1179 elmex 1.30 if (al == NULL)
1180 root 1.7 fatal (OUT_OF_MEMORY);
1181 elmex 1.30 al->next = NULL;
1182     al->items = NULL;
1183     al->total_chance = 0;
1184     return al;
1185 elmex 1.1 }
1186    
1187     /*
1188     * Allocate and return the pointer to an empty artifact structure.
1189     */
1190    
1191 root 1.7 static artifact *
1192     get_empty_artifact (void)
1193     {
1194 elmex 1.30 artifact *a = (artifact *) malloc (sizeof (artifact));
1195 root 1.16
1196 elmex 1.30 if (a == NULL)
1197 root 1.7 fatal (OUT_OF_MEMORY);
1198 elmex 1.30 a->item = NULL;
1199     a->next = NULL;
1200     a->chance = 0;
1201     a->difficulty = 0;
1202     a->allowed = NULL;
1203     return a;
1204 elmex 1.1 }
1205    
1206     /*
1207     * Searches the artifact lists and returns one that has the same type
1208     * of objects on it.
1209     */
1210    
1211 root 1.7 artifactlist *
1212     find_artifactlist (int type)
1213     {
1214 elmex 1.1 artifactlist *al;
1215    
1216 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1217     if (al->type == type)
1218     return al;
1219 elmex 1.1 return NULL;
1220     }
1221    
1222     /*
1223     * For debugging purposes. Dumps all tables.
1224     */
1225    
1226 root 1.7 void
1227     dump_artifacts (void)
1228     {
1229 elmex 1.1 artifactlist *al;
1230     artifact *art;
1231     linked_char *next;
1232    
1233 root 1.7 fprintf (logfile, "\n");
1234     for (al = first_artifactlist; al != NULL; al = al->next)
1235     {
1236     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1237     for (art = al->items; art != NULL; art = art->next)
1238 root 1.16 {
1239     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1240     if (art->allowed != NULL)
1241     {
1242     fprintf (logfile, "\tAllowed combinations:");
1243     for (next = art->allowed; next != NULL; next = next->next)
1244     fprintf (logfile, "%s,", &next->name);
1245     fprintf (logfile, "\n");
1246     }
1247     }
1248 elmex 1.1 }
1249 root 1.7 fprintf (logfile, "\n");
1250 elmex 1.1 }
1251    
1252     /*
1253     * For debugging purposes. Dumps all treasures recursively (see below).
1254     */
1255 root 1.7 void
1256 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1257 elmex 1.1 {
1258     treasurelist *tl;
1259 root 1.7 int i;
1260 elmex 1.1
1261     if (depth > 100)
1262     return;
1263 elmex 1.30 while (t)
1264 elmex 1.1 {
1265 elmex 1.30 if (t->name)
1266 root 1.16 {
1267     for (i = 0; i < depth; i++)
1268     fprintf (logfile, " ");
1269     fprintf (logfile, "{ (list: %s)\n", &t->name);
1270     tl = find_treasurelist (t->name);
1271 elmex 1.26 if (tl)
1272     dump_monster_treasure_rec (name, tl->items, depth + 2);
1273 root 1.16 for (i = 0; i < depth; i++)
1274     fprintf (logfile, " ");
1275     fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276     }
1277 elmex 1.1 else
1278 root 1.16 {
1279     for (i = 0; i < depth; i++)
1280     fprintf (logfile, " ");
1281 elmex 1.30 if (t->item && t->item->clone.type == FLESH)
1282 root 1.16 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283     else
1284     fprintf (logfile, "%s\n", &t->item->clone.name);
1285     }
1286 elmex 1.30
1287     if (t->next_yes)
1288 root 1.16 {
1289     for (i = 0; i < depth; i++)
1290     fprintf (logfile, " ");
1291     fprintf (logfile, " (if yes)\n");
1292     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1293     }
1294 elmex 1.30
1295     if (t->next_no)
1296 root 1.16 {
1297     for (i = 0; i < depth; i++)
1298     fprintf (logfile, " ");
1299     fprintf (logfile, " (if no)\n");
1300     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1301     }
1302 elmex 1.30
1303 elmex 1.1 t = t->next;
1304     }
1305     }
1306    
1307     /*
1308     * For debugging purposes. Dumps all treasures for a given monster.
1309     * Created originally by Raphael Quinet for debugging the alchemy code.
1310     */
1311    
1312 root 1.7 void
1313     dump_monster_treasure (const char *name)
1314 elmex 1.1 {
1315     archetype *at;
1316 root 1.7 int found;
1317 elmex 1.1
1318     found = 0;
1319     fprintf (logfile, "\n");
1320 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1321     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1322 elmex 1.1 {
1323 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1324     if (at->clone.randomitems != NULL)
1325     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1326     else
1327     fprintf (logfile, "(nothing)\n");
1328     fprintf (logfile, "\n");
1329     found++;
1330 elmex 1.1 }
1331     if (found == 0)
1332     fprintf (logfile, "No objects have the name %s!\n\n", name);
1333     }
1334    
1335     /*
1336     * Builds up the lists of artifacts from the file in the libdir.
1337     */
1338    
1339 root 1.7 void
1340     init_artifacts (void)
1341     {
1342     static int has_been_inited = 0;
1343     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1344     artifact *art = NULL;
1345     linked_char *tmp;
1346 pippijn 1.14 int value;
1347 root 1.7 artifactlist *al;
1348    
1349     if (has_been_inited)
1350     return;
1351     else
1352     has_been_inited = 1;
1353 elmex 1.1
1354 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1355     object_thawer thawer (filename);
1356 elmex 1.1
1357 root 1.7 if (!thawer)
1358     return;
1359 elmex 1.1
1360 root 1.7 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1361     {
1362     if (*buf == '#')
1363 root 1.16 continue;
1364 root 1.7 if ((cp = strchr (buf, '\n')) != NULL)
1365 root 1.16 *cp = '\0';
1366 root 1.7 cp = buf;
1367 root 1.16 while (*cp == ' ') /* Skip blanks */
1368     cp++;
1369 root 1.7 if (*cp == '\0')
1370 root 1.16 continue;
1371 root 1.7
1372     if (!strncmp (cp, "Allowed", 7))
1373 root 1.16 {
1374     if (art == NULL)
1375     {
1376     art = get_empty_artifact ();
1377     nrofartifacts++;
1378     }
1379     cp = strchr (cp, ' ') + 1;
1380     if (!strcmp (cp, "all"))
1381     continue;
1382    
1383     do
1384     {
1385     nrofallowedstr++;
1386     if ((next = strchr (cp, ',')) != NULL)
1387     *(next++) = '\0';
1388     tmp = new linked_char;
1389    
1390     tmp->name = cp;
1391     tmp->next = art->allowed;
1392     art->allowed = tmp;
1393     }
1394     while ((cp = next) != NULL);
1395     }
1396 root 1.7 else if (sscanf (cp, "chance %d", &value))
1397 root 1.16 art->chance = (uint16) value;
1398 root 1.7 else if (sscanf (cp, "difficulty %d", &value))
1399 root 1.16 art->difficulty = (uint8) value;
1400 root 1.7 else if (!strncmp (cp, "Object", 6))
1401 root 1.16 {
1402 root 1.24 art->item = object::create ();
1403 root 1.10
1404 root 1.16 if (!load_object (thawer, art->item, 0))
1405     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1406 root 1.10
1407 root 1.16 art->item->name = strchr (cp, ' ') + 1;
1408     al = find_artifactlist (art->item->type);
1409     if (al == NULL)
1410     {
1411     al = get_empty_artifactlist ();
1412     al->type = art->item->type;
1413     al->next = first_artifactlist;
1414     first_artifactlist = al;
1415     }
1416     art->next = al->items;
1417     al->items = art;
1418     art = NULL;
1419     }
1420 root 1.7 else
1421 root 1.16 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1422 root 1.7 }
1423 root 1.3
1424 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1425     {
1426     for (art = al->items; art != NULL; art = art->next)
1427 root 1.16 {
1428     if (!art->chance)
1429     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1430     else
1431     al->total_chance += art->chance;
1432     }
1433 elmex 1.1 #if 0
1434 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1435 elmex 1.1 #endif
1436     }
1437    
1438 root 1.7 LOG (llevDebug, "done.\n");
1439 elmex 1.1 }
1440    
1441    
1442     /*
1443     * Used in artifact generation. The bonuses of the first object
1444     * is modified by the bonuses of the second object.
1445     */
1446    
1447 root 1.7 void
1448 root 1.16 add_abilities (object *op, object *change)
1449 root 1.7 {
1450 pippijn 1.14 int i, tmp;
1451 elmex 1.1
1452 root 1.7 if (change->face != blank_face)
1453     {
1454 elmex 1.1 #ifdef TREASURE_VERBOSE
1455 root 1.7 LOG (llevDebug, "FACE: %d\n", change->face->number);
1456 elmex 1.1 #endif
1457 root 1.7 op->face = change->face;
1458 elmex 1.1 }
1459    
1460 root 1.7 for (i = 0; i < NUM_STATS; i++)
1461     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1462    
1463     op->attacktype |= change->attacktype;
1464     op->path_attuned |= change->path_attuned;
1465     op->path_repelled |= change->path_repelled;
1466     op->path_denied |= change->path_denied;
1467     op->move_type |= change->move_type;
1468     op->stats.luck += change->stats.luck;
1469    
1470     if (QUERY_FLAG (change, FLAG_CURSED))
1471     SET_FLAG (op, FLAG_CURSED);
1472     if (QUERY_FLAG (change, FLAG_DAMNED))
1473     SET_FLAG (op, FLAG_DAMNED);
1474     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1475     set_abs_magic (op, -op->magic);
1476    
1477     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1478     SET_FLAG (op, FLAG_LIFESAVE);
1479     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1480     SET_FLAG (op, FLAG_REFL_SPELL);
1481     if (QUERY_FLAG (change, FLAG_STEALTH))
1482     SET_FLAG (op, FLAG_STEALTH);
1483     if (QUERY_FLAG (change, FLAG_XRAYS))
1484     SET_FLAG (op, FLAG_XRAYS);
1485     if (QUERY_FLAG (change, FLAG_BLIND))
1486     SET_FLAG (op, FLAG_BLIND);
1487     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1488     SET_FLAG (op, FLAG_SEE_IN_DARK);
1489     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1490     SET_FLAG (op, FLAG_REFL_MISSILE);
1491     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1492     SET_FLAG (op, FLAG_MAKE_INVIS);
1493    
1494     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1495     {
1496     CLEAR_FLAG (op, FLAG_ANIMATE);
1497     /* so artifacts will join */
1498     if (!QUERY_FLAG (op, FLAG_ALIVE))
1499 root 1.16 op->speed = 0.0;
1500 root 1.12
1501 root 1.28 op->set_speed (op->speed);
1502 elmex 1.1 }
1503 root 1.7
1504     if (change->nrof)
1505     op->nrof = RANDOM () % ((int) change->nrof) + 1;
1506    
1507 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1508 root 1.7 op->stats.wc += change->stats.wc;
1509     op->stats.ac += change->stats.ac;
1510    
1511     if (change->other_arch)
1512     {
1513     /* Basically, for horns & potions, the other_arch field is the spell
1514     * to cast. So convert that to into a spell and put it into
1515     * this object.
1516     */
1517     if (op->type == HORN || op->type == POTION)
1518 root 1.16 {
1519     object *tmp_obj;
1520    
1521     /* Remove any spells this object currently has in it */
1522     while (op->inv)
1523 root 1.24 op->inv->destroy ();
1524 root 1.16
1525     tmp_obj = arch_to_object (change->other_arch);
1526     insert_ob_in_ob (tmp_obj, op);
1527     }
1528 root 1.7 /* No harm setting this for potions/horns */
1529     op->other_arch = change->other_arch;
1530     }
1531    
1532     if (change->stats.hp < 0)
1533     op->stats.hp = -change->stats.hp;
1534     else
1535     op->stats.hp += change->stats.hp;
1536    
1537     if (change->stats.maxhp < 0)
1538     op->stats.maxhp = -change->stats.maxhp;
1539     else
1540     op->stats.maxhp += change->stats.maxhp;
1541    
1542     if (change->stats.sp < 0)
1543     op->stats.sp = -change->stats.sp;
1544     else
1545     op->stats.sp += change->stats.sp;
1546    
1547     if (change->stats.maxsp < 0)
1548     op->stats.maxsp = -change->stats.maxsp;
1549     else
1550     op->stats.maxsp += change->stats.maxsp;
1551    
1552     if (change->stats.food < 0)
1553     op->stats.food = -(change->stats.food);
1554     else
1555     op->stats.food += change->stats.food;
1556    
1557     if (change->level < 0)
1558     op->level = -(change->level);
1559     else
1560     op->level += change->level;
1561    
1562     if (change->gen_sp_armour < 0)
1563     op->gen_sp_armour = -(change->gen_sp_armour);
1564     else
1565     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1566    
1567     op->item_power = change->item_power;
1568    
1569     for (i = 0; i < NROFATTACKS; i++)
1570 root 1.20 if (change->resist[i])
1571     op->resist[i] += change->resist[i];
1572 root 1.7
1573     if (change->stats.dam)
1574     {
1575     if (change->stats.dam < 0)
1576 root 1.16 op->stats.dam = (-change->stats.dam);
1577 root 1.7 else if (op->stats.dam)
1578 root 1.16 {
1579     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1580     if (tmp == op->stats.dam)
1581     {
1582     if (change->stats.dam < 10)
1583     op->stats.dam--;
1584     else
1585     op->stats.dam++;
1586     }
1587     else
1588     op->stats.dam = tmp;
1589     }
1590 root 1.7 }
1591    
1592     if (change->weight)
1593     {
1594     if (change->weight < 0)
1595 root 1.16 op->weight = (-change->weight);
1596 root 1.7 else
1597 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1598 root 1.7 }
1599    
1600     if (change->last_sp)
1601     {
1602     if (change->last_sp < 0)
1603 root 1.16 op->last_sp = (-change->last_sp);
1604 root 1.7 else
1605 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1606 root 1.7 }
1607    
1608     if (change->gen_sp_armour)
1609     {
1610     if (change->gen_sp_armour < 0)
1611 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1612 root 1.7 else
1613 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1614 root 1.7 }
1615    
1616     op->value *= change->value;
1617    
1618     if (change->material)
1619     op->material = change->material;
1620    
1621     if (change->materialname)
1622     op->materialname = change->materialname;
1623    
1624     if (change->slaying)
1625     op->slaying = change->slaying;
1626    
1627     if (change->race)
1628     op->race = change->race;
1629    
1630     if (change->msg)
1631     op->msg = change->msg;
1632 elmex 1.1 }
1633    
1634 root 1.7 static int
1635 root 1.16 legal_artifact_combination (object *op, artifact * art)
1636 root 1.7 {
1637 elmex 1.1 int neg, success = 0;
1638     linked_char *tmp;
1639     const char *name;
1640    
1641     if (art->allowed == (linked_char *) NULL)
1642 root 1.16 return 1; /* Ie, "all" */
1643 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1644     {
1645 elmex 1.1 #ifdef TREASURE_VERBOSE
1646 root 1.7 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1647 elmex 1.1 #endif
1648 root 1.7 if (*tmp->name == '!')
1649 root 1.16 name = tmp->name + 1, neg = 1;
1650 root 1.7 else
1651 root 1.16 name = tmp->name, neg = 0;
1652 root 1.7
1653     /* If we match name, then return the opposite of 'neg' */
1654     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1655 root 1.16 return !neg;
1656 root 1.7
1657     /* Set success as true, since if the match was an inverse, it means
1658     * everything is allowed except what we match
1659     */
1660     else if (neg)
1661 root 1.16 success = 1;
1662 root 1.7 }
1663 elmex 1.1 return success;
1664     }
1665    
1666     /*
1667     * Fixes the given object, giving it the abilities and titles
1668     * it should have due to the second artifact-template.
1669     */
1670    
1671 root 1.7 void
1672 root 1.12 give_artifact_abilities (object *op, object *artifct)
1673 root 1.7 {
1674 elmex 1.1 char new_name[MAX_BUF];
1675    
1676 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1677     op->title = new_name;
1678 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1679 elmex 1.1
1680 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1681 elmex 1.1 {
1682 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1683 root 1.16
1684 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1685     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1686 elmex 1.1 if (!identified)
1687 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1688 elmex 1.1 }
1689     #endif
1690     return;
1691     }
1692    
1693     /*
1694     * Decides randomly which artifact the object should be
1695     * turned into. Makes sure that the item can become that
1696     * artifact (means magic, difficulty, and Allowed fields properly).
1697     * Then calls give_artifact_abilities in order to actually create
1698     * the artifact.
1699     */
1700    
1701     /* Give 1 re-roll attempt per artifact */
1702     #define ARTIFACT_TRIES 2
1703    
1704 root 1.7 void
1705 root 1.16 generate_artifact (object *op, int difficulty)
1706 root 1.7 {
1707 elmex 1.1 artifactlist *al;
1708     artifact *art;
1709     int i;
1710    
1711 root 1.7 al = find_artifactlist (op->type);
1712    
1713     if (al == NULL)
1714     {
1715 root 1.16 #if 0 /* This is too verbose, usually */
1716 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1717 elmex 1.1 #endif
1718 root 1.7 return;
1719     }
1720    
1721     for (i = 0; i < ARTIFACT_TRIES; i++)
1722     {
1723     int roll = RANDOM () % al->total_chance;
1724 elmex 1.1
1725 root 1.7 for (art = al->items; art != NULL; art = art->next)
1726 root 1.16 {
1727     roll -= art->chance;
1728     if (roll < 0)
1729     break;
1730     }
1731 elmex 1.1
1732 root 1.7 if (art == NULL || roll >= 0)
1733 root 1.16 {
1734 elmex 1.1 #if 1
1735 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1736 elmex 1.1 #endif
1737 root 1.16 return;
1738     }
1739 root 1.7 if (!strcmp (art->item->name, "NONE"))
1740 root 1.16 return;
1741 root 1.7 if (FABS (op->magic) < art->item->magic)
1742 root 1.16 continue; /* Not magic enough to be this item */
1743 root 1.7
1744     /* Map difficulty not high enough */
1745     if (difficulty < art->difficulty)
1746 root 1.16 continue;
1747 elmex 1.1
1748 root 1.7 if (!legal_artifact_combination (op, art))
1749 root 1.16 {
1750 elmex 1.1 #ifdef TREASURE_VERBOSE
1751 root 1.16 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1752 elmex 1.1 #endif
1753 root 1.16 continue;
1754     }
1755 root 1.7 give_artifact_abilities (op, art->item);
1756     return;
1757 elmex 1.1 }
1758     }
1759    
1760     /* fix_flesh_item() - objects of type FLESH are similar to type
1761     * FOOD, except they inherit properties (name, food value, etc).
1762     * based on the original owner (or 'donor' if you like). -b.t.
1763     */
1764    
1765 root 1.7 void
1766 root 1.16 fix_flesh_item (object *item, object *donor)
1767 root 1.7 {
1768     char tmpbuf[MAX_BUF];
1769     int i;
1770    
1771     if (item->type == FLESH && donor)
1772     {
1773     /* change the name */
1774 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1775     item->name = tmpbuf;
1776     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1777     item->name_pl = tmpbuf;
1778 root 1.7
1779     /* weight is FLESH weight/100 * donor */
1780     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1781 root 1.16 item->weight = 1;
1782 root 1.7
1783     /* value is multiplied by level of donor */
1784     item->value *= isqrt (donor->level * 2);
1785    
1786     /* food value */
1787     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1788    
1789     /* flesh items inherit some abilities of donor, but not
1790     * full effect.
1791     */
1792     for (i = 0; i < NROFATTACKS; i++)
1793 root 1.16 item->resist[i] = donor->resist[i] / 2;
1794 root 1.7
1795     /* item inherits donor's level (important for quezals) */
1796     item->level = donor->level;
1797    
1798     /* if donor has some attacktypes, the flesh is poisonous */
1799     if (donor->attacktype & AT_POISON)
1800 root 1.16 item->type = POISON;
1801 root 1.7 if (donor->attacktype & AT_ACID)
1802 root 1.16 item->stats.hp = -1 * item->stats.food;
1803 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1804 elmex 1.1 }
1805     }
1806    
1807     /* special_potion() - so that old potion code is still done right. */
1808    
1809 root 1.7 int
1810 root 1.16 special_potion (object *op)
1811 root 1.7 {
1812     if (op->attacktype)
1813     return 1;
1814 elmex 1.1
1815 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)
1816     return 1;
1817 elmex 1.1
1818 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1819 root 1.7 if (op->resist[i])
1820     return 1;
1821 elmex 1.1
1822 root 1.7 return 0;
1823 elmex 1.1 }
1824    
1825 root 1.7 void
1826 root 1.16 free_treasurestruct (treasure *t)
1827 elmex 1.1 {
1828 root 1.7 if (t->next)
1829     free_treasurestruct (t->next);
1830     if (t->next_yes)
1831     free_treasurestruct (t->next_yes);
1832     if (t->next_no)
1833     free_treasurestruct (t->next_no);
1834 root 1.8
1835     delete t;
1836 elmex 1.1 }
1837    
1838 root 1.7 void
1839 root 1.16 free_charlinks (linked_char *lc)
1840 elmex 1.1 {
1841 root 1.7 if (lc->next)
1842     free_charlinks (lc->next);
1843    
1844     delete lc;
1845 elmex 1.1 }
1846    
1847 root 1.7 void
1848     free_artifact (artifact * at)
1849 elmex 1.1 {
1850 root 1.7 if (at->next)
1851     free_artifact (at->next);
1852 root 1.15
1853 root 1.7 if (at->allowed)
1854     free_charlinks (at->allowed);
1855    
1856 root 1.21 at->item->destroy (1);
1857 root 1.7
1858     delete at;
1859 elmex 1.1 }
1860    
1861 root 1.7 void
1862     free_artifactlist (artifactlist * al)
1863 elmex 1.1 {
1864 root 1.7 artifactlist *nextal;
1865 root 1.15
1866 root 1.21 for (al = first_artifactlist; al; al = nextal)
1867 root 1.7 {
1868     nextal = al->next;
1869 root 1.15
1870 root 1.7 if (al->items)
1871 root 1.16 free_artifact (al->items);
1872 root 1.15
1873 root 1.7 free (al);
1874 elmex 1.1 }
1875     }
1876    
1877 root 1.7 void
1878     free_all_treasures (void)
1879     {
1880     treasurelist *tl, *next;
1881 elmex 1.1
1882    
1883 root 1.7 for (tl = first_treasurelist; tl != NULL; tl = next)
1884     {
1885     next = tl->next;
1886     if (tl->items)
1887 root 1.16 free_treasurestruct (tl->items);
1888 root 1.7 delete tl;
1889 elmex 1.1 }
1890 root 1.7 free_artifactlist (first_artifactlist);
1891 elmex 1.1 }