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Revision: 1.34
Committed: Sat Jan 20 22:09:51 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.33: +7 -5 lines
Log Message:
- move util/world.png to server/lib/
  (should go to maps/world.png, but I will not fiddle around with that now)
- compile worldmap to world.pst and install it.
- rename FLAG_NO_SAVE to FLAG_NO_MAP_SAVE
- define FABS to fabs, as intended
- fix all(?) the FABS(int) calls

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.32 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * 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     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
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 root 1.33 if ((int) t->chance >= 100 || (rndm (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 1.33 percent = rndm (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 1.33 magic = (rndm (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 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 root 1.16 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 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 root 1.16 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 root 1.33 if (!(rndm (21)))
668     r = 20 + rndm (2);
669 root 1.7 else
670 root 1.16 {
671     if (RANDOM () & 2)
672     r = 10;
673     else
674 root 1.33 r = 11 + rndm (9);
675 root 1.16 }
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 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
722 root 1.16
723     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
724 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
725 root 1.16
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 root 1.34
737 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
738 root 1.34 resist = rndm (num_resist_table);
739    
740 root 1.16 if (b == 4)
741     return; /* Not able to find a free resistance */
742 root 1.34
743 root 1.16 op->resist[resist_table[resist]] = val;
744     /* We should probably do something more clever here to adjust value
745     * based on how good a resistance we gave.
746     */
747     break;
748     }
749     case 20:
750     if (op->type == AMULET)
751     {
752     SET_FLAG (op, FLAG_REFL_SPELL);
753     op->value *= 11;
754     }
755     else
756     {
757     op->stats.hp = 1; /* regenerate hit points */
758     op->value *= 4;
759     }
760     break;
761    
762     case 21:
763     if (op->type == AMULET)
764     {
765     SET_FLAG (op, FLAG_REFL_MISSILE);
766     op->value *= 9;
767     }
768     else
769     {
770     op->stats.sp = 1; /* regenerate spell points */
771     op->value *= 3;
772     }
773     break;
774    
775     case 22:
776     op->stats.exp += bonus; /* Speed! */
777     op->value = (op->value * 2) / 3;
778     break;
779 root 1.7 }
780 root 1.34
781 root 1.7 if (bonus > 0)
782     op->value *= 2 * bonus;
783     else
784     op->value = -(op->value * 2 * bonus) / 3;
785 elmex 1.1 }
786    
787     /*
788     * get_magic(diff) will return a random number between 0 and 4.
789     * diff can be any value above 2. The higher the diff-variable, the
790     * higher is the chance of returning a low number.
791     * It is only used in fix_generated_treasure() to set bonuses on
792     * rings and amulets.
793     * Another scheme is used to calculate the magic of weapons and armours.
794     */
795    
796 root 1.7 int
797     get_magic (int diff)
798     {
799 elmex 1.1 int i;
800 root 1.16
801 root 1.7 if (diff < 3)
802     diff = 3;
803     for (i = 0; i < 4; i++)
804     if (RANDOM () % diff)
805     return i;
806 elmex 1.1 return 4;
807     }
808    
809     #define DICE2 (get_magic(2)==2?2:1)
810 root 1.33 #define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
811 elmex 1.1
812     /*
813     * fix_generated_item(): This is called after an item is generated, in
814     * order to set it up right. This produced magical bonuses, puts spells
815     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
816     */
817 root 1.16
818 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
819     * op->type. Right now, which stuff the creator passes on is object type
820     * dependant. I know this is a spagetti manuever, but is there a cleaner
821     * way to do this? b.t. */
822 root 1.16
823 elmex 1.1 /*
824     * ! (flags & GT_ENVIRONMENT):
825     * Automatically calls fix_flesh_item().
826     *
827     * flags:
828     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
829     * value.
830     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
831     * a working object - don't change magic, value, etc, but set it material
832     * type as appropriate, for objects that need spell objects, set those, etc
833     */
834    
835 root 1.7 void
836 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837 elmex 1.1 {
838     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839    
840     if (!creator || creator->type == op->type)
841 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
842 elmex 1.1
843     /* If we make an artifact, this information will be destroyed */
844     save_item_power = op->item_power;
845     op->item_power = 0;
846    
847     if (op->randomitems && op->type != SPELL)
848     {
849     create_treasure (op->randomitems, op, flags, difficulty, 0);
850     if (!op->inv)
851 root 1.16 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
852 elmex 1.1
853     /* So the treasure doesn't get created again */
854     op->randomitems = NULL;
855     }
856    
857     if (difficulty < 1)
858     difficulty = 1;
859    
860 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
861     ARG_OBJECT (creator != op ? creator : 0),
862     ARG_INT (difficulty), ARG_INT (max_magic),
863     ARG_INT (flags)))
864     return;
865    
866 elmex 1.1 if (!(flags & GT_MINIMAL))
867     {
868     if (op->arch == crown_arch)
869 root 1.16 {
870     set_magic (difficulty, op, max_magic, flags);
871     num_enchantments = calc_item_power (op, 1);
872     generate_artifact (op, difficulty);
873     }
874 elmex 1.1 else
875 root 1.16 {
876     if (!op->magic && max_magic)
877     set_magic (difficulty, op, max_magic, flags);
878    
879     num_enchantments = calc_item_power (op, 1);
880    
881     if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
882     * used for shop_floors or treasures */
883     generate_artifact (op, difficulty);
884     }
885 elmex 1.1
886     /* Object was made an artifact. Calculate its item_power rating.
887     * the item_power in the object is what the artfiact adds.
888     */
889     if (op->title)
890 root 1.16 {
891     /* if save_item_power is set, then most likely we started with an
892     * artifact and have added new abilities to it - this is rare, but
893     * but I have seen things like 'strange rings of fire'. So just figure
894     * out the power from the base power plus what this one adds. Note
895     * that since item_power is not quite linear, this actually ends up
896     * being somewhat of a bonus
897     */
898     if (save_item_power)
899     op->item_power = save_item_power + get_power_from_ench (op->item_power);
900     else
901     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
902     }
903 elmex 1.1 else if (save_item_power)
904 root 1.16 {
905     /* restore the item_power field to the object if we haven't changed it.
906     * we don't care about num_enchantments - that will basically just
907     * have calculated some value from the base attributes of the archetype.
908     */
909     op->item_power = save_item_power;
910     }
911 elmex 1.1 else
912 root 1.16 {
913     /* item_power was zero. This is suspicious, as it may be because it
914     * was never previously calculated. Let's compute a value and see if
915     * it is non-zero. If it indeed is, then assign it as the new
916     * item_power value.
917     * - gros, 21th of July 2006.
918     */
919     op->item_power = calc_item_power (op, 0);
920     save_item_power = op->item_power; /* Just in case it would get used
921     * again below */
922     }
923 elmex 1.1 }
924    
925     /* materialtype modifications. Note we allow this on artifacts. */
926     set_materialname (op, difficulty, NULL);
927    
928     if (flags & GT_MINIMAL)
929     {
930     if (op->type == POTION)
931 root 1.16 /* Handle healing and magic power potions */
932     if (op->stats.sp && !op->randomitems)
933     {
934     object *tmp;
935    
936     tmp = get_archetype (spell_mapping[op->stats.sp]);
937     insert_ob_in_ob (tmp, op);
938     op->stats.sp = 0;
939     }
940 elmex 1.1 }
941 root 1.16 else if (!op->title) /* Only modify object if not special */
942 elmex 1.1 switch (op->type)
943     {
944 root 1.16 case WEAPON:
945     case ARMOUR:
946     case SHIELD:
947     case HELMET:
948     case CLOAK:
949 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
950 root 1.16 set_ring_bonus (op, -DICE2);
951     break;
952    
953     case BRACERS:
954     if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
955     {
956     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
957     if (!QUERY_FLAG (op, FLAG_CURSED))
958     op->value *= 3;
959     }
960     break;
961    
962     case POTION:
963     {
964     int too_many_tries = 0, is_special = 0;
965    
966     /* Handle healing and magic power potions */
967     if (op->stats.sp && !op->randomitems)
968     {
969     object *tmp;
970    
971     tmp = get_archetype (spell_mapping[op->stats.sp]);
972     insert_ob_in_ob (tmp, op);
973     op->stats.sp = 0;
974     }
975    
976     while (!(is_special = special_potion (op)) && !op->inv)
977     {
978     generate_artifact (op, difficulty);
979     if (too_many_tries++ > 10)
980     break;
981     }
982    
983     /* don't want to change value for healing/magic power potions,
984     * since the value set on those is already correct.
985     */
986     if (op->inv && op->randomitems)
987     {
988     /* value multiplier is same as for scrolls */
989     op->value = (op->value * op->inv->value);
990     op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
991     }
992     else
993     {
994     op->name = "potion";
995     op->name_pl = "potions";
996     }
997    
998 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
999 root 1.16 SET_FLAG (op, FLAG_CURSED);
1000     break;
1001     }
1002    
1003     case AMULET:
1004     if (op->arch == amulet_arch)
1005     op->value *= 5; /* Since it's not just decoration */
1006    
1007     case RING:
1008     if (op->arch == NULL)
1009     {
1010 root 1.24 op->destroy ();
1011     op = 0;
1012 root 1.16 break;
1013     }
1014    
1015     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1016     break;
1017    
1018 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1019 root 1.16 SET_FLAG (op, FLAG_CURSED);
1020    
1021     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1022    
1023     if (op->type != RING) /* Amulets have only one ability */
1024     break;
1025    
1026 root 1.33 if (!(rndm (4)))
1027 root 1.16 {
1028 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1029 root 1.16
1030     if (d > 0)
1031     op->value *= 3;
1032    
1033     set_ring_bonus (op, d);
1034    
1035 root 1.33 if (!(rndm (4)))
1036 root 1.16 {
1037 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1038 root 1.16
1039     if (d > 0)
1040     op->value *= 5;
1041     set_ring_bonus (op, d);
1042     }
1043     }
1044    
1045     if (GET_ANIM_ID (op))
1046     SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1047    
1048     break;
1049    
1050     case BOOK:
1051     /* Is it an empty book?, if yes lets make a special·
1052     * msg for it, and tailor its properties based on the·
1053     * creator and/or map level we found it on.
1054     */
1055 root 1.33 if (!op->msg && rndm (10))
1056 root 1.16 {
1057     /* set the book level properly */
1058     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1059     {
1060     if (op->map && op->map->difficulty)
1061 root 1.33 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1;
1062 root 1.16 else
1063 root 1.33 op->level = rndm (20) + 1;
1064 root 1.16 }
1065     else
1066     op->level = RANDOM () % creator->level;
1067    
1068     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1069     /* books w/ info are worth more! */
1070     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1071     /* creator related stuff */
1072    
1073     /* for library, chained books. Note that some monsters have no_pick
1074     * set - we don't want to set no pick in that case.
1075     */
1076     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1077     SET_FLAG (op, FLAG_NO_PICK);
1078     if (creator->slaying && !op->slaying) /* for check_inv floors */
1079     op->slaying = creator->slaying;
1080    
1081     /* add exp so reading it gives xp (once) */
1082     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1083     }
1084     break;
1085    
1086     case SPELLBOOK:
1087     op->value = op->value * op->inv->value;
1088     /* add exp so learning gives xp */
1089     op->level = op->inv->level;
1090     op->stats.exp = op->value;
1091     break;
1092    
1093     case WAND:
1094     /* nrof in the treasure list is number of charges,
1095     * not number of wands. So copy that into food (charges),
1096     * and reset nrof.
1097     */
1098     op->stats.food = op->inv->nrof;
1099     op->nrof = 1;
1100     /* If the spell changes by level, choose a random level
1101     * for it, and adjust price. If the spell doesn't
1102     * change by level, just set the wand to the level of
1103     * the spell, and value calculation is simpler.
1104     */
1105     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1106     {
1107     op->level = level_for_item (op, difficulty);
1108     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1109     }
1110     else
1111     {
1112     op->level = op->inv->level;
1113     op->value = op->value * op->inv->value;
1114     }
1115     break;
1116    
1117     case ROD:
1118     op->level = level_for_item (op, difficulty);
1119     /* Add 50 to both level an divisor to keep prices a little more
1120     * reasonable. Otherwise, a high level version of a low level
1121     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1122     * 10 time multiplier). This way, the value are a bit more reasonable.
1123     */
1124     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1125     /* maxhp is used to denote how many 'charges' the rod holds before */
1126     if (op->stats.maxhp)
1127     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1128     else
1129     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1130    
1131     op->stats.hp = op->stats.maxhp;
1132     break;
1133    
1134     case SCROLL:
1135     op->level = level_for_item (op, difficulty);
1136     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1137    
1138     /* add exp so reading them properly gives xp */
1139     op->stats.exp = op->value / 5;
1140     op->nrof = op->inv->nrof;
1141     break;
1142    
1143     case RUNE:
1144     trap_adjust (op, difficulty);
1145     break;
1146    
1147     case TRAP:
1148     trap_adjust (op, difficulty);
1149     break;
1150     } /* switch type */
1151 elmex 1.1
1152     if (flags & GT_STARTEQUIP)
1153     {
1154 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1155 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1156 elmex 1.1 else if (op->type != MONEY)
1157 root 1.16 op->value = 0;
1158 elmex 1.1 }
1159    
1160     if (!(flags & GT_ENVIRONMENT))
1161     fix_flesh_item (op, creator);
1162     }
1163    
1164     /*
1165     *
1166     *
1167     * CODE DEALING WITH ARTIFACTS STARTS HERE
1168     *
1169     *
1170     */
1171    
1172     /*
1173     * Allocate and return the pointer to an empty artifactlist structure.
1174     */
1175    
1176 root 1.7 static artifactlist *
1177     get_empty_artifactlist (void)
1178     {
1179 elmex 1.30 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1180 root 1.16
1181 elmex 1.30 if (al == NULL)
1182 root 1.7 fatal (OUT_OF_MEMORY);
1183 elmex 1.30 al->next = NULL;
1184     al->items = NULL;
1185     al->total_chance = 0;
1186     return al;
1187 elmex 1.1 }
1188    
1189     /*
1190     * Allocate and return the pointer to an empty artifact structure.
1191     */
1192    
1193 root 1.7 static artifact *
1194     get_empty_artifact (void)
1195     {
1196 elmex 1.30 artifact *a = (artifact *) malloc (sizeof (artifact));
1197 root 1.16
1198 elmex 1.30 if (a == NULL)
1199 root 1.7 fatal (OUT_OF_MEMORY);
1200 elmex 1.30 a->item = NULL;
1201     a->next = NULL;
1202     a->chance = 0;
1203     a->difficulty = 0;
1204     a->allowed = NULL;
1205     return a;
1206 elmex 1.1 }
1207    
1208     /*
1209     * Searches the artifact lists and returns one that has the same type
1210     * of objects on it.
1211     */
1212    
1213 root 1.7 artifactlist *
1214     find_artifactlist (int type)
1215     {
1216 elmex 1.1 artifactlist *al;
1217    
1218 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1219     if (al->type == type)
1220     return al;
1221 elmex 1.1 return NULL;
1222     }
1223    
1224     /*
1225     * For debugging purposes. Dumps all tables.
1226     */
1227    
1228 root 1.7 void
1229     dump_artifacts (void)
1230     {
1231 elmex 1.1 artifactlist *al;
1232     artifact *art;
1233     linked_char *next;
1234    
1235 root 1.7 fprintf (logfile, "\n");
1236     for (al = first_artifactlist; al != NULL; al = al->next)
1237     {
1238     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1239     for (art = al->items; art != NULL; art = art->next)
1240 root 1.16 {
1241     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1242     if (art->allowed != NULL)
1243     {
1244     fprintf (logfile, "\tAllowed combinations:");
1245     for (next = art->allowed; next != NULL; next = next->next)
1246     fprintf (logfile, "%s,", &next->name);
1247     fprintf (logfile, "\n");
1248     }
1249     }
1250 elmex 1.1 }
1251 root 1.7 fprintf (logfile, "\n");
1252 elmex 1.1 }
1253    
1254     /*
1255     * For debugging purposes. Dumps all treasures recursively (see below).
1256     */
1257 root 1.7 void
1258 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1259 elmex 1.1 {
1260     treasurelist *tl;
1261 root 1.7 int i;
1262 elmex 1.1
1263     if (depth > 100)
1264     return;
1265 elmex 1.30 while (t)
1266 elmex 1.1 {
1267 elmex 1.30 if (t->name)
1268 root 1.16 {
1269     for (i = 0; i < depth; i++)
1270     fprintf (logfile, " ");
1271     fprintf (logfile, "{ (list: %s)\n", &t->name);
1272     tl = find_treasurelist (t->name);
1273 elmex 1.26 if (tl)
1274     dump_monster_treasure_rec (name, tl->items, depth + 2);
1275 root 1.16 for (i = 0; i < depth; i++)
1276     fprintf (logfile, " ");
1277     fprintf (logfile, "} (end of list: %s)\n", &t->name);
1278     }
1279 elmex 1.1 else
1280 root 1.16 {
1281     for (i = 0; i < depth; i++)
1282     fprintf (logfile, " ");
1283 elmex 1.30 if (t->item && t->item->clone.type == FLESH)
1284 root 1.16 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1285     else
1286     fprintf (logfile, "%s\n", &t->item->clone.name);
1287     }
1288 elmex 1.30
1289     if (t->next_yes)
1290 root 1.16 {
1291     for (i = 0; i < depth; i++)
1292     fprintf (logfile, " ");
1293     fprintf (logfile, " (if yes)\n");
1294     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1295     }
1296 elmex 1.30
1297     if (t->next_no)
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 1.30
1305 elmex 1.1 t = t->next;
1306     }
1307     }
1308    
1309     /*
1310     * For debugging purposes. Dumps all treasures for a given monster.
1311     * Created originally by Raphael Quinet for debugging the alchemy code.
1312     */
1313    
1314 root 1.7 void
1315     dump_monster_treasure (const char *name)
1316 elmex 1.1 {
1317     archetype *at;
1318 root 1.7 int found;
1319 elmex 1.1
1320     found = 0;
1321     fprintf (logfile, "\n");
1322 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1323     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1324 elmex 1.1 {
1325 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1326     if (at->clone.randomitems != NULL)
1327     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1328     else
1329     fprintf (logfile, "(nothing)\n");
1330     fprintf (logfile, "\n");
1331     found++;
1332 elmex 1.1 }
1333     if (found == 0)
1334     fprintf (logfile, "No objects have the name %s!\n\n", name);
1335     }
1336    
1337     /*
1338     * Builds up the lists of artifacts from the file in the libdir.
1339     */
1340    
1341 root 1.7 void
1342     init_artifacts (void)
1343     {
1344     static int has_been_inited = 0;
1345     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1346     artifact *art = NULL;
1347     linked_char *tmp;
1348 pippijn 1.14 int value;
1349 root 1.7 artifactlist *al;
1350    
1351     if (has_been_inited)
1352     return;
1353     else
1354     has_been_inited = 1;
1355 elmex 1.1
1356 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1357     object_thawer thawer (filename);
1358 elmex 1.1
1359 root 1.7 if (!thawer)
1360     return;
1361 elmex 1.1
1362 root 1.7 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1363     {
1364     if (*buf == '#')
1365 root 1.16 continue;
1366 root 1.7 if ((cp = strchr (buf, '\n')) != NULL)
1367 root 1.16 *cp = '\0';
1368 root 1.7 cp = buf;
1369 root 1.16 while (*cp == ' ') /* Skip blanks */
1370     cp++;
1371 root 1.7 if (*cp == '\0')
1372 root 1.16 continue;
1373 root 1.7
1374     if (!strncmp (cp, "Allowed", 7))
1375 root 1.16 {
1376     if (art == NULL)
1377     {
1378     art = get_empty_artifact ();
1379     nrofartifacts++;
1380     }
1381     cp = strchr (cp, ' ') + 1;
1382     if (!strcmp (cp, "all"))
1383     continue;
1384    
1385     do
1386     {
1387     nrofallowedstr++;
1388     if ((next = strchr (cp, ',')) != NULL)
1389     *(next++) = '\0';
1390     tmp = new linked_char;
1391    
1392     tmp->name = cp;
1393     tmp->next = art->allowed;
1394     art->allowed = tmp;
1395     }
1396     while ((cp = next) != NULL);
1397     }
1398 root 1.7 else if (sscanf (cp, "chance %d", &value))
1399 root 1.16 art->chance = (uint16) value;
1400 root 1.7 else if (sscanf (cp, "difficulty %d", &value))
1401 root 1.16 art->difficulty = (uint8) value;
1402 root 1.7 else if (!strncmp (cp, "Object", 6))
1403 root 1.16 {
1404 root 1.24 art->item = object::create ();
1405 root 1.10
1406 root 1.16 if (!load_object (thawer, art->item, 0))
1407     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1408 root 1.10
1409 root 1.16 art->item->name = strchr (cp, ' ') + 1;
1410     al = find_artifactlist (art->item->type);
1411     if (al == NULL)
1412     {
1413     al = get_empty_artifactlist ();
1414     al->type = art->item->type;
1415     al->next = first_artifactlist;
1416     first_artifactlist = al;
1417     }
1418     art->next = al->items;
1419     al->items = art;
1420     art = NULL;
1421     }
1422 root 1.7 else
1423 root 1.16 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1424 root 1.7 }
1425 root 1.3
1426 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1427     {
1428     for (art = al->items; art != NULL; art = art->next)
1429 root 1.16 {
1430     if (!art->chance)
1431     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1432     else
1433     al->total_chance += art->chance;
1434     }
1435 elmex 1.1 #if 0
1436 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1437 elmex 1.1 #endif
1438     }
1439    
1440 root 1.7 LOG (llevDebug, "done.\n");
1441 elmex 1.1 }
1442    
1443    
1444     /*
1445     * Used in artifact generation. The bonuses of the first object
1446     * is modified by the bonuses of the second object.
1447     */
1448    
1449 root 1.7 void
1450 root 1.16 add_abilities (object *op, object *change)
1451 root 1.7 {
1452 pippijn 1.14 int i, tmp;
1453 elmex 1.1
1454 root 1.7 if (change->face != blank_face)
1455     {
1456 elmex 1.1 #ifdef TREASURE_VERBOSE
1457 root 1.7 LOG (llevDebug, "FACE: %d\n", change->face->number);
1458 elmex 1.1 #endif
1459 root 1.7 op->face = change->face;
1460 elmex 1.1 }
1461    
1462 root 1.7 for (i = 0; i < NUM_STATS; i++)
1463     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1464    
1465     op->attacktype |= change->attacktype;
1466     op->path_attuned |= change->path_attuned;
1467     op->path_repelled |= change->path_repelled;
1468     op->path_denied |= change->path_denied;
1469     op->move_type |= change->move_type;
1470     op->stats.luck += change->stats.luck;
1471    
1472     if (QUERY_FLAG (change, FLAG_CURSED))
1473     SET_FLAG (op, FLAG_CURSED);
1474     if (QUERY_FLAG (change, FLAG_DAMNED))
1475     SET_FLAG (op, FLAG_DAMNED);
1476     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1477     set_abs_magic (op, -op->magic);
1478    
1479     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1480     SET_FLAG (op, FLAG_LIFESAVE);
1481     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1482     SET_FLAG (op, FLAG_REFL_SPELL);
1483     if (QUERY_FLAG (change, FLAG_STEALTH))
1484     SET_FLAG (op, FLAG_STEALTH);
1485     if (QUERY_FLAG (change, FLAG_XRAYS))
1486     SET_FLAG (op, FLAG_XRAYS);
1487     if (QUERY_FLAG (change, FLAG_BLIND))
1488     SET_FLAG (op, FLAG_BLIND);
1489     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1490     SET_FLAG (op, FLAG_SEE_IN_DARK);
1491     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1492     SET_FLAG (op, FLAG_REFL_MISSILE);
1493     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1494     SET_FLAG (op, FLAG_MAKE_INVIS);
1495    
1496     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1497     {
1498     CLEAR_FLAG (op, FLAG_ANIMATE);
1499     /* so artifacts will join */
1500     if (!QUERY_FLAG (op, FLAG_ALIVE))
1501 root 1.16 op->speed = 0.0;
1502 root 1.12
1503 root 1.28 op->set_speed (op->speed);
1504 elmex 1.1 }
1505 root 1.7
1506     if (change->nrof)
1507     op->nrof = RANDOM () % ((int) change->nrof) + 1;
1508    
1509 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1510 root 1.7 op->stats.wc += change->stats.wc;
1511     op->stats.ac += change->stats.ac;
1512    
1513     if (change->other_arch)
1514     {
1515     /* Basically, for horns & potions, the other_arch field is the spell
1516     * to cast. So convert that to into a spell and put it into
1517     * this object.
1518     */
1519     if (op->type == HORN || op->type == POTION)
1520 root 1.16 {
1521     object *tmp_obj;
1522    
1523     /* Remove any spells this object currently has in it */
1524     while (op->inv)
1525 root 1.24 op->inv->destroy ();
1526 root 1.16
1527     tmp_obj = arch_to_object (change->other_arch);
1528     insert_ob_in_ob (tmp_obj, op);
1529     }
1530 root 1.7 /* No harm setting this for potions/horns */
1531     op->other_arch = change->other_arch;
1532     }
1533    
1534     if (change->stats.hp < 0)
1535     op->stats.hp = -change->stats.hp;
1536     else
1537     op->stats.hp += change->stats.hp;
1538    
1539     if (change->stats.maxhp < 0)
1540     op->stats.maxhp = -change->stats.maxhp;
1541     else
1542     op->stats.maxhp += change->stats.maxhp;
1543    
1544     if (change->stats.sp < 0)
1545     op->stats.sp = -change->stats.sp;
1546     else
1547     op->stats.sp += change->stats.sp;
1548    
1549     if (change->stats.maxsp < 0)
1550     op->stats.maxsp = -change->stats.maxsp;
1551     else
1552     op->stats.maxsp += change->stats.maxsp;
1553    
1554     if (change->stats.food < 0)
1555     op->stats.food = -(change->stats.food);
1556     else
1557     op->stats.food += change->stats.food;
1558    
1559     if (change->level < 0)
1560     op->level = -(change->level);
1561     else
1562     op->level += change->level;
1563    
1564     if (change->gen_sp_armour < 0)
1565     op->gen_sp_armour = -(change->gen_sp_armour);
1566     else
1567     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1568    
1569     op->item_power = change->item_power;
1570    
1571     for (i = 0; i < NROFATTACKS; i++)
1572 root 1.20 if (change->resist[i])
1573     op->resist[i] += change->resist[i];
1574 root 1.7
1575     if (change->stats.dam)
1576     {
1577     if (change->stats.dam < 0)
1578 root 1.16 op->stats.dam = (-change->stats.dam);
1579 root 1.7 else if (op->stats.dam)
1580 root 1.16 {
1581     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1582     if (tmp == op->stats.dam)
1583     {
1584     if (change->stats.dam < 10)
1585     op->stats.dam--;
1586     else
1587     op->stats.dam++;
1588     }
1589     else
1590     op->stats.dam = tmp;
1591     }
1592 root 1.7 }
1593    
1594     if (change->weight)
1595     {
1596     if (change->weight < 0)
1597 root 1.16 op->weight = (-change->weight);
1598 root 1.7 else
1599 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1600 root 1.7 }
1601    
1602     if (change->last_sp)
1603     {
1604     if (change->last_sp < 0)
1605 root 1.16 op->last_sp = (-change->last_sp);
1606 root 1.7 else
1607 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1608 root 1.7 }
1609    
1610     if (change->gen_sp_armour)
1611     {
1612     if (change->gen_sp_armour < 0)
1613 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1614 root 1.7 else
1615 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1616 root 1.7 }
1617    
1618     op->value *= change->value;
1619    
1620     if (change->material)
1621     op->material = change->material;
1622    
1623     if (change->materialname)
1624     op->materialname = change->materialname;
1625    
1626     if (change->slaying)
1627     op->slaying = change->slaying;
1628    
1629     if (change->race)
1630     op->race = change->race;
1631    
1632     if (change->msg)
1633     op->msg = change->msg;
1634 elmex 1.1 }
1635    
1636 root 1.7 static int
1637 root 1.16 legal_artifact_combination (object *op, artifact * art)
1638 root 1.7 {
1639 elmex 1.1 int neg, success = 0;
1640     linked_char *tmp;
1641     const char *name;
1642    
1643     if (art->allowed == (linked_char *) NULL)
1644 root 1.16 return 1; /* Ie, "all" */
1645 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1646     {
1647 elmex 1.1 #ifdef TREASURE_VERBOSE
1648 root 1.7 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1649 elmex 1.1 #endif
1650 root 1.7 if (*tmp->name == '!')
1651 root 1.16 name = tmp->name + 1, neg = 1;
1652 root 1.7 else
1653 root 1.16 name = tmp->name, neg = 0;
1654 root 1.7
1655     /* If we match name, then return the opposite of 'neg' */
1656     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1657 root 1.16 return !neg;
1658 root 1.7
1659     /* Set success as true, since if the match was an inverse, it means
1660     * everything is allowed except what we match
1661     */
1662     else if (neg)
1663 root 1.16 success = 1;
1664 root 1.7 }
1665 elmex 1.1 return success;
1666     }
1667    
1668     /*
1669     * Fixes the given object, giving it the abilities and titles
1670     * it should have due to the second artifact-template.
1671     */
1672    
1673 root 1.7 void
1674 root 1.12 give_artifact_abilities (object *op, object *artifct)
1675 root 1.7 {
1676 elmex 1.1 char new_name[MAX_BUF];
1677    
1678 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1679     op->title = new_name;
1680 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1681 elmex 1.1
1682 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1683 elmex 1.1 {
1684 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1685 root 1.16
1686 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1687     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1688 elmex 1.1 if (!identified)
1689 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1690 elmex 1.1 }
1691     #endif
1692     return;
1693     }
1694    
1695     /*
1696     * Decides randomly which artifact the object should be
1697     * turned into. Makes sure that the item can become that
1698     * artifact (means magic, difficulty, and Allowed fields properly).
1699     * Then calls give_artifact_abilities in order to actually create
1700     * the artifact.
1701     */
1702    
1703     /* Give 1 re-roll attempt per artifact */
1704     #define ARTIFACT_TRIES 2
1705    
1706 root 1.7 void
1707 root 1.16 generate_artifact (object *op, int difficulty)
1708 root 1.7 {
1709 elmex 1.1 artifactlist *al;
1710     artifact *art;
1711     int i;
1712    
1713 root 1.7 al = find_artifactlist (op->type);
1714    
1715     if (al == NULL)
1716     {
1717 root 1.16 #if 0 /* This is too verbose, usually */
1718 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1719 elmex 1.1 #endif
1720 root 1.7 return;
1721     }
1722    
1723     for (i = 0; i < ARTIFACT_TRIES; i++)
1724     {
1725     int roll = RANDOM () % al->total_chance;
1726 elmex 1.1
1727 root 1.7 for (art = al->items; art != NULL; art = art->next)
1728 root 1.16 {
1729     roll -= art->chance;
1730     if (roll < 0)
1731     break;
1732     }
1733 elmex 1.1
1734 root 1.7 if (art == NULL || roll >= 0)
1735 root 1.16 {
1736 elmex 1.1 #if 1
1737 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1738 elmex 1.1 #endif
1739 root 1.16 return;
1740     }
1741 root 1.7 if (!strcmp (art->item->name, "NONE"))
1742 root 1.16 return;
1743 root 1.7 if (FABS (op->magic) < art->item->magic)
1744 root 1.16 continue; /* Not magic enough to be this item */
1745 root 1.7
1746     /* Map difficulty not high enough */
1747     if (difficulty < art->difficulty)
1748 root 1.16 continue;
1749 elmex 1.1
1750 root 1.7 if (!legal_artifact_combination (op, art))
1751 root 1.16 {
1752 elmex 1.1 #ifdef TREASURE_VERBOSE
1753 root 1.16 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1754 elmex 1.1 #endif
1755 root 1.16 continue;
1756     }
1757 root 1.7 give_artifact_abilities (op, art->item);
1758     return;
1759 elmex 1.1 }
1760     }
1761    
1762     /* fix_flesh_item() - objects of type FLESH are similar to type
1763     * FOOD, except they inherit properties (name, food value, etc).
1764     * based on the original owner (or 'donor' if you like). -b.t.
1765     */
1766    
1767 root 1.7 void
1768 root 1.16 fix_flesh_item (object *item, object *donor)
1769 root 1.7 {
1770     char tmpbuf[MAX_BUF];
1771     int i;
1772    
1773     if (item->type == FLESH && donor)
1774     {
1775     /* change the name */
1776 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1777     item->name = tmpbuf;
1778     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1779     item->name_pl = tmpbuf;
1780 root 1.7
1781     /* weight is FLESH weight/100 * donor */
1782     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1783 root 1.16 item->weight = 1;
1784 root 1.7
1785     /* value is multiplied by level of donor */
1786     item->value *= isqrt (donor->level * 2);
1787    
1788     /* food value */
1789     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1790    
1791     /* flesh items inherit some abilities of donor, but not
1792     * full effect.
1793     */
1794     for (i = 0; i < NROFATTACKS; i++)
1795 root 1.16 item->resist[i] = donor->resist[i] / 2;
1796 root 1.7
1797     /* item inherits donor's level (important for quezals) */
1798     item->level = donor->level;
1799    
1800     /* if donor has some attacktypes, the flesh is poisonous */
1801     if (donor->attacktype & AT_POISON)
1802 root 1.16 item->type = POISON;
1803 root 1.7 if (donor->attacktype & AT_ACID)
1804 root 1.16 item->stats.hp = -1 * item->stats.food;
1805 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1806 elmex 1.1 }
1807     }
1808    
1809     /* special_potion() - so that old potion code is still done right. */
1810    
1811 root 1.7 int
1812 root 1.16 special_potion (object *op)
1813 root 1.7 {
1814     if (op->attacktype)
1815     return 1;
1816 elmex 1.1
1817 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)
1818     return 1;
1819 elmex 1.1
1820 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1821 root 1.7 if (op->resist[i])
1822     return 1;
1823 elmex 1.1
1824 root 1.7 return 0;
1825 elmex 1.1 }
1826    
1827 root 1.7 void
1828 root 1.16 free_treasurestruct (treasure *t)
1829 elmex 1.1 {
1830 root 1.7 if (t->next)
1831     free_treasurestruct (t->next);
1832     if (t->next_yes)
1833     free_treasurestruct (t->next_yes);
1834     if (t->next_no)
1835     free_treasurestruct (t->next_no);
1836 root 1.8
1837     delete t;
1838 elmex 1.1 }
1839    
1840 root 1.7 void
1841 root 1.16 free_charlinks (linked_char *lc)
1842 elmex 1.1 {
1843 root 1.7 if (lc->next)
1844     free_charlinks (lc->next);
1845    
1846     delete lc;
1847 elmex 1.1 }
1848    
1849 root 1.7 void
1850     free_artifact (artifact * at)
1851 elmex 1.1 {
1852 root 1.7 if (at->next)
1853     free_artifact (at->next);
1854 root 1.15
1855 root 1.7 if (at->allowed)
1856     free_charlinks (at->allowed);
1857    
1858 root 1.21 at->item->destroy (1);
1859 root 1.7
1860     delete at;
1861 elmex 1.1 }
1862    
1863 root 1.7 void
1864     free_artifactlist (artifactlist * al)
1865 elmex 1.1 {
1866 root 1.7 artifactlist *nextal;
1867 root 1.15
1868 root 1.21 for (al = first_artifactlist; al; al = nextal)
1869 root 1.7 {
1870     nextal = al->next;
1871 root 1.15
1872 root 1.7 if (al->items)
1873 root 1.16 free_artifact (al->items);
1874 root 1.15
1875 root 1.7 free (al);
1876 elmex 1.1 }
1877     }
1878    
1879 root 1.7 void
1880     free_all_treasures (void)
1881     {
1882     treasurelist *tl, *next;
1883 elmex 1.1
1884    
1885 root 1.7 for (tl = first_treasurelist; tl != NULL; tl = next)
1886     {
1887     next = tl->next;
1888     if (tl->items)
1889 root 1.16 free_treasurestruct (tl->items);
1890 root 1.7 delete tl;
1891 elmex 1.1 }
1892 root 1.7 free_artifactlist (first_artifactlist);
1893 elmex 1.1 }