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Revision: 1.37
Committed: Thu Feb 8 03:09:31 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.36: +2 -2 lines
Log Message:
Object => object

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 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
354    
355 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
356     change_treasure (t, tmp);
357     put_treasure (tmp, op, flag);
358     }
359     }
360 root 1.12
361 root 1.7 if (t->next_yes != NULL)
362 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
363 elmex 1.1 }
364 root 1.7 else if (t->next_no != NULL)
365     create_all_treasures (t->next_no, op, flag, difficulty, tries);
366 root 1.12
367 root 1.7 if (t->next != NULL)
368     create_all_treasures (t->next, op, flag, difficulty, tries);
369 elmex 1.1 }
370    
371 root 1.7 void
372 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
373 root 1.7 {
374 root 1.35 int value = rndm (tl->total_chance);
375 root 1.7 treasure *t;
376 elmex 1.1
377 root 1.7 if (tries++ > 100)
378     {
379     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
380     return;
381     }
382 root 1.12
383 root 1.7 for (t = tl->items; t != NULL; t = t->next)
384     {
385     value -= t->chance;
386 root 1.12
387 root 1.7 if (value < 0)
388 root 1.16 break;
389 root 1.7 }
390 elmex 1.1
391 root 1.7 if (!t || value >= 0)
392     {
393     LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
394     abort ();
395     return;
396     }
397 root 1.12
398 root 1.7 if (t->name)
399     {
400     if (difficulty >= t->magic)
401 elmex 1.26 {
402     treasurelist *tl = find_treasurelist (t->name);
403     if (tl)
404     create_treasure (tl, op, flag, difficulty, tries);
405     }
406 root 1.7 else if (t->nrof)
407 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
408 root 1.12
409 root 1.7 return;
410 elmex 1.1 }
411 root 1.12
412 elmex 1.30 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
413 root 1.7 {
414     object *tmp = arch_to_object (t->item);
415 root 1.12
416 root 1.7 if (!tmp)
417 root 1.16 return;
418 root 1.12
419 root 1.7 if (t->nrof && tmp->nrof <= 1)
420 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
421 root 1.12
422 root 1.13 fix_generated_item (tmp, op, difficulty, t->magic, flag);
423     change_treasure (t, tmp);
424 root 1.7 put_treasure (tmp, op, flag);
425 elmex 1.1 }
426     }
427    
428     /* This calls the appropriate treasure creation function. tries is passed
429     * to determine how many list transitions or attempts to create treasure
430     * have been made. It is really in place to prevent infinite loops with
431     * list transitions, or so that excessively good treasure will not be
432     * created on weak maps, because it will exceed the number of allowed tries
433     * to do that.
434     */
435 root 1.7 void
436 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
437 elmex 1.1 {
438 root 1.7 if (tries++ > 100)
439     {
440     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441     return;
442     }
443 root 1.37
444 elmex 1.30 if (tl->total_chance)
445     create_one_treasure (tl, op, flag, difficulty, tries);
446 root 1.7 else
447 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
448 elmex 1.1 }
449    
450     /* This is similar to the old generate treasure function. However,
451     * it instead takes a treasurelist. It is really just a wrapper around
452     * create_treasure. We create a dummy object that the treasure gets
453     * inserted into, and then return that treausre
454     */
455 root 1.7 object *
456 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
457 elmex 1.1 {
458 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
459    
460 root 1.24 object *ob = object::create (), *tmp;
461 elmex 1.1
462 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
463 elmex 1.1
464 root 1.7 /* Don't want to free the object we are about to return */
465     tmp = ob->inv;
466     if (tmp != NULL)
467 root 1.23 tmp->remove ();
468 root 1.21
469 root 1.7 if (ob->inv)
470 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
471    
472 root 1.24 ob->destroy ();
473 root 1.7 return tmp;
474 elmex 1.1 }
475    
476     /*
477     * This is a new way of calculating the chance for an item to have
478     * a specific magical bonus.
479     * The array has two arguments, the difficulty of the level, and the
480     * magical bonus "wanted".
481     */
482    
483 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
484 root 1.16
485 elmex 1.1 /*chance of magic difficulty*/
486 root 1.16
487 elmex 1.1 /* +0 +1 +2 +3 +4 */
488 root 1.16 {95, 2, 2, 1, 0}, /*1 */
489     {92, 5, 2, 1, 0}, /*2 */
490     {85, 10, 4, 1, 0}, /*3 */
491     {80, 14, 4, 2, 0}, /*4 */
492     {75, 17, 5, 2, 1}, /*5 */
493     {70, 18, 8, 3, 1}, /*6 */
494     {65, 21, 10, 3, 1}, /*7 */
495     {60, 22, 12, 4, 2}, /*8 */
496     {55, 25, 14, 4, 2}, /*9 */
497     {50, 27, 16, 5, 2}, /*10 */
498     {45, 28, 18, 6, 3}, /*11 */
499     {42, 28, 20, 7, 3}, /*12 */
500     {40, 27, 21, 8, 4}, /*13 */
501     {38, 25, 22, 10, 5}, /*14 */
502     {36, 23, 23, 12, 6}, /*15 */
503     {33, 21, 24, 14, 8}, /*16 */
504     {31, 19, 25, 16, 9}, /*17 */
505     {27, 15, 30, 18, 10}, /*18 */
506     {20, 12, 30, 25, 13}, /*19 */
507     {15, 10, 28, 30, 17}, /*20 */
508     {13, 9, 27, 28, 23}, /*21 */
509     {10, 8, 25, 28, 29}, /*22 */
510     {8, 7, 23, 26, 36}, /*23 */
511     {6, 6, 20, 22, 46}, /*24 */
512     {4, 5, 17, 18, 56}, /*25 */
513     {2, 4, 12, 14, 68}, /*26 */
514     {0, 3, 7, 10, 80}, /*27 */
515     {0, 0, 3, 7, 90}, /*28 */
516     {0, 0, 0, 3, 97}, /*29 */
517     {0, 0, 0, 0, 100}, /*30 */
518     {0, 0, 0, 0, 100}, /*31 */
519 elmex 1.1 };
520    
521    
522     /* calculate the appropriate level for wands staves and scrolls.
523     * This code presumes that op has had its spell object created (in op->inv)
524     *
525     * elmex Wed Aug 9 17:44:59 CEST 2006:
526     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
527     */
528    
529 root 1.7 int
530 root 1.16 level_for_item (const object *op, int difficulty)
531 elmex 1.1 {
532 pippijn 1.14 int olevel = 0;
533 elmex 1.1
534     if (!op->inv)
535     {
536 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
537     return 0;
538 elmex 1.1 }
539    
540     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
541    
542     if (olevel <= 0)
543     olevel = rndm (1, MIN (op->inv->level, 1));
544    
545     if (olevel > MAXLEVEL)
546     olevel = MAXLEVEL;
547    
548     return olevel;
549     }
550    
551     /*
552     * Based upon the specified difficulty and upon the difftomagic_list array,
553     * a random magical bonus is returned. This is used when determine
554     * the magical bonus created on specific maps.
555     *
556     * elmex Thu Aug 10 18:45:44 CEST 2006:
557     * Scaling difficulty by max_level, as difficulty is a level and not some
558     * weird integer between 1-31.
559     *
560     */
561    
562 root 1.7 int
563     magic_from_difficulty (int difficulty)
564 elmex 1.1 {
565     int percent = 0, magic = 0;
566     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
567    
568     scaled_diff--;
569    
570 root 1.7 if (scaled_diff < 0)
571 elmex 1.1 scaled_diff = 0;
572    
573     if (scaled_diff >= DIFFLEVELS)
574 root 1.7 scaled_diff = DIFFLEVELS - 1;
575 elmex 1.1
576 root 1.33 percent = rndm (100);
577 elmex 1.1
578 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
579 elmex 1.1 {
580     percent -= difftomagic_list[scaled_diff][magic];
581    
582     if (percent < 0)
583 root 1.16 break;
584 elmex 1.1 }
585    
586     if (magic == (MAXMAGIC + 1))
587     {
588 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
589 elmex 1.1 magic = 0;
590     }
591    
592 root 1.33 magic = (rndm (3)) ? magic : -magic;
593 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
594    
595     return magic;
596     }
597    
598     /*
599     * Sets magical bonus in an object, and recalculates the effect on
600     * the armour variable, and the effect on speed of armour.
601     * This function doesn't work properly, should add use of archetypes
602     * to make it truly absolute.
603     */
604    
605 root 1.7 void
606 root 1.16 set_abs_magic (object *op, int magic)
607 root 1.7 {
608     if (!magic)
609 elmex 1.1 return;
610    
611 root 1.7 op->magic = magic;
612     if (op->arch)
613     {
614     if (op->type == ARMOUR)
615 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
616 root 1.7
617 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
618 root 1.16 magic = (-magic);
619 root 1.7 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
620     }
621     else
622     {
623     if (op->type == ARMOUR)
624 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
625 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
626 root 1.16 magic = (-magic);
627 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
628     }
629 elmex 1.1 }
630    
631     /*
632     * Sets a random magical bonus in the given object based upon
633     * the given difficulty, and the given max possible bonus.
634     */
635    
636 root 1.7 static void
637 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
638 elmex 1.1 {
639     int i;
640 root 1.16
641 root 1.7 i = magic_from_difficulty (difficulty);
642 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
643 root 1.7 i = -i;
644     if (i > max_magic)
645 elmex 1.1 i = max_magic;
646 root 1.7 set_abs_magic (op, i);
647 elmex 1.1 if (i < 0)
648 root 1.7 SET_FLAG (op, FLAG_CURSED);
649 elmex 1.1 }
650    
651     /*
652     * Randomly adds one magical ability to the given object.
653     * Modified for Partial Resistance in many ways:
654     * 1) Since rings can have multiple bonuses, if the same bonus
655     * is rolled again, increase it - the bonuses now stack with
656     * other bonuses previously rolled and ones the item might natively have.
657     * 2) Add code to deal with new PR method.
658     */
659    
660 root 1.7 void
661 root 1.16 set_ring_bonus (object *op, int bonus)
662 root 1.7 {
663 elmex 1.1
664 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
665 elmex 1.1
666 root 1.7 if (op->type == AMULET)
667     {
668 root 1.33 if (!(rndm (21)))
669     r = 20 + rndm (2);
670 root 1.7 else
671 root 1.16 {
672 root 1.35 if (rndm (2))
673 root 1.16 r = 10;
674     else
675 root 1.33 r = 11 + rndm (9);
676 root 1.16 }
677 root 1.7 }
678    
679     switch (r)
680     {
681 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
682     * bonuses and penalties will stack and add to existing values.
683     * of the item.
684     */
685     case 0:
686     case 1:
687     case 2:
688     case 3:
689     case 4:
690     case 5:
691     case 6:
692     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
693     break;
694    
695     case 7:
696     op->stats.dam += bonus;
697     break;
698    
699     case 8:
700     op->stats.wc += bonus;
701     break;
702    
703     case 9:
704     op->stats.food += bonus; /* hunger/sustenance */
705     break;
706    
707     case 10:
708     op->stats.ac += bonus;
709     break;
710    
711     /* Item that gives protections/vulnerabilities */
712     case 11:
713     case 12:
714     case 13:
715     case 14:
716     case 15:
717     case 16:
718     case 17:
719     case 18:
720     case 19:
721     {
722 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
723 root 1.16
724     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
725 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
726 root 1.16
727     /* Cursed items need to have higher negative values to equal out with
728     * positive values for how protections work out. Put another
729     * little random element in since that they don't always end up with
730     * even values.
731     */
732     if (bonus < 0)
733 root 1.35 val = 2 * -val - rndm (b);
734 root 1.16 if (val > 35)
735     val = 35; /* Upper limit */
736     b = 0;
737 root 1.34
738 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
739 root 1.34 resist = rndm (num_resist_table);
740    
741 root 1.16 if (b == 4)
742     return; /* Not able to find a free resistance */
743 root 1.34
744 root 1.16 op->resist[resist_table[resist]] = val;
745     /* We should probably do something more clever here to adjust value
746     * based on how good a resistance we gave.
747     */
748     break;
749     }
750     case 20:
751     if (op->type == AMULET)
752     {
753     SET_FLAG (op, FLAG_REFL_SPELL);
754     op->value *= 11;
755     }
756     else
757     {
758     op->stats.hp = 1; /* regenerate hit points */
759     op->value *= 4;
760     }
761     break;
762    
763     case 21:
764     if (op->type == AMULET)
765     {
766     SET_FLAG (op, FLAG_REFL_MISSILE);
767     op->value *= 9;
768     }
769     else
770     {
771     op->stats.sp = 1; /* regenerate spell points */
772     op->value *= 3;
773     }
774     break;
775    
776     case 22:
777     op->stats.exp += bonus; /* Speed! */
778     op->value = (op->value * 2) / 3;
779     break;
780 root 1.7 }
781 root 1.34
782 root 1.7 if (bonus > 0)
783     op->value *= 2 * bonus;
784     else
785     op->value = -(op->value * 2 * bonus) / 3;
786 elmex 1.1 }
787    
788     /*
789     * get_magic(diff) will return a random number between 0 and 4.
790     * diff can be any value above 2. The higher the diff-variable, the
791     * higher is the chance of returning a low number.
792     * It is only used in fix_generated_treasure() to set bonuses on
793     * rings and amulets.
794     * Another scheme is used to calculate the magic of weapons and armours.
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 root 1.35
804 root 1.7 for (i = 0; i < 4; i++)
805 root 1.35 if (rndm (diff))
806 root 1.7 return i;
807 root 1.35
808 elmex 1.1 return 4;
809     }
810    
811     #define DICE2 (get_magic(2)==2?2:1)
812 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
813 elmex 1.1
814     /*
815     * fix_generated_item(): This is called after an item is generated, in
816     * order to set it up right. This produced magical bonuses, puts spells
817     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
818     */
819 root 1.16
820 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
821     * op->type. Right now, which stuff the creator passes on is object type
822     * dependant. I know this is a spagetti manuever, but is there a cleaner
823     * way to do this? b.t. */
824 root 1.16
825 elmex 1.1 /*
826     * ! (flags & GT_ENVIRONMENT):
827     * Automatically calls fix_flesh_item().
828     *
829     * flags:
830     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
831     * value.
832     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
833     * a working object - don't change magic, value, etc, but set it material
834     * type as appropriate, for objects that need spell objects, set those, etc
835     */
836    
837 root 1.7 void
838 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
839 elmex 1.1 {
840     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
841    
842     if (!creator || creator->type == op->type)
843 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
844 elmex 1.1
845     /* If we make an artifact, this information will be destroyed */
846     save_item_power = op->item_power;
847     op->item_power = 0;
848    
849     if (op->randomitems && op->type != SPELL)
850     {
851     create_treasure (op->randomitems, op, flags, difficulty, 0);
852     if (!op->inv)
853 root 1.16 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
854 elmex 1.1
855     /* So the treasure doesn't get created again */
856     op->randomitems = NULL;
857     }
858    
859     if (difficulty < 1)
860     difficulty = 1;
861    
862 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
863     ARG_OBJECT (creator != op ? creator : 0),
864     ARG_INT (difficulty), ARG_INT (max_magic),
865     ARG_INT (flags)))
866     return;
867    
868 elmex 1.1 if (!(flags & GT_MINIMAL))
869     {
870     if (op->arch == crown_arch)
871 root 1.16 {
872     set_magic (difficulty, op, max_magic, flags);
873     num_enchantments = calc_item_power (op, 1);
874     generate_artifact (op, difficulty);
875     }
876 elmex 1.1 else
877 root 1.16 {
878     if (!op->magic && max_magic)
879     set_magic (difficulty, op, max_magic, flags);
880    
881     num_enchantments = calc_item_power (op, 1);
882    
883 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
884     || op->type == HORN
885     || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
886 root 1.16 * used for shop_floors or treasures */
887     generate_artifact (op, difficulty);
888     }
889 elmex 1.1
890     /* Object was made an artifact. Calculate its item_power rating.
891     * the item_power in the object is what the artfiact adds.
892     */
893     if (op->title)
894 root 1.16 {
895     /* if save_item_power is set, then most likely we started with an
896     * artifact and have added new abilities to it - this is rare, but
897     * but I have seen things like 'strange rings of fire'. So just figure
898     * out the power from the base power plus what this one adds. Note
899     * that since item_power is not quite linear, this actually ends up
900     * being somewhat of a bonus
901     */
902     if (save_item_power)
903     op->item_power = save_item_power + get_power_from_ench (op->item_power);
904     else
905     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
906     }
907 elmex 1.1 else if (save_item_power)
908 root 1.16 {
909     /* restore the item_power field to the object if we haven't changed it.
910     * we don't care about num_enchantments - that will basically just
911     * have calculated some value from the base attributes of the archetype.
912     */
913     op->item_power = save_item_power;
914     }
915 elmex 1.1 else
916 root 1.16 {
917     /* item_power was zero. This is suspicious, as it may be because it
918     * was never previously calculated. Let's compute a value and see if
919     * it is non-zero. If it indeed is, then assign it as the new
920     * item_power value.
921     * - gros, 21th of July 2006.
922     */
923     op->item_power = calc_item_power (op, 0);
924     save_item_power = op->item_power; /* Just in case it would get used
925     * again below */
926     }
927 elmex 1.1 }
928    
929     /* materialtype modifications. Note we allow this on artifacts. */
930     set_materialname (op, difficulty, NULL);
931    
932     if (flags & GT_MINIMAL)
933     {
934     if (op->type == POTION)
935 root 1.16 /* Handle healing and magic power potions */
936     if (op->stats.sp && !op->randomitems)
937     {
938     object *tmp;
939    
940     tmp = get_archetype (spell_mapping[op->stats.sp]);
941     insert_ob_in_ob (tmp, op);
942     op->stats.sp = 0;
943     }
944 elmex 1.1 }
945 root 1.16 else if (!op->title) /* Only modify object if not special */
946 elmex 1.1 switch (op->type)
947     {
948 root 1.16 case WEAPON:
949     case ARMOUR:
950     case SHIELD:
951     case HELMET:
952     case CLOAK:
953 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
954 root 1.16 set_ring_bonus (op, -DICE2);
955     break;
956    
957     case BRACERS:
958 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
959 root 1.16 {
960     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
961     if (!QUERY_FLAG (op, FLAG_CURSED))
962     op->value *= 3;
963     }
964     break;
965    
966     case POTION:
967     {
968     int too_many_tries = 0, is_special = 0;
969    
970     /* Handle healing and magic power potions */
971     if (op->stats.sp && !op->randomitems)
972     {
973     object *tmp;
974    
975     tmp = get_archetype (spell_mapping[op->stats.sp]);
976     insert_ob_in_ob (tmp, op);
977     op->stats.sp = 0;
978     }
979    
980     while (!(is_special = special_potion (op)) && !op->inv)
981     {
982     generate_artifact (op, difficulty);
983     if (too_many_tries++ > 10)
984     break;
985     }
986    
987     /* don't want to change value for healing/magic power potions,
988     * since the value set on those is already correct.
989     */
990     if (op->inv && op->randomitems)
991     {
992     /* value multiplier is same as for scrolls */
993     op->value = (op->value * op->inv->value);
994 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
995 root 1.16 }
996     else
997     {
998     op->name = "potion";
999     op->name_pl = "potions";
1000     }
1001    
1002 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1003 root 1.16 SET_FLAG (op, FLAG_CURSED);
1004     break;
1005     }
1006    
1007     case AMULET:
1008     if (op->arch == amulet_arch)
1009     op->value *= 5; /* Since it's not just decoration */
1010    
1011     case RING:
1012     if (op->arch == NULL)
1013     {
1014 root 1.24 op->destroy ();
1015     op = 0;
1016 root 1.16 break;
1017     }
1018    
1019     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1020     break;
1021    
1022 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1023 root 1.16 SET_FLAG (op, FLAG_CURSED);
1024    
1025     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1026    
1027     if (op->type != RING) /* Amulets have only one ability */
1028     break;
1029    
1030 root 1.33 if (!(rndm (4)))
1031 root 1.16 {
1032 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033 root 1.16
1034     if (d > 0)
1035     op->value *= 3;
1036    
1037     set_ring_bonus (op, d);
1038    
1039 root 1.33 if (!(rndm (4)))
1040 root 1.16 {
1041 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1042 root 1.16
1043     if (d > 0)
1044     op->value *= 5;
1045     set_ring_bonus (op, d);
1046     }
1047     }
1048    
1049     if (GET_ANIM_ID (op))
1050 root 1.35 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1051 root 1.16
1052     break;
1053    
1054     case BOOK:
1055     /* Is it an empty book?, if yes lets make a special·
1056     * msg for it, and tailor its properties based on the·
1057     * creator and/or map level we found it on.
1058     */
1059 root 1.33 if (!op->msg && rndm (10))
1060 root 1.16 {
1061     /* set the book level properly */
1062     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1063     {
1064     if (op->map && op->map->difficulty)
1065 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1066 root 1.16 else
1067 root 1.33 op->level = rndm (20) + 1;
1068 root 1.16 }
1069     else
1070 root 1.35 op->level = rndm (creator->level);
1071 root 1.16
1072     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1073     /* books w/ info are worth more! */
1074     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1075     /* creator related stuff */
1076    
1077     /* for library, chained books. Note that some monsters have no_pick
1078     * set - we don't want to set no pick in that case.
1079     */
1080     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1081     SET_FLAG (op, FLAG_NO_PICK);
1082     if (creator->slaying && !op->slaying) /* for check_inv floors */
1083     op->slaying = creator->slaying;
1084    
1085     /* add exp so reading it gives xp (once) */
1086     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1087     }
1088     break;
1089    
1090     case SPELLBOOK:
1091     op->value = op->value * op->inv->value;
1092     /* add exp so learning gives xp */
1093     op->level = op->inv->level;
1094     op->stats.exp = op->value;
1095     break;
1096    
1097     case WAND:
1098     /* nrof in the treasure list is number of charges,
1099     * not number of wands. So copy that into food (charges),
1100     * and reset nrof.
1101     */
1102     op->stats.food = op->inv->nrof;
1103     op->nrof = 1;
1104     /* If the spell changes by level, choose a random level
1105     * for it, and adjust price. If the spell doesn't
1106     * change by level, just set the wand to the level of
1107     * the spell, and value calculation is simpler.
1108     */
1109     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1110     {
1111     op->level = level_for_item (op, difficulty);
1112     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1113     }
1114     else
1115     {
1116     op->level = op->inv->level;
1117     op->value = op->value * op->inv->value;
1118     }
1119     break;
1120    
1121     case ROD:
1122     op->level = level_for_item (op, difficulty);
1123     /* Add 50 to both level an divisor to keep prices a little more
1124     * reasonable. Otherwise, a high level version of a low level
1125     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1126     * 10 time multiplier). This way, the value are a bit more reasonable.
1127     */
1128     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1129     /* maxhp is used to denote how many 'charges' the rod holds before */
1130     if (op->stats.maxhp)
1131     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1132     else
1133     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1134    
1135     op->stats.hp = op->stats.maxhp;
1136     break;
1137    
1138     case SCROLL:
1139     op->level = level_for_item (op, difficulty);
1140     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1141    
1142     /* add exp so reading them properly gives xp */
1143     op->stats.exp = op->value / 5;
1144     op->nrof = op->inv->nrof;
1145     break;
1146    
1147     case RUNE:
1148     trap_adjust (op, difficulty);
1149     break;
1150    
1151     case TRAP:
1152     trap_adjust (op, difficulty);
1153     break;
1154     } /* switch type */
1155 elmex 1.1
1156     if (flags & GT_STARTEQUIP)
1157     {
1158 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1159 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1160 elmex 1.1 else if (op->type != MONEY)
1161 root 1.16 op->value = 0;
1162 elmex 1.1 }
1163    
1164     if (!(flags & GT_ENVIRONMENT))
1165     fix_flesh_item (op, creator);
1166     }
1167    
1168     /*
1169     *
1170     *
1171     * CODE DEALING WITH ARTIFACTS STARTS HERE
1172     *
1173     *
1174     */
1175    
1176     /*
1177     * Allocate and return the pointer to an empty artifactlist structure.
1178     */
1179    
1180 root 1.7 static artifactlist *
1181     get_empty_artifactlist (void)
1182     {
1183 elmex 1.30 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1184 root 1.16
1185 elmex 1.30 if (al == NULL)
1186 root 1.7 fatal (OUT_OF_MEMORY);
1187 elmex 1.30 al->next = NULL;
1188     al->items = NULL;
1189     al->total_chance = 0;
1190     return al;
1191 elmex 1.1 }
1192    
1193     /*
1194     * Allocate and return the pointer to an empty artifact structure.
1195     */
1196    
1197 root 1.7 static artifact *
1198     get_empty_artifact (void)
1199     {
1200 elmex 1.30 artifact *a = (artifact *) malloc (sizeof (artifact));
1201 root 1.16
1202 elmex 1.30 if (a == NULL)
1203 root 1.7 fatal (OUT_OF_MEMORY);
1204 elmex 1.30 a->item = NULL;
1205     a->next = NULL;
1206     a->chance = 0;
1207     a->difficulty = 0;
1208     a->allowed = NULL;
1209     return a;
1210 elmex 1.1 }
1211    
1212     /*
1213     * Searches the artifact lists and returns one that has the same type
1214     * of objects on it.
1215     */
1216    
1217 root 1.7 artifactlist *
1218     find_artifactlist (int type)
1219     {
1220 elmex 1.1 artifactlist *al;
1221    
1222 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1223     if (al->type == type)
1224     return al;
1225 elmex 1.1 return NULL;
1226     }
1227    
1228     /*
1229     * For debugging purposes. Dumps all tables.
1230     */
1231    
1232 root 1.7 void
1233     dump_artifacts (void)
1234     {
1235 elmex 1.1 artifactlist *al;
1236     artifact *art;
1237     linked_char *next;
1238    
1239 root 1.7 fprintf (logfile, "\n");
1240     for (al = first_artifactlist; al != NULL; al = al->next)
1241     {
1242     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1243     for (art = al->items; art != NULL; art = art->next)
1244 root 1.16 {
1245     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1246     if (art->allowed != NULL)
1247     {
1248     fprintf (logfile, "\tAllowed combinations:");
1249     for (next = art->allowed; next != NULL; next = next->next)
1250     fprintf (logfile, "%s,", &next->name);
1251     fprintf (logfile, "\n");
1252     }
1253     }
1254 elmex 1.1 }
1255 root 1.7 fprintf (logfile, "\n");
1256 elmex 1.1 }
1257    
1258     /*
1259     * For debugging purposes. Dumps all treasures recursively (see below).
1260     */
1261 root 1.7 void
1262 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1263 elmex 1.1 {
1264     treasurelist *tl;
1265 root 1.7 int i;
1266 elmex 1.1
1267     if (depth > 100)
1268     return;
1269 elmex 1.30 while (t)
1270 elmex 1.1 {
1271 elmex 1.30 if (t->name)
1272 root 1.16 {
1273     for (i = 0; i < depth; i++)
1274     fprintf (logfile, " ");
1275     fprintf (logfile, "{ (list: %s)\n", &t->name);
1276     tl = find_treasurelist (t->name);
1277 elmex 1.26 if (tl)
1278     dump_monster_treasure_rec (name, tl->items, depth + 2);
1279 root 1.16 for (i = 0; i < depth; i++)
1280     fprintf (logfile, " ");
1281     fprintf (logfile, "} (end of list: %s)\n", &t->name);
1282     }
1283 elmex 1.1 else
1284 root 1.16 {
1285     for (i = 0; i < depth; i++)
1286     fprintf (logfile, " ");
1287 elmex 1.30 if (t->item && t->item->clone.type == FLESH)
1288 root 1.16 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1289     else
1290     fprintf (logfile, "%s\n", &t->item->clone.name);
1291     }
1292 elmex 1.30
1293     if (t->next_yes)
1294 root 1.16 {
1295     for (i = 0; i < depth; i++)
1296     fprintf (logfile, " ");
1297     fprintf (logfile, " (if yes)\n");
1298     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1299     }
1300 elmex 1.30
1301     if (t->next_no)
1302 root 1.16 {
1303     for (i = 0; i < depth; i++)
1304     fprintf (logfile, " ");
1305     fprintf (logfile, " (if no)\n");
1306     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1307     }
1308 elmex 1.30
1309 elmex 1.1 t = t->next;
1310     }
1311     }
1312    
1313     /*
1314     * For debugging purposes. Dumps all treasures for a given monster.
1315     * Created originally by Raphael Quinet for debugging the alchemy code.
1316     */
1317    
1318 root 1.7 void
1319     dump_monster_treasure (const char *name)
1320 elmex 1.1 {
1321     archetype *at;
1322 root 1.7 int found;
1323 elmex 1.1
1324     found = 0;
1325     fprintf (logfile, "\n");
1326 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1327     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1328 elmex 1.1 {
1329 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1330     if (at->clone.randomitems != NULL)
1331     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1332     else
1333     fprintf (logfile, "(nothing)\n");
1334     fprintf (logfile, "\n");
1335     found++;
1336 elmex 1.1 }
1337     if (found == 0)
1338     fprintf (logfile, "No objects have the name %s!\n\n", name);
1339     }
1340    
1341     /*
1342     * Builds up the lists of artifacts from the file in the libdir.
1343     */
1344    
1345 root 1.7 void
1346     init_artifacts (void)
1347     {
1348     static int has_been_inited = 0;
1349     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1350     artifact *art = NULL;
1351     linked_char *tmp;
1352 pippijn 1.14 int value;
1353 root 1.7 artifactlist *al;
1354    
1355     if (has_been_inited)
1356     return;
1357     else
1358     has_been_inited = 1;
1359 elmex 1.1
1360 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1361     object_thawer thawer (filename);
1362 elmex 1.1
1363 root 1.7 if (!thawer)
1364     return;
1365 elmex 1.1
1366 root 1.7 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1367     {
1368     if (*buf == '#')
1369 root 1.16 continue;
1370 root 1.7 if ((cp = strchr (buf, '\n')) != NULL)
1371 root 1.16 *cp = '\0';
1372 root 1.7 cp = buf;
1373 root 1.16 while (*cp == ' ') /* Skip blanks */
1374     cp++;
1375 root 1.7 if (*cp == '\0')
1376 root 1.16 continue;
1377 root 1.7
1378     if (!strncmp (cp, "Allowed", 7))
1379 root 1.16 {
1380     if (art == NULL)
1381     {
1382     art = get_empty_artifact ();
1383     nrofartifacts++;
1384     }
1385     cp = strchr (cp, ' ') + 1;
1386     if (!strcmp (cp, "all"))
1387     continue;
1388    
1389     do
1390     {
1391     nrofallowedstr++;
1392     if ((next = strchr (cp, ',')) != NULL)
1393     *(next++) = '\0';
1394     tmp = new linked_char;
1395    
1396     tmp->name = cp;
1397     tmp->next = art->allowed;
1398     art->allowed = tmp;
1399     }
1400     while ((cp = next) != NULL);
1401     }
1402 root 1.7 else if (sscanf (cp, "chance %d", &value))
1403 root 1.16 art->chance = (uint16) value;
1404 root 1.7 else if (sscanf (cp, "difficulty %d", &value))
1405 root 1.16 art->difficulty = (uint8) value;
1406 root 1.37 else if (!strncmp (cp, "Object", 6) || !strncmp (cp, "object", 6))
1407 root 1.16 {
1408 root 1.24 art->item = object::create ();
1409 root 1.10
1410 root 1.16 if (!load_object (thawer, art->item, 0))
1411     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1412 root 1.10
1413 root 1.16 art->item->name = strchr (cp, ' ') + 1;
1414     al = find_artifactlist (art->item->type);
1415     if (al == NULL)
1416     {
1417     al = get_empty_artifactlist ();
1418     al->type = art->item->type;
1419     al->next = first_artifactlist;
1420     first_artifactlist = al;
1421     }
1422     art->next = al->items;
1423     al->items = art;
1424     art = NULL;
1425     }
1426 root 1.7 else
1427 root 1.16 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1428 root 1.7 }
1429 root 1.3
1430 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1431     {
1432     for (art = al->items; art != NULL; art = art->next)
1433 root 1.16 {
1434     if (!art->chance)
1435     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1436     else
1437     al->total_chance += art->chance;
1438     }
1439 elmex 1.1 #if 0
1440 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1441 elmex 1.1 #endif
1442     }
1443    
1444 root 1.7 LOG (llevDebug, "done.\n");
1445 elmex 1.1 }
1446    
1447    
1448     /*
1449     * Used in artifact generation. The bonuses of the first object
1450     * is modified by the bonuses of the second object.
1451     */
1452    
1453 root 1.7 void
1454 root 1.16 add_abilities (object *op, object *change)
1455 root 1.7 {
1456 pippijn 1.14 int i, tmp;
1457 elmex 1.1
1458 root 1.7 if (change->face != blank_face)
1459     {
1460 elmex 1.1 #ifdef TREASURE_VERBOSE
1461 root 1.7 LOG (llevDebug, "FACE: %d\n", change->face->number);
1462 elmex 1.1 #endif
1463 root 1.7 op->face = change->face;
1464 elmex 1.1 }
1465    
1466 root 1.7 for (i = 0; i < NUM_STATS; i++)
1467     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1468    
1469     op->attacktype |= change->attacktype;
1470     op->path_attuned |= change->path_attuned;
1471     op->path_repelled |= change->path_repelled;
1472     op->path_denied |= change->path_denied;
1473     op->move_type |= change->move_type;
1474     op->stats.luck += change->stats.luck;
1475    
1476     if (QUERY_FLAG (change, FLAG_CURSED))
1477     SET_FLAG (op, FLAG_CURSED);
1478     if (QUERY_FLAG (change, FLAG_DAMNED))
1479     SET_FLAG (op, FLAG_DAMNED);
1480     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1481     set_abs_magic (op, -op->magic);
1482    
1483     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1484     SET_FLAG (op, FLAG_LIFESAVE);
1485     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1486     SET_FLAG (op, FLAG_REFL_SPELL);
1487     if (QUERY_FLAG (change, FLAG_STEALTH))
1488     SET_FLAG (op, FLAG_STEALTH);
1489     if (QUERY_FLAG (change, FLAG_XRAYS))
1490     SET_FLAG (op, FLAG_XRAYS);
1491     if (QUERY_FLAG (change, FLAG_BLIND))
1492     SET_FLAG (op, FLAG_BLIND);
1493     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1494     SET_FLAG (op, FLAG_SEE_IN_DARK);
1495     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1496     SET_FLAG (op, FLAG_REFL_MISSILE);
1497     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1498     SET_FLAG (op, FLAG_MAKE_INVIS);
1499    
1500     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1501     {
1502     CLEAR_FLAG (op, FLAG_ANIMATE);
1503     /* so artifacts will join */
1504     if (!QUERY_FLAG (op, FLAG_ALIVE))
1505 root 1.16 op->speed = 0.0;
1506 root 1.12
1507 root 1.28 op->set_speed (op->speed);
1508 elmex 1.1 }
1509 root 1.7
1510     if (change->nrof)
1511 root 1.35 op->nrof = rndm (change->nrof) + 1;
1512 root 1.7
1513 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1514 root 1.7 op->stats.wc += change->stats.wc;
1515     op->stats.ac += change->stats.ac;
1516    
1517     if (change->other_arch)
1518     {
1519     /* Basically, for horns & potions, the other_arch field is the spell
1520     * to cast. So convert that to into a spell and put it into
1521     * this object.
1522     */
1523     if (op->type == HORN || op->type == POTION)
1524 root 1.16 {
1525     object *tmp_obj;
1526    
1527     /* Remove any spells this object currently has in it */
1528     while (op->inv)
1529 root 1.24 op->inv->destroy ();
1530 root 1.16
1531     tmp_obj = arch_to_object (change->other_arch);
1532     insert_ob_in_ob (tmp_obj, op);
1533     }
1534 root 1.7 /* No harm setting this for potions/horns */
1535     op->other_arch = change->other_arch;
1536     }
1537    
1538     if (change->stats.hp < 0)
1539     op->stats.hp = -change->stats.hp;
1540     else
1541     op->stats.hp += change->stats.hp;
1542    
1543     if (change->stats.maxhp < 0)
1544     op->stats.maxhp = -change->stats.maxhp;
1545     else
1546     op->stats.maxhp += change->stats.maxhp;
1547    
1548     if (change->stats.sp < 0)
1549     op->stats.sp = -change->stats.sp;
1550     else
1551     op->stats.sp += change->stats.sp;
1552    
1553     if (change->stats.maxsp < 0)
1554     op->stats.maxsp = -change->stats.maxsp;
1555     else
1556     op->stats.maxsp += change->stats.maxsp;
1557    
1558     if (change->stats.food < 0)
1559     op->stats.food = -(change->stats.food);
1560     else
1561     op->stats.food += change->stats.food;
1562    
1563     if (change->level < 0)
1564     op->level = -(change->level);
1565     else
1566     op->level += change->level;
1567    
1568     if (change->gen_sp_armour < 0)
1569     op->gen_sp_armour = -(change->gen_sp_armour);
1570     else
1571     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1572    
1573     op->item_power = change->item_power;
1574    
1575     for (i = 0; i < NROFATTACKS; i++)
1576 root 1.20 if (change->resist[i])
1577     op->resist[i] += change->resist[i];
1578 root 1.7
1579     if (change->stats.dam)
1580     {
1581     if (change->stats.dam < 0)
1582 root 1.16 op->stats.dam = (-change->stats.dam);
1583 root 1.7 else if (op->stats.dam)
1584 root 1.16 {
1585     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1586     if (tmp == op->stats.dam)
1587     {
1588     if (change->stats.dam < 10)
1589     op->stats.dam--;
1590     else
1591     op->stats.dam++;
1592     }
1593     else
1594     op->stats.dam = tmp;
1595     }
1596 root 1.7 }
1597    
1598     if (change->weight)
1599     {
1600     if (change->weight < 0)
1601 root 1.16 op->weight = (-change->weight);
1602 root 1.7 else
1603 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1604 root 1.7 }
1605    
1606     if (change->last_sp)
1607     {
1608     if (change->last_sp < 0)
1609 root 1.16 op->last_sp = (-change->last_sp);
1610 root 1.7 else
1611 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1612 root 1.7 }
1613    
1614     if (change->gen_sp_armour)
1615     {
1616     if (change->gen_sp_armour < 0)
1617 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1618 root 1.7 else
1619 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1620 root 1.7 }
1621    
1622     op->value *= change->value;
1623    
1624 root 1.36 if (change->materials)
1625     op->materials = change->materials;
1626 root 1.7
1627     if (change->materialname)
1628     op->materialname = change->materialname;
1629    
1630     if (change->slaying)
1631     op->slaying = change->slaying;
1632    
1633     if (change->race)
1634     op->race = change->race;
1635    
1636     if (change->msg)
1637     op->msg = change->msg;
1638 elmex 1.1 }
1639    
1640 root 1.7 static int
1641 root 1.16 legal_artifact_combination (object *op, artifact * art)
1642 root 1.7 {
1643 elmex 1.1 int neg, success = 0;
1644     linked_char *tmp;
1645     const char *name;
1646    
1647     if (art->allowed == (linked_char *) NULL)
1648 root 1.16 return 1; /* Ie, "all" */
1649 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1650     {
1651 elmex 1.1 #ifdef TREASURE_VERBOSE
1652 root 1.7 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1653 elmex 1.1 #endif
1654 root 1.7 if (*tmp->name == '!')
1655 root 1.16 name = tmp->name + 1, neg = 1;
1656 root 1.7 else
1657 root 1.16 name = tmp->name, neg = 0;
1658 root 1.7
1659     /* If we match name, then return the opposite of 'neg' */
1660     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1661 root 1.16 return !neg;
1662 root 1.7
1663     /* Set success as true, since if the match was an inverse, it means
1664     * everything is allowed except what we match
1665     */
1666     else if (neg)
1667 root 1.16 success = 1;
1668 root 1.7 }
1669 elmex 1.1 return success;
1670     }
1671    
1672     /*
1673     * Fixes the given object, giving it the abilities and titles
1674     * it should have due to the second artifact-template.
1675     */
1676    
1677 root 1.7 void
1678 root 1.12 give_artifact_abilities (object *op, object *artifct)
1679 root 1.7 {
1680 elmex 1.1 char new_name[MAX_BUF];
1681    
1682 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1683     op->title = new_name;
1684 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1685 elmex 1.1
1686 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1687 elmex 1.1 {
1688 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1689 root 1.16
1690 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1691     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1692 elmex 1.1 if (!identified)
1693 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1694 elmex 1.1 }
1695     #endif
1696     return;
1697     }
1698    
1699     /*
1700     * Decides randomly which artifact the object should be
1701     * turned into. Makes sure that the item can become that
1702     * artifact (means magic, difficulty, and Allowed fields properly).
1703     * Then calls give_artifact_abilities in order to actually create
1704     * the artifact.
1705     */
1706    
1707     /* Give 1 re-roll attempt per artifact */
1708     #define ARTIFACT_TRIES 2
1709    
1710 root 1.7 void
1711 root 1.16 generate_artifact (object *op, int difficulty)
1712 root 1.7 {
1713 elmex 1.1 artifactlist *al;
1714     artifact *art;
1715     int i;
1716    
1717 root 1.7 al = find_artifactlist (op->type);
1718    
1719     if (al == NULL)
1720     {
1721 root 1.16 #if 0 /* This is too verbose, usually */
1722 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1723 elmex 1.1 #endif
1724 root 1.7 return;
1725     }
1726    
1727     for (i = 0; i < ARTIFACT_TRIES; i++)
1728     {
1729 root 1.35 int roll = rndm (al->total_chance);
1730 elmex 1.1
1731 root 1.35 for (art = al->items; art; art = art->next)
1732 root 1.16 {
1733     roll -= art->chance;
1734     if (roll < 0)
1735     break;
1736     }
1737 elmex 1.1
1738 root 1.7 if (art == NULL || roll >= 0)
1739 root 1.16 {
1740 elmex 1.1 #if 1
1741 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1742 elmex 1.1 #endif
1743 root 1.16 return;
1744     }
1745 root 1.7 if (!strcmp (art->item->name, "NONE"))
1746 root 1.16 return;
1747 root 1.7 if (FABS (op->magic) < art->item->magic)
1748 root 1.16 continue; /* Not magic enough to be this item */
1749 root 1.7
1750     /* Map difficulty not high enough */
1751     if (difficulty < art->difficulty)
1752 root 1.16 continue;
1753 elmex 1.1
1754 root 1.7 if (!legal_artifact_combination (op, art))
1755 root 1.16 {
1756 elmex 1.1 #ifdef TREASURE_VERBOSE
1757 root 1.16 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1758 elmex 1.1 #endif
1759 root 1.16 continue;
1760     }
1761 root 1.7 give_artifact_abilities (op, art->item);
1762     return;
1763 elmex 1.1 }
1764     }
1765    
1766     /* fix_flesh_item() - objects of type FLESH are similar to type
1767     * FOOD, except they inherit properties (name, food value, etc).
1768     * based on the original owner (or 'donor' if you like). -b.t.
1769     */
1770    
1771 root 1.7 void
1772 root 1.16 fix_flesh_item (object *item, object *donor)
1773 root 1.7 {
1774     char tmpbuf[MAX_BUF];
1775     int i;
1776    
1777     if (item->type == FLESH && donor)
1778     {
1779     /* change the name */
1780 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1781     item->name = tmpbuf;
1782     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1783     item->name_pl = tmpbuf;
1784 root 1.7
1785     /* weight is FLESH weight/100 * donor */
1786     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1787 root 1.16 item->weight = 1;
1788 root 1.7
1789     /* value is multiplied by level of donor */
1790     item->value *= isqrt (donor->level * 2);
1791    
1792     /* food value */
1793     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1794    
1795     /* flesh items inherit some abilities of donor, but not
1796     * full effect.
1797     */
1798     for (i = 0; i < NROFATTACKS; i++)
1799 root 1.16 item->resist[i] = donor->resist[i] / 2;
1800 root 1.7
1801     /* item inherits donor's level (important for quezals) */
1802     item->level = donor->level;
1803    
1804     /* if donor has some attacktypes, the flesh is poisonous */
1805     if (donor->attacktype & AT_POISON)
1806 root 1.16 item->type = POISON;
1807 root 1.7 if (donor->attacktype & AT_ACID)
1808 root 1.16 item->stats.hp = -1 * item->stats.food;
1809 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1810 elmex 1.1 }
1811     }
1812    
1813     /* special_potion() - so that old potion code is still done right. */
1814    
1815 root 1.7 int
1816 root 1.16 special_potion (object *op)
1817 root 1.7 {
1818     if (op->attacktype)
1819     return 1;
1820 elmex 1.1
1821 root 1.7 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1822     return 1;
1823 elmex 1.1
1824 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1825 root 1.7 if (op->resist[i])
1826     return 1;
1827 elmex 1.1
1828 root 1.7 return 0;
1829 elmex 1.1 }
1830    
1831 root 1.7 void
1832 root 1.16 free_treasurestruct (treasure *t)
1833 elmex 1.1 {
1834 root 1.7 if (t->next)
1835     free_treasurestruct (t->next);
1836     if (t->next_yes)
1837     free_treasurestruct (t->next_yes);
1838     if (t->next_no)
1839     free_treasurestruct (t->next_no);
1840 root 1.8
1841     delete t;
1842 elmex 1.1 }
1843    
1844 root 1.7 void
1845 root 1.16 free_charlinks (linked_char *lc)
1846 elmex 1.1 {
1847 root 1.7 if (lc->next)
1848     free_charlinks (lc->next);
1849    
1850     delete lc;
1851 elmex 1.1 }
1852    
1853 root 1.7 void
1854     free_artifact (artifact * at)
1855 elmex 1.1 {
1856 root 1.7 if (at->next)
1857     free_artifact (at->next);
1858 root 1.15
1859 root 1.7 if (at->allowed)
1860     free_charlinks (at->allowed);
1861    
1862 root 1.21 at->item->destroy (1);
1863 root 1.7
1864     delete at;
1865 elmex 1.1 }
1866    
1867 root 1.7 void
1868     free_artifactlist (artifactlist * al)
1869 elmex 1.1 {
1870 root 1.7 artifactlist *nextal;
1871 root 1.15
1872 root 1.21 for (al = first_artifactlist; al; al = nextal)
1873 root 1.7 {
1874     nextal = al->next;
1875 root 1.15
1876 root 1.7 if (al->items)
1877 root 1.16 free_artifact (al->items);
1878 root 1.15
1879 root 1.7 free (al);
1880 elmex 1.1 }
1881     }
1882    
1883 root 1.7 void
1884     free_all_treasures (void)
1885     {
1886     treasurelist *tl, *next;
1887 elmex 1.1
1888    
1889 root 1.7 for (tl = first_treasurelist; tl != NULL; tl = next)
1890     {
1891     next = tl->next;
1892     if (tl->items)
1893 root 1.16 free_treasurestruct (tl->items);
1894 root 1.7 delete tl;
1895 elmex 1.1 }
1896 root 1.7 free_artifactlist (first_artifactlist);
1897 elmex 1.1 }