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Revision: 1.38
Committed: Fri Feb 16 19:43:41 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +80 -66 lines
Log Message:
- identified random memory corrutpion bug
- fixed most likely cause for bug above
- rewrote object loader etc. into a simple one-line lookahead
  parser.
- rewrote/cleaned up archetype, treasure, artifact, formula parser.
- some optimisations / cleanups

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 root 1.7 void
837 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
838 elmex 1.1 {
839     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
840    
841     if (!creator || creator->type == op->type)
842 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
843 elmex 1.1
844     /* If we make an artifact, this information will be destroyed */
845     save_item_power = op->item_power;
846     op->item_power = 0;
847    
848     if (op->randomitems && op->type != SPELL)
849     {
850     create_treasure (op->randomitems, op, flags, difficulty, 0);
851     if (!op->inv)
852 root 1.16 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
853 elmex 1.1
854     /* So the treasure doesn't get created again */
855     op->randomitems = NULL;
856     }
857    
858     if (difficulty < 1)
859     difficulty = 1;
860    
861 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
862     ARG_OBJECT (creator != op ? creator : 0),
863     ARG_INT (difficulty), ARG_INT (max_magic),
864     ARG_INT (flags)))
865     return;
866    
867 elmex 1.1 if (!(flags & GT_MINIMAL))
868     {
869     if (op->arch == crown_arch)
870 root 1.16 {
871     set_magic (difficulty, op, max_magic, flags);
872     num_enchantments = calc_item_power (op, 1);
873     generate_artifact (op, difficulty);
874     }
875 elmex 1.1 else
876 root 1.16 {
877     if (!op->magic && max_magic)
878     set_magic (difficulty, op, max_magic, flags);
879    
880     num_enchantments = calc_item_power (op, 1);
881    
882 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883     || op->type == HORN
884     || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
885 root 1.16 * used for shop_floors or treasures */
886     generate_artifact (op, difficulty);
887     }
888 elmex 1.1
889     /* Object was made an artifact. Calculate its item_power rating.
890     * the item_power in the object is what the artfiact adds.
891     */
892     if (op->title)
893 root 1.16 {
894     /* if save_item_power is set, then most likely we started with an
895     * artifact and have added new abilities to it - this is rare, but
896     * but I have seen things like 'strange rings of fire'. So just figure
897     * out the power from the base power plus what this one adds. Note
898     * that since item_power is not quite linear, this actually ends up
899     * being somewhat of a bonus
900     */
901     if (save_item_power)
902     op->item_power = save_item_power + get_power_from_ench (op->item_power);
903     else
904     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
905     }
906 elmex 1.1 else if (save_item_power)
907 root 1.16 {
908     /* restore the item_power field to the object if we haven't changed it.
909     * we don't care about num_enchantments - that will basically just
910     * have calculated some value from the base attributes of the archetype.
911     */
912     op->item_power = save_item_power;
913     }
914 elmex 1.1 else
915 root 1.16 {
916     /* item_power was zero. This is suspicious, as it may be because it
917     * was never previously calculated. Let's compute a value and see if
918     * it is non-zero. If it indeed is, then assign it as the new
919     * item_power value.
920     * - gros, 21th of July 2006.
921     */
922     op->item_power = calc_item_power (op, 0);
923     save_item_power = op->item_power; /* Just in case it would get used
924     * again below */
925     }
926 elmex 1.1 }
927    
928     /* materialtype modifications. Note we allow this on artifacts. */
929     set_materialname (op, difficulty, NULL);
930    
931     if (flags & GT_MINIMAL)
932     {
933     if (op->type == POTION)
934 root 1.16 /* Handle healing and magic power potions */
935     if (op->stats.sp && !op->randomitems)
936     {
937     object *tmp;
938    
939     tmp = get_archetype (spell_mapping[op->stats.sp]);
940     insert_ob_in_ob (tmp, op);
941     op->stats.sp = 0;
942     }
943 elmex 1.1 }
944 root 1.16 else if (!op->title) /* Only modify object if not special */
945 elmex 1.1 switch (op->type)
946     {
947 root 1.16 case WEAPON:
948     case ARMOUR:
949     case SHIELD:
950     case HELMET:
951     case CLOAK:
952 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
953 root 1.16 set_ring_bonus (op, -DICE2);
954     break;
955    
956     case BRACERS:
957 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
958 root 1.16 {
959     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
960     if (!QUERY_FLAG (op, FLAG_CURSED))
961     op->value *= 3;
962     }
963     break;
964    
965     case POTION:
966     {
967     int too_many_tries = 0, is_special = 0;
968    
969     /* Handle healing and magic power potions */
970     if (op->stats.sp && !op->randomitems)
971     {
972     object *tmp;
973    
974     tmp = get_archetype (spell_mapping[op->stats.sp]);
975     insert_ob_in_ob (tmp, op);
976     op->stats.sp = 0;
977     }
978    
979     while (!(is_special = special_potion (op)) && !op->inv)
980     {
981     generate_artifact (op, difficulty);
982     if (too_many_tries++ > 10)
983     break;
984     }
985    
986     /* don't want to change value for healing/magic power potions,
987     * since the value set on those is already correct.
988     */
989     if (op->inv && op->randomitems)
990     {
991     /* value multiplier is same as for scrolls */
992     op->value = (op->value * op->inv->value);
993 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
994 root 1.16 }
995     else
996     {
997     op->name = "potion";
998     op->name_pl = "potions";
999     }
1000    
1001 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1002 root 1.16 SET_FLAG (op, FLAG_CURSED);
1003     break;
1004     }
1005    
1006     case AMULET:
1007     if (op->arch == amulet_arch)
1008     op->value *= 5; /* Since it's not just decoration */
1009    
1010     case RING:
1011     if (op->arch == NULL)
1012     {
1013 root 1.24 op->destroy ();
1014     op = 0;
1015 root 1.16 break;
1016     }
1017    
1018     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1019     break;
1020    
1021 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1022 root 1.16 SET_FLAG (op, FLAG_CURSED);
1023    
1024     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1025    
1026     if (op->type != RING) /* Amulets have only one ability */
1027     break;
1028    
1029 root 1.33 if (!(rndm (4)))
1030 root 1.16 {
1031 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1032 root 1.16
1033     if (d > 0)
1034     op->value *= 3;
1035    
1036     set_ring_bonus (op, d);
1037    
1038 root 1.33 if (!(rndm (4)))
1039 root 1.16 {
1040 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1041 root 1.16
1042     if (d > 0)
1043     op->value *= 5;
1044     set_ring_bonus (op, d);
1045     }
1046     }
1047    
1048     if (GET_ANIM_ID (op))
1049 root 1.35 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1050 root 1.16
1051     break;
1052    
1053     case BOOK:
1054     /* Is it an empty book?, if yes lets make a special·
1055     * msg for it, and tailor its properties based on the·
1056     * creator and/or map level we found it on.
1057     */
1058 root 1.33 if (!op->msg && rndm (10))
1059 root 1.16 {
1060     /* set the book level properly */
1061     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1062     {
1063     if (op->map && op->map->difficulty)
1064 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1065 root 1.16 else
1066 root 1.33 op->level = rndm (20) + 1;
1067 root 1.16 }
1068     else
1069 root 1.35 op->level = rndm (creator->level);
1070 root 1.16
1071     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1072     /* books w/ info are worth more! */
1073     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1074     /* creator related stuff */
1075    
1076     /* for library, chained books. Note that some monsters have no_pick
1077     * set - we don't want to set no pick in that case.
1078     */
1079     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1080     SET_FLAG (op, FLAG_NO_PICK);
1081     if (creator->slaying && !op->slaying) /* for check_inv floors */
1082     op->slaying = creator->slaying;
1083    
1084     /* add exp so reading it gives xp (once) */
1085     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1086     }
1087     break;
1088    
1089     case SPELLBOOK:
1090     op->value = op->value * op->inv->value;
1091     /* add exp so learning gives xp */
1092     op->level = op->inv->level;
1093     op->stats.exp = op->value;
1094     break;
1095    
1096     case WAND:
1097     /* nrof in the treasure list is number of charges,
1098     * not number of wands. So copy that into food (charges),
1099     * and reset nrof.
1100     */
1101     op->stats.food = op->inv->nrof;
1102     op->nrof = 1;
1103     /* If the spell changes by level, choose a random level
1104     * for it, and adjust price. If the spell doesn't
1105     * change by level, just set the wand to the level of
1106     * the spell, and value calculation is simpler.
1107     */
1108     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1109     {
1110     op->level = level_for_item (op, difficulty);
1111     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1112     }
1113     else
1114     {
1115     op->level = op->inv->level;
1116     op->value = op->value * op->inv->value;
1117     }
1118     break;
1119    
1120     case ROD:
1121     op->level = level_for_item (op, difficulty);
1122     /* Add 50 to both level an divisor to keep prices a little more
1123     * reasonable. Otherwise, a high level version of a low level
1124     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1125     * 10 time multiplier). This way, the value are a bit more reasonable.
1126     */
1127     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1128     /* maxhp is used to denote how many 'charges' the rod holds before */
1129     if (op->stats.maxhp)
1130     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1131     else
1132     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1133    
1134     op->stats.hp = op->stats.maxhp;
1135     break;
1136    
1137     case SCROLL:
1138     op->level = level_for_item (op, difficulty);
1139     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1140    
1141     /* add exp so reading them properly gives xp */
1142     op->stats.exp = op->value / 5;
1143     op->nrof = op->inv->nrof;
1144     break;
1145    
1146     case RUNE:
1147     trap_adjust (op, difficulty);
1148     break;
1149    
1150     case TRAP:
1151     trap_adjust (op, difficulty);
1152     break;
1153     } /* switch type */
1154 elmex 1.1
1155     if (flags & GT_STARTEQUIP)
1156     {
1157 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1158 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1159 elmex 1.1 else if (op->type != MONEY)
1160 root 1.16 op->value = 0;
1161 elmex 1.1 }
1162    
1163     if (!(flags & GT_ENVIRONMENT))
1164     fix_flesh_item (op, creator);
1165     }
1166    
1167     /*
1168     *
1169     *
1170     * CODE DEALING WITH ARTIFACTS STARTS HERE
1171     *
1172     *
1173     */
1174    
1175     /*
1176     * Allocate and return the pointer to an empty artifactlist structure.
1177     */
1178 root 1.7 static artifactlist *
1179     get_empty_artifactlist (void)
1180     {
1181 elmex 1.30 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1182 root 1.16
1183 elmex 1.30 if (al == NULL)
1184 root 1.7 fatal (OUT_OF_MEMORY);
1185 elmex 1.30 al->next = NULL;
1186     al->items = NULL;
1187     al->total_chance = 0;
1188     return al;
1189 elmex 1.1 }
1190    
1191     /*
1192     * Allocate and return the pointer to an empty artifact structure.
1193     */
1194 root 1.7 static artifact *
1195     get_empty_artifact (void)
1196     {
1197 elmex 1.30 artifact *a = (artifact *) malloc (sizeof (artifact));
1198 root 1.16
1199 elmex 1.30 if (a == NULL)
1200 root 1.7 fatal (OUT_OF_MEMORY);
1201 root 1.38
1202 elmex 1.30 a->item = NULL;
1203     a->next = NULL;
1204     a->chance = 0;
1205     a->difficulty = 0;
1206     a->allowed = NULL;
1207     return a;
1208 elmex 1.1 }
1209    
1210     /*
1211     * Searches the artifact lists and returns one that has the same type
1212     * of objects on it.
1213     */
1214 root 1.7 artifactlist *
1215     find_artifactlist (int type)
1216     {
1217 elmex 1.1 artifactlist *al;
1218    
1219 root 1.38 for (al = first_artifactlist; al; al = al->next)
1220 root 1.7 if (al->type == type)
1221     return al;
1222 root 1.38
1223     return 0;
1224 elmex 1.1 }
1225    
1226     /*
1227     * For debugging purposes. Dumps all tables.
1228     */
1229 root 1.7 void
1230     dump_artifacts (void)
1231     {
1232 elmex 1.1 artifactlist *al;
1233     artifact *art;
1234     linked_char *next;
1235    
1236 root 1.7 fprintf (logfile, "\n");
1237     for (al = first_artifactlist; al != NULL; al = al->next)
1238     {
1239     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1240     for (art = al->items; art != NULL; art = art->next)
1241 root 1.16 {
1242     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1243     if (art->allowed != NULL)
1244     {
1245 root 1.38 fprintf (logfile, "\tallowed combinations:");
1246 root 1.16 for (next = art->allowed; next != NULL; next = next->next)
1247     fprintf (logfile, "%s,", &next->name);
1248     fprintf (logfile, "\n");
1249     }
1250     }
1251 elmex 1.1 }
1252 root 1.7 fprintf (logfile, "\n");
1253 elmex 1.1 }
1254    
1255     /*
1256     * For debugging purposes. Dumps all treasures recursively (see below).
1257     */
1258 root 1.7 void
1259 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1260 elmex 1.1 {
1261     treasurelist *tl;
1262 root 1.7 int i;
1263 elmex 1.1
1264     if (depth > 100)
1265     return;
1266 elmex 1.30 while (t)
1267 elmex 1.1 {
1268 elmex 1.30 if (t->name)
1269 root 1.16 {
1270     for (i = 0; i < depth; i++)
1271     fprintf (logfile, " ");
1272     fprintf (logfile, "{ (list: %s)\n", &t->name);
1273     tl = find_treasurelist (t->name);
1274 elmex 1.26 if (tl)
1275     dump_monster_treasure_rec (name, tl->items, depth + 2);
1276 root 1.16 for (i = 0; i < depth; i++)
1277     fprintf (logfile, " ");
1278     fprintf (logfile, "} (end of list: %s)\n", &t->name);
1279     }
1280 elmex 1.1 else
1281 root 1.16 {
1282     for (i = 0; i < depth; i++)
1283     fprintf (logfile, " ");
1284 elmex 1.30 if (t->item && t->item->clone.type == FLESH)
1285 root 1.16 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1286     else
1287     fprintf (logfile, "%s\n", &t->item->clone.name);
1288     }
1289 elmex 1.30
1290     if (t->next_yes)
1291 root 1.16 {
1292     for (i = 0; i < depth; i++)
1293     fprintf (logfile, " ");
1294     fprintf (logfile, " (if yes)\n");
1295     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1296     }
1297 elmex 1.30
1298     if (t->next_no)
1299 root 1.16 {
1300     for (i = 0; i < depth; i++)
1301     fprintf (logfile, " ");
1302     fprintf (logfile, " (if no)\n");
1303     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1304     }
1305 elmex 1.30
1306 elmex 1.1 t = t->next;
1307     }
1308     }
1309    
1310     /*
1311     * For debugging purposes. Dumps all treasures for a given monster.
1312     * Created originally by Raphael Quinet for debugging the alchemy code.
1313     */
1314    
1315 root 1.7 void
1316     dump_monster_treasure (const char *name)
1317 elmex 1.1 {
1318     archetype *at;
1319 root 1.7 int found;
1320 elmex 1.1
1321     found = 0;
1322     fprintf (logfile, "\n");
1323 root 1.38
1324 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1325     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1326 elmex 1.1 {
1327 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1328     if (at->clone.randomitems != NULL)
1329     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1330     else
1331     fprintf (logfile, "(nothing)\n");
1332 root 1.38
1333 root 1.16 fprintf (logfile, "\n");
1334     found++;
1335 elmex 1.1 }
1336 root 1.38
1337 elmex 1.1 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 root 1.7 void
1345     init_artifacts (void)
1346     {
1347     static int has_been_inited = 0;
1348     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1349     artifact *art = NULL;
1350 pippijn 1.14 int value;
1351 root 1.7 artifactlist *al;
1352    
1353     if (has_been_inited)
1354     return;
1355     else
1356     has_been_inited = 1;
1357 elmex 1.1
1358 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1359 root 1.38 object_thawer f (filename);
1360 elmex 1.1
1361 root 1.38 if (!f)
1362 root 1.7 return;
1363 elmex 1.1
1364 root 1.38 f.next ();
1365    
1366     for (;;)
1367 root 1.7 {
1368 root 1.38 switch (f.kw)
1369     {
1370     case KW_allowed:
1371     if (!art)
1372     {
1373     art = get_empty_artifact ();
1374     nrofartifacts++;
1375     }
1376 root 1.7
1377 root 1.16 {
1378 root 1.38 if (!strcmp (f.get_str (), "all"))
1379     break;
1380    
1381     char *next, *cp = f.get_str ();
1382    
1383     do
1384     {
1385     nrofallowedstr++;
1386    
1387     if ((next = strchr (cp, ',')))
1388     *next++ = '\0';
1389    
1390     linked_char *tmp = new linked_char;
1391    
1392     tmp->name = cp;
1393     tmp->next = art->allowed;
1394     art->allowed = tmp;
1395     }
1396     while ((cp = next));
1397 root 1.16 }
1398 root 1.38 break;
1399    
1400     case KW_chance:
1401     f.get (art->chance);
1402     break;
1403    
1404     case KW_difficulty:
1405     f.get (art->difficulty);
1406     break;
1407 root 1.16
1408 root 1.38 case KW_object:
1409 root 1.16 {
1410 root 1.38 art->item = object::create ();
1411    
1412     if (!art->item->parse_kv (f))
1413     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1414    
1415     al = find_artifactlist (art->item->type);
1416    
1417     if (!al)
1418     {
1419     al = get_empty_artifactlist ();
1420     al->type = art->item->type;
1421     al->next = first_artifactlist;
1422     first_artifactlist = al;
1423     }
1424    
1425     art->next = al->items;
1426     al->items = art;
1427     art = 0;
1428 root 1.16 }
1429 root 1.38 continue;
1430 root 1.10
1431 root 1.38 case KW_EOF:
1432     goto done;
1433 root 1.10
1434 root 1.38 default:
1435     if (!f.parse_error ("artifacts file"))
1436     cleanup ("artifacts file required");
1437     break;
1438 root 1.16 }
1439 root 1.38
1440     f.next ();
1441 root 1.7 }
1442 root 1.3
1443 root 1.38 done:
1444     for (al = first_artifactlist; al; al = al->next)
1445 root 1.7 {
1446 root 1.38 for (art = al->items; art; art = art->next)
1447 root 1.16 {
1448     if (!art->chance)
1449     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1450     else
1451     al->total_chance += art->chance;
1452     }
1453 elmex 1.1 #if 0
1454 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1455 elmex 1.1 #endif
1456     }
1457    
1458 root 1.7 LOG (llevDebug, "done.\n");
1459 elmex 1.1 }
1460    
1461    
1462     /*
1463     * Used in artifact generation. The bonuses of the first object
1464     * is modified by the bonuses of the second object.
1465     */
1466    
1467 root 1.7 void
1468 root 1.16 add_abilities (object *op, object *change)
1469 root 1.7 {
1470 pippijn 1.14 int i, tmp;
1471 elmex 1.1
1472 root 1.7 if (change->face != blank_face)
1473     {
1474 elmex 1.1 #ifdef TREASURE_VERBOSE
1475 root 1.7 LOG (llevDebug, "FACE: %d\n", change->face->number);
1476 elmex 1.1 #endif
1477 root 1.7 op->face = change->face;
1478 elmex 1.1 }
1479    
1480 root 1.7 for (i = 0; i < NUM_STATS; i++)
1481     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1482    
1483     op->attacktype |= change->attacktype;
1484     op->path_attuned |= change->path_attuned;
1485     op->path_repelled |= change->path_repelled;
1486     op->path_denied |= change->path_denied;
1487     op->move_type |= change->move_type;
1488     op->stats.luck += change->stats.luck;
1489    
1490     if (QUERY_FLAG (change, FLAG_CURSED))
1491     SET_FLAG (op, FLAG_CURSED);
1492     if (QUERY_FLAG (change, FLAG_DAMNED))
1493     SET_FLAG (op, FLAG_DAMNED);
1494     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1495     set_abs_magic (op, -op->magic);
1496    
1497     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1498     SET_FLAG (op, FLAG_LIFESAVE);
1499     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1500     SET_FLAG (op, FLAG_REFL_SPELL);
1501     if (QUERY_FLAG (change, FLAG_STEALTH))
1502     SET_FLAG (op, FLAG_STEALTH);
1503     if (QUERY_FLAG (change, FLAG_XRAYS))
1504     SET_FLAG (op, FLAG_XRAYS);
1505     if (QUERY_FLAG (change, FLAG_BLIND))
1506     SET_FLAG (op, FLAG_BLIND);
1507     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1508     SET_FLAG (op, FLAG_SEE_IN_DARK);
1509     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1510     SET_FLAG (op, FLAG_REFL_MISSILE);
1511     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1512     SET_FLAG (op, FLAG_MAKE_INVIS);
1513    
1514     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1515     {
1516     CLEAR_FLAG (op, FLAG_ANIMATE);
1517     /* so artifacts will join */
1518     if (!QUERY_FLAG (op, FLAG_ALIVE))
1519 root 1.16 op->speed = 0.0;
1520 root 1.12
1521 root 1.28 op->set_speed (op->speed);
1522 elmex 1.1 }
1523 root 1.7
1524     if (change->nrof)
1525 root 1.35 op->nrof = rndm (change->nrof) + 1;
1526 root 1.7
1527 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1528 root 1.7 op->stats.wc += change->stats.wc;
1529     op->stats.ac += change->stats.ac;
1530    
1531     if (change->other_arch)
1532     {
1533     /* Basically, for horns & potions, the other_arch field is the spell
1534     * to cast. So convert that to into a spell and put it into
1535     * this object.
1536     */
1537     if (op->type == HORN || op->type == POTION)
1538 root 1.16 {
1539     object *tmp_obj;
1540    
1541     /* Remove any spells this object currently has in it */
1542     while (op->inv)
1543 root 1.24 op->inv->destroy ();
1544 root 1.16
1545     tmp_obj = arch_to_object (change->other_arch);
1546     insert_ob_in_ob (tmp_obj, op);
1547     }
1548 root 1.7 /* No harm setting this for potions/horns */
1549     op->other_arch = change->other_arch;
1550     }
1551    
1552     if (change->stats.hp < 0)
1553     op->stats.hp = -change->stats.hp;
1554     else
1555     op->stats.hp += change->stats.hp;
1556    
1557     if (change->stats.maxhp < 0)
1558     op->stats.maxhp = -change->stats.maxhp;
1559     else
1560     op->stats.maxhp += change->stats.maxhp;
1561    
1562     if (change->stats.sp < 0)
1563     op->stats.sp = -change->stats.sp;
1564     else
1565     op->stats.sp += change->stats.sp;
1566    
1567     if (change->stats.maxsp < 0)
1568     op->stats.maxsp = -change->stats.maxsp;
1569     else
1570     op->stats.maxsp += change->stats.maxsp;
1571    
1572     if (change->stats.food < 0)
1573     op->stats.food = -(change->stats.food);
1574     else
1575     op->stats.food += change->stats.food;
1576    
1577     if (change->level < 0)
1578     op->level = -(change->level);
1579     else
1580     op->level += change->level;
1581    
1582     if (change->gen_sp_armour < 0)
1583     op->gen_sp_armour = -(change->gen_sp_armour);
1584     else
1585     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1586    
1587     op->item_power = change->item_power;
1588    
1589     for (i = 0; i < NROFATTACKS; i++)
1590 root 1.20 if (change->resist[i])
1591     op->resist[i] += change->resist[i];
1592 root 1.7
1593     if (change->stats.dam)
1594     {
1595     if (change->stats.dam < 0)
1596 root 1.16 op->stats.dam = (-change->stats.dam);
1597 root 1.7 else if (op->stats.dam)
1598 root 1.16 {
1599     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1600     if (tmp == op->stats.dam)
1601     {
1602     if (change->stats.dam < 10)
1603     op->stats.dam--;
1604     else
1605     op->stats.dam++;
1606     }
1607     else
1608     op->stats.dam = tmp;
1609     }
1610 root 1.7 }
1611    
1612     if (change->weight)
1613     {
1614     if (change->weight < 0)
1615 root 1.16 op->weight = (-change->weight);
1616 root 1.7 else
1617 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1618 root 1.7 }
1619    
1620     if (change->last_sp)
1621     {
1622     if (change->last_sp < 0)
1623 root 1.16 op->last_sp = (-change->last_sp);
1624 root 1.7 else
1625 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1626 root 1.7 }
1627    
1628     if (change->gen_sp_armour)
1629     {
1630     if (change->gen_sp_armour < 0)
1631 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1632 root 1.7 else
1633 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1634 root 1.7 }
1635    
1636     op->value *= change->value;
1637    
1638 root 1.36 if (change->materials)
1639     op->materials = change->materials;
1640 root 1.7
1641     if (change->materialname)
1642     op->materialname = change->materialname;
1643    
1644     if (change->slaying)
1645     op->slaying = change->slaying;
1646    
1647     if (change->race)
1648     op->race = change->race;
1649    
1650     if (change->msg)
1651     op->msg = change->msg;
1652 elmex 1.1 }
1653    
1654 root 1.7 static int
1655 root 1.16 legal_artifact_combination (object *op, artifact * art)
1656 root 1.7 {
1657 elmex 1.1 int neg, success = 0;
1658     linked_char *tmp;
1659     const char *name;
1660    
1661     if (art->allowed == (linked_char *) NULL)
1662 root 1.16 return 1; /* Ie, "all" */
1663 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1664     {
1665 elmex 1.1 #ifdef TREASURE_VERBOSE
1666 root 1.7 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1667 elmex 1.1 #endif
1668 root 1.7 if (*tmp->name == '!')
1669 root 1.16 name = tmp->name + 1, neg = 1;
1670 root 1.7 else
1671 root 1.16 name = tmp->name, neg = 0;
1672 root 1.7
1673     /* If we match name, then return the opposite of 'neg' */
1674     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1675 root 1.16 return !neg;
1676 root 1.7
1677     /* Set success as true, since if the match was an inverse, it means
1678     * everything is allowed except what we match
1679     */
1680     else if (neg)
1681 root 1.16 success = 1;
1682 root 1.7 }
1683 elmex 1.1 return success;
1684     }
1685    
1686     /*
1687     * Fixes the given object, giving it the abilities and titles
1688     * it should have due to the second artifact-template.
1689     */
1690    
1691 root 1.7 void
1692 root 1.12 give_artifact_abilities (object *op, object *artifct)
1693 root 1.7 {
1694 elmex 1.1 char new_name[MAX_BUF];
1695    
1696 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1697     op->title = new_name;
1698 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1699 elmex 1.1
1700 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1701 elmex 1.1 {
1702 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1703 root 1.16
1704 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1705     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1706 elmex 1.1 if (!identified)
1707 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1708 elmex 1.1 }
1709     #endif
1710     return;
1711     }
1712    
1713     /*
1714     * Decides randomly which artifact the object should be
1715     * turned into. Makes sure that the item can become that
1716     * artifact (means magic, difficulty, and Allowed fields properly).
1717     * Then calls give_artifact_abilities in order to actually create
1718     * the artifact.
1719     */
1720    
1721     /* Give 1 re-roll attempt per artifact */
1722     #define ARTIFACT_TRIES 2
1723    
1724 root 1.7 void
1725 root 1.16 generate_artifact (object *op, int difficulty)
1726 root 1.7 {
1727 elmex 1.1 artifactlist *al;
1728     artifact *art;
1729     int i;
1730    
1731 root 1.7 al = find_artifactlist (op->type);
1732    
1733     if (al == NULL)
1734     {
1735 root 1.16 #if 0 /* This is too verbose, usually */
1736 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1737 elmex 1.1 #endif
1738 root 1.7 return;
1739     }
1740    
1741     for (i = 0; i < ARTIFACT_TRIES; i++)
1742     {
1743 root 1.35 int roll = rndm (al->total_chance);
1744 elmex 1.1
1745 root 1.35 for (art = al->items; art; art = art->next)
1746 root 1.16 {
1747     roll -= art->chance;
1748     if (roll < 0)
1749     break;
1750     }
1751 elmex 1.1
1752 root 1.7 if (art == NULL || roll >= 0)
1753 root 1.16 {
1754 elmex 1.1 #if 1
1755 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1756 elmex 1.1 #endif
1757 root 1.16 return;
1758     }
1759 root 1.7 if (!strcmp (art->item->name, "NONE"))
1760 root 1.16 return;
1761 root 1.7 if (FABS (op->magic) < art->item->magic)
1762 root 1.16 continue; /* Not magic enough to be this item */
1763 root 1.7
1764     /* Map difficulty not high enough */
1765     if (difficulty < art->difficulty)
1766 root 1.16 continue;
1767 elmex 1.1
1768 root 1.7 if (!legal_artifact_combination (op, art))
1769 root 1.16 {
1770 elmex 1.1 #ifdef TREASURE_VERBOSE
1771 root 1.16 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1772 elmex 1.1 #endif
1773 root 1.16 continue;
1774     }
1775 root 1.7 give_artifact_abilities (op, art->item);
1776     return;
1777 elmex 1.1 }
1778     }
1779    
1780     /* fix_flesh_item() - objects of type FLESH are similar to type
1781     * FOOD, except they inherit properties (name, food value, etc).
1782     * based on the original owner (or 'donor' if you like). -b.t.
1783     */
1784    
1785 root 1.7 void
1786 root 1.16 fix_flesh_item (object *item, object *donor)
1787 root 1.7 {
1788     char tmpbuf[MAX_BUF];
1789     int i;
1790    
1791     if (item->type == FLESH && donor)
1792     {
1793     /* change the name */
1794 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1795     item->name = tmpbuf;
1796     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1797     item->name_pl = tmpbuf;
1798 root 1.7
1799     /* weight is FLESH weight/100 * donor */
1800     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1801 root 1.16 item->weight = 1;
1802 root 1.7
1803     /* value is multiplied by level of donor */
1804     item->value *= isqrt (donor->level * 2);
1805    
1806     /* food value */
1807     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1808    
1809     /* flesh items inherit some abilities of donor, but not
1810     * full effect.
1811     */
1812     for (i = 0; i < NROFATTACKS; i++)
1813 root 1.16 item->resist[i] = donor->resist[i] / 2;
1814 root 1.7
1815     /* item inherits donor's level (important for quezals) */
1816     item->level = donor->level;
1817    
1818     /* if donor has some attacktypes, the flesh is poisonous */
1819     if (donor->attacktype & AT_POISON)
1820 root 1.16 item->type = POISON;
1821 root 1.7 if (donor->attacktype & AT_ACID)
1822 root 1.16 item->stats.hp = -1 * item->stats.food;
1823 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1824 elmex 1.1 }
1825     }
1826    
1827     /* special_potion() - so that old potion code is still done right. */
1828    
1829 root 1.7 int
1830 root 1.16 special_potion (object *op)
1831 root 1.7 {
1832     if (op->attacktype)
1833     return 1;
1834 elmex 1.1
1835 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)
1836     return 1;
1837 elmex 1.1
1838 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1839 root 1.7 if (op->resist[i])
1840     return 1;
1841 elmex 1.1
1842 root 1.7 return 0;
1843 elmex 1.1 }
1844    
1845 root 1.7 void
1846 root 1.16 free_treasurestruct (treasure *t)
1847 elmex 1.1 {
1848 root 1.7 if (t->next)
1849     free_treasurestruct (t->next);
1850     if (t->next_yes)
1851     free_treasurestruct (t->next_yes);
1852     if (t->next_no)
1853     free_treasurestruct (t->next_no);
1854 root 1.8
1855     delete t;
1856 elmex 1.1 }
1857    
1858 root 1.7 void
1859 root 1.16 free_charlinks (linked_char *lc)
1860 elmex 1.1 {
1861 root 1.7 if (lc->next)
1862     free_charlinks (lc->next);
1863    
1864     delete lc;
1865 elmex 1.1 }
1866    
1867 root 1.7 void
1868     free_artifact (artifact * at)
1869 elmex 1.1 {
1870 root 1.7 if (at->next)
1871     free_artifact (at->next);
1872 root 1.15
1873 root 1.7 if (at->allowed)
1874     free_charlinks (at->allowed);
1875    
1876 root 1.21 at->item->destroy (1);
1877 root 1.7
1878     delete at;
1879 elmex 1.1 }
1880    
1881 root 1.7 void
1882     free_artifactlist (artifactlist * al)
1883 elmex 1.1 {
1884 root 1.7 artifactlist *nextal;
1885 root 1.15
1886 root 1.21 for (al = first_artifactlist; al; al = nextal)
1887 root 1.7 {
1888     nextal = al->next;
1889 root 1.15
1890 root 1.7 if (al->items)
1891 root 1.16 free_artifact (al->items);
1892 root 1.15
1893 root 1.7 free (al);
1894 elmex 1.1 }
1895     }
1896    
1897 root 1.7 void
1898     free_all_treasures (void)
1899     {
1900     treasurelist *tl, *next;
1901 elmex 1.1
1902    
1903 root 1.7 for (tl = first_treasurelist; tl != NULL; tl = next)
1904     {
1905     next = tl->next;
1906     if (tl->items)
1907 root 1.16 free_treasurestruct (tl->items);
1908 root 1.7 delete tl;
1909 elmex 1.1 }
1910 root 1.7 free_artifactlist (first_artifactlist);
1911 elmex 1.1 }