ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
Revision: 1.42
Committed: Mon Apr 16 10:14:25 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +132 -129 lines
Log Message:
- rewrite treasure parser to new framework just for fun.
- actually call load_treasures again.
- fix bugs.

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     /* TREASURE_DEBUG does some checking on the treasurelists after loading.
26     * It is useful for finding bugs in the treasures file. Since it only
27     * slows the startup some (and not actual game play), it is by default
28     * left on
29     */
30     #define TREASURE_DEBUG
31    
32     /* TREASURE_VERBOSE enables copious output concerning artifact generation */
33 root 1.16
34 root 1.42 //#define TREASURE_VERBOSE
35 root 1.7
36 elmex 1.1 #include <global.h>
37     #include <treasure.h>
38     #include <funcpoint.h>
39     #include <loader.h>
40    
41 root 1.41 extern char *spell_mapping[];
42    
43     static treasurelist *first_treasurelist;
44 elmex 1.1
45 root 1.16 static void change_treasure (treasure *t, object *op); /* overrule default values */
46 root 1.41
47     typedef std::tr1::unordered_map<
48     const char *,
49     treasurelist *,
50     str_hash,
51     str_equal,
52     slice_allocator< std::pair<const char *const, treasurelist *> >,
53     true
54     > tl_map_t;
55    
56     static tl_map_t tl_map;
57 elmex 1.1
58     /*
59     * Initialize global archtype pointers:
60     */
61 root 1.7 void
62     init_archetype_pointers ()
63     {
64 elmex 1.1 int prev_warn = warn_archetypes;
65 root 1.16
66 elmex 1.1 warn_archetypes = 1;
67 root 1.41
68 elmex 1.1 if (ring_arch == NULL)
69 root 1.18 ring_arch = archetype::find ("ring");
70 elmex 1.1 if (amulet_arch == NULL)
71 root 1.18 amulet_arch = archetype::find ("amulet");
72 elmex 1.1 if (staff_arch == NULL)
73 root 1.18 staff_arch = archetype::find ("staff");
74 elmex 1.1 if (crown_arch == NULL)
75 root 1.18 crown_arch = archetype::find ("crown");
76 root 1.41
77 elmex 1.1 warn_archetypes = prev_warn;
78     }
79    
80     /*
81 root 1.41 * Searches for the given treasurelist in the globally linked list
82     * of treasurelists which has been built by load_treasures().
83 elmex 1.1 */
84 root 1.41 treasurelist *
85     treasurelist::find (const char *name)
86     {
87     if (!name)
88     return 0;
89    
90     AUTODECL (i, tl_map.find (name));
91 elmex 1.1
92 root 1.41 if (i == tl_map.end ())
93     return 0;
94    
95     return i->second;
96 elmex 1.1 }
97    
98     /*
99 root 1.41 * Searches for the given treasurelist in the globally linked list
100     * of treasurelists which has been built by load_treasures().
101 elmex 1.1 */
102 root 1.41 treasurelist *
103     treasurelist::get (const char *name)
104 root 1.7 {
105 root 1.41 treasurelist *tl = find (name);
106    
107     if (!tl)
108     {
109     tl = new treasurelist;
110    
111     tl->name = name;
112     tl->next = first_treasurelist;
113     first_treasurelist = tl;
114 root 1.7
115 root 1.41 tl_map.insert (std::make_pair (tl->name, tl));
116     }
117 elmex 1.1
118 root 1.41 return tl;
119     }
120    
121     //TODO: class method
122     void
123     clear (treasurelist *tl)
124     {
125     if (tl->items)
126     {
127     free_treasurestruct (tl->items);
128     tl->items = 0;
129     }
130 elmex 1.1 }
131    
132     /*
133     * Reads the lib/treasure file from disk, and parses the contents
134     * into an internal treasure structure (very linked lists)
135     */
136 root 1.7 static treasure *
137 root 1.42 load_treasure (object_thawer &f)
138 root 1.7 {
139 root 1.41 treasure *t = new treasure;
140 root 1.7 int value;
141    
142     nroftreasures++;
143 root 1.42
144     for (;;)
145 root 1.7 {
146 root 1.42 coroapi::cede_every (10);
147 root 1.7
148 root 1.42 f.next ();
149    
150     switch (f.kw)
151 root 1.16 {
152 root 1.42 case KW_arch:
153     if (!(t->item = archetype::find (f.get_str ())))
154     LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
155     break;
156    
157     case KW_list: f.get (t->name); break;
158     case KW_change_name: f.get (t->change_arch.name); break;
159     case KW_change_title: f.get (t->change_arch.title); break;
160     case KW_change_slaying: f.get (t->change_arch.slaying); break;
161     case KW_chance: f.get (t->chance); break;
162     case KW_nrof: f.get (t->nrof); break;
163     case KW_magic: f.get (t->magic); break;
164    
165     case KW_yes: t->next_yes = load_treasure (f); break;
166     case KW_no: t->next_no = load_treasure (f); break;
167    
168     case KW_end:
169     return t;
170    
171     case KW_more:
172     t->next = load_treasure (f);
173     return t;
174    
175     default:
176     if (!f.parse_error ("treasure list"))
177     return t; // error
178    
179     return t;
180 root 1.16 }
181 elmex 1.1 }
182     }
183    
184     #ifdef TREASURE_DEBUG
185     /* recursived checks the linked list. Treasurelist is passed only
186     * so that the treasure name can be printed out
187     */
188 root 1.7 static void
189 root 1.16 check_treasurelist (const treasure *t, const treasurelist * tl)
190 elmex 1.1 {
191 root 1.7 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
192     LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
193 root 1.41
194 root 1.7 if (t->next)
195     check_treasurelist (t->next, tl);
196 root 1.41
197 root 1.7 if (t->next_yes)
198     check_treasurelist (t->next_yes, tl);
199 root 1.41
200 root 1.7 if (t->next_no)
201     check_treasurelist (t->next_no, tl);
202 elmex 1.1 }
203     #endif
204    
205     /*
206     * Opens LIBDIR/treasure and reads all treasure-declarations from it.
207     * Each treasure is parsed with the help of load_treasure().
208     */
209 root 1.42 bool
210     load_treasures ()
211 root 1.7 {
212     treasure *t;
213     int comp, line = 0;
214    
215 root 1.42 char filename[MAX_BUF];
216 root 1.7 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
217 root 1.42
218     object_thawer f (filename);
219    
220     if (!f)
221 root 1.7 {
222     LOG (llevError, "Can't open treasure file.\n");
223 root 1.42 return false;
224 root 1.7 }
225 root 1.42
226     f.next ();
227    
228     for (;;)
229 root 1.7 {
230 root 1.42 switch (f.kw)
231 root 1.16 {
232 root 1.42 case KW_treasure:
233     case KW_treasureone:
234     {
235     bool one = f.kw == KW_treasureone;
236     treasurelist *tl = treasurelist::get (f.get_str ());
237    
238     clear (tl);
239     tl->items = load_treasure (f);
240 root 1.16
241 root 1.42 if (!tl->items)
242     return false;
243 root 1.16
244 root 1.42 /* This is a one of the many items on the list should be generated.
245     * Add up the chance total, and check to make sure the yes & no
246     * fields of the treasures are not being used.
247     */
248     if (one)
249 root 1.16 {
250 root 1.42 for (t = tl->items; t; t = t->next)
251     {
252 elmex 1.1 #ifdef TREASURE_DEBUG
253 root 1.42 if (t->next_yes || t->next_no)
254     {
255     LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
256     LOG (llevError, " the next_yes or next_no field is set\n");
257     }
258     #endif
259     tl->total_chance += t->chance;
260 root 1.16 }
261     }
262     }
263 root 1.42 break;
264 elmex 1.1
265 root 1.42 case KW_EOF:
266 elmex 1.1 #ifdef TREASURE_DEBUG
267 root 1.42 /* Perform some checks on how valid the treasure data actually is.
268     * verify that list transitions work (ie, the list that it is supposed
269     * to transition to exists). Also, verify that at least the name
270     * or archetype is set for each treasure element.
271     */
272     for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
273     check_treasurelist (tl->items, tl);
274 elmex 1.1 #endif
275 root 1.42 return true;
276    
277     default:
278     if (!f.parse_error ("treasure lists"))
279     return false;
280    
281     break;
282     }
283    
284     f.next ();
285     }
286 elmex 1.1 }
287    
288     /*
289     * Generates the objects specified by the given treasure.
290     * It goes recursively through the rest of the linked list.
291     * If there is a certain percental chance for a treasure to be generated,
292     * this is taken into consideration.
293     * The second argument specifies for which object the treasure is
294     * being generated.
295     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
296     * abilities. This is used by summon spells, thus no summoned monsters
297     * start with equipment, but only their abilities).
298     */
299 root 1.7 static void
300 root 1.16 put_treasure (object *op, object *creator, int flags)
301 elmex 1.1 {
302 root 1.7 object *tmp;
303 elmex 1.1
304 root 1.7 /* Bit of a hack - spells should never be put onto the map. The entire
305     * treasure stuff is a problem - there is no clear idea of knowing
306     * this is the original object, or if this is an object that should be created
307     * by another object.
308     */
309     if (flags & GT_ENVIRONMENT && op->type != SPELL)
310     {
311     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 root 1.29 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
313 root 1.7 }
314     else
315     {
316 root 1.29 op = creator->insert (op);
317 root 1.27
318 root 1.7 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 root 1.16 monster_check_apply (creator, op);
320 root 1.27
321     if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
322 root 1.16 esrv_send_item (tmp, op);
323 elmex 1.1 }
324     }
325    
326     /* if there are change_xxx commands in the treasure, we include the changes
327     * in the generated object
328     */
329 root 1.7 static void
330 root 1.12 change_treasure (treasure *t, object *op)
331 elmex 1.1 {
332 root 1.7 /* CMD: change_name xxxx */
333     if (t->change_arch.name)
334 elmex 1.1 {
335 root 1.7 op->name = t->change_arch.name;
336     op->name_pl = t->change_arch.name;
337 elmex 1.1 }
338    
339 root 1.7 if (t->change_arch.title)
340     op->title = t->change_arch.title;
341    
342     if (t->change_arch.slaying)
343     op->slaying = t->change_arch.slaying;
344     }
345    
346 root 1.41 static void
347 root 1.12 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
348 root 1.7 {
349 root 1.33 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 elmex 1.1 {
351 root 1.7 if (t->name)
352 root 1.16 {
353 elmex 1.30 if (difficulty >= t->magic)
354 root 1.41 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
355 root 1.16 }
356 root 1.7 else
357 root 1.16 {
358 elmex 1.30 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
359 root 1.16 {
360 root 1.41 object *tmp = arch_to_object (t->item);
361    
362 root 1.16 if (t->nrof && tmp->nrof <= 1)
363 root 1.35 tmp->nrof = rndm (t->nrof) + 1;
364    
365 root 1.16 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366     change_treasure (t, tmp);
367     put_treasure (tmp, op, flag);
368     }
369     }
370 root 1.12
371 root 1.41 if (t->next_yes)
372 root 1.16 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
373 elmex 1.1 }
374 root 1.41 else if (t->next_no)
375 root 1.7 create_all_treasures (t->next_no, op, flag, difficulty, tries);
376 root 1.12
377 root 1.41 if (t->next)
378 root 1.7 create_all_treasures (t->next, op, flag, difficulty, tries);
379 elmex 1.1 }
380    
381 root 1.41 static void
382 root 1.35 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
383 root 1.7 {
384 root 1.35 int value = rndm (tl->total_chance);
385 root 1.7 treasure *t;
386 elmex 1.1
387 root 1.7 if (tries++ > 100)
388     {
389     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
390     return;
391     }
392 root 1.12
393 root 1.41 for (t = tl->items; t; t = t->next)
394 root 1.7 {
395     value -= t->chance;
396 root 1.12
397 root 1.7 if (value < 0)
398 root 1.16 break;
399 root 1.7 }
400 elmex 1.1
401 root 1.7 if (!t || value >= 0)
402 root 1.41 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
403 root 1.12
404 root 1.7 if (t->name)
405     {
406     if (difficulty >= t->magic)
407 elmex 1.26 {
408 root 1.41 treasurelist *tl = treasurelist::find (t->name);
409 elmex 1.26 if (tl)
410     create_treasure (tl, op, flag, difficulty, tries);
411     }
412 root 1.7 else if (t->nrof)
413 root 1.16 create_one_treasure (tl, op, flag, difficulty, tries);
414 elmex 1.1 }
415 root 1.41 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 root 1.7 {
417 root 1.41 if (object *tmp = arch_to_object (t->item))
418     {
419     if (t->nrof && tmp->nrof <= 1)
420     tmp->nrof = rndm (t->nrof) + 1;
421 root 1.12
422 root 1.41 fix_generated_item (tmp, op, difficulty, t->magic, flag);
423     change_treasure (t, tmp);
424     put_treasure (tmp, op, flag);
425     }
426 elmex 1.1 }
427     }
428    
429     /* This calls the appropriate treasure creation function. tries is passed
430     * to determine how many list transitions or attempts to create treasure
431     * have been made. It is really in place to prevent infinite loops with
432     * list transitions, or so that excessively good treasure will not be
433     * created on weak maps, because it will exceed the number of allowed tries
434     * to do that.
435     */
436 root 1.7 void
437 elmex 1.30 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
438 elmex 1.1 {
439 root 1.41 // empty treasurelists are legal
440     if (!tl->items)
441     return;
442    
443 root 1.7 if (tries++ > 100)
444     {
445     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
446     return;
447     }
448 root 1.37
449 elmex 1.30 if (tl->total_chance)
450     create_one_treasure (tl, op, flag, difficulty, tries);
451 root 1.7 else
452 elmex 1.30 create_all_treasures (tl->items, op, flag, difficulty, tries);
453 elmex 1.1 }
454    
455     /* This is similar to the old generate treasure function. However,
456     * it instead takes a treasurelist. It is really just a wrapper around
457     * create_treasure. We create a dummy object that the treasure gets
458     * inserted into, and then return that treausre
459     */
460 root 1.7 object *
461 elmex 1.30 generate_treasure (treasurelist *tl, int difficulty)
462 elmex 1.1 {
463 root 1.25 difficulty = clamp (difficulty, 1, settings.max_level);
464    
465 root 1.24 object *ob = object::create (), *tmp;
466 elmex 1.1
467 elmex 1.30 create_treasure (tl, ob, 0, difficulty, 0);
468 elmex 1.1
469 root 1.7 /* Don't want to free the object we are about to return */
470     tmp = ob->inv;
471     if (tmp != NULL)
472 root 1.23 tmp->remove ();
473 root 1.21
474 root 1.7 if (ob->inv)
475 root 1.21 LOG (llevError, "In generate treasure, created multiple objects.\n");
476    
477 root 1.24 ob->destroy ();
478 root 1.7 return tmp;
479 elmex 1.1 }
480    
481     /*
482     * This is a new way of calculating the chance for an item to have
483     * a specific magical bonus.
484     * The array has two arguments, the difficulty of the level, and the
485     * magical bonus "wanted".
486     */
487    
488 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489 root 1.16
490 root 1.42 // chance of magic difficulty
491     // +0 +1 +2 +3 +4
492     {95, 2, 2, 1, 0}, // 1
493     {92, 5, 2, 1, 0}, // 2
494     {85, 10, 4, 1, 0}, // 3
495     {80, 14, 4, 2, 0}, // 4
496     {75, 17, 5, 2, 1}, // 5
497     {70, 18, 8, 3, 1}, // 6
498     {65, 21, 10, 3, 1}, // 7
499     {60, 22, 12, 4, 2}, // 8
500     {55, 25, 14, 4, 2}, // 9
501     {50, 27, 16, 5, 2}, // 10
502     {45, 28, 18, 6, 3}, // 11
503     {42, 28, 20, 7, 3}, // 12
504     {40, 27, 21, 8, 4}, // 13
505     {38, 25, 22, 10, 5}, // 14
506     {36, 23, 23, 12, 6}, // 15
507     {33, 21, 24, 14, 8}, // 16
508     {31, 19, 25, 16, 9}, // 17
509     {27, 15, 30, 18, 10}, // 18
510     {20, 12, 30, 25, 13}, // 19
511     {15, 10, 28, 30, 17}, // 20
512     {13, 9, 27, 28, 23}, // 21
513     {10, 8, 25, 28, 29}, // 22
514     { 8, 7, 23, 26, 36}, // 23
515     { 6, 6, 20, 22, 46}, // 24
516     { 4, 5, 17, 18, 56}, // 25
517     { 2, 4, 12, 14, 68}, // 26
518     { 0, 3, 7, 10, 80}, // 27
519     { 0, 0, 3, 7, 90}, // 28
520     { 0, 0, 0, 3, 97}, // 29
521     { 0, 0, 0, 0, 100}, // 30
522     { 0, 0, 0, 0, 100}, // 31
523 elmex 1.1 };
524    
525    
526     /* calculate the appropriate level for wands staves and scrolls.
527     * This code presumes that op has had its spell object created (in op->inv)
528     *
529     * elmex Wed Aug 9 17:44:59 CEST 2006:
530     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
531     */
532    
533 root 1.7 int
534 root 1.16 level_for_item (const object *op, int difficulty)
535 elmex 1.1 {
536 pippijn 1.14 int olevel = 0;
537 elmex 1.1
538     if (!op->inv)
539     {
540 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
541     return 0;
542 elmex 1.1 }
543    
544     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
545    
546     if (olevel <= 0)
547     olevel = rndm (1, MIN (op->inv->level, 1));
548    
549     if (olevel > MAXLEVEL)
550     olevel = MAXLEVEL;
551    
552     return olevel;
553     }
554    
555     /*
556     * Based upon the specified difficulty and upon the difftomagic_list array,
557     * a random magical bonus is returned. This is used when determine
558     * the magical bonus created on specific maps.
559     *
560     * elmex Thu Aug 10 18:45:44 CEST 2006:
561     * Scaling difficulty by max_level, as difficulty is a level and not some
562     * weird integer between 1-31.
563     *
564     */
565 root 1.7 int
566     magic_from_difficulty (int difficulty)
567 elmex 1.1 {
568     int percent = 0, magic = 0;
569     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570    
571     scaled_diff--;
572    
573 root 1.7 if (scaled_diff < 0)
574 elmex 1.1 scaled_diff = 0;
575    
576     if (scaled_diff >= DIFFLEVELS)
577 root 1.7 scaled_diff = DIFFLEVELS - 1;
578 elmex 1.1
579 root 1.33 percent = rndm (100);
580 elmex 1.1
581 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
582 elmex 1.1 {
583     percent -= difftomagic_list[scaled_diff][magic];
584    
585     if (percent < 0)
586 root 1.16 break;
587 elmex 1.1 }
588    
589     if (magic == (MAXMAGIC + 1))
590     {
591 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
592 elmex 1.1 magic = 0;
593     }
594    
595 root 1.33 magic = (rndm (3)) ? magic : -magic;
596 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
597    
598     return magic;
599     }
600    
601     /*
602     * Sets magical bonus in an object, and recalculates the effect on
603     * the armour variable, and the effect on speed of armour.
604     * This function doesn't work properly, should add use of archetypes
605     * to make it truly absolute.
606     */
607    
608 root 1.7 void
609 root 1.16 set_abs_magic (object *op, int magic)
610 root 1.7 {
611     if (!magic)
612 elmex 1.1 return;
613    
614 root 1.7 op->magic = magic;
615     if (op->arch)
616     {
617     if (op->type == ARMOUR)
618 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
619 root 1.7
620 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
621 root 1.16 magic = (-magic);
622 root 1.7 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
623     }
624     else
625     {
626     if (op->type == ARMOUR)
627 root 1.16 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
628 root 1.33 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
629 root 1.16 magic = (-magic);
630 root 1.7 op->weight = (op->weight * (100 - magic * 10)) / 100;
631     }
632 elmex 1.1 }
633    
634     /*
635     * Sets a random magical bonus in the given object based upon
636     * the given difficulty, and the given max possible bonus.
637     */
638    
639 root 1.7 static void
640 root 1.16 set_magic (int difficulty, object *op, int max_magic, int flags)
641 elmex 1.1 {
642     int i;
643 root 1.16
644 root 1.7 i = magic_from_difficulty (difficulty);
645 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
646 root 1.7 i = -i;
647     if (i > max_magic)
648 elmex 1.1 i = max_magic;
649 root 1.7 set_abs_magic (op, i);
650 elmex 1.1 if (i < 0)
651 root 1.7 SET_FLAG (op, FLAG_CURSED);
652 elmex 1.1 }
653    
654     /*
655     * Randomly adds one magical ability to the given object.
656     * Modified for Partial Resistance in many ways:
657     * 1) Since rings can have multiple bonuses, if the same bonus
658     * is rolled again, increase it - the bonuses now stack with
659     * other bonuses previously rolled and ones the item might natively have.
660     * 2) Add code to deal with new PR method.
661     */
662 root 1.7 void
663 root 1.16 set_ring_bonus (object *op, int bonus)
664 root 1.7 {
665 elmex 1.1
666 root 1.35 int r = rndm (bonus > 0 ? 25 : 11);
667 elmex 1.1
668 root 1.7 if (op->type == AMULET)
669     {
670 root 1.33 if (!(rndm (21)))
671     r = 20 + rndm (2);
672 root 1.7 else
673 root 1.16 {
674 root 1.35 if (rndm (2))
675 root 1.16 r = 10;
676     else
677 root 1.33 r = 11 + rndm (9);
678 root 1.16 }
679 root 1.7 }
680    
681     switch (r)
682     {
683 root 1.16 /* Redone by MSW 2000-11-26 to have much less code. Also,
684     * bonuses and penalties will stack and add to existing values.
685     * of the item.
686     */
687     case 0:
688     case 1:
689     case 2:
690     case 3:
691     case 4:
692     case 5:
693     case 6:
694     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
695     break;
696    
697     case 7:
698     op->stats.dam += bonus;
699     break;
700    
701     case 8:
702     op->stats.wc += bonus;
703     break;
704    
705     case 9:
706     op->stats.food += bonus; /* hunger/sustenance */
707     break;
708    
709     case 10:
710     op->stats.ac += bonus;
711     break;
712    
713     /* Item that gives protections/vulnerabilities */
714     case 11:
715     case 12:
716     case 13:
717     case 14:
718     case 15:
719     case 16:
720     case 17:
721     case 18:
722     case 19:
723     {
724 root 1.34 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
725 root 1.16
726     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
727 root 1.34 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
728 root 1.16
729     /* Cursed items need to have higher negative values to equal out with
730     * positive values for how protections work out. Put another
731     * little random element in since that they don't always end up with
732     * even values.
733     */
734     if (bonus < 0)
735 root 1.35 val = 2 * -val - rndm (b);
736 root 1.16 if (val > 35)
737     val = 35; /* Upper limit */
738     b = 0;
739 root 1.34
740 root 1.16 while (op->resist[resist_table[resist]] != 0 && b < 4)
741 root 1.34 resist = rndm (num_resist_table);
742    
743 root 1.16 if (b == 4)
744     return; /* Not able to find a free resistance */
745 root 1.34
746 root 1.16 op->resist[resist_table[resist]] = val;
747     /* We should probably do something more clever here to adjust value
748     * based on how good a resistance we gave.
749     */
750     break;
751     }
752     case 20:
753     if (op->type == AMULET)
754     {
755     SET_FLAG (op, FLAG_REFL_SPELL);
756     op->value *= 11;
757     }
758     else
759     {
760     op->stats.hp = 1; /* regenerate hit points */
761     op->value *= 4;
762     }
763     break;
764    
765     case 21:
766     if (op->type == AMULET)
767     {
768     SET_FLAG (op, FLAG_REFL_MISSILE);
769     op->value *= 9;
770     }
771     else
772     {
773     op->stats.sp = 1; /* regenerate spell points */
774     op->value *= 3;
775     }
776     break;
777    
778     case 22:
779     op->stats.exp += bonus; /* Speed! */
780     op->value = (op->value * 2) / 3;
781     break;
782 root 1.7 }
783 root 1.34
784 root 1.7 if (bonus > 0)
785     op->value *= 2 * bonus;
786     else
787     op->value = -(op->value * 2 * bonus) / 3;
788 elmex 1.1 }
789    
790     /*
791     * get_magic(diff) will return a random number between 0 and 4.
792     * diff can be any value above 2. The higher the diff-variable, the
793     * higher is the chance of returning a low number.
794     * It is only used in fix_generated_treasure() to set bonuses on
795     * rings and amulets.
796     * Another scheme is used to calculate the magic of weapons and armours.
797     */
798 root 1.7 int
799     get_magic (int diff)
800     {
801 elmex 1.1 int i;
802 root 1.16
803 root 1.7 if (diff < 3)
804     diff = 3;
805 root 1.35
806 root 1.7 for (i = 0; i < 4; i++)
807 root 1.35 if (rndm (diff))
808 root 1.7 return i;
809 root 1.35
810 elmex 1.1 return 4;
811     }
812    
813     #define DICE2 (get_magic(2)==2?2:1)
814 root 1.35 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815 elmex 1.1
816     /*
817     * fix_generated_item(): This is called after an item is generated, in
818     * order to set it up right. This produced magical bonuses, puts spells
819     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
820     */
821 root 1.16
822 elmex 1.1 /* 4/28/96 added creator object from which op may now inherit properties based on
823     * op->type. Right now, which stuff the creator passes on is object type
824     * dependant. I know this is a spagetti manuever, but is there a cleaner
825     * way to do this? b.t. */
826 root 1.16
827 elmex 1.1 /*
828     * ! (flags & GT_ENVIRONMENT):
829     * Automatically calls fix_flesh_item().
830     *
831     * flags:
832     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
833     * value.
834     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
835     * a working object - don't change magic, value, etc, but set it material
836     * type as appropriate, for objects that need spell objects, set those, etc
837     */
838 root 1.7 void
839 root 1.16 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
840 elmex 1.1 {
841     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
842    
843     if (!creator || creator->type == op->type)
844 root 1.16 creator = op; /*safety & to prevent polymorphed objects giving attributes */
845 elmex 1.1
846     /* If we make an artifact, this information will be destroyed */
847     save_item_power = op->item_power;
848     op->item_power = 0;
849    
850     if (op->randomitems && op->type != SPELL)
851     {
852     create_treasure (op->randomitems, op, flags, difficulty, 0);
853     if (!op->inv)
854 root 1.42 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
855 elmex 1.1
856     /* So the treasure doesn't get created again */
857 root 1.42 op->randomitems = 0;
858 elmex 1.1 }
859    
860     if (difficulty < 1)
861     difficulty = 1;
862    
863 root 1.22 if (INVOKE_OBJECT (ADD_BONUS, op,
864     ARG_OBJECT (creator != op ? creator : 0),
865     ARG_INT (difficulty), ARG_INT (max_magic),
866     ARG_INT (flags)))
867     return;
868    
869 elmex 1.1 if (!(flags & GT_MINIMAL))
870     {
871     if (op->arch == crown_arch)
872 root 1.16 {
873     set_magic (difficulty, op, max_magic, flags);
874     num_enchantments = calc_item_power (op, 1);
875     generate_artifact (op, difficulty);
876     }
877 elmex 1.1 else
878 root 1.16 {
879     if (!op->magic && max_magic)
880     set_magic (difficulty, op, max_magic, flags);
881    
882     num_enchantments = calc_item_power (op, 1);
883    
884 root 1.35 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
885     || op->type == HORN
886     || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
887 root 1.16 * used for shop_floors or treasures */
888     generate_artifact (op, difficulty);
889     }
890 elmex 1.1
891     /* Object was made an artifact. Calculate its item_power rating.
892     * the item_power in the object is what the artfiact adds.
893     */
894     if (op->title)
895 root 1.16 {
896     /* if save_item_power is set, then most likely we started with an
897     * artifact and have added new abilities to it - this is rare, but
898     * but I have seen things like 'strange rings of fire'. So just figure
899     * out the power from the base power plus what this one adds. Note
900     * that since item_power is not quite linear, this actually ends up
901     * being somewhat of a bonus
902     */
903     if (save_item_power)
904     op->item_power = save_item_power + get_power_from_ench (op->item_power);
905     else
906     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
907     }
908 elmex 1.1 else if (save_item_power)
909 root 1.16 {
910     /* restore the item_power field to the object if we haven't changed it.
911     * we don't care about num_enchantments - that will basically just
912     * have calculated some value from the base attributes of the archetype.
913     */
914     op->item_power = save_item_power;
915     }
916 elmex 1.1 else
917 root 1.16 {
918     /* item_power was zero. This is suspicious, as it may be because it
919     * was never previously calculated. Let's compute a value and see if
920     * it is non-zero. If it indeed is, then assign it as the new
921     * item_power value.
922     * - gros, 21th of July 2006.
923     */
924     op->item_power = calc_item_power (op, 0);
925     save_item_power = op->item_power; /* Just in case it would get used
926     * again below */
927     }
928 elmex 1.1 }
929    
930     /* materialtype modifications. Note we allow this on artifacts. */
931     set_materialname (op, difficulty, NULL);
932    
933     if (flags & GT_MINIMAL)
934     {
935     if (op->type == POTION)
936 root 1.16 /* Handle healing and magic power potions */
937     if (op->stats.sp && !op->randomitems)
938     {
939     object *tmp;
940    
941     tmp = get_archetype (spell_mapping[op->stats.sp]);
942     insert_ob_in_ob (tmp, op);
943     op->stats.sp = 0;
944     }
945 elmex 1.1 }
946 root 1.16 else if (!op->title) /* Only modify object if not special */
947 elmex 1.1 switch (op->type)
948     {
949 root 1.16 case WEAPON:
950     case ARMOUR:
951     case SHIELD:
952     case HELMET:
953     case CLOAK:
954 root 1.33 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
955 root 1.16 set_ring_bonus (op, -DICE2);
956     break;
957    
958     case BRACERS:
959 root 1.35 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
960 root 1.16 {
961     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
962     if (!QUERY_FLAG (op, FLAG_CURSED))
963     op->value *= 3;
964     }
965     break;
966    
967     case POTION:
968     {
969     int too_many_tries = 0, is_special = 0;
970    
971     /* Handle healing and magic power potions */
972     if (op->stats.sp && !op->randomitems)
973     {
974     object *tmp;
975    
976     tmp = get_archetype (spell_mapping[op->stats.sp]);
977     insert_ob_in_ob (tmp, op);
978     op->stats.sp = 0;
979     }
980    
981     while (!(is_special = special_potion (op)) && !op->inv)
982     {
983     generate_artifact (op, difficulty);
984     if (too_many_tries++ > 10)
985     break;
986     }
987    
988     /* don't want to change value for healing/magic power potions,
989     * since the value set on those is already correct.
990     */
991     if (op->inv && op->randomitems)
992     {
993     /* value multiplier is same as for scrolls */
994     op->value = (op->value * op->inv->value);
995 root 1.35 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
996 root 1.16 }
997     else
998     {
999     op->name = "potion";
1000     op->name_pl = "potions";
1001     }
1002    
1003 root 1.33 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1004 root 1.16 SET_FLAG (op, FLAG_CURSED);
1005     break;
1006     }
1007    
1008     case AMULET:
1009     if (op->arch == amulet_arch)
1010     op->value *= 5; /* Since it's not just decoration */
1011    
1012     case RING:
1013     if (op->arch == NULL)
1014     {
1015 root 1.24 op->destroy ();
1016     op = 0;
1017 root 1.16 break;
1018     }
1019    
1020     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1021     break;
1022    
1023 root 1.33 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1024 root 1.16 SET_FLAG (op, FLAG_CURSED);
1025    
1026     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1027    
1028     if (op->type != RING) /* Amulets have only one ability */
1029     break;
1030    
1031 root 1.33 if (!(rndm (4)))
1032 root 1.16 {
1033 root 1.33 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1034 root 1.16
1035     if (d > 0)
1036     op->value *= 3;
1037    
1038     set_ring_bonus (op, d);
1039    
1040 root 1.33 if (!(rndm (4)))
1041 root 1.16 {
1042 root 1.33 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1043 root 1.16
1044     if (d > 0)
1045     op->value *= 5;
1046     set_ring_bonus (op, d);
1047     }
1048     }
1049    
1050     if (GET_ANIM_ID (op))
1051 root 1.35 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1052 root 1.16
1053     break;
1054    
1055     case BOOK:
1056     /* Is it an empty book?, if yes lets make a special·
1057     * msg for it, and tailor its properties based on the·
1058     * creator and/or map level we found it on.
1059     */
1060 root 1.33 if (!op->msg && rndm (10))
1061 root 1.16 {
1062     /* set the book level properly */
1063     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1064     {
1065     if (op->map && op->map->difficulty)
1066 root 1.35 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1067 root 1.16 else
1068 root 1.33 op->level = rndm (20) + 1;
1069 root 1.16 }
1070     else
1071 root 1.35 op->level = rndm (creator->level);
1072 root 1.16
1073     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1074     /* books w/ info are worth more! */
1075     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1076     /* creator related stuff */
1077    
1078     /* for library, chained books. Note that some monsters have no_pick
1079     * set - we don't want to set no pick in that case.
1080     */
1081     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1082     SET_FLAG (op, FLAG_NO_PICK);
1083     if (creator->slaying && !op->slaying) /* for check_inv floors */
1084     op->slaying = creator->slaying;
1085    
1086     /* add exp so reading it gives xp (once) */
1087     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1088     }
1089     break;
1090    
1091     case SPELLBOOK:
1092     op->value = op->value * op->inv->value;
1093     /* add exp so learning gives xp */
1094     op->level = op->inv->level;
1095     op->stats.exp = op->value;
1096     break;
1097    
1098     case WAND:
1099     /* nrof in the treasure list is number of charges,
1100     * not number of wands. So copy that into food (charges),
1101     * and reset nrof.
1102     */
1103     op->stats.food = op->inv->nrof;
1104     op->nrof = 1;
1105     /* If the spell changes by level, choose a random level
1106     * for it, and adjust price. If the spell doesn't
1107     * change by level, just set the wand to the level of
1108     * the spell, and value calculation is simpler.
1109     */
1110     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1111     {
1112     op->level = level_for_item (op, difficulty);
1113     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1114     }
1115     else
1116     {
1117     op->level = op->inv->level;
1118     op->value = op->value * op->inv->value;
1119     }
1120     break;
1121    
1122     case ROD:
1123     op->level = level_for_item (op, difficulty);
1124     /* Add 50 to both level an divisor to keep prices a little more
1125     * reasonable. Otherwise, a high level version of a low level
1126     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1127     * 10 time multiplier). This way, the value are a bit more reasonable.
1128     */
1129     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1130     /* maxhp is used to denote how many 'charges' the rod holds before */
1131     if (op->stats.maxhp)
1132     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1133     else
1134     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1135    
1136     op->stats.hp = op->stats.maxhp;
1137     break;
1138    
1139     case SCROLL:
1140     op->level = level_for_item (op, difficulty);
1141     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1142    
1143     /* add exp so reading them properly gives xp */
1144     op->stats.exp = op->value / 5;
1145     op->nrof = op->inv->nrof;
1146     break;
1147    
1148     case RUNE:
1149     trap_adjust (op, difficulty);
1150     break;
1151    
1152     case TRAP:
1153     trap_adjust (op, difficulty);
1154     break;
1155     } /* switch type */
1156 elmex 1.1
1157     if (flags & GT_STARTEQUIP)
1158     {
1159 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1160 root 1.16 SET_FLAG (op, FLAG_STARTEQUIP);
1161 elmex 1.1 else if (op->type != MONEY)
1162 root 1.16 op->value = 0;
1163 elmex 1.1 }
1164    
1165     if (!(flags & GT_ENVIRONMENT))
1166     fix_flesh_item (op, creator);
1167     }
1168    
1169     /*
1170     *
1171     *
1172     * CODE DEALING WITH ARTIFACTS STARTS HERE
1173     *
1174     *
1175     */
1176    
1177     /*
1178     * Allocate and return the pointer to an empty artifactlist structure.
1179     */
1180 root 1.7 static artifactlist *
1181     get_empty_artifactlist (void)
1182     {
1183 root 1.41 return salloc0 <artifactlist> ();
1184 elmex 1.1 }
1185    
1186     /*
1187     * Allocate and return the pointer to an empty artifact structure.
1188     */
1189 root 1.7 static artifact *
1190     get_empty_artifact (void)
1191     {
1192 root 1.41 return salloc0 <artifact> ();
1193 elmex 1.1 }
1194    
1195     /*
1196     * Searches the artifact lists and returns one that has the same type
1197     * of objects on it.
1198     */
1199 root 1.7 artifactlist *
1200     find_artifactlist (int type)
1201     {
1202 root 1.41 for (artifactlist *al = first_artifactlist; al; al = al->next)
1203 root 1.7 if (al->type == type)
1204     return al;
1205 root 1.38
1206     return 0;
1207 elmex 1.1 }
1208    
1209     /*
1210     * For debugging purposes. Dumps all tables.
1211     */
1212 root 1.7 void
1213     dump_artifacts (void)
1214     {
1215 elmex 1.1 artifactlist *al;
1216     artifact *art;
1217     linked_char *next;
1218    
1219 root 1.7 fprintf (logfile, "\n");
1220     for (al = first_artifactlist; al != NULL; al = al->next)
1221     {
1222     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1223     for (art = al->items; art != NULL; art = art->next)
1224 root 1.16 {
1225     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1226     if (art->allowed != NULL)
1227     {
1228 root 1.38 fprintf (logfile, "\tallowed combinations:");
1229 root 1.16 for (next = art->allowed; next != NULL; next = next->next)
1230     fprintf (logfile, "%s,", &next->name);
1231     fprintf (logfile, "\n");
1232     }
1233     }
1234 elmex 1.1 }
1235 root 1.7 fprintf (logfile, "\n");
1236 elmex 1.1 }
1237    
1238     /*
1239     * For debugging purposes. Dumps all treasures recursively (see below).
1240     */
1241 root 1.7 void
1242 root 1.16 dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1243 elmex 1.1 {
1244     treasurelist *tl;
1245 root 1.7 int i;
1246 elmex 1.1
1247     if (depth > 100)
1248     return;
1249 root 1.41
1250 elmex 1.30 while (t)
1251 elmex 1.1 {
1252 elmex 1.30 if (t->name)
1253 root 1.16 {
1254     for (i = 0; i < depth; i++)
1255     fprintf (logfile, " ");
1256 root 1.41
1257 root 1.16 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258 root 1.41
1259     tl = treasurelist::find (t->name);
1260 elmex 1.26 if (tl)
1261     dump_monster_treasure_rec (name, tl->items, depth + 2);
1262 root 1.41
1263 root 1.16 for (i = 0; i < depth; i++)
1264     fprintf (logfile, " ");
1265 root 1.41
1266 root 1.16 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1267     }
1268 elmex 1.1 else
1269 root 1.16 {
1270     for (i = 0; i < depth; i++)
1271     fprintf (logfile, " ");
1272 root 1.41
1273 elmex 1.30 if (t->item && t->item->clone.type == FLESH)
1274 root 1.16 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1275     else
1276     fprintf (logfile, "%s\n", &t->item->clone.name);
1277     }
1278 elmex 1.30
1279     if (t->next_yes)
1280 root 1.16 {
1281     for (i = 0; i < depth; i++)
1282     fprintf (logfile, " ");
1283 root 1.41
1284 root 1.16 fprintf (logfile, " (if yes)\n");
1285     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1286     }
1287 elmex 1.30
1288     if (t->next_no)
1289 root 1.16 {
1290     for (i = 0; i < depth; i++)
1291     fprintf (logfile, " ");
1292 root 1.41
1293 root 1.16 fprintf (logfile, " (if no)\n");
1294     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1295     }
1296 elmex 1.30
1297 elmex 1.1 t = t->next;
1298     }
1299     }
1300    
1301     /*
1302     * For debugging purposes. Dumps all treasures for a given monster.
1303     * Created originally by Raphael Quinet for debugging the alchemy code.
1304     */
1305 root 1.7 void
1306     dump_monster_treasure (const char *name)
1307 elmex 1.1 {
1308     archetype *at;
1309 root 1.7 int found;
1310 elmex 1.1
1311     found = 0;
1312     fprintf (logfile, "\n");
1313 root 1.38
1314 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1315     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1316 elmex 1.1 {
1317 root 1.16 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1318     if (at->clone.randomitems != NULL)
1319     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1320     else
1321     fprintf (logfile, "(nothing)\n");
1322 root 1.38
1323 root 1.16 fprintf (logfile, "\n");
1324     found++;
1325 elmex 1.1 }
1326 root 1.38
1327 elmex 1.1 if (found == 0)
1328     fprintf (logfile, "No objects have the name %s!\n\n", name);
1329     }
1330    
1331     /*
1332     * Builds up the lists of artifacts from the file in the libdir.
1333     */
1334 root 1.7 void
1335     init_artifacts (void)
1336     {
1337     static int has_been_inited = 0;
1338 pippijn 1.39 char filename[MAX_BUF];
1339 root 1.7 artifact *art = NULL;
1340     artifactlist *al;
1341    
1342     if (has_been_inited)
1343     return;
1344     else
1345     has_been_inited = 1;
1346 elmex 1.1
1347 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1348 root 1.38 object_thawer f (filename);
1349 elmex 1.1
1350 root 1.38 if (!f)
1351 root 1.7 return;
1352 elmex 1.1
1353 root 1.38 f.next ();
1354    
1355     for (;;)
1356 root 1.7 {
1357 root 1.38 switch (f.kw)
1358     {
1359     case KW_allowed:
1360     if (!art)
1361     {
1362     art = get_empty_artifact ();
1363     nrofartifacts++;
1364     }
1365 root 1.7
1366 root 1.16 {
1367 root 1.38 if (!strcmp (f.get_str (), "all"))
1368     break;
1369    
1370     char *next, *cp = f.get_str ();
1371    
1372     do
1373     {
1374     nrofallowedstr++;
1375    
1376     if ((next = strchr (cp, ',')))
1377     *next++ = '\0';
1378    
1379     linked_char *tmp = new linked_char;
1380    
1381     tmp->name = cp;
1382     tmp->next = art->allowed;
1383     art->allowed = tmp;
1384     }
1385     while ((cp = next));
1386 root 1.16 }
1387 root 1.38 break;
1388    
1389     case KW_chance:
1390     f.get (art->chance);
1391     break;
1392    
1393     case KW_difficulty:
1394     f.get (art->difficulty);
1395     break;
1396 root 1.16
1397 root 1.38 case KW_object:
1398 root 1.16 {
1399 root 1.38 art->item = object::create ();
1400    
1401     if (!art->item->parse_kv (f))
1402     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403    
1404     al = find_artifactlist (art->item->type);
1405    
1406     if (!al)
1407     {
1408     al = get_empty_artifactlist ();
1409     al->type = art->item->type;
1410     al->next = first_artifactlist;
1411     first_artifactlist = al;
1412     }
1413    
1414     art->next = al->items;
1415     al->items = art;
1416     art = 0;
1417 root 1.16 }
1418 root 1.38 continue;
1419 root 1.10
1420 root 1.38 case KW_EOF:
1421     goto done;
1422 root 1.10
1423 root 1.38 default:
1424     if (!f.parse_error ("artifacts file"))
1425     cleanup ("artifacts file required");
1426     break;
1427 root 1.16 }
1428 root 1.38
1429     f.next ();
1430 root 1.7 }
1431 root 1.3
1432 root 1.38 done:
1433     for (al = first_artifactlist; al; al = al->next)
1434 root 1.7 {
1435 root 1.38 for (art = al->items; art; art = art->next)
1436 root 1.16 {
1437     if (!art->chance)
1438     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1439     else
1440     al->total_chance += art->chance;
1441     }
1442 elmex 1.1 #if 0
1443 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1444 elmex 1.1 #endif
1445     }
1446    
1447 root 1.7 LOG (llevDebug, "done.\n");
1448 elmex 1.1 }
1449    
1450    
1451     /*
1452     * Used in artifact generation. The bonuses of the first object
1453     * is modified by the bonuses of the second object.
1454     */
1455    
1456 root 1.7 void
1457 root 1.16 add_abilities (object *op, object *change)
1458 root 1.7 {
1459 pippijn 1.14 int i, tmp;
1460 elmex 1.1
1461 root 1.7 if (change->face != blank_face)
1462     {
1463 elmex 1.1 #ifdef TREASURE_VERBOSE
1464 root 1.42 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1465 elmex 1.1 #endif
1466 root 1.7 op->face = change->face;
1467 elmex 1.1 }
1468    
1469 root 1.7 for (i = 0; i < NUM_STATS; i++)
1470     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1471    
1472     op->attacktype |= change->attacktype;
1473     op->path_attuned |= change->path_attuned;
1474     op->path_repelled |= change->path_repelled;
1475     op->path_denied |= change->path_denied;
1476     op->move_type |= change->move_type;
1477     op->stats.luck += change->stats.luck;
1478    
1479     if (QUERY_FLAG (change, FLAG_CURSED))
1480     SET_FLAG (op, FLAG_CURSED);
1481     if (QUERY_FLAG (change, FLAG_DAMNED))
1482     SET_FLAG (op, FLAG_DAMNED);
1483     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1484     set_abs_magic (op, -op->magic);
1485    
1486     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1487     SET_FLAG (op, FLAG_LIFESAVE);
1488     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1489     SET_FLAG (op, FLAG_REFL_SPELL);
1490     if (QUERY_FLAG (change, FLAG_STEALTH))
1491     SET_FLAG (op, FLAG_STEALTH);
1492     if (QUERY_FLAG (change, FLAG_XRAYS))
1493     SET_FLAG (op, FLAG_XRAYS);
1494     if (QUERY_FLAG (change, FLAG_BLIND))
1495     SET_FLAG (op, FLAG_BLIND);
1496     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1497     SET_FLAG (op, FLAG_SEE_IN_DARK);
1498     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1499     SET_FLAG (op, FLAG_REFL_MISSILE);
1500     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1501     SET_FLAG (op, FLAG_MAKE_INVIS);
1502    
1503     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1504     {
1505     CLEAR_FLAG (op, FLAG_ANIMATE);
1506     /* so artifacts will join */
1507     if (!QUERY_FLAG (op, FLAG_ALIVE))
1508 root 1.16 op->speed = 0.0;
1509 root 1.12
1510 root 1.28 op->set_speed (op->speed);
1511 elmex 1.1 }
1512 root 1.7
1513     if (change->nrof)
1514 root 1.35 op->nrof = rndm (change->nrof) + 1;
1515 root 1.7
1516 root 1.16 op->stats.exp += change->stats.exp; /* Speed modifier */
1517 root 1.7 op->stats.wc += change->stats.wc;
1518     op->stats.ac += change->stats.ac;
1519    
1520     if (change->other_arch)
1521     {
1522     /* Basically, for horns & potions, the other_arch field is the spell
1523     * to cast. So convert that to into a spell and put it into
1524     * this object.
1525     */
1526     if (op->type == HORN || op->type == POTION)
1527 root 1.16 {
1528     object *tmp_obj;
1529    
1530     /* Remove any spells this object currently has in it */
1531     while (op->inv)
1532 root 1.24 op->inv->destroy ();
1533 root 1.16
1534     tmp_obj = arch_to_object (change->other_arch);
1535     insert_ob_in_ob (tmp_obj, op);
1536     }
1537 root 1.7 /* No harm setting this for potions/horns */
1538     op->other_arch = change->other_arch;
1539     }
1540    
1541     if (change->stats.hp < 0)
1542     op->stats.hp = -change->stats.hp;
1543     else
1544     op->stats.hp += change->stats.hp;
1545    
1546     if (change->stats.maxhp < 0)
1547     op->stats.maxhp = -change->stats.maxhp;
1548     else
1549     op->stats.maxhp += change->stats.maxhp;
1550    
1551     if (change->stats.sp < 0)
1552     op->stats.sp = -change->stats.sp;
1553     else
1554     op->stats.sp += change->stats.sp;
1555    
1556     if (change->stats.maxsp < 0)
1557     op->stats.maxsp = -change->stats.maxsp;
1558     else
1559     op->stats.maxsp += change->stats.maxsp;
1560    
1561     if (change->stats.food < 0)
1562     op->stats.food = -(change->stats.food);
1563     else
1564     op->stats.food += change->stats.food;
1565    
1566     if (change->level < 0)
1567     op->level = -(change->level);
1568     else
1569     op->level += change->level;
1570    
1571     if (change->gen_sp_armour < 0)
1572     op->gen_sp_armour = -(change->gen_sp_armour);
1573     else
1574     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1575    
1576     op->item_power = change->item_power;
1577    
1578     for (i = 0; i < NROFATTACKS; i++)
1579 root 1.20 if (change->resist[i])
1580     op->resist[i] += change->resist[i];
1581 root 1.7
1582     if (change->stats.dam)
1583     {
1584     if (change->stats.dam < 0)
1585 root 1.16 op->stats.dam = (-change->stats.dam);
1586 root 1.7 else if (op->stats.dam)
1587 root 1.16 {
1588     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1589     if (tmp == op->stats.dam)
1590     {
1591     if (change->stats.dam < 10)
1592     op->stats.dam--;
1593     else
1594     op->stats.dam++;
1595     }
1596     else
1597     op->stats.dam = tmp;
1598     }
1599 root 1.7 }
1600    
1601     if (change->weight)
1602     {
1603     if (change->weight < 0)
1604 root 1.16 op->weight = (-change->weight);
1605 root 1.7 else
1606 root 1.16 op->weight = (op->weight * (change->weight)) / 100;
1607 root 1.7 }
1608    
1609     if (change->last_sp)
1610     {
1611     if (change->last_sp < 0)
1612 root 1.16 op->last_sp = (-change->last_sp);
1613 root 1.7 else
1614 root 1.16 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1615 root 1.7 }
1616    
1617     if (change->gen_sp_armour)
1618     {
1619     if (change->gen_sp_armour < 0)
1620 root 1.16 op->gen_sp_armour = (-change->gen_sp_armour);
1621 root 1.7 else
1622 root 1.16 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1623 root 1.7 }
1624    
1625     op->value *= change->value;
1626    
1627 root 1.36 if (change->materials)
1628     op->materials = change->materials;
1629 root 1.7
1630     if (change->materialname)
1631     op->materialname = change->materialname;
1632    
1633     if (change->slaying)
1634     op->slaying = change->slaying;
1635    
1636     if (change->race)
1637     op->race = change->race;
1638    
1639     if (change->msg)
1640     op->msg = change->msg;
1641 elmex 1.1 }
1642    
1643 root 1.7 static int
1644 root 1.16 legal_artifact_combination (object *op, artifact * art)
1645 root 1.7 {
1646 elmex 1.1 int neg, success = 0;
1647     linked_char *tmp;
1648     const char *name;
1649    
1650     if (art->allowed == (linked_char *) NULL)
1651 root 1.16 return 1; /* Ie, "all" */
1652 root 1.7 for (tmp = art->allowed; tmp; tmp = tmp->next)
1653     {
1654 elmex 1.1 #ifdef TREASURE_VERBOSE
1655 root 1.42 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1656 elmex 1.1 #endif
1657 root 1.7 if (*tmp->name == '!')
1658 root 1.16 name = tmp->name + 1, neg = 1;
1659 root 1.7 else
1660 root 1.16 name = tmp->name, neg = 0;
1661 root 1.7
1662     /* If we match name, then return the opposite of 'neg' */
1663     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1664 root 1.16 return !neg;
1665 root 1.7
1666     /* Set success as true, since if the match was an inverse, it means
1667     * everything is allowed except what we match
1668     */
1669     else if (neg)
1670 root 1.16 success = 1;
1671 root 1.7 }
1672 elmex 1.1 return success;
1673     }
1674    
1675     /*
1676     * Fixes the given object, giving it the abilities and titles
1677     * it should have due to the second artifact-template.
1678     */
1679    
1680 root 1.7 void
1681 root 1.12 give_artifact_abilities (object *op, object *artifct)
1682 root 1.7 {
1683 elmex 1.1 char new_name[MAX_BUF];
1684    
1685 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1686     op->title = new_name;
1687 root 1.16 add_abilities (op, artifct); /* Give out the bonuses */
1688 elmex 1.1
1689 root 1.16 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1690 elmex 1.1 {
1691 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1692 root 1.16
1693 root 1.7 SET_FLAG (op, FLAG_IDENTIFIED);
1694     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1695 elmex 1.1 if (!identified)
1696 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1697 elmex 1.1 }
1698     #endif
1699     return;
1700     }
1701    
1702     /*
1703     * Decides randomly which artifact the object should be
1704     * turned into. Makes sure that the item can become that
1705     * artifact (means magic, difficulty, and Allowed fields properly).
1706     * Then calls give_artifact_abilities in order to actually create
1707     * the artifact.
1708     */
1709    
1710     /* Give 1 re-roll attempt per artifact */
1711     #define ARTIFACT_TRIES 2
1712    
1713 root 1.7 void
1714 root 1.16 generate_artifact (object *op, int difficulty)
1715 root 1.7 {
1716 elmex 1.1 artifactlist *al;
1717     artifact *art;
1718     int i;
1719    
1720 root 1.7 al = find_artifactlist (op->type);
1721    
1722     if (al == NULL)
1723     {
1724 root 1.16 #if 0 /* This is too verbose, usually */
1725 root 1.7 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1726 elmex 1.1 #endif
1727 root 1.7 return;
1728     }
1729    
1730     for (i = 0; i < ARTIFACT_TRIES; i++)
1731     {
1732 root 1.35 int roll = rndm (al->total_chance);
1733 elmex 1.1
1734 root 1.35 for (art = al->items; art; art = art->next)
1735 root 1.16 {
1736     roll -= art->chance;
1737     if (roll < 0)
1738     break;
1739     }
1740 elmex 1.1
1741 root 1.7 if (art == NULL || roll >= 0)
1742 root 1.16 {
1743 elmex 1.1 #if 1
1744 root 1.16 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1745 elmex 1.1 #endif
1746 root 1.16 return;
1747     }
1748 root 1.7 if (!strcmp (art->item->name, "NONE"))
1749 root 1.16 return;
1750 root 1.7 if (FABS (op->magic) < art->item->magic)
1751 root 1.16 continue; /* Not magic enough to be this item */
1752 root 1.7
1753     /* Map difficulty not high enough */
1754     if (difficulty < art->difficulty)
1755 root 1.16 continue;
1756 elmex 1.1
1757 root 1.7 if (!legal_artifact_combination (op, art))
1758 root 1.16 {
1759 elmex 1.1 #ifdef TREASURE_VERBOSE
1760 root 1.42 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1761 elmex 1.1 #endif
1762 root 1.16 continue;
1763     }
1764 root 1.42
1765 root 1.7 give_artifact_abilities (op, art->item);
1766     return;
1767 elmex 1.1 }
1768     }
1769    
1770     /* fix_flesh_item() - objects of type FLESH are similar to type
1771     * FOOD, except they inherit properties (name, food value, etc).
1772     * based on the original owner (or 'donor' if you like). -b.t.
1773     */
1774    
1775 root 1.7 void
1776 root 1.16 fix_flesh_item (object *item, object *donor)
1777 root 1.7 {
1778     char tmpbuf[MAX_BUF];
1779     int i;
1780    
1781     if (item->type == FLESH && donor)
1782     {
1783     /* change the name */
1784 root 1.16 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1785     item->name = tmpbuf;
1786     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1787     item->name_pl = tmpbuf;
1788 root 1.7
1789     /* weight is FLESH weight/100 * donor */
1790     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1791 root 1.16 item->weight = 1;
1792 root 1.7
1793     /* value is multiplied by level of donor */
1794     item->value *= isqrt (donor->level * 2);
1795    
1796     /* food value */
1797     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1798    
1799     /* flesh items inherit some abilities of donor, but not
1800     * full effect.
1801     */
1802     for (i = 0; i < NROFATTACKS; i++)
1803 root 1.16 item->resist[i] = donor->resist[i] / 2;
1804 root 1.7
1805     /* item inherits donor's level (important for quezals) */
1806     item->level = donor->level;
1807    
1808     /* if donor has some attacktypes, the flesh is poisonous */
1809     if (donor->attacktype & AT_POISON)
1810 root 1.16 item->type = POISON;
1811 root 1.7 if (donor->attacktype & AT_ACID)
1812 root 1.16 item->stats.hp = -1 * item->stats.food;
1813 root 1.7 SET_FLAG (item, FLAG_NO_STEAL);
1814 elmex 1.1 }
1815     }
1816    
1817     /* special_potion() - so that old potion code is still done right. */
1818    
1819 root 1.7 int
1820 root 1.16 special_potion (object *op)
1821 root 1.7 {
1822     if (op->attacktype)
1823     return 1;
1824 elmex 1.1
1825 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)
1826     return 1;
1827 elmex 1.1
1828 elmex 1.30 for (int i = 0; i < NROFATTACKS; i++)
1829 root 1.7 if (op->resist[i])
1830     return 1;
1831 elmex 1.1
1832 root 1.7 return 0;
1833 elmex 1.1 }
1834    
1835 root 1.7 void
1836 root 1.16 free_treasurestruct (treasure *t)
1837 elmex 1.1 {
1838 root 1.41 if (t->next) free_treasurestruct (t->next);
1839     if (t->next_yes) free_treasurestruct (t->next_yes);
1840     if (t->next_no) free_treasurestruct (t->next_no);
1841 root 1.8
1842     delete t;
1843 elmex 1.1 }
1844    
1845 root 1.7 void
1846 root 1.16 free_charlinks (linked_char *lc)
1847 elmex 1.1 {
1848 root 1.7 if (lc->next)
1849     free_charlinks (lc->next);
1850    
1851     delete lc;
1852 elmex 1.1 }
1853    
1854 root 1.7 void
1855 root 1.41 free_artifact (artifact *at)
1856 elmex 1.1 {
1857 root 1.41 if (at->next) free_artifact (at->next);
1858     if (at->allowed) free_charlinks (at->allowed);
1859 root 1.7
1860 root 1.21 at->item->destroy (1);
1861 root 1.7
1862 root 1.41 sfree (at);
1863 elmex 1.1 }
1864    
1865 root 1.7 void
1866 root 1.41 free_artifactlist (artifactlist *al)
1867 elmex 1.1 {
1868 root 1.7 artifactlist *nextal;
1869 root 1.15
1870 root 1.21 for (al = first_artifactlist; al; al = nextal)
1871 root 1.7 {
1872     nextal = al->next;
1873 root 1.15
1874 root 1.7 if (al->items)
1875 root 1.16 free_artifact (al->items);
1876 root 1.15
1877 root 1.41 sfree (al);
1878 elmex 1.1 }
1879     }
1880    
1881 root 1.7 void
1882     free_all_treasures (void)
1883     {
1884     treasurelist *tl, *next;
1885 elmex 1.1
1886 root 1.41 for (tl = first_treasurelist; tl; tl = next)
1887     {
1888     clear (tl);
1889 elmex 1.1
1890 root 1.7 next = tl->next;
1891     delete tl;
1892 elmex 1.1 }
1893 root 1.41
1894 root 1.7 free_artifactlist (first_artifactlist);
1895 elmex 1.1 }