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Revision: 1.7
Committed: Sun Sep 3 00:18:40 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +1270 -1211 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# User Rev Content
1 elmex 1.1
2     /*
3     * static char *rcs_treasure_c =
4 root 1.7 * "$Id: treasure.C,v 1.6 2006-08-31 18:59:23 root Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30     #define ALLOWED_COMBINATION
31    
32     /* TREASURE_DEBUG does some checking on the treasurelists after loading.
33     * It is useful for finding bugs in the treasures file. Since it only
34     * slows the startup some (and not actual game play), it is by default
35     * left on
36     */
37     #define TREASURE_DEBUG
38    
39     /* TREASURE_VERBOSE enables copious output concerning artifact generation */
40     /* #define TREASURE_VERBOSE */
41 root 1.7
42 elmex 1.1 #include <global.h>
43     #include <treasure.h>
44     #include <funcpoint.h>
45     #include <loader.h>
46    
47    
48 root 1.7 static void change_treasure (treasure * t, object * op); /* overrule default values */
49 elmex 1.1 extern char *spell_mapping[];
50    
51     /*
52     * Initialize global archtype pointers:
53     */
54    
55 root 1.7 void
56     init_archetype_pointers ()
57     {
58 elmex 1.1 int prev_warn = warn_archetypes;
59     warn_archetypes = 1;
60     if (ring_arch == NULL)
61 root 1.7 ring_arch = find_archetype ("ring");
62 elmex 1.1 if (amulet_arch == NULL)
63 root 1.7 amulet_arch = find_archetype ("amulet");
64 elmex 1.1 if (staff_arch == NULL)
65 root 1.7 staff_arch = find_archetype ("staff");
66 elmex 1.1 if (crown_arch == NULL)
67 root 1.7 crown_arch = find_archetype ("crown");
68 elmex 1.1 warn_archetypes = prev_warn;
69     }
70    
71     /*
72     * Allocate and return the pointer to an empty treasurelist structure.
73     */
74    
75 root 1.7 static treasurelist *
76     get_empty_treasurelist (void)
77     {
78     return new treasurelist;
79 elmex 1.1 }
80    
81     /*
82     * Allocate and return the pointer to an empty treasure structure.
83     */
84 root 1.7 //TODO: make this a constructor
85     static treasure *
86     get_empty_treasure (void)
87     {
88     treasure *t = new treasure;
89    
90     t->chance = 100;
91 elmex 1.1
92     return t;
93     }
94    
95     /*
96     * Reads the lib/treasure file from disk, and parses the contents
97     * into an internal treasure structure (very linked lists)
98     */
99    
100 root 1.7 static treasure *
101     load_treasure (FILE * fp, int *line)
102     {
103     char buf[MAX_BUF], *cp, variable[MAX_BUF];
104     treasure *t = get_empty_treasure ();
105     int value;
106    
107     nroftreasures++;
108     while (fgets (buf, MAX_BUF, fp) != NULL)
109     {
110     (*line)++;
111    
112     if (*buf == '#')
113     continue;
114     if ((cp = strchr (buf, '\n')) != NULL)
115     *cp = '\0';
116     cp = buf;
117     while (isspace (*cp)) /* Skip blanks */
118     cp++;
119    
120     if (sscanf (cp, "arch %s", variable))
121     {
122     if ((t->item = find_archetype (variable)) == NULL)
123     LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124     }
125     else if (sscanf (cp, "list %s", variable))
126     t->name = variable;
127     else if (sscanf (cp, "change_name %s", variable))
128     t->change_arch.name = variable;
129     else if (sscanf (cp, "change_title %s", variable))
130     t->change_arch.title = variable;
131     else if (sscanf (cp, "change_slaying %s", variable))
132     t->change_arch.slaying = variable;
133     else if (sscanf (cp, "chance %d", &value))
134     t->chance = (uint8) value;
135     else if (sscanf (cp, "nrof %d", &value))
136     t->nrof = (uint16) value;
137     else if (sscanf (cp, "magic %d", &value))
138     t->magic = (uint8) value;
139     else if (!strcmp (cp, "yes"))
140     t->next_yes = load_treasure (fp, line);
141     else if (!strcmp (cp, "no"))
142     t->next_no = load_treasure (fp, line);
143     else if (!strcmp (cp, "end"))
144     return t;
145     else if (!strcmp (cp, "more"))
146     {
147     t->next = load_treasure (fp, line);
148     return t;
149     }
150     else
151     LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 elmex 1.1 }
153 root 1.7 LOG (llevError, "treasure lacks 'end'.\n");
154     return t;
155 elmex 1.1 }
156    
157     #ifdef TREASURE_DEBUG
158     /* recursived checks the linked list. Treasurelist is passed only
159     * so that the treasure name can be printed out
160     */
161 root 1.7 static void
162     check_treasurelist (const treasure * t, const treasurelist * tl)
163 elmex 1.1 {
164 root 1.7 if (t->item == NULL && t->name == NULL)
165     LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166     if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167     LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168     /* find_treasurelist will print out its own error message */
169     if (t->name && *t->name)
170     (void) find_treasurelist (t->name);
171     if (t->next)
172     check_treasurelist (t->next, tl);
173     if (t->next_yes)
174     check_treasurelist (t->next_yes, tl);
175     if (t->next_no)
176     check_treasurelist (t->next_no, tl);
177 elmex 1.1 }
178     #endif
179    
180     /*
181     * Opens LIBDIR/treasure and reads all treasure-declarations from it.
182     * Each treasure is parsed with the help of load_treasure().
183     */
184    
185 root 1.7 void
186     load_treasures (void)
187     {
188     FILE *fp;
189     char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190     treasurelist *previous = NULL;
191     treasure *t;
192     int comp, line = 0;
193    
194     sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
195     if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
196     {
197     LOG (llevError, "Can't open treasure file.\n");
198     return;
199     }
200     while (fgets (buf, MAX_BUF, fp) != NULL)
201     {
202     line++;
203     if (*buf == '#')
204     continue;
205    
206     if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207     {
208     treasurelist *tl = get_empty_treasurelist ();
209     tl->name = name;
210     if (previous == NULL)
211     first_treasurelist = tl;
212     else
213     previous->next = tl;
214     previous = tl;
215     tl->items = load_treasure (fp, &line);
216    
217     /* This is a one of the many items on the list should be generated.
218     * Add up the chance total, and check to make sure the yes & no
219     * fields of the treasures are not being used.
220     */
221     if (!strncmp (buf, "treasureone", 11))
222     {
223     for (t = tl->items; t != NULL; t = t->next)
224     {
225 elmex 1.1 #ifdef TREASURE_DEBUG
226 root 1.7 if (t->next_yes || t->next_no)
227     {
228     LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229     LOG (llevError, " the next_yes or next_no field is set\n");
230     }
231 elmex 1.1 #endif
232 root 1.7 tl->total_chance += t->chance;
233     }
234     }
235     }
236     else
237     LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 elmex 1.1 }
239 root 1.7 close_and_delete (fp, comp);
240 elmex 1.1
241     #ifdef TREASURE_DEBUG
242 root 1.7 /* Perform some checks on how valid the treasure data actually is.
243     * verify that list transitions work (ie, the list that it is supposed
244     * to transition to exists). Also, verify that at least the name
245     * or archetype is set for each treasure element.
246     */
247     for (previous = first_treasurelist; previous != NULL; previous = previous->next)
248     check_treasurelist (previous->items, previous);
249 elmex 1.1 #endif
250     }
251    
252     /*
253     * Searches for the given treasurelist in the globally linked list
254     * of treasurelists which has been built by load_treasures().
255     */
256    
257 root 1.7 treasurelist *
258     find_treasurelist (const char *name)
259     {
260     const char *tmp = shstr::find (name);
261 elmex 1.1 treasurelist *tl;
262    
263     /* Special cases - randomitems of none is to override default. If
264     * first_treasurelist is null, it means we are on the first pass of
265     * of loading archetyps, so for now, just return - second pass will
266     * init these values.
267     */
268 root 1.7 if (!name || !*name)
269     return NULL;
270    
271     if (tmp != NULL)
272     for (tl = first_treasurelist; tl != NULL; tl = tl->next)
273     if (tmp == tl->name)
274     return tl;
275    
276     LOG (llevError, "Couldn't find treasurelist %s\n", name);
277 elmex 1.1 return NULL;
278     }
279    
280    
281     /*
282     * Generates the objects specified by the given treasure.
283     * It goes recursively through the rest of the linked list.
284     * If there is a certain percental chance for a treasure to be generated,
285     * this is taken into consideration.
286     * The second argument specifies for which object the treasure is
287     * being generated.
288     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
289     * abilities. This is used by summon spells, thus no summoned monsters
290     * start with equipment, but only their abilities).
291     */
292    
293    
294 root 1.7 static void
295     put_treasure (object * op, object * creator, int flags)
296 elmex 1.1 {
297 root 1.7 object *tmp;
298 elmex 1.1
299 root 1.7 /* Bit of a hack - spells should never be put onto the map. The entire
300     * treasure stuff is a problem - there is no clear idea of knowing
301     * this is the original object, or if this is an object that should be created
302     * by another object.
303     */
304     if (flags & GT_ENVIRONMENT && op->type != SPELL)
305     {
306     op->x = creator->x;
307     op->y = creator->y;
308     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
309     insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
310     }
311     else
312     {
313     op = insert_ob_in_ob (op, creator);
314     if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
315     monster_check_apply (creator, op);
316     if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
317     esrv_send_item (tmp, op);
318 elmex 1.1 }
319     }
320    
321     /* if there are change_xxx commands in the treasure, we include the changes
322     * in the generated object
323     */
324 root 1.7 static void
325     change_treasure (treasure * t, object * op)
326 elmex 1.1 {
327 root 1.7 /* CMD: change_name xxxx */
328     if (t->change_arch.name)
329 elmex 1.1 {
330 root 1.7 op->name = t->change_arch.name;
331     op->name_pl = t->change_arch.name;
332 elmex 1.1 }
333    
334 root 1.7 if (t->change_arch.title)
335     op->title = t->change_arch.title;
336    
337     if (t->change_arch.slaying)
338     op->slaying = t->change_arch.slaying;
339     }
340    
341     void
342     create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries)
343     {
344     object *tmp;
345    
346    
347     if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
348 elmex 1.1 {
349 root 1.7 if (t->name)
350     {
351     if (strcmp (t->name, "NONE") && difficulty >= t->magic)
352     create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
353     }
354     else
355     {
356     if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
357     {
358     tmp = arch_to_object (t->item);
359     if (t->nrof && tmp->nrof <= 1)
360     tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
361     fix_generated_item (tmp, op, difficulty, t->magic, flag);
362     change_treasure (t, tmp);
363     put_treasure (tmp, op, flag);
364     }
365     }
366     if (t->next_yes != NULL)
367     create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 elmex 1.1 }
369 root 1.7 else if (t->next_no != NULL)
370     create_all_treasures (t->next_no, op, flag, difficulty, tries);
371     if (t->next != NULL)
372     create_all_treasures (t->next, op, flag, difficulty, tries);
373 elmex 1.1 }
374    
375 root 1.7 void
376     create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries)
377     {
378     int value = RANDOM () % tl->total_chance;
379     treasure *t;
380 elmex 1.1
381 root 1.7 if (tries++ > 100)
382     {
383     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384     return;
385     }
386     for (t = tl->items; t != NULL; t = t->next)
387     {
388     value -= t->chance;
389     if (value < 0)
390     break;
391     }
392 elmex 1.1
393 root 1.7 if (!t || value >= 0)
394     {
395     LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
396     abort ();
397     return;
398     }
399     if (t->name)
400     {
401     if (!strcmp (t->name, "NONE"))
402     return;
403     if (difficulty >= t->magic)
404     create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
405     else if (t->nrof)
406     create_one_treasure (tl, op, flag, difficulty, tries);
407     return;
408 elmex 1.1 }
409 root 1.7 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
410     {
411     object *tmp = arch_to_object (t->item);
412     if (!tmp)
413     return;
414     if (t->nrof && tmp->nrof <= 1)
415     tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
416     fix_generated_item (tmp, op, difficulty, t->magic, flag);
417     change_treasure (t, tmp);
418     put_treasure (tmp, op, flag);
419 elmex 1.1 }
420     }
421    
422     /* This calls the appropriate treasure creation function. tries is passed
423     * to determine how many list transitions or attempts to create treasure
424     * have been made. It is really in place to prevent infinite loops with
425     * list transitions, or so that excessively good treasure will not be
426     * created on weak maps, because it will exceed the number of allowed tries
427     * to do that.
428     */
429 root 1.7 void
430     create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries)
431 elmex 1.1 {
432    
433 root 1.7 if (tries++ > 100)
434     {
435     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
436     return;
437     }
438     if (t->total_chance)
439     create_one_treasure (t, op, flag, difficulty, tries);
440     else
441     create_all_treasures (t->items, op, flag, difficulty, tries);
442 elmex 1.1 }
443    
444     /* This is similar to the old generate treasure function. However,
445     * it instead takes a treasurelist. It is really just a wrapper around
446     * create_treasure. We create a dummy object that the treasure gets
447     * inserted into, and then return that treausre
448     */
449 root 1.7 object *
450     generate_treasure (treasurelist * t, int difficulty)
451 elmex 1.1 {
452 root 1.7 object *ob = get_object (), *tmp;
453 elmex 1.1
454 root 1.7 create_treasure (t, ob, 0, difficulty, 0);
455 elmex 1.1
456 root 1.7 /* Don't want to free the object we are about to return */
457     tmp = ob->inv;
458     if (tmp != NULL)
459     remove_ob (tmp);
460     if (ob->inv)
461     {
462     LOG (llevError, "In generate treasure, created multiple objects.\n");
463     }
464     free_object (ob);
465     return tmp;
466 elmex 1.1 }
467    
468     /*
469     * This is a new way of calculating the chance for an item to have
470     * a specific magical bonus.
471     * The array has two arguments, the difficulty of the level, and the
472     * magical bonus "wanted".
473     */
474    
475 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
476 elmex 1.1 /*chance of magic difficulty*/
477     /* +0 +1 +2 +3 +4 */
478 root 1.7 {95, 2, 2, 1, 0}, /*1 */
479     {92, 5, 2, 1, 0}, /*2 */
480     {85, 10, 4, 1, 0}, /*3 */
481     {80, 14, 4, 2, 0}, /*4 */
482     {75, 17, 5, 2, 1}, /*5 */
483     {70, 18, 8, 3, 1}, /*6 */
484     {65, 21, 10, 3, 1}, /*7 */
485     {60, 22, 12, 4, 2}, /*8 */
486     {55, 25, 14, 4, 2}, /*9 */
487     {50, 27, 16, 5, 2}, /*10 */
488     {45, 28, 18, 6, 3}, /*11 */
489     {42, 28, 20, 7, 3}, /*12 */
490     {40, 27, 21, 8, 4}, /*13 */
491     {38, 25, 22, 10, 5}, /*14 */
492     {36, 23, 23, 12, 6}, /*15 */
493     {33, 21, 24, 14, 8}, /*16 */
494     {31, 19, 25, 16, 9}, /*17 */
495     {27, 15, 30, 18, 10}, /*18 */
496     {20, 12, 30, 25, 13}, /*19 */
497     {15, 10, 28, 30, 17}, /*20 */
498     {13, 9, 27, 28, 23}, /*21 */
499     {10, 8, 25, 28, 29}, /*22 */
500     {8, 7, 23, 26, 36}, /*23 */
501     {6, 6, 20, 22, 46}, /*24 */
502     {4, 5, 17, 18, 56}, /*25 */
503     {2, 4, 12, 14, 68}, /*26 */
504     {0, 3, 7, 10, 80}, /*27 */
505     {0, 0, 3, 7, 90}, /*28 */
506     {0, 0, 0, 3, 97}, /*29 */
507     {0, 0, 0, 0, 100}, /*30 */
508     {0, 0, 0, 0, 100}, /*31 */
509 elmex 1.1 };
510    
511    
512     /* calculate the appropriate level for wands staves and scrolls.
513     * This code presumes that op has had its spell object created (in op->inv)
514     *
515     * elmex Wed Aug 9 17:44:59 CEST 2006:
516     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
517     */
518    
519 root 1.7 int
520     level_for_item (const object * op, int difficulty)
521 elmex 1.1 {
522     int mult = 0, olevel = 0;
523    
524     if (!op->inv)
525     {
526 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
527     return 0;
528 elmex 1.1 }
529    
530     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
531    
532     if (olevel <= 0)
533     olevel = rndm (1, MIN (op->inv->level, 1));
534    
535     if (olevel > MAXLEVEL)
536     olevel = MAXLEVEL;
537    
538     return olevel;
539     }
540    
541     /*
542     * Based upon the specified difficulty and upon the difftomagic_list array,
543     * a random magical bonus is returned. This is used when determine
544     * the magical bonus created on specific maps.
545     *
546     * elmex Thu Aug 10 18:45:44 CEST 2006:
547     * Scaling difficulty by max_level, as difficulty is a level and not some
548     * weird integer between 1-31.
549     *
550     */
551    
552 root 1.7 int
553     magic_from_difficulty (int difficulty)
554 elmex 1.1 {
555     int percent = 0, magic = 0;
556     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
557    
558     scaled_diff--;
559    
560 root 1.7 if (scaled_diff < 0)
561 elmex 1.1 scaled_diff = 0;
562    
563     if (scaled_diff >= DIFFLEVELS)
564 root 1.7 scaled_diff = DIFFLEVELS - 1;
565 elmex 1.1
566 root 1.7 percent = RANDOM () % 100;
567 elmex 1.1
568 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
569 elmex 1.1 {
570     percent -= difftomagic_list[scaled_diff][magic];
571    
572     if (percent < 0)
573 root 1.7 break;
574 elmex 1.1 }
575    
576     if (magic == (MAXMAGIC + 1))
577     {
578 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
579 elmex 1.1 magic = 0;
580     }
581    
582 root 1.7 magic = (RANDOM () % 3) ? magic : -magic;
583 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
584    
585     return magic;
586     }
587    
588     /*
589     * Sets magical bonus in an object, and recalculates the effect on
590     * the armour variable, and the effect on speed of armour.
591     * This function doesn't work properly, should add use of archetypes
592     * to make it truly absolute.
593     */
594    
595 root 1.7 void
596     set_abs_magic (object * op, int magic)
597     {
598     if (!magic)
599 elmex 1.1 return;
600    
601 root 1.7 op->magic = magic;
602     if (op->arch)
603     {
604     if (op->type == ARMOUR)
605     ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
606    
607     if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
608     magic = (-magic);
609     op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
610     }
611     else
612     {
613     if (op->type == ARMOUR)
614     ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
615     if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
616     magic = (-magic);
617     op->weight = (op->weight * (100 - magic * 10)) / 100;
618     }
619 elmex 1.1 }
620    
621     /*
622     * Sets a random magical bonus in the given object based upon
623     * the given difficulty, and the given max possible bonus.
624     */
625    
626 root 1.7 static void
627     set_magic (int difficulty, object * op, int max_magic, int flags)
628 elmex 1.1 {
629     int i;
630 root 1.7 i = magic_from_difficulty (difficulty);
631 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
632 root 1.7 i = -i;
633     if (i > max_magic)
634 elmex 1.1 i = max_magic;
635 root 1.7 set_abs_magic (op, i);
636 elmex 1.1 if (i < 0)
637 root 1.7 SET_FLAG (op, FLAG_CURSED);
638 elmex 1.1 }
639    
640     /*
641     * Randomly adds one magical ability to the given object.
642     * Modified for Partial Resistance in many ways:
643     * 1) Since rings can have multiple bonuses, if the same bonus
644     * is rolled again, increase it - the bonuses now stack with
645     * other bonuses previously rolled and ones the item might natively have.
646     * 2) Add code to deal with new PR method.
647     */
648    
649 root 1.7 void
650     set_ring_bonus (object * op, int bonus)
651     {
652 elmex 1.1
653 root 1.7 int r = RANDOM () % (bonus > 0 ? 25 : 11);
654 elmex 1.1
655 root 1.7 if (op->type == AMULET)
656     {
657     if (!(RANDOM () % 21))
658     r = 20 + RANDOM () % 2;
659     else
660     {
661     if (RANDOM () & 2)
662     r = 10;
663     else
664     r = 11 + RANDOM () % 9;
665     }
666     }
667    
668     switch (r)
669     {
670     /* Redone by MSW 2000-11-26 to have much less code. Also,
671     * bonuses and penalties will stack and add to existing values.
672     * of the item.
673     */
674     case 0:
675     case 1:
676     case 2:
677     case 3:
678     case 4:
679     case 5:
680     case 6:
681     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
682     break;
683    
684     case 7:
685     op->stats.dam += bonus;
686     break;
687    
688     case 8:
689     op->stats.wc += bonus;
690     break;
691    
692     case 9:
693     op->stats.food += bonus; /* hunger/sustenance */
694     break;
695    
696     case 10:
697     op->stats.ac += bonus;
698     break;
699    
700     /* Item that gives protections/vulnerabilities */
701     case 11:
702     case 12:
703     case 13:
704     case 14:
705     case 15:
706     case 16:
707     case 17:
708     case 18:
709     case 19:
710     {
711     int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
712    
713     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
714     val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
715    
716     /* Cursed items need to have higher negative values to equal out with
717     * positive values for how protections work out. Put another
718     * little random element in since that they don't always end up with
719     * even values.
720     */
721     if (bonus < 0)
722     val = 2 * -val - RANDOM () % b;
723     if (val > 35)
724     val = 35; /* Upper limit */
725     b = 0;
726     while (op->resist[resist_table[resist]] != 0 && b < 4)
727     {
728     resist = RANDOM () % num_resist_table;
729     }
730     if (b == 4)
731     return; /* Not able to find a free resistance */
732     op->resist[resist_table[resist]] = val;
733     /* We should probably do something more clever here to adjust value
734     * based on how good a resistance we gave.
735     */
736     break;
737     }
738     case 20:
739     if (op->type == AMULET)
740     {
741     SET_FLAG (op, FLAG_REFL_SPELL);
742     op->value *= 11;
743     }
744     else
745     {
746     op->stats.hp = 1; /* regenerate hit points */
747     op->value *= 4;
748     }
749     break;
750    
751     case 21:
752     if (op->type == AMULET)
753     {
754     SET_FLAG (op, FLAG_REFL_MISSILE);
755     op->value *= 9;
756     }
757     else
758     {
759     op->stats.sp = 1; /* regenerate spell points */
760     op->value *= 3;
761     }
762     break;
763    
764     case 22:
765     op->stats.exp += bonus; /* Speed! */
766     op->value = (op->value * 2) / 3;
767     break;
768     }
769     if (bonus > 0)
770     op->value *= 2 * bonus;
771     else
772     op->value = -(op->value * 2 * bonus) / 3;
773 elmex 1.1 }
774    
775     /*
776     * get_magic(diff) will return a random number between 0 and 4.
777     * diff can be any value above 2. The higher the diff-variable, the
778     * higher is the chance of returning a low number.
779     * It is only used in fix_generated_treasure() to set bonuses on
780     * rings and amulets.
781     * Another scheme is used to calculate the magic of weapons and armours.
782     */
783    
784 root 1.7 int
785     get_magic (int diff)
786     {
787 elmex 1.1 int i;
788 root 1.7 if (diff < 3)
789     diff = 3;
790     for (i = 0; i < 4; i++)
791     if (RANDOM () % diff)
792     return i;
793 elmex 1.1 return 4;
794     }
795    
796     #define DICE2 (get_magic(2)==2?2:1)
797     #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
798    
799     /*
800     * fix_generated_item(): This is called after an item is generated, in
801     * order to set it up right. This produced magical bonuses, puts spells
802     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
803     */
804     /* 4/28/96 added creator object from which op may now inherit properties based on
805     * op->type. Right now, which stuff the creator passes on is object type
806     * dependant. I know this is a spagetti manuever, but is there a cleaner
807     * way to do this? b.t. */
808     /*
809     * ! (flags & GT_ENVIRONMENT):
810     * Automatically calls fix_flesh_item().
811     *
812     * flags:
813     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
814     * value.
815     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
816     * a working object - don't change magic, value, etc, but set it material
817     * type as appropriate, for objects that need spell objects, set those, etc
818     */
819    
820 root 1.7 void
821     fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags)
822 elmex 1.1 {
823     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
824    
825     if (!creator || creator->type == op->type)
826 root 1.7 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827 elmex 1.1
828     /* If we make an artifact, this information will be destroyed */
829     save_item_power = op->item_power;
830     op->item_power = 0;
831    
832     if (op->randomitems && op->type != SPELL)
833     {
834     create_treasure (op->randomitems, op, flags, difficulty, 0);
835     if (!op->inv)
836 root 1.7 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
837 elmex 1.1
838     /* So the treasure doesn't get created again */
839     op->randomitems = NULL;
840     }
841    
842     if (difficulty < 1)
843     difficulty = 1;
844    
845     if (!(flags & GT_MINIMAL))
846     {
847     if (op->arch == crown_arch)
848 root 1.7 {
849     set_magic (difficulty, op, max_magic, flags);
850     num_enchantments = calc_item_power (op, 1);
851     generate_artifact (op, difficulty);
852     }
853 elmex 1.1 else
854 root 1.7 {
855     if (!op->magic && max_magic)
856     set_magic (difficulty, op, max_magic, flags);
857    
858     num_enchantments = calc_item_power (op, 1);
859    
860     if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
861     * used for shop_floors or treasures */
862     generate_artifact (op, difficulty);
863     }
864 elmex 1.1
865     /* Object was made an artifact. Calculate its item_power rating.
866     * the item_power in the object is what the artfiact adds.
867     */
868     if (op->title)
869 root 1.7 {
870     /* if save_item_power is set, then most likely we started with an
871     * artifact and have added new abilities to it - this is rare, but
872     * but I have seen things like 'strange rings of fire'. So just figure
873     * out the power from the base power plus what this one adds. Note
874     * that since item_power is not quite linear, this actually ends up
875     * being somewhat of a bonus
876     */
877     if (save_item_power)
878     op->item_power = save_item_power + get_power_from_ench (op->item_power);
879     else
880     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
881     }
882 elmex 1.1 else if (save_item_power)
883 root 1.7 {
884     /* restore the item_power field to the object if we haven't changed it.
885     * we don't care about num_enchantments - that will basically just
886     * have calculated some value from the base attributes of the archetype.
887     */
888     op->item_power = save_item_power;
889     }
890 elmex 1.1 else
891 root 1.7 {
892     /* item_power was zero. This is suspicious, as it may be because it
893     * was never previously calculated. Let's compute a value and see if
894     * it is non-zero. If it indeed is, then assign it as the new
895     * item_power value.
896     * - gros, 21th of July 2006.
897     */
898     op->item_power = calc_item_power (op, 0);
899     save_item_power = op->item_power; /* Just in case it would get used
900     * again below */
901     }
902 elmex 1.1 }
903    
904     /* materialtype modifications. Note we allow this on artifacts. */
905     set_materialname (op, difficulty, NULL);
906    
907     if (flags & GT_MINIMAL)
908     {
909     if (op->type == POTION)
910 root 1.7 /* Handle healing and magic power potions */
911     if (op->stats.sp && !op->randomitems)
912     {
913     object *tmp;
914    
915     tmp = get_archetype (spell_mapping[op->stats.sp]);
916     insert_ob_in_ob (tmp, op);
917     op->stats.sp = 0;
918     }
919 elmex 1.1 }
920 root 1.7 else if (!op->title) /* Only modify object if not special */
921 elmex 1.1 switch (op->type)
922     {
923     case WEAPON:
924     case ARMOUR:
925     case SHIELD:
926     case HELMET:
927     case CLOAK:
928 root 1.7 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
929     set_ring_bonus (op, -DICE2);
930     break;
931 elmex 1.1
932     case BRACERS:
933 root 1.7 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
934     {
935     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
936     if (!QUERY_FLAG (op, FLAG_CURSED))
937     op->value *= 3;
938     }
939     break;
940 elmex 1.1
941     case POTION:
942 root 1.7 {
943     int too_many_tries = 0, is_special = 0;
944 elmex 1.1
945 root 1.7 /* Handle healing and magic power potions */
946     if (op->stats.sp && !op->randomitems)
947     {
948     object *tmp;
949    
950     tmp = get_archetype (spell_mapping[op->stats.sp]);
951     insert_ob_in_ob (tmp, op);
952     op->stats.sp = 0;
953     }
954    
955     while (!(is_special = special_potion (op)) && !op->inv)
956     {
957     generate_artifact (op, difficulty);
958     if (too_many_tries++ > 10)
959     break;
960     }
961    
962     /* don't want to change value for healing/magic power potions,
963     * since the value set on those is already correct.
964     */
965     if (op->inv && op->randomitems)
966     {
967     /* value multiplier is same as for scrolls */
968     op->value = (op->value * op->inv->value);
969     op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
970     }
971     else
972     {
973     op->name = "potion";
974     op->name_pl = "potions";
975     }
976    
977     if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
978     SET_FLAG (op, FLAG_CURSED);
979     break;
980     }
981 elmex 1.1
982     case AMULET:
983 root 1.7 if (op->arch == amulet_arch)
984     op->value *= 5; /* Since it's not just decoration */
985 elmex 1.1
986     case RING:
987 root 1.7 if (op->arch == NULL)
988     {
989     remove_ob (op);
990     free_object (op);
991     op = NULL;
992     break;
993     }
994    
995     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
996     break;
997    
998     if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
999     SET_FLAG (op, FLAG_CURSED);
1000    
1001     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1002    
1003     if (op->type != RING) /* Amulets have only one ability */
1004     break;
1005    
1006     if (!(RANDOM () % 4))
1007     {
1008     int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009    
1010     if (d > 0)
1011     op->value *= 3;
1012    
1013     set_ring_bonus (op, d);
1014    
1015     if (!(RANDOM () % 4))
1016     {
1017     int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018     if (d > 0)
1019     op->value *= 5;
1020     set_ring_bonus (op, d);
1021     }
1022     }
1023 elmex 1.1
1024 root 1.7 if (GET_ANIM_ID (op))
1025     SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1026 elmex 1.1
1027 root 1.7 break;
1028 elmex 1.1
1029     case BOOK:
1030 root 1.7 /* Is it an empty book?, if yes lets make a special·
1031     * msg for it, and tailor its properties based on the·
1032     * creator and/or map level we found it on.
1033     */
1034     if (!op->msg && RANDOM () % 10)
1035     {
1036     /* set the book level properly */
1037     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1038     {
1039     if (op->map && op->map->difficulty)
1040     op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1041     else
1042     op->level = RANDOM () % 20 + 1;
1043     }
1044     else
1045     op->level = RANDOM () % creator->level;
1046    
1047     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1048     /* books w/ info are worth more! */
1049     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1050     /* creator related stuff */
1051    
1052     /* for library, chained books. Note that some monsters have no_pick
1053     * set - we don't want to set no pick in that case.
1054     */
1055     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056     SET_FLAG (op, FLAG_NO_PICK);
1057     if (creator->slaying && !op->slaying) /* for check_inv floors */
1058     op->slaying = creator->slaying;
1059    
1060     /* add exp so reading it gives xp (once) */
1061     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062     }
1063     break;
1064 elmex 1.1
1065     case SPELLBOOK:
1066 root 1.7 op->value = op->value * op->inv->value;
1067     /* add exp so learning gives xp */
1068     op->level = op->inv->level;
1069     op->stats.exp = op->value;
1070     break;
1071 elmex 1.1
1072     case WAND:
1073 root 1.7 /* nrof in the treasure list is number of charges,
1074     * not number of wands. So copy that into food (charges),
1075     * and reset nrof.
1076     */
1077     op->stats.food = op->inv->nrof;
1078     op->nrof = 1;
1079     /* If the spell changes by level, choose a random level
1080     * for it, and adjust price. If the spell doesn't
1081     * change by level, just set the wand to the level of
1082     * the spell, and value calculation is simpler.
1083     */
1084     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1085     {
1086     op->level = level_for_item (op, difficulty);
1087     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088     }
1089     else
1090     {
1091     op->level = op->inv->level;
1092     op->value = op->value * op->inv->value;
1093     }
1094     break;
1095 elmex 1.1
1096     case ROD:
1097 root 1.7 op->level = level_for_item (op, difficulty);
1098     /* Add 50 to both level an divisor to keep prices a little more
1099     * reasonable. Otherwise, a high level version of a low level
1100     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1101     * 10 time multiplier). This way, the value are a bit more reasonable.
1102     */
1103     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1104     /* maxhp is used to denote how many 'charges' the rod holds before */
1105     if (op->stats.maxhp)
1106     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1107     else
1108     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1109 elmex 1.1
1110 root 1.7 op->stats.hp = op->stats.maxhp;
1111     break;
1112 elmex 1.1
1113     case SCROLL:
1114 root 1.7 op->level = level_for_item (op, difficulty);
1115     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1116    
1117     /* add exp so reading them properly gives xp */
1118     op->stats.exp = op->value / 5;
1119     op->nrof = op->inv->nrof;
1120     break;
1121 elmex 1.1
1122     case RUNE:
1123 root 1.7 trap_adjust (op, difficulty);
1124     break;
1125 elmex 1.1
1126     case TRAP:
1127 root 1.7 trap_adjust (op, difficulty);
1128     break;
1129     } /* switch type */
1130 elmex 1.1
1131     if (flags & GT_STARTEQUIP)
1132     {
1133 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1134     SET_FLAG (op, FLAG_STARTEQUIP);
1135 elmex 1.1 else if (op->type != MONEY)
1136 root 1.7 op->value = 0;
1137 elmex 1.1 }
1138    
1139     if (!(flags & GT_ENVIRONMENT))
1140     fix_flesh_item (op, creator);
1141     }
1142    
1143     /*
1144     *
1145     *
1146     * CODE DEALING WITH ARTIFACTS STARTS HERE
1147     *
1148     *
1149     */
1150    
1151     /*
1152     * Allocate and return the pointer to an empty artifactlist structure.
1153     */
1154    
1155 root 1.7 static artifactlist *
1156     get_empty_artifactlist (void)
1157     {
1158     artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1159     if (tl == NULL)
1160     fatal (OUT_OF_MEMORY);
1161     tl->next = NULL;
1162     tl->items = NULL;
1163     tl->total_chance = 0;
1164 elmex 1.1 return tl;
1165     }
1166    
1167     /*
1168     * Allocate and return the pointer to an empty artifact structure.
1169     */
1170    
1171 root 1.7 static artifact *
1172     get_empty_artifact (void)
1173     {
1174     artifact *t = (artifact *) malloc (sizeof (artifact));
1175     if (t == NULL)
1176     fatal (OUT_OF_MEMORY);
1177     t->item = NULL;
1178     t->next = NULL;
1179     t->chance = 0;
1180     t->difficulty = 0;
1181 elmex 1.1 t->allowed = NULL;
1182     return t;
1183     }
1184    
1185     /*
1186     * Searches the artifact lists and returns one that has the same type
1187     * of objects on it.
1188     */
1189    
1190 root 1.7 artifactlist *
1191     find_artifactlist (int type)
1192     {
1193 elmex 1.1 artifactlist *al;
1194    
1195 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1196     if (al->type == type)
1197     return al;
1198 elmex 1.1 return NULL;
1199     }
1200    
1201     /*
1202     * For debugging purposes. Dumps all tables.
1203     */
1204    
1205 root 1.7 void
1206     dump_artifacts (void)
1207     {
1208 elmex 1.1 artifactlist *al;
1209     artifact *art;
1210     linked_char *next;
1211    
1212 root 1.7 fprintf (logfile, "\n");
1213     for (al = first_artifactlist; al != NULL; al = al->next)
1214     {
1215     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1216     for (art = al->items; art != NULL; art = art->next)
1217     {
1218     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1219     if (art->allowed != NULL)
1220     {
1221     fprintf (logfile, "\tAllowed combinations:");
1222     for (next = art->allowed; next != NULL; next = next->next)
1223     fprintf (logfile, "%s,", &next->name);
1224     fprintf (logfile, "\n");
1225     }
1226     }
1227 elmex 1.1 }
1228 root 1.7 fprintf (logfile, "\n");
1229 elmex 1.1 }
1230    
1231     /*
1232     * For debugging purposes. Dumps all treasures recursively (see below).
1233     */
1234 root 1.7 void
1235     dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1236 elmex 1.1 {
1237     treasurelist *tl;
1238 root 1.7 int i;
1239 elmex 1.1
1240     if (depth > 100)
1241     return;
1242     while (t != NULL)
1243     {
1244     if (t->name != NULL)
1245 root 1.7 {
1246     for (i = 0; i < depth; i++)
1247     fprintf (logfile, " ");
1248     fprintf (logfile, "{ (list: %s)\n", &t->name);
1249     tl = find_treasurelist (t->name);
1250     dump_monster_treasure_rec (name, tl->items, depth + 2);
1251     for (i = 0; i < depth; i++)
1252     fprintf (logfile, " ");
1253     fprintf (logfile, "} (end of list: %s)\n", &t->name);
1254     }
1255 elmex 1.1 else
1256 root 1.7 {
1257     for (i = 0; i < depth; i++)
1258     fprintf (logfile, " ");
1259     if (t->item->clone.type == FLESH)
1260     fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1261     else
1262     fprintf (logfile, "%s\n", &t->item->clone.name);
1263     }
1264 elmex 1.1 if (t->next_yes != NULL)
1265 root 1.7 {
1266     for (i = 0; i < depth; i++)
1267     fprintf (logfile, " ");
1268     fprintf (logfile, " (if yes)\n");
1269     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1270     }
1271 elmex 1.1 if (t->next_no != NULL)
1272 root 1.7 {
1273     for (i = 0; i < depth; i++)
1274     fprintf (logfile, " ");
1275     fprintf (logfile, " (if no)\n");
1276     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1277     }
1278 elmex 1.1 t = t->next;
1279     }
1280     }
1281    
1282     /*
1283     * For debugging purposes. Dumps all treasures for a given monster.
1284     * Created originally by Raphael Quinet for debugging the alchemy code.
1285     */
1286    
1287 root 1.7 void
1288     dump_monster_treasure (const char *name)
1289 elmex 1.1 {
1290     archetype *at;
1291 root 1.7 int found;
1292 elmex 1.1
1293     found = 0;
1294     fprintf (logfile, "\n");
1295 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1296     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1297 elmex 1.1 {
1298 root 1.7 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1299     if (at->clone.randomitems != NULL)
1300     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1301     else
1302     fprintf (logfile, "(nothing)\n");
1303     fprintf (logfile, "\n");
1304     found++;
1305 elmex 1.1 }
1306     if (found == 0)
1307     fprintf (logfile, "No objects have the name %s!\n\n", name);
1308     }
1309    
1310     /*
1311     * Builds up the lists of artifacts from the file in the libdir.
1312     */
1313    
1314 root 1.7 void
1315     init_artifacts (void)
1316     {
1317     static int has_been_inited = 0;
1318     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1319     artifact *art = NULL;
1320     linked_char *tmp;
1321     int value, comp;
1322     artifactlist *al;
1323    
1324     if (has_been_inited)
1325     return;
1326     else
1327     has_been_inited = 1;
1328 elmex 1.1
1329 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1330     object_thawer thawer (filename);
1331 elmex 1.1
1332 root 1.7 if (!thawer)
1333     return;
1334 elmex 1.1
1335 root 1.7 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1336     {
1337     if (*buf == '#')
1338     continue;
1339     if ((cp = strchr (buf, '\n')) != NULL)
1340     *cp = '\0';
1341     cp = buf;
1342     while (*cp == ' ') /* Skip blanks */
1343     cp++;
1344     if (*cp == '\0')
1345     continue;
1346    
1347     if (!strncmp (cp, "Allowed", 7))
1348     {
1349     if (art == NULL)
1350     {
1351     art = get_empty_artifact ();
1352     nrofartifacts++;
1353     }
1354     cp = strchr (cp, ' ') + 1;
1355     if (!strcmp (cp, "all"))
1356     continue;
1357    
1358     do
1359     {
1360     nrofallowedstr++;
1361     if ((next = strchr (cp, ',')) != NULL)
1362     *(next++) = '\0';
1363     tmp = new linked_char;
1364     tmp->name = cp;
1365     tmp->next = art->allowed;
1366     art->allowed = tmp;
1367     }
1368     while ((cp = next) != NULL);
1369     }
1370     else if (sscanf (cp, "chance %d", &value))
1371     art->chance = (uint16) value;
1372     else if (sscanf (cp, "difficulty %d", &value))
1373     art->difficulty = (uint8) value;
1374     else if (!strncmp (cp, "Object", 6))
1375     {
1376     art->item = (object *) calloc (1, sizeof (object));
1377     reset_object (art->item);
1378     if (!load_object (thawer, art->item, LO_LINEMODE, 0))
1379     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1380     art->item->name = strchr (cp, ' ') + 1;
1381     al = find_artifactlist (art->item->type);
1382     if (al == NULL)
1383     {
1384     al = get_empty_artifactlist ();
1385     al->type = art->item->type;
1386     al->next = first_artifactlist;
1387     first_artifactlist = al;
1388     }
1389     art->next = al->items;
1390     al->items = art;
1391     art = NULL;
1392     }
1393     else
1394     LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1395     }
1396 root 1.3
1397 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1398     {
1399     for (art = al->items; art != NULL; art = art->next)
1400     {
1401     if (!art->chance)
1402     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1403     else
1404     al->total_chance += art->chance;
1405     }
1406 elmex 1.1 #if 0
1407 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1408 elmex 1.1 #endif
1409     }
1410    
1411 root 1.7 LOG (llevDebug, "done.\n");
1412 elmex 1.1 }
1413    
1414    
1415     /*
1416     * Used in artifact generation. The bonuses of the first object
1417     * is modified by the bonuses of the second object.
1418     */
1419    
1420 root 1.7 void
1421     add_abilities (object * op, object * change)
1422     {
1423     int i, j, tmp;
1424 elmex 1.1
1425 root 1.7 if (change->face != blank_face)
1426     {
1427 elmex 1.1 #ifdef TREASURE_VERBOSE
1428 root 1.7 LOG (llevDebug, "FACE: %d\n", change->face->number);
1429 elmex 1.1 #endif
1430 root 1.7 op->face = change->face;
1431 elmex 1.1 }
1432    
1433 root 1.7 for (i = 0; i < NUM_STATS; i++)
1434     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1435    
1436     op->attacktype |= change->attacktype;
1437     op->path_attuned |= change->path_attuned;
1438     op->path_repelled |= change->path_repelled;
1439     op->path_denied |= change->path_denied;
1440     op->move_type |= change->move_type;
1441     op->stats.luck += change->stats.luck;
1442    
1443     if (QUERY_FLAG (change, FLAG_CURSED))
1444     SET_FLAG (op, FLAG_CURSED);
1445     if (QUERY_FLAG (change, FLAG_DAMNED))
1446     SET_FLAG (op, FLAG_DAMNED);
1447     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1448     set_abs_magic (op, -op->magic);
1449    
1450     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1451     SET_FLAG (op, FLAG_LIFESAVE);
1452     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1453     SET_FLAG (op, FLAG_REFL_SPELL);
1454     if (QUERY_FLAG (change, FLAG_STEALTH))
1455     SET_FLAG (op, FLAG_STEALTH);
1456     if (QUERY_FLAG (change, FLAG_XRAYS))
1457     SET_FLAG (op, FLAG_XRAYS);
1458     if (QUERY_FLAG (change, FLAG_BLIND))
1459     SET_FLAG (op, FLAG_BLIND);
1460     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1461     SET_FLAG (op, FLAG_SEE_IN_DARK);
1462     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1463     SET_FLAG (op, FLAG_REFL_MISSILE);
1464     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1465     SET_FLAG (op, FLAG_MAKE_INVIS);
1466    
1467     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468     {
1469     CLEAR_FLAG (op, FLAG_ANIMATE);
1470     /* so artifacts will join */
1471     if (!QUERY_FLAG (op, FLAG_ALIVE))
1472     op->speed = 0.0;
1473     update_ob_speed (op);
1474 elmex 1.1 }
1475 root 1.7
1476     if (change->nrof)
1477     op->nrof = RANDOM () % ((int) change->nrof) + 1;
1478    
1479     op->stats.exp += change->stats.exp; /* Speed modifier */
1480     op->stats.wc += change->stats.wc;
1481     op->stats.ac += change->stats.ac;
1482    
1483     if (change->other_arch)
1484     {
1485     /* Basically, for horns & potions, the other_arch field is the spell
1486     * to cast. So convert that to into a spell and put it into
1487     * this object.
1488     */
1489     if (op->type == HORN || op->type == POTION)
1490     {
1491     object *tmp_obj;
1492     /* Remove any spells this object currently has in it */
1493     while (op->inv)
1494     {
1495     tmp_obj = op->inv;
1496     remove_ob (tmp_obj);
1497     free_object (tmp_obj);
1498     }
1499    
1500     tmp_obj = arch_to_object (change->other_arch);
1501     insert_ob_in_ob (tmp_obj, op);
1502     }
1503     /* No harm setting this for potions/horns */
1504     op->other_arch = change->other_arch;
1505     }
1506    
1507     if (change->stats.hp < 0)
1508     op->stats.hp = -change->stats.hp;
1509     else
1510     op->stats.hp += change->stats.hp;
1511    
1512     if (change->stats.maxhp < 0)
1513     op->stats.maxhp = -change->stats.maxhp;
1514     else
1515     op->stats.maxhp += change->stats.maxhp;
1516    
1517     if (change->stats.sp < 0)
1518     op->stats.sp = -change->stats.sp;
1519     else
1520     op->stats.sp += change->stats.sp;
1521    
1522     if (change->stats.maxsp < 0)
1523     op->stats.maxsp = -change->stats.maxsp;
1524     else
1525     op->stats.maxsp += change->stats.maxsp;
1526    
1527     if (change->stats.food < 0)
1528     op->stats.food = -(change->stats.food);
1529     else
1530     op->stats.food += change->stats.food;
1531    
1532     if (change->level < 0)
1533     op->level = -(change->level);
1534     else
1535     op->level += change->level;
1536    
1537     if (change->gen_sp_armour < 0)
1538     op->gen_sp_armour = -(change->gen_sp_armour);
1539     else
1540     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1541    
1542     op->item_power = change->item_power;
1543    
1544     for (i = 0; i < NROFATTACKS; i++)
1545     {
1546     if (change->resist[i])
1547     {
1548     op->resist[i] += change->resist[i];
1549     }
1550     }
1551    
1552     if (change->stats.dam)
1553     {
1554     if (change->stats.dam < 0)
1555     op->stats.dam = (-change->stats.dam);
1556     else if (op->stats.dam)
1557     {
1558     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1559     if (tmp == op->stats.dam)
1560     {
1561     if (change->stats.dam < 10)
1562     op->stats.dam--;
1563     else
1564     op->stats.dam++;
1565     }
1566     else
1567     op->stats.dam = tmp;
1568     }
1569     }
1570    
1571     if (change->weight)
1572     {
1573     if (change->weight < 0)
1574     op->weight = (-change->weight);
1575     else
1576     op->weight = (op->weight * (change->weight)) / 100;
1577     }
1578    
1579     if (change->last_sp)
1580     {
1581     if (change->last_sp < 0)
1582     op->last_sp = (-change->last_sp);
1583     else
1584     op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1585     }
1586    
1587     if (change->gen_sp_armour)
1588     {
1589     if (change->gen_sp_armour < 0)
1590     op->gen_sp_armour = (-change->gen_sp_armour);
1591     else
1592     op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1593     }
1594    
1595     op->value *= change->value;
1596    
1597     if (change->material)
1598     op->material = change->material;
1599    
1600     if (change->materialname)
1601     op->materialname = change->materialname;
1602    
1603     if (change->slaying)
1604     op->slaying = change->slaying;
1605    
1606     if (change->race)
1607     op->race = change->race;
1608    
1609     if (change->msg)
1610     op->msg = change->msg;
1611 elmex 1.1 }
1612    
1613 root 1.7 static int
1614     legal_artifact_combination (object * op, artifact * art)
1615     {
1616 elmex 1.1 int neg, success = 0;
1617     linked_char *tmp;
1618     const char *name;
1619    
1620     if (art->allowed == (linked_char *) NULL)
1621 root 1.7 return 1; /* Ie, "all" */
1622     for (tmp = art->allowed; tmp; tmp = tmp->next)
1623     {
1624 elmex 1.1 #ifdef TREASURE_VERBOSE
1625 root 1.7 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1626 elmex 1.1 #endif
1627 root 1.7 if (*tmp->name == '!')
1628     name = tmp->name + 1, neg = 1;
1629     else
1630     name = tmp->name, neg = 0;
1631    
1632     /* If we match name, then return the opposite of 'neg' */
1633     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1634     return !neg;
1635    
1636     /* Set success as true, since if the match was an inverse, it means
1637     * everything is allowed except what we match
1638     */
1639     else if (neg)
1640     success = 1;
1641     }
1642 elmex 1.1 return success;
1643     }
1644    
1645     /*
1646     * Fixes the given object, giving it the abilities and titles
1647     * it should have due to the second artifact-template.
1648     */
1649    
1650 root 1.7 void
1651     give_artifact_abilities (object * op, object * artifct)
1652     {
1653 elmex 1.1 char new_name[MAX_BUF];
1654    
1655 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1656     op->title = new_name;
1657     add_abilities (op, artifct); /* Give out the bonuses */
1658 elmex 1.1
1659 root 1.7 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1660 elmex 1.1 {
1661 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1662     SET_FLAG (op, FLAG_IDENTIFIED);
1663     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1664 elmex 1.1 if (!identified)
1665 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1666 elmex 1.1 }
1667     #endif
1668     return;
1669     }
1670    
1671     /*
1672     * Decides randomly which artifact the object should be
1673     * turned into. Makes sure that the item can become that
1674     * artifact (means magic, difficulty, and Allowed fields properly).
1675     * Then calls give_artifact_abilities in order to actually create
1676     * the artifact.
1677     */
1678    
1679     /* Give 1 re-roll attempt per artifact */
1680     #define ARTIFACT_TRIES 2
1681    
1682 root 1.7 void
1683     generate_artifact (object * op, int difficulty)
1684     {
1685 elmex 1.1 artifactlist *al;
1686     artifact *art;
1687     int i;
1688    
1689 root 1.7 al = find_artifactlist (op->type);
1690    
1691     if (al == NULL)
1692     {
1693     #if 0 /* This is too verbose, usually */
1694     LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1695 elmex 1.1 #endif
1696 root 1.7 return;
1697     }
1698    
1699     for (i = 0; i < ARTIFACT_TRIES; i++)
1700     {
1701     int roll = RANDOM () % al->total_chance;
1702 elmex 1.1
1703 root 1.7 for (art = al->items; art != NULL; art = art->next)
1704     {
1705     roll -= art->chance;
1706     if (roll < 0)
1707     break;
1708     }
1709 elmex 1.1
1710 root 1.7 if (art == NULL || roll >= 0)
1711     {
1712 elmex 1.1 #if 1
1713 root 1.7 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1714 elmex 1.1 #endif
1715 root 1.7 return;
1716     }
1717     if (!strcmp (art->item->name, "NONE"))
1718     return;
1719     if (FABS (op->magic) < art->item->magic)
1720     continue; /* Not magic enough to be this item */
1721    
1722     /* Map difficulty not high enough */
1723     if (difficulty < art->difficulty)
1724     continue;
1725 elmex 1.1
1726 root 1.7 if (!legal_artifact_combination (op, art))
1727     {
1728 elmex 1.1 #ifdef TREASURE_VERBOSE
1729 root 1.7 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1730 elmex 1.1 #endif
1731 root 1.7 continue;
1732     }
1733     give_artifact_abilities (op, art->item);
1734     return;
1735 elmex 1.1 }
1736     }
1737    
1738     /* fix_flesh_item() - objects of type FLESH are similar to type
1739     * FOOD, except they inherit properties (name, food value, etc).
1740     * based on the original owner (or 'donor' if you like). -b.t.
1741     */
1742    
1743 root 1.7 void
1744     fix_flesh_item (object * item, object * donor)
1745     {
1746     char tmpbuf[MAX_BUF];
1747     int i;
1748    
1749     if (item->type == FLESH && donor)
1750     {
1751     /* change the name */
1752     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf;
1753     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf;
1754    
1755     /* weight is FLESH weight/100 * donor */
1756     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1757     item->weight = 1;
1758    
1759     /* value is multiplied by level of donor */
1760     item->value *= isqrt (donor->level * 2);
1761    
1762     /* food value */
1763     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1764    
1765     /* flesh items inherit some abilities of donor, but not
1766     * full effect.
1767     */
1768     for (i = 0; i < NROFATTACKS; i++)
1769     item->resist[i] = donor->resist[i] / 2;
1770    
1771     /* item inherits donor's level (important for quezals) */
1772     item->level = donor->level;
1773    
1774     /* if donor has some attacktypes, the flesh is poisonous */
1775     if (donor->attacktype & AT_POISON)
1776     item->type = POISON;
1777     if (donor->attacktype & AT_ACID)
1778     item->stats.hp = -1 * item->stats.food;
1779     SET_FLAG (item, FLAG_NO_STEAL);
1780 elmex 1.1 }
1781     }
1782    
1783     /* special_potion() - so that old potion code is still done right. */
1784    
1785 root 1.7 int
1786     special_potion (object * op)
1787     {
1788 elmex 1.1
1789 root 1.7 int i;
1790 elmex 1.1
1791 root 1.7 if (op->attacktype)
1792     return 1;
1793 elmex 1.1
1794 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)
1795     return 1;
1796 elmex 1.1
1797 root 1.7 for (i = 0; i < NROFATTACKS; i++)
1798     if (op->resist[i])
1799     return 1;
1800 elmex 1.1
1801 root 1.7 return 0;
1802 elmex 1.1 }
1803    
1804 root 1.7 void
1805     free_treasurestruct (treasure * t)
1806 elmex 1.1 {
1807 root 1.7 if (t->next)
1808     free_treasurestruct (t->next);
1809     if (t->next_yes)
1810     free_treasurestruct (t->next_yes);
1811     if (t->next_no)
1812     free_treasurestruct (t->next_no);
1813     free (t);
1814 elmex 1.1 }
1815    
1816 root 1.7 void
1817     free_charlinks (linked_char * lc)
1818 elmex 1.1 {
1819 root 1.7 if (lc->next)
1820     free_charlinks (lc->next);
1821    
1822     delete lc;
1823 elmex 1.1 }
1824    
1825 root 1.7 void
1826     free_artifact (artifact * at)
1827 elmex 1.1 {
1828    
1829 root 1.7 if (at->next)
1830     free_artifact (at->next);
1831     if (at->allowed)
1832     free_charlinks (at->allowed);
1833    
1834     delete at->item;
1835    
1836     delete at;
1837 elmex 1.1 }
1838    
1839 root 1.7 void
1840     free_artifactlist (artifactlist * al)
1841 elmex 1.1 {
1842 root 1.7 artifactlist *nextal;
1843     for (al = first_artifactlist; al != NULL; al = nextal)
1844     {
1845     nextal = al->next;
1846     if (al->items)
1847     {
1848     free_artifact (al->items);
1849     }
1850     free (al);
1851 elmex 1.1 }
1852     }
1853    
1854 root 1.7 void
1855     free_all_treasures (void)
1856     {
1857     treasurelist *tl, *next;
1858 elmex 1.1
1859    
1860 root 1.7 for (tl = first_treasurelist; tl != NULL; tl = next)
1861     {
1862     next = tl->next;
1863     if (tl->items)
1864     free_treasurestruct (tl->items);
1865     delete tl;
1866 elmex 1.1 }
1867 root 1.7 free_artifactlist (first_artifactlist);
1868 elmex 1.1 }