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/cvs/deliantra/server/common/treasure.C
Revision: 1.9
Committed: Sun Sep 3 14:33:48 2006 UTC (17 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.8: +9 -5 lines
Log Message:
removed ox/oy, and then added shstr stuff to the recipes in alchemy

File Contents

# User Rev Content
1 elmex 1.1
2     /*
3     * static char *rcs_treasure_c =
4 elmex 1.9 * "$Id: treasure.C,v 1.8 2006-09-03 08:05:39 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 elmex 1.9 t->name = variable;
127 root 1.7 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 elmex 1.9 {
274     if (tmp == tl->name)
275     return tl;
276     }
277    
278     if (first_treasurelist)
279     LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp);
280 root 1.7
281 elmex 1.1 return NULL;
282     }
283    
284    
285     /*
286     * Generates the objects specified by the given treasure.
287     * It goes recursively through the rest of the linked list.
288     * If there is a certain percental chance for a treasure to be generated,
289     * this is taken into consideration.
290     * The second argument specifies for which object the treasure is
291     * being generated.
292     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
293     * abilities. This is used by summon spells, thus no summoned monsters
294     * start with equipment, but only their abilities).
295     */
296    
297    
298 root 1.7 static void
299     put_treasure (object * op, object * creator, int flags)
300 elmex 1.1 {
301 root 1.7 object *tmp;
302 elmex 1.1
303 root 1.7 /* Bit of a hack - spells should never be put onto the map. The entire
304     * treasure stuff is a problem - there is no clear idea of knowing
305     * this is the original object, or if this is an object that should be created
306     * by another object.
307     */
308     if (flags & GT_ENVIRONMENT && op->type != SPELL)
309     {
310     op->x = creator->x;
311     op->y = creator->y;
312     SET_FLAG (op, FLAG_OBJ_ORIGINAL);
313     insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
314     }
315     else
316     {
317     op = insert_ob_in_ob (op, creator);
318     if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319     monster_check_apply (creator, op);
320     if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
321     esrv_send_item (tmp, op);
322 elmex 1.1 }
323     }
324    
325     /* if there are change_xxx commands in the treasure, we include the changes
326     * in the generated object
327     */
328 root 1.7 static void
329     change_treasure (treasure * t, object * op)
330 elmex 1.1 {
331 root 1.7 /* CMD: change_name xxxx */
332     if (t->change_arch.name)
333 elmex 1.1 {
334 root 1.7 op->name = t->change_arch.name;
335     op->name_pl = t->change_arch.name;
336 elmex 1.1 }
337    
338 root 1.7 if (t->change_arch.title)
339     op->title = t->change_arch.title;
340    
341     if (t->change_arch.slaying)
342     op->slaying = t->change_arch.slaying;
343     }
344    
345     void
346     create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries)
347     {
348     object *tmp;
349    
350    
351     if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance)
352 elmex 1.1 {
353 root 1.7 if (t->name)
354     {
355     if (strcmp (t->name, "NONE") && difficulty >= t->magic)
356     create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
357     }
358     else
359     {
360     if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
361     {
362     tmp = arch_to_object (t->item);
363     if (t->nrof && tmp->nrof <= 1)
364     tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
365     fix_generated_item (tmp, op, difficulty, t->magic, flag);
366     change_treasure (t, tmp);
367     put_treasure (tmp, op, flag);
368     }
369     }
370     if (t->next_yes != NULL)
371     create_all_treasures (t->next_yes, op, flag, difficulty, tries);
372 elmex 1.1 }
373 root 1.7 else if (t->next_no != NULL)
374     create_all_treasures (t->next_no, op, flag, difficulty, tries);
375     if (t->next != NULL)
376     create_all_treasures (t->next, op, flag, difficulty, tries);
377 elmex 1.1 }
378    
379 root 1.7 void
380     create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries)
381     {
382     int value = RANDOM () % tl->total_chance;
383     treasure *t;
384 elmex 1.1
385 root 1.7 if (tries++ > 100)
386     {
387     LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
388     return;
389     }
390     for (t = tl->items; t != NULL; t = t->next)
391     {
392     value -= t->chance;
393     if (value < 0)
394     break;
395     }
396 elmex 1.1
397 root 1.7 if (!t || value >= 0)
398     {
399     LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n");
400     abort ();
401     return;
402     }
403     if (t->name)
404     {
405     if (!strcmp (t->name, "NONE"))
406     return;
407     if (difficulty >= t->magic)
408     create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries);
409     else if (t->nrof)
410     create_one_treasure (tl, op, flag, difficulty, tries);
411     return;
412 elmex 1.1 }
413 root 1.7 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE)
414     {
415     object *tmp = arch_to_object (t->item);
416     if (!tmp)
417     return;
418     if (t->nrof && tmp->nrof <= 1)
419     tmp->nrof = RANDOM () % ((int) t->nrof) + 1;
420     fix_generated_item (tmp, op, difficulty, t->magic, flag);
421     change_treasure (t, tmp);
422     put_treasure (tmp, op, flag);
423 elmex 1.1 }
424     }
425    
426     /* This calls the appropriate treasure creation function. tries is passed
427     * to determine how many list transitions or attempts to create treasure
428     * have been made. It is really in place to prevent infinite loops with
429     * list transitions, or so that excessively good treasure will not be
430     * created on weak maps, because it will exceed the number of allowed tries
431     * to do that.
432     */
433 root 1.7 void
434     create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries)
435 elmex 1.1 {
436    
437 root 1.7 if (tries++ > 100)
438     {
439     LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440     return;
441     }
442     if (t->total_chance)
443     create_one_treasure (t, op, flag, difficulty, tries);
444     else
445     create_all_treasures (t->items, op, flag, difficulty, tries);
446 elmex 1.1 }
447    
448     /* This is similar to the old generate treasure function. However,
449     * it instead takes a treasurelist. It is really just a wrapper around
450     * create_treasure. We create a dummy object that the treasure gets
451     * inserted into, and then return that treausre
452     */
453 root 1.7 object *
454     generate_treasure (treasurelist * t, int difficulty)
455 elmex 1.1 {
456 root 1.7 object *ob = get_object (), *tmp;
457 elmex 1.1
458 root 1.7 create_treasure (t, ob, 0, difficulty, 0);
459 elmex 1.1
460 root 1.7 /* Don't want to free the object we are about to return */
461     tmp = ob->inv;
462     if (tmp != NULL)
463     remove_ob (tmp);
464     if (ob->inv)
465     {
466     LOG (llevError, "In generate treasure, created multiple objects.\n");
467     }
468     free_object (ob);
469     return tmp;
470 elmex 1.1 }
471    
472     /*
473     * This is a new way of calculating the chance for an item to have
474     * a specific magical bonus.
475     * The array has two arguments, the difficulty of the level, and the
476     * magical bonus "wanted".
477     */
478    
479 root 1.7 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
480 elmex 1.1 /*chance of magic difficulty*/
481     /* +0 +1 +2 +3 +4 */
482 root 1.7 {95, 2, 2, 1, 0}, /*1 */
483     {92, 5, 2, 1, 0}, /*2 */
484     {85, 10, 4, 1, 0}, /*3 */
485     {80, 14, 4, 2, 0}, /*4 */
486     {75, 17, 5, 2, 1}, /*5 */
487     {70, 18, 8, 3, 1}, /*6 */
488     {65, 21, 10, 3, 1}, /*7 */
489     {60, 22, 12, 4, 2}, /*8 */
490     {55, 25, 14, 4, 2}, /*9 */
491     {50, 27, 16, 5, 2}, /*10 */
492     {45, 28, 18, 6, 3}, /*11 */
493     {42, 28, 20, 7, 3}, /*12 */
494     {40, 27, 21, 8, 4}, /*13 */
495     {38, 25, 22, 10, 5}, /*14 */
496     {36, 23, 23, 12, 6}, /*15 */
497     {33, 21, 24, 14, 8}, /*16 */
498     {31, 19, 25, 16, 9}, /*17 */
499     {27, 15, 30, 18, 10}, /*18 */
500     {20, 12, 30, 25, 13}, /*19 */
501     {15, 10, 28, 30, 17}, /*20 */
502     {13, 9, 27, 28, 23}, /*21 */
503     {10, 8, 25, 28, 29}, /*22 */
504     {8, 7, 23, 26, 36}, /*23 */
505     {6, 6, 20, 22, 46}, /*24 */
506     {4, 5, 17, 18, 56}, /*25 */
507     {2, 4, 12, 14, 68}, /*26 */
508     {0, 3, 7, 10, 80}, /*27 */
509     {0, 0, 3, 7, 90}, /*28 */
510     {0, 0, 0, 3, 97}, /*29 */
511     {0, 0, 0, 0, 100}, /*30 */
512     {0, 0, 0, 0, 100}, /*31 */
513 elmex 1.1 };
514    
515    
516     /* calculate the appropriate level for wands staves and scrolls.
517     * This code presumes that op has had its spell object created (in op->inv)
518     *
519     * elmex Wed Aug 9 17:44:59 CEST 2006:
520     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
521     */
522    
523 root 1.7 int
524     level_for_item (const object * op, int difficulty)
525 elmex 1.1 {
526     int mult = 0, olevel = 0;
527    
528     if (!op->inv)
529     {
530 root 1.7 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
531     return 0;
532 elmex 1.1 }
533    
534     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
535    
536     if (olevel <= 0)
537     olevel = rndm (1, MIN (op->inv->level, 1));
538    
539     if (olevel > MAXLEVEL)
540     olevel = MAXLEVEL;
541    
542     return olevel;
543     }
544    
545     /*
546     * Based upon the specified difficulty and upon the difftomagic_list array,
547     * a random magical bonus is returned. This is used when determine
548     * the magical bonus created on specific maps.
549     *
550     * elmex Thu Aug 10 18:45:44 CEST 2006:
551     * Scaling difficulty by max_level, as difficulty is a level and not some
552     * weird integer between 1-31.
553     *
554     */
555    
556 root 1.7 int
557     magic_from_difficulty (int difficulty)
558 elmex 1.1 {
559     int percent = 0, magic = 0;
560     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
561    
562     scaled_diff--;
563    
564 root 1.7 if (scaled_diff < 0)
565 elmex 1.1 scaled_diff = 0;
566    
567     if (scaled_diff >= DIFFLEVELS)
568 root 1.7 scaled_diff = DIFFLEVELS - 1;
569 elmex 1.1
570 root 1.7 percent = RANDOM () % 100;
571 elmex 1.1
572 root 1.7 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
573 elmex 1.1 {
574     percent -= difftomagic_list[scaled_diff][magic];
575    
576     if (percent < 0)
577 root 1.7 break;
578 elmex 1.1 }
579    
580     if (magic == (MAXMAGIC + 1))
581     {
582 root 1.7 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
583 elmex 1.1 magic = 0;
584     }
585    
586 root 1.7 magic = (RANDOM () % 3) ? magic : -magic;
587 elmex 1.1 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
588    
589     return magic;
590     }
591    
592     /*
593     * Sets magical bonus in an object, and recalculates the effect on
594     * the armour variable, and the effect on speed of armour.
595     * This function doesn't work properly, should add use of archetypes
596     * to make it truly absolute.
597     */
598    
599 root 1.7 void
600     set_abs_magic (object * op, int magic)
601     {
602     if (!magic)
603 elmex 1.1 return;
604    
605 root 1.7 op->magic = magic;
606     if (op->arch)
607     {
608     if (op->type == ARMOUR)
609     ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
610    
611     if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
612     magic = (-magic);
613     op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
614     }
615     else
616     {
617     if (op->type == ARMOUR)
618     ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
619     if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */
620     magic = (-magic);
621     op->weight = (op->weight * (100 - magic * 10)) / 100;
622     }
623 elmex 1.1 }
624    
625     /*
626     * Sets a random magical bonus in the given object based upon
627     * the given difficulty, and the given max possible bonus.
628     */
629    
630 root 1.7 static void
631     set_magic (int difficulty, object * op, int max_magic, int flags)
632 elmex 1.1 {
633     int i;
634 root 1.7 i = magic_from_difficulty (difficulty);
635 elmex 1.1 if ((flags & GT_ONLY_GOOD) && i < 0)
636 root 1.7 i = -i;
637     if (i > max_magic)
638 elmex 1.1 i = max_magic;
639 root 1.7 set_abs_magic (op, i);
640 elmex 1.1 if (i < 0)
641 root 1.7 SET_FLAG (op, FLAG_CURSED);
642 elmex 1.1 }
643    
644     /*
645     * Randomly adds one magical ability to the given object.
646     * Modified for Partial Resistance in many ways:
647     * 1) Since rings can have multiple bonuses, if the same bonus
648     * is rolled again, increase it - the bonuses now stack with
649     * other bonuses previously rolled and ones the item might natively have.
650     * 2) Add code to deal with new PR method.
651     */
652    
653 root 1.7 void
654     set_ring_bonus (object * op, int bonus)
655     {
656 elmex 1.1
657 root 1.7 int r = RANDOM () % (bonus > 0 ? 25 : 11);
658 elmex 1.1
659 root 1.7 if (op->type == AMULET)
660     {
661     if (!(RANDOM () % 21))
662     r = 20 + RANDOM () % 2;
663     else
664     {
665     if (RANDOM () & 2)
666     r = 10;
667     else
668     r = 11 + RANDOM () % 9;
669     }
670     }
671    
672     switch (r)
673     {
674     /* Redone by MSW 2000-11-26 to have much less code. Also,
675     * bonuses and penalties will stack and add to existing values.
676     * of the item.
677     */
678     case 0:
679     case 1:
680     case 2:
681     case 3:
682     case 4:
683     case 5:
684     case 6:
685     set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r)));
686     break;
687    
688     case 7:
689     op->stats.dam += bonus;
690     break;
691    
692     case 8:
693     op->stats.wc += bonus;
694     break;
695    
696     case 9:
697     op->stats.food += bonus; /* hunger/sustenance */
698     break;
699    
700     case 10:
701     op->stats.ac += bonus;
702     break;
703    
704     /* Item that gives protections/vulnerabilities */
705     case 11:
706     case 12:
707     case 13:
708     case 14:
709     case 15:
710     case 16:
711     case 17:
712     case 18:
713     case 19:
714     {
715     int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table;
716    
717     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
718     val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b;
719    
720     /* Cursed items need to have higher negative values to equal out with
721     * positive values for how protections work out. Put another
722     * little random element in since that they don't always end up with
723     * even values.
724     */
725     if (bonus < 0)
726     val = 2 * -val - RANDOM () % b;
727     if (val > 35)
728     val = 35; /* Upper limit */
729     b = 0;
730     while (op->resist[resist_table[resist]] != 0 && b < 4)
731     {
732     resist = RANDOM () % num_resist_table;
733     }
734     if (b == 4)
735     return; /* Not able to find a free resistance */
736     op->resist[resist_table[resist]] = val;
737     /* We should probably do something more clever here to adjust value
738     * based on how good a resistance we gave.
739     */
740     break;
741     }
742     case 20:
743     if (op->type == AMULET)
744     {
745     SET_FLAG (op, FLAG_REFL_SPELL);
746     op->value *= 11;
747     }
748     else
749     {
750     op->stats.hp = 1; /* regenerate hit points */
751     op->value *= 4;
752     }
753     break;
754    
755     case 21:
756     if (op->type == AMULET)
757     {
758     SET_FLAG (op, FLAG_REFL_MISSILE);
759     op->value *= 9;
760     }
761     else
762     {
763     op->stats.sp = 1; /* regenerate spell points */
764     op->value *= 3;
765     }
766     break;
767    
768     case 22:
769     op->stats.exp += bonus; /* Speed! */
770     op->value = (op->value * 2) / 3;
771     break;
772     }
773     if (bonus > 0)
774     op->value *= 2 * bonus;
775     else
776     op->value = -(op->value * 2 * bonus) / 3;
777 elmex 1.1 }
778    
779     /*
780     * get_magic(diff) will return a random number between 0 and 4.
781     * diff can be any value above 2. The higher the diff-variable, the
782     * higher is the chance of returning a low number.
783     * It is only used in fix_generated_treasure() to set bonuses on
784     * rings and amulets.
785     * Another scheme is used to calculate the magic of weapons and armours.
786     */
787    
788 root 1.7 int
789     get_magic (int diff)
790     {
791 elmex 1.1 int i;
792 root 1.7 if (diff < 3)
793     diff = 3;
794     for (i = 0; i < 4; i++)
795     if (RANDOM () % diff)
796     return i;
797 elmex 1.1 return 4;
798     }
799    
800     #define DICE2 (get_magic(2)==2?2:1)
801     #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
802    
803     /*
804     * fix_generated_item(): This is called after an item is generated, in
805     * order to set it up right. This produced magical bonuses, puts spells
806     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
807     */
808     /* 4/28/96 added creator object from which op may now inherit properties based on
809     * op->type. Right now, which stuff the creator passes on is object type
810     * dependant. I know this is a spagetti manuever, but is there a cleaner
811     * way to do this? b.t. */
812     /*
813     * ! (flags & GT_ENVIRONMENT):
814     * Automatically calls fix_flesh_item().
815     *
816     * flags:
817     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
818     * value.
819     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
820     * a working object - don't change magic, value, etc, but set it material
821     * type as appropriate, for objects that need spell objects, set those, etc
822     */
823    
824 root 1.7 void
825     fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags)
826 elmex 1.1 {
827     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
828    
829     if (!creator || creator->type == op->type)
830 root 1.7 creator = op; /*safety & to prevent polymorphed objects giving attributes */
831 elmex 1.1
832     /* If we make an artifact, this information will be destroyed */
833     save_item_power = op->item_power;
834     op->item_power = 0;
835    
836     if (op->randomitems && op->type != SPELL)
837     {
838     create_treasure (op->randomitems, op, flags, difficulty, 0);
839     if (!op->inv)
840 root 1.7 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
841 elmex 1.1
842     /* So the treasure doesn't get created again */
843     op->randomitems = NULL;
844     }
845    
846     if (difficulty < 1)
847     difficulty = 1;
848    
849     if (!(flags & GT_MINIMAL))
850     {
851     if (op->arch == crown_arch)
852 root 1.7 {
853     set_magic (difficulty, op, max_magic, flags);
854     num_enchantments = calc_item_power (op, 1);
855     generate_artifact (op, difficulty);
856     }
857 elmex 1.1 else
858 root 1.7 {
859     if (!op->magic && max_magic)
860     set_magic (difficulty, op, max_magic, flags);
861    
862     num_enchantments = calc_item_power (op, 1);
863    
864     if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
865     * used for shop_floors or treasures */
866     generate_artifact (op, difficulty);
867     }
868 elmex 1.1
869     /* Object was made an artifact. Calculate its item_power rating.
870     * the item_power in the object is what the artfiact adds.
871     */
872     if (op->title)
873 root 1.7 {
874     /* if save_item_power is set, then most likely we started with an
875     * artifact and have added new abilities to it - this is rare, but
876     * but I have seen things like 'strange rings of fire'. So just figure
877     * out the power from the base power plus what this one adds. Note
878     * that since item_power is not quite linear, this actually ends up
879     * being somewhat of a bonus
880     */
881     if (save_item_power)
882     op->item_power = save_item_power + get_power_from_ench (op->item_power);
883     else
884     op->item_power = get_power_from_ench (op->item_power + num_enchantments);
885     }
886 elmex 1.1 else if (save_item_power)
887 root 1.7 {
888     /* restore the item_power field to the object if we haven't changed it.
889     * we don't care about num_enchantments - that will basically just
890     * have calculated some value from the base attributes of the archetype.
891     */
892     op->item_power = save_item_power;
893     }
894 elmex 1.1 else
895 root 1.7 {
896     /* item_power was zero. This is suspicious, as it may be because it
897     * was never previously calculated. Let's compute a value and see if
898     * it is non-zero. If it indeed is, then assign it as the new
899     * item_power value.
900     * - gros, 21th of July 2006.
901     */
902     op->item_power = calc_item_power (op, 0);
903     save_item_power = op->item_power; /* Just in case it would get used
904     * again below */
905     }
906 elmex 1.1 }
907    
908     /* materialtype modifications. Note we allow this on artifacts. */
909     set_materialname (op, difficulty, NULL);
910    
911     if (flags & GT_MINIMAL)
912     {
913     if (op->type == POTION)
914 root 1.7 /* Handle healing and magic power potions */
915     if (op->stats.sp && !op->randomitems)
916     {
917     object *tmp;
918    
919     tmp = get_archetype (spell_mapping[op->stats.sp]);
920     insert_ob_in_ob (tmp, op);
921     op->stats.sp = 0;
922     }
923 elmex 1.1 }
924 root 1.7 else if (!op->title) /* Only modify object if not special */
925 elmex 1.1 switch (op->type)
926     {
927     case WEAPON:
928     case ARMOUR:
929     case SHIELD:
930     case HELMET:
931     case CLOAK:
932 root 1.7 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
933     set_ring_bonus (op, -DICE2);
934     break;
935 elmex 1.1
936     case BRACERS:
937 root 1.7 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
938     {
939     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
940     if (!QUERY_FLAG (op, FLAG_CURSED))
941     op->value *= 3;
942     }
943     break;
944 elmex 1.1
945     case POTION:
946 root 1.7 {
947     int too_many_tries = 0, is_special = 0;
948 elmex 1.1
949 root 1.7 /* Handle healing and magic power potions */
950     if (op->stats.sp && !op->randomitems)
951     {
952     object *tmp;
953    
954     tmp = get_archetype (spell_mapping[op->stats.sp]);
955     insert_ob_in_ob (tmp, op);
956     op->stats.sp = 0;
957     }
958    
959     while (!(is_special = special_potion (op)) && !op->inv)
960     {
961     generate_artifact (op, difficulty);
962     if (too_many_tries++ > 10)
963     break;
964     }
965    
966     /* don't want to change value for healing/magic power potions,
967     * since the value set on those is already correct.
968     */
969     if (op->inv && op->randomitems)
970     {
971     /* value multiplier is same as for scrolls */
972     op->value = (op->value * op->inv->value);
973     op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
974     }
975     else
976     {
977     op->name = "potion";
978     op->name_pl = "potions";
979     }
980    
981     if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
982     SET_FLAG (op, FLAG_CURSED);
983     break;
984     }
985 elmex 1.1
986     case AMULET:
987 root 1.7 if (op->arch == amulet_arch)
988     op->value *= 5; /* Since it's not just decoration */
989 elmex 1.1
990     case RING:
991 root 1.7 if (op->arch == NULL)
992     {
993     remove_ob (op);
994     free_object (op);
995     op = NULL;
996     break;
997     }
998    
999     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1000     break;
1001    
1002     if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
1003     SET_FLAG (op, FLAG_CURSED);
1004    
1005     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1006    
1007     if (op->type != RING) /* Amulets have only one ability */
1008     break;
1009    
1010     if (!(RANDOM () % 4))
1011     {
1012     int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1013    
1014     if (d > 0)
1015     op->value *= 3;
1016    
1017     set_ring_bonus (op, d);
1018    
1019     if (!(RANDOM () % 4))
1020     {
1021     int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1022     if (d > 0)
1023     op->value *= 5;
1024     set_ring_bonus (op, d);
1025     }
1026     }
1027 elmex 1.1
1028 root 1.7 if (GET_ANIM_ID (op))
1029     SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
1030 elmex 1.1
1031 root 1.7 break;
1032 elmex 1.1
1033     case BOOK:
1034 root 1.7 /* Is it an empty book?, if yes lets make a special·
1035     * msg for it, and tailor its properties based on the·
1036     * creator and/or map level we found it on.
1037     */
1038     if (!op->msg && RANDOM () % 10)
1039     {
1040     /* set the book level properly */
1041     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1042     {
1043     if (op->map && op->map->difficulty)
1044     op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
1045     else
1046     op->level = RANDOM () % 20 + 1;
1047     }
1048     else
1049     op->level = RANDOM () % creator->level;
1050    
1051     tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1052     /* books w/ info are worth more! */
1053     op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1054     /* creator related stuff */
1055    
1056     /* for library, chained books. Note that some monsters have no_pick
1057     * set - we don't want to set no pick in that case.
1058     */
1059     if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1060     SET_FLAG (op, FLAG_NO_PICK);
1061     if (creator->slaying && !op->slaying) /* for check_inv floors */
1062     op->slaying = creator->slaying;
1063    
1064     /* add exp so reading it gives xp (once) */
1065     op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1066     }
1067     break;
1068 elmex 1.1
1069     case SPELLBOOK:
1070 root 1.7 op->value = op->value * op->inv->value;
1071     /* add exp so learning gives xp */
1072     op->level = op->inv->level;
1073     op->stats.exp = op->value;
1074     break;
1075 elmex 1.1
1076     case WAND:
1077 root 1.7 /* nrof in the treasure list is number of charges,
1078     * not number of wands. So copy that into food (charges),
1079     * and reset nrof.
1080     */
1081     op->stats.food = op->inv->nrof;
1082     op->nrof = 1;
1083     /* If the spell changes by level, choose a random level
1084     * for it, and adjust price. If the spell doesn't
1085     * change by level, just set the wand to the level of
1086     * the spell, and value calculation is simpler.
1087     */
1088     if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1089     {
1090     op->level = level_for_item (op, difficulty);
1091     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1092     }
1093     else
1094     {
1095     op->level = op->inv->level;
1096     op->value = op->value * op->inv->value;
1097     }
1098     break;
1099 elmex 1.1
1100     case ROD:
1101 root 1.7 op->level = level_for_item (op, difficulty);
1102     /* Add 50 to both level an divisor to keep prices a little more
1103     * reasonable. Otherwise, a high level version of a low level
1104     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1105     * 10 time multiplier). This way, the value are a bit more reasonable.
1106     */
1107     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1108     /* maxhp is used to denote how many 'charges' the rod holds before */
1109     if (op->stats.maxhp)
1110     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1111     else
1112     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1113 elmex 1.1
1114 root 1.7 op->stats.hp = op->stats.maxhp;
1115     break;
1116 elmex 1.1
1117     case SCROLL:
1118 root 1.7 op->level = level_for_item (op, difficulty);
1119     op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1120    
1121     /* add exp so reading them properly gives xp */
1122     op->stats.exp = op->value / 5;
1123     op->nrof = op->inv->nrof;
1124     break;
1125 elmex 1.1
1126     case RUNE:
1127 root 1.7 trap_adjust (op, difficulty);
1128     break;
1129 elmex 1.1
1130     case TRAP:
1131 root 1.7 trap_adjust (op, difficulty);
1132     break;
1133     } /* switch type */
1134 elmex 1.1
1135     if (flags & GT_STARTEQUIP)
1136     {
1137 root 1.7 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1138     SET_FLAG (op, FLAG_STARTEQUIP);
1139 elmex 1.1 else if (op->type != MONEY)
1140 root 1.7 op->value = 0;
1141 elmex 1.1 }
1142    
1143     if (!(flags & GT_ENVIRONMENT))
1144     fix_flesh_item (op, creator);
1145     }
1146    
1147     /*
1148     *
1149     *
1150     * CODE DEALING WITH ARTIFACTS STARTS HERE
1151     *
1152     *
1153     */
1154    
1155     /*
1156     * Allocate and return the pointer to an empty artifactlist structure.
1157     */
1158    
1159 root 1.7 static artifactlist *
1160     get_empty_artifactlist (void)
1161     {
1162     artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist));
1163     if (tl == NULL)
1164     fatal (OUT_OF_MEMORY);
1165     tl->next = NULL;
1166     tl->items = NULL;
1167     tl->total_chance = 0;
1168 elmex 1.1 return tl;
1169     }
1170    
1171     /*
1172     * Allocate and return the pointer to an empty artifact structure.
1173     */
1174    
1175 root 1.7 static artifact *
1176     get_empty_artifact (void)
1177     {
1178     artifact *t = (artifact *) malloc (sizeof (artifact));
1179     if (t == NULL)
1180     fatal (OUT_OF_MEMORY);
1181     t->item = NULL;
1182     t->next = NULL;
1183     t->chance = 0;
1184     t->difficulty = 0;
1185 elmex 1.1 t->allowed = NULL;
1186     return t;
1187     }
1188    
1189     /*
1190     * Searches the artifact lists and returns one that has the same type
1191     * of objects on it.
1192     */
1193    
1194 root 1.7 artifactlist *
1195     find_artifactlist (int type)
1196     {
1197 elmex 1.1 artifactlist *al;
1198    
1199 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1200     if (al->type == type)
1201     return al;
1202 elmex 1.1 return NULL;
1203     }
1204    
1205     /*
1206     * For debugging purposes. Dumps all tables.
1207     */
1208    
1209 root 1.7 void
1210     dump_artifacts (void)
1211     {
1212 elmex 1.1 artifactlist *al;
1213     artifact *art;
1214     linked_char *next;
1215    
1216 root 1.7 fprintf (logfile, "\n");
1217     for (al = first_artifactlist; al != NULL; al = al->next)
1218     {
1219     fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1220     for (art = al->items; art != NULL; art = art->next)
1221     {
1222     fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1223     if (art->allowed != NULL)
1224     {
1225     fprintf (logfile, "\tAllowed combinations:");
1226     for (next = art->allowed; next != NULL; next = next->next)
1227     fprintf (logfile, "%s,", &next->name);
1228     fprintf (logfile, "\n");
1229     }
1230     }
1231 elmex 1.1 }
1232 root 1.7 fprintf (logfile, "\n");
1233 elmex 1.1 }
1234    
1235     /*
1236     * For debugging purposes. Dumps all treasures recursively (see below).
1237     */
1238 root 1.7 void
1239     dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1240 elmex 1.1 {
1241     treasurelist *tl;
1242 root 1.7 int i;
1243 elmex 1.1
1244     if (depth > 100)
1245     return;
1246     while (t != NULL)
1247     {
1248     if (t->name != NULL)
1249 root 1.7 {
1250     for (i = 0; i < depth; i++)
1251     fprintf (logfile, " ");
1252     fprintf (logfile, "{ (list: %s)\n", &t->name);
1253     tl = find_treasurelist (t->name);
1254     dump_monster_treasure_rec (name, tl->items, depth + 2);
1255     for (i = 0; i < depth; i++)
1256     fprintf (logfile, " ");
1257     fprintf (logfile, "} (end of list: %s)\n", &t->name);
1258     }
1259 elmex 1.1 else
1260 root 1.7 {
1261     for (i = 0; i < depth; i++)
1262     fprintf (logfile, " ");
1263     if (t->item->clone.type == FLESH)
1264     fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1265     else
1266     fprintf (logfile, "%s\n", &t->item->clone.name);
1267     }
1268 elmex 1.1 if (t->next_yes != NULL)
1269 root 1.7 {
1270     for (i = 0; i < depth; i++)
1271     fprintf (logfile, " ");
1272     fprintf (logfile, " (if yes)\n");
1273     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1274     }
1275 elmex 1.1 if (t->next_no != NULL)
1276 root 1.7 {
1277     for (i = 0; i < depth; i++)
1278     fprintf (logfile, " ");
1279     fprintf (logfile, " (if no)\n");
1280     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1281     }
1282 elmex 1.1 t = t->next;
1283     }
1284     }
1285    
1286     /*
1287     * For debugging purposes. Dumps all treasures for a given monster.
1288     * Created originally by Raphael Quinet for debugging the alchemy code.
1289     */
1290    
1291 root 1.7 void
1292     dump_monster_treasure (const char *name)
1293 elmex 1.1 {
1294     archetype *at;
1295 root 1.7 int found;
1296 elmex 1.1
1297     found = 0;
1298     fprintf (logfile, "\n");
1299 root 1.7 for (at = first_archetype; at != NULL; at = at->next)
1300     if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1301 elmex 1.1 {
1302 root 1.7 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1303     if (at->clone.randomitems != NULL)
1304     dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1305     else
1306     fprintf (logfile, "(nothing)\n");
1307     fprintf (logfile, "\n");
1308     found++;
1309 elmex 1.1 }
1310     if (found == 0)
1311     fprintf (logfile, "No objects have the name %s!\n\n", name);
1312     }
1313    
1314     /*
1315     * Builds up the lists of artifacts from the file in the libdir.
1316     */
1317    
1318 root 1.7 void
1319     init_artifacts (void)
1320     {
1321     static int has_been_inited = 0;
1322     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1323     artifact *art = NULL;
1324     linked_char *tmp;
1325     int value, comp;
1326     artifactlist *al;
1327    
1328     if (has_been_inited)
1329     return;
1330     else
1331     has_been_inited = 1;
1332 elmex 1.1
1333 root 1.7 sprintf (filename, "%s/artifacts", settings.datadir);
1334     object_thawer thawer (filename);
1335 elmex 1.1
1336 root 1.7 if (!thawer)
1337     return;
1338 elmex 1.1
1339 root 1.7 while (fgets (buf, HUGE_BUF, thawer) != NULL)
1340     {
1341     if (*buf == '#')
1342     continue;
1343     if ((cp = strchr (buf, '\n')) != NULL)
1344     *cp = '\0';
1345     cp = buf;
1346     while (*cp == ' ') /* Skip blanks */
1347     cp++;
1348     if (*cp == '\0')
1349     continue;
1350    
1351     if (!strncmp (cp, "Allowed", 7))
1352     {
1353     if (art == NULL)
1354     {
1355     art = get_empty_artifact ();
1356     nrofartifacts++;
1357     }
1358     cp = strchr (cp, ' ') + 1;
1359     if (!strcmp (cp, "all"))
1360     continue;
1361    
1362     do
1363     {
1364     nrofallowedstr++;
1365     if ((next = strchr (cp, ',')) != NULL)
1366     *(next++) = '\0';
1367     tmp = new linked_char;
1368     tmp->name = cp;
1369     tmp->next = art->allowed;
1370     art->allowed = tmp;
1371     }
1372     while ((cp = next) != NULL);
1373     }
1374     else if (sscanf (cp, "chance %d", &value))
1375     art->chance = (uint16) value;
1376     else if (sscanf (cp, "difficulty %d", &value))
1377     art->difficulty = (uint8) value;
1378     else if (!strncmp (cp, "Object", 6))
1379     {
1380     art->item = (object *) calloc (1, sizeof (object));
1381     reset_object (art->item);
1382     if (!load_object (thawer, art->item, LO_LINEMODE, 0))
1383     LOG (llevError, "Init_Artifacts: Could not load object.\n");
1384     art->item->name = strchr (cp, ' ') + 1;
1385     al = find_artifactlist (art->item->type);
1386     if (al == NULL)
1387     {
1388     al = get_empty_artifactlist ();
1389     al->type = art->item->type;
1390     al->next = first_artifactlist;
1391     first_artifactlist = al;
1392     }
1393     art->next = al->items;
1394     al->items = art;
1395     art = NULL;
1396     }
1397     else
1398     LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1399     }
1400 root 1.3
1401 root 1.7 for (al = first_artifactlist; al != NULL; al = al->next)
1402     {
1403     for (art = al->items; art != NULL; art = art->next)
1404     {
1405     if (!art->chance)
1406     LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1407     else
1408     al->total_chance += art->chance;
1409     }
1410 elmex 1.1 #if 0
1411 root 1.7 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1412 elmex 1.1 #endif
1413     }
1414    
1415 root 1.7 LOG (llevDebug, "done.\n");
1416 elmex 1.1 }
1417    
1418    
1419     /*
1420     * Used in artifact generation. The bonuses of the first object
1421     * is modified by the bonuses of the second object.
1422     */
1423    
1424 root 1.7 void
1425     add_abilities (object * op, object * change)
1426     {
1427     int i, j, tmp;
1428 elmex 1.1
1429 root 1.7 if (change->face != blank_face)
1430     {
1431 elmex 1.1 #ifdef TREASURE_VERBOSE
1432 root 1.7 LOG (llevDebug, "FACE: %d\n", change->face->number);
1433 elmex 1.1 #endif
1434 root 1.7 op->face = change->face;
1435 elmex 1.1 }
1436    
1437 root 1.7 for (i = 0; i < NUM_STATS; i++)
1438     change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i));
1439    
1440     op->attacktype |= change->attacktype;
1441     op->path_attuned |= change->path_attuned;
1442     op->path_repelled |= change->path_repelled;
1443     op->path_denied |= change->path_denied;
1444     op->move_type |= change->move_type;
1445     op->stats.luck += change->stats.luck;
1446    
1447     if (QUERY_FLAG (change, FLAG_CURSED))
1448     SET_FLAG (op, FLAG_CURSED);
1449     if (QUERY_FLAG (change, FLAG_DAMNED))
1450     SET_FLAG (op, FLAG_DAMNED);
1451     if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1452     set_abs_magic (op, -op->magic);
1453    
1454     if (QUERY_FLAG (change, FLAG_LIFESAVE))
1455     SET_FLAG (op, FLAG_LIFESAVE);
1456     if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1457     SET_FLAG (op, FLAG_REFL_SPELL);
1458     if (QUERY_FLAG (change, FLAG_STEALTH))
1459     SET_FLAG (op, FLAG_STEALTH);
1460     if (QUERY_FLAG (change, FLAG_XRAYS))
1461     SET_FLAG (op, FLAG_XRAYS);
1462     if (QUERY_FLAG (change, FLAG_BLIND))
1463     SET_FLAG (op, FLAG_BLIND);
1464     if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1465     SET_FLAG (op, FLAG_SEE_IN_DARK);
1466     if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1467     SET_FLAG (op, FLAG_REFL_MISSILE);
1468     if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1469     SET_FLAG (op, FLAG_MAKE_INVIS);
1470    
1471     if (QUERY_FLAG (change, FLAG_STAND_STILL))
1472     {
1473     CLEAR_FLAG (op, FLAG_ANIMATE);
1474     /* so artifacts will join */
1475     if (!QUERY_FLAG (op, FLAG_ALIVE))
1476     op->speed = 0.0;
1477     update_ob_speed (op);
1478 elmex 1.1 }
1479 root 1.7
1480     if (change->nrof)
1481     op->nrof = RANDOM () % ((int) change->nrof) + 1;
1482    
1483     op->stats.exp += change->stats.exp; /* Speed modifier */
1484     op->stats.wc += change->stats.wc;
1485     op->stats.ac += change->stats.ac;
1486    
1487     if (change->other_arch)
1488     {
1489     /* Basically, for horns & potions, the other_arch field is the spell
1490     * to cast. So convert that to into a spell and put it into
1491     * this object.
1492     */
1493     if (op->type == HORN || op->type == POTION)
1494     {
1495     object *tmp_obj;
1496     /* Remove any spells this object currently has in it */
1497     while (op->inv)
1498     {
1499     tmp_obj = op->inv;
1500     remove_ob (tmp_obj);
1501     free_object (tmp_obj);
1502     }
1503    
1504     tmp_obj = arch_to_object (change->other_arch);
1505     insert_ob_in_ob (tmp_obj, op);
1506     }
1507     /* No harm setting this for potions/horns */
1508     op->other_arch = change->other_arch;
1509     }
1510    
1511     if (change->stats.hp < 0)
1512     op->stats.hp = -change->stats.hp;
1513     else
1514     op->stats.hp += change->stats.hp;
1515    
1516     if (change->stats.maxhp < 0)
1517     op->stats.maxhp = -change->stats.maxhp;
1518     else
1519     op->stats.maxhp += change->stats.maxhp;
1520    
1521     if (change->stats.sp < 0)
1522     op->stats.sp = -change->stats.sp;
1523     else
1524     op->stats.sp += change->stats.sp;
1525    
1526     if (change->stats.maxsp < 0)
1527     op->stats.maxsp = -change->stats.maxsp;
1528     else
1529     op->stats.maxsp += change->stats.maxsp;
1530    
1531     if (change->stats.food < 0)
1532     op->stats.food = -(change->stats.food);
1533     else
1534     op->stats.food += change->stats.food;
1535    
1536     if (change->level < 0)
1537     op->level = -(change->level);
1538     else
1539     op->level += change->level;
1540    
1541     if (change->gen_sp_armour < 0)
1542     op->gen_sp_armour = -(change->gen_sp_armour);
1543     else
1544     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1545    
1546     op->item_power = change->item_power;
1547    
1548     for (i = 0; i < NROFATTACKS; i++)
1549     {
1550     if (change->resist[i])
1551     {
1552     op->resist[i] += change->resist[i];
1553     }
1554     }
1555    
1556     if (change->stats.dam)
1557     {
1558     if (change->stats.dam < 0)
1559     op->stats.dam = (-change->stats.dam);
1560     else if (op->stats.dam)
1561     {
1562     tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1563     if (tmp == op->stats.dam)
1564     {
1565     if (change->stats.dam < 10)
1566     op->stats.dam--;
1567     else
1568     op->stats.dam++;
1569     }
1570     else
1571     op->stats.dam = tmp;
1572     }
1573     }
1574    
1575     if (change->weight)
1576     {
1577     if (change->weight < 0)
1578     op->weight = (-change->weight);
1579     else
1580     op->weight = (op->weight * (change->weight)) / 100;
1581     }
1582    
1583     if (change->last_sp)
1584     {
1585     if (change->last_sp < 0)
1586     op->last_sp = (-change->last_sp);
1587     else
1588     op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1589     }
1590    
1591     if (change->gen_sp_armour)
1592     {
1593     if (change->gen_sp_armour < 0)
1594     op->gen_sp_armour = (-change->gen_sp_armour);
1595     else
1596     op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1597     }
1598    
1599     op->value *= change->value;
1600    
1601     if (change->material)
1602     op->material = change->material;
1603    
1604     if (change->materialname)
1605     op->materialname = change->materialname;
1606    
1607     if (change->slaying)
1608     op->slaying = change->slaying;
1609    
1610     if (change->race)
1611     op->race = change->race;
1612    
1613     if (change->msg)
1614     op->msg = change->msg;
1615 elmex 1.1 }
1616    
1617 root 1.7 static int
1618     legal_artifact_combination (object * op, artifact * art)
1619     {
1620 elmex 1.1 int neg, success = 0;
1621     linked_char *tmp;
1622     const char *name;
1623    
1624     if (art->allowed == (linked_char *) NULL)
1625 root 1.7 return 1; /* Ie, "all" */
1626     for (tmp = art->allowed; tmp; tmp = tmp->next)
1627     {
1628 elmex 1.1 #ifdef TREASURE_VERBOSE
1629 root 1.7 LOG (llevDebug, "legal_art: %s\n", tmp->name);
1630 elmex 1.1 #endif
1631 root 1.7 if (*tmp->name == '!')
1632     name = tmp->name + 1, neg = 1;
1633     else
1634     name = tmp->name, neg = 0;
1635    
1636     /* If we match name, then return the opposite of 'neg' */
1637     if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
1638     return !neg;
1639    
1640     /* Set success as true, since if the match was an inverse, it means
1641     * everything is allowed except what we match
1642     */
1643     else if (neg)
1644     success = 1;
1645     }
1646 elmex 1.1 return success;
1647     }
1648    
1649     /*
1650     * Fixes the given object, giving it the abilities and titles
1651     * it should have due to the second artifact-template.
1652     */
1653    
1654 root 1.7 void
1655     give_artifact_abilities (object * op, object * artifct)
1656     {
1657 elmex 1.1 char new_name[MAX_BUF];
1658    
1659 root 1.7 sprintf (new_name, "of %s", &artifct->name);
1660     op->title = new_name;
1661     add_abilities (op, artifct); /* Give out the bonuses */
1662 elmex 1.1
1663 root 1.7 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1664 elmex 1.1 {
1665 root 1.7 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1666     SET_FLAG (op, FLAG_IDENTIFIED);
1667     LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1668 elmex 1.1 if (!identified)
1669 root 1.7 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1670 elmex 1.1 }
1671     #endif
1672     return;
1673     }
1674    
1675     /*
1676     * Decides randomly which artifact the object should be
1677     * turned into. Makes sure that the item can become that
1678     * artifact (means magic, difficulty, and Allowed fields properly).
1679     * Then calls give_artifact_abilities in order to actually create
1680     * the artifact.
1681     */
1682    
1683     /* Give 1 re-roll attempt per artifact */
1684     #define ARTIFACT_TRIES 2
1685    
1686 root 1.7 void
1687     generate_artifact (object * op, int difficulty)
1688     {
1689 elmex 1.1 artifactlist *al;
1690     artifact *art;
1691     int i;
1692    
1693 root 1.7 al = find_artifactlist (op->type);
1694    
1695     if (al == NULL)
1696     {
1697     #if 0 /* This is too verbose, usually */
1698     LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1699 elmex 1.1 #endif
1700 root 1.7 return;
1701     }
1702    
1703     for (i = 0; i < ARTIFACT_TRIES; i++)
1704     {
1705     int roll = RANDOM () % al->total_chance;
1706 elmex 1.1
1707 root 1.7 for (art = al->items; art != NULL; art = art->next)
1708     {
1709     roll -= art->chance;
1710     if (roll < 0)
1711     break;
1712     }
1713 elmex 1.1
1714 root 1.7 if (art == NULL || roll >= 0)
1715     {
1716 elmex 1.1 #if 1
1717 root 1.7 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1718 elmex 1.1 #endif
1719 root 1.7 return;
1720     }
1721     if (!strcmp (art->item->name, "NONE"))
1722     return;
1723     if (FABS (op->magic) < art->item->magic)
1724     continue; /* Not magic enough to be this item */
1725    
1726     /* Map difficulty not high enough */
1727     if (difficulty < art->difficulty)
1728     continue;
1729 elmex 1.1
1730 root 1.7 if (!legal_artifact_combination (op, art))
1731     {
1732 elmex 1.1 #ifdef TREASURE_VERBOSE
1733 root 1.7 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name);
1734 elmex 1.1 #endif
1735 root 1.7 continue;
1736     }
1737     give_artifact_abilities (op, art->item);
1738     return;
1739 elmex 1.1 }
1740     }
1741    
1742     /* fix_flesh_item() - objects of type FLESH are similar to type
1743     * FOOD, except they inherit properties (name, food value, etc).
1744     * based on the original owner (or 'donor' if you like). -b.t.
1745     */
1746    
1747 root 1.7 void
1748     fix_flesh_item (object * item, object * donor)
1749     {
1750     char tmpbuf[MAX_BUF];
1751     int i;
1752    
1753     if (item->type == FLESH && donor)
1754     {
1755     /* change the name */
1756     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf;
1757     sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf;
1758    
1759     /* weight is FLESH weight/100 * donor */
1760     if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1761     item->weight = 1;
1762    
1763     /* value is multiplied by level of donor */
1764     item->value *= isqrt (donor->level * 2);
1765    
1766     /* food value */
1767     item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1768    
1769     /* flesh items inherit some abilities of donor, but not
1770     * full effect.
1771     */
1772     for (i = 0; i < NROFATTACKS; i++)
1773     item->resist[i] = donor->resist[i] / 2;
1774    
1775     /* item inherits donor's level (important for quezals) */
1776     item->level = donor->level;
1777    
1778     /* if donor has some attacktypes, the flesh is poisonous */
1779     if (donor->attacktype & AT_POISON)
1780     item->type = POISON;
1781     if (donor->attacktype & AT_ACID)
1782     item->stats.hp = -1 * item->stats.food;
1783     SET_FLAG (item, FLAG_NO_STEAL);
1784 elmex 1.1 }
1785     }
1786    
1787     /* special_potion() - so that old potion code is still done right. */
1788    
1789 root 1.7 int
1790     special_potion (object * op)
1791     {
1792 elmex 1.1
1793 root 1.7 int i;
1794 elmex 1.1
1795 root 1.7 if (op->attacktype)
1796     return 1;
1797 elmex 1.1
1798 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)
1799     return 1;
1800 elmex 1.1
1801 root 1.7 for (i = 0; i < NROFATTACKS; i++)
1802     if (op->resist[i])
1803     return 1;
1804 elmex 1.1
1805 root 1.7 return 0;
1806 elmex 1.1 }
1807    
1808 root 1.7 void
1809     free_treasurestruct (treasure * t)
1810 elmex 1.1 {
1811 root 1.7 if (t->next)
1812     free_treasurestruct (t->next);
1813     if (t->next_yes)
1814     free_treasurestruct (t->next_yes);
1815     if (t->next_no)
1816     free_treasurestruct (t->next_no);
1817 root 1.8
1818     delete t;
1819 elmex 1.1 }
1820    
1821 root 1.7 void
1822     free_charlinks (linked_char * lc)
1823 elmex 1.1 {
1824 root 1.7 if (lc->next)
1825     free_charlinks (lc->next);
1826    
1827     delete lc;
1828 elmex 1.1 }
1829    
1830 root 1.7 void
1831     free_artifact (artifact * at)
1832 elmex 1.1 {
1833    
1834 root 1.7 if (at->next)
1835     free_artifact (at->next);
1836     if (at->allowed)
1837     free_charlinks (at->allowed);
1838    
1839     delete at->item;
1840    
1841     delete at;
1842 elmex 1.1 }
1843    
1844 root 1.7 void
1845     free_artifactlist (artifactlist * al)
1846 elmex 1.1 {
1847 root 1.7 artifactlist *nextal;
1848     for (al = first_artifactlist; al != NULL; al = nextal)
1849     {
1850     nextal = al->next;
1851     if (al->items)
1852     {
1853     free_artifact (al->items);
1854     }
1855     free (al);
1856 elmex 1.1 }
1857     }
1858    
1859 root 1.7 void
1860     free_all_treasures (void)
1861     {
1862     treasurelist *tl, *next;
1863 elmex 1.1
1864    
1865 root 1.7 for (tl = first_treasurelist; tl != NULL; tl = next)
1866     {
1867     next = tl->next;
1868     if (tl->items)
1869     free_treasurestruct (tl->items);
1870     delete tl;
1871 elmex 1.1 }
1872 root 1.7 free_artifactlist (first_artifactlist);
1873 elmex 1.1 }