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/cvs/deliantra/server/common/treasure.C
Revision: 1.5
Committed: Wed Aug 30 06:06:27 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +6 -12 lines
Log Message:
improve thawer interface, implement some monster event support

File Contents

# User Rev Content
1 elmex 1.1
2     /*
3     * static char *rcs_treasure_c =
4 root 1.5 * "$Id: treasure.C,v 1.4 2006-08-29 08:01:36 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    
42     #include <global.h>
43     #include <treasure.h>
44     #include <funcpoint.h>
45     #include <loader.h>
46    
47    
48     static void change_treasure(treasure *t, object *op); /* overrule default values */
49     extern char *spell_mapping[];
50    
51     /*
52     * Initialize global archtype pointers:
53     */
54    
55     void init_archetype_pointers() {
56     int prev_warn = warn_archetypes;
57     warn_archetypes = 1;
58     if (ring_arch == NULL)
59     ring_arch = find_archetype("ring");
60     if (amulet_arch == NULL)
61     amulet_arch = find_archetype("amulet");
62     if (staff_arch == NULL)
63     staff_arch = find_archetype("staff");
64     if (crown_arch == NULL)
65     crown_arch = find_archetype("crown");
66     warn_archetypes = prev_warn;
67     }
68    
69     /*
70     * Allocate and return the pointer to an empty treasurelist structure.
71     */
72    
73     static treasurelist *get_empty_treasurelist(void) {
74     treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist));
75     if(tl==NULL)
76     fatal(OUT_OF_MEMORY);
77     memset(tl, 0, sizeof(treasurelist));
78     return tl;
79     }
80    
81     /*
82     * Allocate and return the pointer to an empty treasure structure.
83     */
84    
85     static treasure *get_empty_treasure(void) {
86     treasure *t = (treasure *) calloc(1,sizeof(treasure));
87     if(t==NULL)
88     fatal(OUT_OF_MEMORY);
89     t->item=NULL;
90     t->name=NULL;
91     t->next=NULL;
92     t->next_yes=NULL;
93     t->next_no=NULL;
94     t->chance=100;
95     t->magic=0;
96     t->nrof=0;
97     return t;
98     }
99    
100     /*
101     * Reads the lib/treasure file from disk, and parses the contents
102     * into an internal treasure structure (very linked lists)
103     */
104    
105     static treasure *load_treasure(FILE *fp, int *line) {
106     char buf[MAX_BUF], *cp, variable[MAX_BUF];
107     treasure *t=get_empty_treasure();
108     int value;
109    
110     nroftreasures++;
111     while(fgets(buf,MAX_BUF,fp)!=NULL) {
112 root 1.4 (*line)++;
113 elmex 1.1
114 root 1.4 if(*buf=='#')
115     continue;
116     if((cp=strchr(buf,'\n'))!=NULL)
117     *cp='\0';
118     cp=buf;
119     while(isspace(*cp)) /* Skip blanks */
120     cp++;
121    
122     if(sscanf(cp,"arch %s",variable)) {
123     if((t->item=find_archetype(variable))==NULL)
124     LOG(llevError,"Treasure lacks archetype: %s\n",variable);
125     } else if (sscanf(cp, "list %s", variable))
126     t->name = add_string(variable);
127     else if (sscanf(cp, "change_name %s", variable))
128     t->change_arch.name = add_string(variable);
129     else if (sscanf(cp, "change_title %s", variable))
130     t->change_arch.title = add_string(variable);
131     else if (sscanf(cp, "change_slaying %s", variable))
132     t->change_arch.slaying = add_string(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     t->next=load_treasure(fp, line);
147     return t;
148     } else
149     LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n",
150     cp,t->name?t->name:"null", *line);
151 elmex 1.1 }
152     LOG(llevError,"treasure lacks 'end'.\n");
153     return t;
154     }
155    
156     #ifdef TREASURE_DEBUG
157     /* recursived checks the linked list. Treasurelist is passed only
158     * so that the treasure name can be printed out
159     */
160     static void check_treasurelist(const treasure *t, const treasurelist *tl)
161     {
162     if (t->item==NULL && t->name==NULL)
163 root 1.4 LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name);
164 elmex 1.1 if (t->chance>=100 && t->next_yes && (t->next || t->next_no))
165 root 1.4 LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n",
166     tl->name);
167 elmex 1.1 /* find_treasurelist will print out its own error message */
168     if (t->name && strcmp(t->name,"NONE"))
169 root 1.4 (void) find_treasurelist(t->name);
170 elmex 1.1 if (t->next) check_treasurelist(t->next, tl);
171     if (t->next_yes) check_treasurelist(t->next_yes,tl);
172     if (t->next_no) check_treasurelist(t->next_no, tl);
173     }
174     #endif
175    
176     /*
177     * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178     * Each treasure is parsed with the help of load_treasure().
179     */
180    
181     void load_treasures(void) {
182     FILE *fp;
183     char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
184     treasurelist *previous=NULL;
185     treasure *t;
186     int comp, line=0;
187    
188     sprintf(filename,"%s/%s",settings.datadir,settings.treasures);
189     if((fp=open_and_uncompress(filename,0,&comp))==NULL) {
190 root 1.4 LOG(llevError,"Can't open treasure file.\n");
191     return;
192 elmex 1.1 }
193     while(fgets(buf,MAX_BUF,fp)!=NULL) {
194 root 1.4 line++;
195     if(*buf=='#')
196     continue;
197    
198     if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) {
199     treasurelist *tl=get_empty_treasurelist();
200     tl->name=add_string(name);
201     if(previous==NULL)
202     first_treasurelist=tl;
203     else
204     previous->next=tl;
205     previous=tl;
206     tl->items=load_treasure(fp, &line);
207    
208     /* This is a one of the many items on the list should be generated.
209     * Add up the chance total, and check to make sure the yes & no
210     * fields of the treasures are not being used.
211     */
212     if (!strncmp(buf,"treasureone",11)) {
213     for (t=tl->items; t!=NULL; t=t->next) {
214 elmex 1.1 #ifdef TREASURE_DEBUG
215 root 1.4 if (t->next_yes || t->next_no) {
216     LOG(llevError,"Treasure %s is one item, but on treasure %s\n",
217     tl->name, t->item ? t->item->name : t->name);
218     LOG(llevError," the next_yes or next_no field is set\n");
219     }
220 elmex 1.1 #endif
221 root 1.4 tl->total_chance += t->chance;
222     }
223     }
224     } else
225     LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 elmex 1.1 }
227     close_and_delete(fp, comp);
228    
229     #ifdef TREASURE_DEBUG
230     /* Perform some checks on how valid the treasure data actually is.
231     * verify that list transitions work (ie, the list that it is supposed
232     * to transition to exists). Also, verify that at least the name
233     * or archetype is set for each treasure element.
234     */
235     for (previous=first_treasurelist; previous!=NULL; previous=previous->next)
236 root 1.4 check_treasurelist(previous->items, previous);
237 elmex 1.1 #endif
238     }
239    
240     /*
241     * Searches for the given treasurelist in the globally linked list
242     * of treasurelists which has been built by load_treasures().
243     */
244    
245     treasurelist *find_treasurelist(const char *name) {
246     const char *tmp=find_string(name);
247     treasurelist *tl;
248    
249     /* Special cases - randomitems of none is to override default. If
250     * first_treasurelist is null, it means we are on the first pass of
251     * of loading archetyps, so for now, just return - second pass will
252     * init these values.
253     */
254     if (!strcmp(name,"none") || (!first_treasurelist)) return NULL;
255     if(tmp!=NULL)
256     for(tl=first_treasurelist;tl!=NULL;tl=tl->next)
257     if(tmp==tl->name)
258     return tl;
259     LOG(llevError,"Couldn't find treasurelist %s\n",name);
260     return NULL;
261     }
262    
263    
264     /*
265     * Generates the objects specified by the given treasure.
266     * It goes recursively through the rest of the linked list.
267     * If there is a certain percental chance for a treasure to be generated,
268     * this is taken into consideration.
269     * The second argument specifies for which object the treasure is
270     * being generated.
271     * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
272     * abilities. This is used by summon spells, thus no summoned monsters
273     * start with equipment, but only their abilities).
274     */
275    
276    
277     static void put_treasure (object *op, object *creator, int flags)
278     {
279     object *tmp;
280    
281     /* Bit of a hack - spells should never be put onto the map. The entire
282     * treasure stuff is a problem - there is no clear idea of knowing
283     * this is the original object, or if this is an object that should be created
284     * by another object.
285     */
286     if (flags & GT_ENVIRONMENT && op->type != SPELL) {
287     op->x = creator->x;
288     op->y = creator->y;
289 root 1.4 SET_FLAG(op, FLAG_OBJ_ORIGINAL);
290 elmex 1.1 insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON);
291     } else {
292     op = insert_ob_in_ob (op, creator);
293     if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294     monster_check_apply(creator, op);
295     if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
296     esrv_send_item(tmp, op);
297     }
298     }
299    
300     /* if there are change_xxx commands in the treasure, we include the changes
301     * in the generated object
302     */
303     static void change_treasure(treasure *t, object *op)
304     {
305     /* CMD: change_name xxxx */
306     if(t->change_arch.name)
307     {
308 root 1.4 FREE_AND_COPY(op->name, t->change_arch.name);
309     /* not great, but better than something that is completely wrong */
310     FREE_AND_COPY(op->name_pl, t->change_arch.name);
311 elmex 1.1 }
312    
313     if(t->change_arch.title)
314     {
315     if(op->title)
316     free_string(op->title);
317     op->title = add_string(t->change_arch.title);
318     }
319    
320     if(t->change_arch.slaying)
321     {
322     if(op->slaying)
323     free_string(op->slaying);
324     op->slaying = add_string(t->change_arch.slaying);
325     }
326    
327     }
328    
329     void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) {
330     object *tmp;
331    
332    
333     if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) {
334     if (t->name) {
335 root 1.4 if (strcmp(t->name,"NONE") && difficulty>=t->magic)
336     create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
337 elmex 1.1 }
338     else {
339     if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) {
340     tmp=arch_to_object(t->item);
341     if(t->nrof&&tmp->nrof<=1)
342     tmp->nrof = RANDOM()%((int) t->nrof) + 1;
343     fix_generated_item (tmp, op, difficulty, t->magic, flag);
344     change_treasure(t, tmp);
345     put_treasure (tmp, op, flag);
346     }
347     }
348     if(t->next_yes!=NULL)
349     create_all_treasures(t->next_yes,op,flag,difficulty, tries);
350     } else
351     if(t->next_no!=NULL)
352     create_all_treasures(t->next_no,op,flag,difficulty,tries);
353     if(t->next!=NULL)
354     create_all_treasures(t->next,op,flag,difficulty, tries);
355     }
356    
357     void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty,
358 root 1.4 int tries)
359 elmex 1.1 {
360     int value = RANDOM() % tl->total_chance;
361     treasure *t;
362    
363     if (tries++>100) {
364 root 1.4 LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n");
365     return;
366 elmex 1.1 }
367     for (t=tl->items; t!=NULL; t=t->next) {
368 root 1.4 value -= t->chance;
369     if (value<0) break;
370 elmex 1.1 }
371    
372     if (!t || value>=0) {
373 root 1.4 LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n");
374 elmex 1.1 abort();
375 root 1.4 return;
376 elmex 1.1 }
377     if (t->name) {
378 root 1.4 if (!strcmp(t->name,"NONE")) return;
379     if (difficulty>=t->magic)
380     create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
381     else if (t->nrof)
382     create_one_treasure(tl, op, flag, difficulty, tries);
383     return;
384 elmex 1.1 }
385     if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) {
386 root 1.4 object *tmp=arch_to_object(t->item);
387     if (!tmp) return;
388 elmex 1.1 if(t->nrof && tmp->nrof<=1)
389     tmp->nrof = RANDOM()%((int) t->nrof) + 1;
390     fix_generated_item (tmp, op, difficulty, t->magic, flag);
391     change_treasure(t, tmp);
392     put_treasure (tmp, op, flag);
393     }
394     }
395    
396     /* This calls the appropriate treasure creation function. tries is passed
397     * to determine how many list transitions or attempts to create treasure
398     * have been made. It is really in place to prevent infinite loops with
399     * list transitions, or so that excessively good treasure will not be
400     * created on weak maps, because it will exceed the number of allowed tries
401     * to do that.
402     */
403     void create_treasure(treasurelist *t, object *op, int flag, int difficulty,
404 root 1.4 int tries)
405 elmex 1.1 {
406    
407     if (tries++>100) {
408 root 1.4 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n");
409     return;
410 elmex 1.1 }
411     if (t->total_chance)
412 root 1.4 create_one_treasure(t, op, flag,difficulty, tries);
413 elmex 1.1 else
414     create_all_treasures(t->items, op, flag, difficulty, tries);
415     }
416    
417     /* This is similar to the old generate treasure function. However,
418     * it instead takes a treasurelist. It is really just a wrapper around
419     * create_treasure. We create a dummy object that the treasure gets
420     * inserted into, and then return that treausre
421     */
422     object *generate_treasure(treasurelist *t, int difficulty)
423     {
424 root 1.4 object *ob = get_object(), *tmp;
425 elmex 1.1
426 root 1.4 create_treasure(t, ob, 0, difficulty, 0);
427 elmex 1.1
428 root 1.4 /* Don't want to free the object we are about to return */
429     tmp = ob->inv;
430     if (tmp!=NULL) remove_ob(tmp);
431     if (ob->inv) {
432     LOG(llevError,"In generate treasure, created multiple objects.\n");
433     }
434     free_object(ob);
435     return tmp;
436 elmex 1.1 }
437    
438     /*
439     * This is a new way of calculating the chance for an item to have
440     * a specific magical bonus.
441     * The array has two arguments, the difficulty of the level, and the
442     * magical bonus "wanted".
443     */
444    
445     static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] =
446     {
447     /*chance of magic difficulty*/
448     /* +0 +1 +2 +3 +4 */
449     { 95, 2, 2, 1, 0 }, /*1*/
450     { 92, 5, 2, 1, 0 }, /*2*/
451     { 85,10, 4, 1, 0 }, /*3*/
452     { 80,14, 4, 2, 0 }, /*4*/
453     { 75,17, 5, 2, 1 }, /*5*/
454     { 70,18, 8, 3, 1 }, /*6*/
455     { 65,21,10, 3, 1 }, /*7*/
456     { 60,22,12, 4, 2 }, /*8*/
457     { 55,25,14, 4, 2 }, /*9*/
458     { 50,27,16, 5, 2 }, /*10*/
459     { 45,28,18, 6, 3 }, /*11*/
460     { 42,28,20, 7, 3 }, /*12*/
461     { 40,27,21, 8, 4 }, /*13*/
462     { 38,25,22,10, 5 }, /*14*/
463     { 36,23,23,12, 6 }, /*15*/
464     { 33,21,24,14, 8 }, /*16*/
465     { 31,19,25,16, 9 }, /*17*/
466     { 27,15,30,18,10 }, /*18*/
467     { 20,12,30,25,13 }, /*19*/
468     { 15,10,28,30,17 }, /*20*/
469     { 13, 9,27,28,23 }, /*21*/
470     { 10, 8,25,28,29 }, /*22*/
471     { 8, 7,23,26,36 }, /*23*/
472     { 6, 6,20,22,46 }, /*24*/
473     { 4, 5,17,18,56 }, /*25*/
474     { 2, 4,12,14,68 }, /*26*/
475     { 0, 3, 7,10,80 }, /*27*/
476     { 0, 0, 3, 7,90 }, /*28*/
477     { 0, 0, 0, 3,97 }, /*29*/
478     { 0, 0, 0, 0,100}, /*30*/
479     { 0, 0, 0, 0,100}, /*31*/
480     };
481    
482    
483     /* calculate the appropriate level for wands staves and scrolls.
484     * This code presumes that op has had its spell object created (in op->inv)
485     *
486     * elmex Wed Aug 9 17:44:59 CEST 2006:
487     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
488     */
489    
490     int level_for_item (const object *op, int difficulty)
491     {
492     int mult = 0, olevel = 0;
493    
494     if (!op->inv)
495     {
496     LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name);
497     return 0;
498     }
499    
500     olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
501    
502     if (olevel <= 0)
503     olevel = rndm (1, MIN (op->inv->level, 1));
504    
505     if (olevel > MAXLEVEL)
506     olevel = MAXLEVEL;
507    
508     return olevel;
509     }
510    
511     /*
512     * Based upon the specified difficulty and upon the difftomagic_list array,
513     * a random magical bonus is returned. This is used when determine
514     * the magical bonus created on specific maps.
515     *
516     * elmex Thu Aug 10 18:45:44 CEST 2006:
517     * Scaling difficulty by max_level, as difficulty is a level and not some
518     * weird integer between 1-31.
519     *
520     */
521    
522     int magic_from_difficulty(int difficulty)
523     {
524     int percent = 0, magic = 0;
525     int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
526    
527     scaled_diff--;
528    
529     if(scaled_diff < 0)
530     scaled_diff = 0;
531    
532     if (scaled_diff >= DIFFLEVELS)
533     scaled_diff = DIFFLEVELS-1;
534    
535     percent = RANDOM()%100;
536    
537     for(magic = 0; magic < (MAXMAGIC + 1); magic++)
538     {
539     percent -= difftomagic_list[scaled_diff][magic];
540    
541     if (percent < 0)
542     break;
543     }
544    
545     if (magic == (MAXMAGIC + 1))
546     {
547     LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
548     magic = 0;
549     }
550    
551     magic = (RANDOM() % 3) ? magic : -magic;
552     /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
553    
554     return magic;
555     }
556    
557     /*
558     * Sets magical bonus in an object, and recalculates the effect on
559     * the armour variable, and the effect on speed of armour.
560     * This function doesn't work properly, should add use of archetypes
561     * to make it truly absolute.
562     */
563    
564     void set_abs_magic(object *op, int magic) {
565     if(!magic)
566     return;
567    
568     op->magic=magic;
569     if (op->arch) {
570     if (op->type == ARMOUR)
571     ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100;
572    
573     if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */
574     magic = (-magic);
575     op->weight = (op->arch->clone.weight*(100-magic*10))/100;
576     } else {
577     if(op->type==ARMOUR)
578     ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100;
579     if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */
580     magic = (-magic);
581     op->weight=(op->weight*(100-magic*10))/100;
582     }
583     }
584    
585     /*
586     * Sets a random magical bonus in the given object based upon
587     * the given difficulty, and the given max possible bonus.
588     */
589    
590     static void set_magic (int difficulty, object *op, int max_magic, int flags)
591     {
592     int i;
593     i = magic_from_difficulty(difficulty);
594     if ((flags & GT_ONLY_GOOD) && i < 0)
595     i = -i;
596     if(i > max_magic)
597     i = max_magic;
598     set_abs_magic(op,i);
599     if (i < 0)
600     SET_FLAG(op, FLAG_CURSED);
601     }
602    
603     /*
604     * Randomly adds one magical ability to the given object.
605     * Modified for Partial Resistance in many ways:
606     * 1) Since rings can have multiple bonuses, if the same bonus
607     * is rolled again, increase it - the bonuses now stack with
608     * other bonuses previously rolled and ones the item might natively have.
609     * 2) Add code to deal with new PR method.
610     */
611    
612     void set_ring_bonus(object *op,int bonus) {
613    
614     int r=RANDOM()%(bonus>0?25:11);
615    
616     if(op->type==AMULET) {
617 root 1.4 if(!(RANDOM()%21))
618     r=20+RANDOM()%2;
619     else {
620     if(RANDOM()&2)
621     r=10;
622     else
623     r=11+RANDOM()%9;
624     }
625 elmex 1.1 }
626    
627     switch(r) {
628 root 1.4 /* Redone by MSW 2000-11-26 to have much less code. Also,
629     * bonuses and penalties will stack and add to existing values.
630     * of the item.
631     */
632     case 0:
633     case 1:
634     case 2:
635     case 3:
636     case 4:
637     case 5:
638     case 6:
639     set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r)));
640     break;
641    
642     case 7:
643     op->stats.dam+=bonus;
644     break;
645    
646     case 8:
647     op->stats.wc+=bonus;
648     break;
649    
650     case 9:
651     op->stats.food+=bonus; /* hunger/sustenance */
652     break;
653    
654     case 10:
655     op->stats.ac+=bonus;
656     break;
657    
658     /* Item that gives protections/vulnerabilities */
659     case 11:
660     case 12:
661     case 13:
662     case 14:
663     case 15:
664     case 16:
665     case 17:
666     case 18:
667     case 19:
668     {
669     int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table;
670    
671     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
672     val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b;
673    
674     /* Cursed items need to have higher negative values to equal out with
675     * positive values for how protections work out. Put another
676     * little random element in since that they don't always end up with
677     * even values.
678     */
679     if (bonus<0) val = 2*-val - RANDOM() % b;
680     if (val>35) val=35; /* Upper limit */
681     b=0;
682     while (op->resist[resist_table[resist]]!=0 && b<4) {
683     resist=RANDOM() % num_resist_table;
684     }
685     if (b==4) return; /* Not able to find a free resistance */
686     op->resist[resist_table[resist]] = val;
687     /* We should probably do something more clever here to adjust value
688     * based on how good a resistance we gave.
689     */
690     break;
691     }
692     case 20:
693     if(op->type==AMULET) {
694     SET_FLAG(op,FLAG_REFL_SPELL);
695     op->value*=11;
696     } else {
697     op->stats.hp=1; /* regenerate hit points */
698     op->value*=4;
699     }
700     break;
701    
702     case 21:
703     if(op->type==AMULET) {
704     SET_FLAG(op,FLAG_REFL_MISSILE);
705     op->value*=9;
706     } else {
707     op->stats.sp=1; /* regenerate spell points */
708     op->value*=3;
709     }
710     break;
711    
712     case 22:
713     op->stats.exp+=bonus; /* Speed! */
714     op->value=(op->value*2)/3;
715     break;
716 elmex 1.1 }
717     if(bonus>0)
718 root 1.4 op->value*=2*bonus;
719 elmex 1.1 else
720 root 1.4 op->value= -(op->value*2*bonus)/3;
721 elmex 1.1 }
722    
723     /*
724     * get_magic(diff) will return a random number between 0 and 4.
725     * diff can be any value above 2. The higher the diff-variable, the
726     * higher is the chance of returning a low number.
727     * It is only used in fix_generated_treasure() to set bonuses on
728     * rings and amulets.
729     * Another scheme is used to calculate the magic of weapons and armours.
730     */
731    
732     int get_magic(int diff) {
733     int i;
734     if(diff<3)
735     diff=3;
736     for(i=0;i<4;i++)
737     if(RANDOM()%diff) return i;
738     return 4;
739     }
740    
741     #define DICE2 (get_magic(2)==2?2:1)
742     #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
743    
744     /*
745     * fix_generated_item(): This is called after an item is generated, in
746     * order to set it up right. This produced magical bonuses, puts spells
747     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
748     */
749     /* 4/28/96 added creator object from which op may now inherit properties based on
750     * op->type. Right now, which stuff the creator passes on is object type
751     * dependant. I know this is a spagetti manuever, but is there a cleaner
752     * way to do this? b.t. */
753     /*
754     * ! (flags & GT_ENVIRONMENT):
755     * Automatically calls fix_flesh_item().
756     *
757     * flags:
758     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
759     * value.
760     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
761     * a working object - don't change magic, value, etc, but set it material
762     * type as appropriate, for objects that need spell objects, set those, etc
763     */
764    
765     void fix_generated_item (object * op, object * creator, int difficulty,
766     int max_magic, int flags)
767     {
768     int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
769    
770     if (!creator || creator->type == op->type)
771     creator = op; /*safety & to prevent polymorphed objects giving attributes */
772    
773     /* If we make an artifact, this information will be destroyed */
774     save_item_power = op->item_power;
775     op->item_power = 0;
776    
777     if (op->randomitems && op->type != SPELL)
778     {
779     create_treasure (op->randomitems, op, flags, difficulty, 0);
780     if (!op->inv)
781     LOG (llevDebug,
782     "fix_generated_item: Unable to generate treasure for %s\n",
783     op->name);
784    
785     /* So the treasure doesn't get created again */
786     op->randomitems = NULL;
787     }
788    
789     if (difficulty < 1)
790     difficulty = 1;
791    
792     if (!(flags & GT_MINIMAL))
793     {
794     if (op->arch == crown_arch)
795     {
796     set_magic (difficulty, op, max_magic, flags);
797     num_enchantments = calc_item_power (op, 1);
798     generate_artifact (op, difficulty);
799     }
800     else
801     {
802     if (!op->magic && max_magic)
803     set_magic (difficulty, op, max_magic, flags);
804    
805     num_enchantments = calc_item_power (op, 1);
806    
807     if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT))
808     || op->type == HORN
809     || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
810     * used for shop_floors or treasures */
811     generate_artifact (op, difficulty);
812     }
813    
814     /* Object was made an artifact. Calculate its item_power rating.
815     * the item_power in the object is what the artfiact adds.
816     */
817     if (op->title)
818     {
819     /* if save_item_power is set, then most likely we started with an
820     * artifact and have added new abilities to it - this is rare, but
821     * but I have seen things like 'strange rings of fire'. So just figure
822     * out the power from the base power plus what this one adds. Note
823     * that since item_power is not quite linear, this actually ends up
824     * being somewhat of a bonus
825     */
826     if (save_item_power)
827     op->item_power =
828     save_item_power + get_power_from_ench (op->item_power);
829     else
830     op->item_power =
831     get_power_from_ench (op->item_power + num_enchantments);
832     }
833     else if (save_item_power)
834     {
835     /* restore the item_power field to the object if we haven't changed it.
836     * we don't care about num_enchantments - that will basically just
837     * have calculated some value from the base attributes of the archetype.
838     */
839     op->item_power = save_item_power;
840     }
841     else
842     {
843     /* item_power was zero. This is suspicious, as it may be because it
844     * was never previously calculated. Let's compute a value and see if
845     * it is non-zero. If it indeed is, then assign it as the new
846     * item_power value.
847     * - gros, 21th of July 2006.
848     */
849     op->item_power = calc_item_power(op,0);
850     save_item_power = op->item_power; /* Just in case it would get used
851     * again below */
852     }
853     }
854    
855     /* materialtype modifications. Note we allow this on artifacts. */
856     set_materialname (op, difficulty, NULL);
857    
858     if (flags & GT_MINIMAL)
859     {
860     if (op->type == POTION)
861     /* Handle healing and magic power potions */
862     if (op->stats.sp && !op->randomitems)
863     {
864     object *tmp;
865    
866     tmp = get_archetype (spell_mapping[op->stats.sp]);
867     insert_ob_in_ob (tmp, op);
868     op->stats.sp = 0;
869     }
870     }
871     else if (!op->title) /* Only modify object if not special */
872     switch (op->type)
873     {
874     case WEAPON:
875     case ARMOUR:
876     case SHIELD:
877     case HELMET:
878     case CLOAK:
879     if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
880     set_ring_bonus (op, -DICE2);
881     break;
882    
883     case BRACERS:
884     if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
885     {
886     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
887     if (!QUERY_FLAG (op, FLAG_CURSED))
888     op->value *= 3;
889     }
890     break;
891    
892     case POTION:
893     {
894     int too_many_tries = 0, is_special = 0;
895    
896     /* Handle healing and magic power potions */
897     if (op->stats.sp && !op->randomitems)
898     {
899     object *tmp;
900    
901     tmp = get_archetype (spell_mapping[op->stats.sp]);
902     insert_ob_in_ob (tmp, op);
903     op->stats.sp = 0;
904     }
905    
906     while (!(is_special = special_potion (op)) && !op->inv)
907     {
908     generate_artifact (op, difficulty);
909     if (too_many_tries++ > 10)
910     break;
911     }
912    
913     /* don't want to change value for healing/magic power potions,
914     * since the value set on those is already correct.
915     */
916     if (op->inv && op->randomitems)
917     {
918     /* value multiplier is same as for scrolls */
919     op->value = (op->value * op->inv->value);
920     op->level =
921     op->inv->level / 2 + RANDOM () % difficulty
922     + RANDOM () % difficulty;
923     }
924     else
925     {
926     FREE_AND_COPY (op->name, "potion");
927     FREE_AND_COPY (op->name_pl, "potions");
928     }
929     if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
930     SET_FLAG (op, FLAG_CURSED);
931     break;
932     }
933    
934     case AMULET:
935     if (op->arch == amulet_arch)
936     op->value *= 5; /* Since it's not just decoration */
937    
938     case RING:
939     if (op->arch == NULL)
940     {
941     remove_ob (op);
942     free_object (op);
943     op = NULL;
944     break;
945     }
946    
947     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
948     break;
949    
950     if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
951     SET_FLAG (op, FLAG_CURSED);
952    
953     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954    
955     if (op->type != RING) /* Amulets have only one ability */
956     break;
957    
958     if (!(RANDOM () % 4))
959     {
960     int d = (RANDOM () % 2
961     || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
962    
963     if (d > 0)
964     op->value *= 3;
965    
966     set_ring_bonus (op, d);
967    
968     if (!(RANDOM () % 4))
969     {
970     int d = (RANDOM () % 3
971     || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
972     if (d > 0)
973     op->value *= 5;
974     set_ring_bonus (op, d);
975     }
976     }
977    
978     if (GET_ANIM_ID (op))
979     SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
980    
981     break;
982    
983     case BOOK:
984     /* Is it an empty book?, if yes lets make a special·
985     * msg for it, and tailor its properties based on the·
986     * creator and/or map level we found it on.
987     */
988     if (!op->msg && RANDOM () % 10)
989     {
990     /* set the book level properly */
991     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
992     {
993     if (op->map && op->map->difficulty)
994     op->level =
995     RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
996     else
997     op->level = RANDOM () % 20 + 1;
998     }
999     else
1000     op->level = RANDOM () % creator->level;
1001    
1002     tailor_readable_ob (op,
1003     (creator
1004     && creator->stats.sp) ? creator->stats.
1005     sp : -1);
1006     /* books w/ info are worth more! */
1007     op->value *=
1008     ((op->level >
1009     10 ? op->level : (op->level +
1010     1) / 2) * ((strlen (op->msg) / 250) + 1));
1011     /* creator related stuff */
1012    
1013     /* for library, chained books. Note that some monsters have no_pick
1014     * set - we don't want to set no pick in that case.
1015     */
1016     if (QUERY_FLAG (creator, FLAG_NO_PICK) &&
1017     !QUERY_FLAG (creator, FLAG_MONSTER))
1018     SET_FLAG (op, FLAG_NO_PICK);
1019     if (creator->slaying && !op->slaying) /* for check_inv floors */
1020     op->slaying = add_string (creator->slaying);
1021    
1022     /* add exp so reading it gives xp (once) */
1023     op->stats.exp =
1024     op->value > 10000 ? op->value / 5 : op->value / 10;
1025     }
1026     break;
1027    
1028     case SPELLBOOK:
1029     op->value = op->value * op->inv->value;
1030     /* add exp so learning gives xp */
1031     op->level = op->inv->level;
1032     op->stats.exp = op->value;
1033     break;
1034    
1035     case WAND:
1036     /* nrof in the treasure list is number of charges,
1037     * not number of wands. So copy that into food (charges),
1038     * and reset nrof.
1039     */
1040     op->stats.food = op->inv->nrof;
1041     op->nrof = 1;
1042     /* If the spell changes by level, choose a random level
1043     * for it, and adjust price. If the spell doesn't
1044     * change by level, just set the wand to the level of
1045     * the spell, and value calculation is simpler.
1046     */
1047     if (op->inv->duration_modifier || op->inv->dam_modifier ||
1048     op->inv->range_modifier)
1049     {
1050     op->level = level_for_item (op, difficulty);
1051     op->value = op->value * op->inv->value * (op->level + 50) /
1052     (op->inv->level + 50);
1053     }
1054     else
1055     {
1056     op->level = op->inv->level;
1057     op->value = op->value * op->inv->value;
1058     }
1059     break;
1060    
1061     case ROD:
1062     op->level = level_for_item (op, difficulty);
1063     /* Add 50 to both level an divisor to keep prices a little more
1064     * reasonable. Otherwise, a high level version of a low level
1065     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1066     * 10 time multiplier). This way, the value are a bit more reasonable.
1067     */
1068     op->value =
1069     op->value * op->inv->value * (op->level + 50) / (op->inv->level +
1070     50);
1071     /* maxhp is used to denote how many 'charges' the rod holds before */
1072     if (op->stats.maxhp)
1073     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1074     else
1075     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1076    
1077     op->stats.hp = op->stats.maxhp;
1078     break;
1079    
1080     case SCROLL:
1081     op->level = level_for_item (op, difficulty);
1082     op->value =
1083     op->value * op->inv->value
1084     * (op->level + 50) / (op->inv->level + 50);
1085    
1086     /* add exp so reading them properly gives xp */
1087     op->stats.exp = op->value / 5;
1088     op->nrof = op->inv->nrof;
1089     break;
1090    
1091     case RUNE:
1092     trap_adjust (op, difficulty);
1093     break;
1094    
1095     case TRAP:
1096     trap_adjust (op, difficulty);
1097     break;
1098     } /* switch type */
1099    
1100     if (flags & GT_STARTEQUIP)
1101     {
1102     if (op->nrof < 2 && op->type != CONTAINER
1103     && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1104     SET_FLAG (op, FLAG_STARTEQUIP);
1105     else if (op->type != MONEY)
1106     op->value = 0;
1107     }
1108    
1109     if (!(flags & GT_ENVIRONMENT))
1110     fix_flesh_item (op, creator);
1111     }
1112    
1113     /*
1114     *
1115     *
1116     * CODE DEALING WITH ARTIFACTS STARTS HERE
1117     *
1118     *
1119     */
1120    
1121     /*
1122     * Allocate and return the pointer to an empty artifactlist structure.
1123     */
1124    
1125     static artifactlist *get_empty_artifactlist(void) {
1126     artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist));
1127     if(tl==NULL)
1128     fatal(OUT_OF_MEMORY);
1129     tl->next=NULL;
1130     tl->items=NULL;
1131     tl->total_chance=0;
1132     return tl;
1133     }
1134    
1135     /*
1136     * Allocate and return the pointer to an empty artifact structure.
1137     */
1138    
1139     static artifact *get_empty_artifact(void) {
1140     artifact *t = (artifact *) malloc(sizeof(artifact));
1141     if(t==NULL)
1142     fatal(OUT_OF_MEMORY);
1143     t->item=NULL;
1144     t->next=NULL;
1145     t->chance=0;
1146     t->difficulty=0;
1147     t->allowed = NULL;
1148     return t;
1149     }
1150    
1151     /*
1152     * Searches the artifact lists and returns one that has the same type
1153     * of objects on it.
1154     */
1155    
1156     artifactlist *find_artifactlist(int type) {
1157     artifactlist *al;
1158    
1159     for (al=first_artifactlist; al!=NULL; al=al->next)
1160 root 1.4 if (al->type == type) return al;
1161 elmex 1.1 return NULL;
1162     }
1163    
1164     /*
1165     * For debugging purposes. Dumps all tables.
1166     */
1167    
1168     void dump_artifacts(void) {
1169     artifactlist *al;
1170     artifact *art;
1171     linked_char *next;
1172    
1173     fprintf(logfile,"\n");
1174     for (al=first_artifactlist; al!=NULL; al=al->next) {
1175     fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1176     for (art=al->items; art!=NULL; art=art->next) {
1177     fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n",
1178 root 1.4 art->item->name, art->difficulty, art->chance);
1179 elmex 1.1 if (art->allowed !=NULL) {
1180 root 1.4 fprintf(logfile,"\tAllowed combinations:");
1181     for (next=art->allowed; next!=NULL; next=next->next)
1182     fprintf(logfile, "%s,", next->name);
1183     fprintf(logfile,"\n");
1184 elmex 1.1 }
1185     }
1186     }
1187     fprintf(logfile,"\n");
1188     }
1189    
1190     /*
1191     * For debugging purposes. Dumps all treasures recursively (see below).
1192     */
1193     void dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1194     {
1195     treasurelist *tl;
1196     int i;
1197    
1198     if (depth > 100)
1199     return;
1200     while (t != NULL)
1201     {
1202     if (t->name != NULL)
1203 root 1.4 {
1204     for (i = 0; i < depth; i++)
1205     fprintf (logfile, " ");
1206     fprintf (logfile, "{ (list: %s)\n", t->name);
1207     tl = find_treasurelist (t->name);
1208     dump_monster_treasure_rec (name, tl->items, depth + 2);
1209     for (i = 0; i < depth; i++)
1210     fprintf (logfile, " ");
1211     fprintf (logfile, "} (end of list: %s)\n", t->name);
1212     }
1213 elmex 1.1 else
1214 root 1.4 {
1215     for (i = 0; i < depth; i++)
1216     fprintf (logfile, " ");
1217     if (t->item->clone.type == FLESH)
1218     fprintf (logfile, "%s's %s\n", name, t->item->clone.name);
1219     else
1220     fprintf (logfile, "%s\n", t->item->clone.name);
1221     }
1222 elmex 1.1 if (t->next_yes != NULL)
1223 root 1.4 {
1224     for (i = 0; i < depth; i++)
1225     fprintf (logfile, " ");
1226     fprintf (logfile, " (if yes)\n");
1227     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1228     }
1229 elmex 1.1 if (t->next_no != NULL)
1230 root 1.4 {
1231     for (i = 0; i < depth; i++)
1232     fprintf (logfile, " ");
1233     fprintf (logfile, " (if no)\n");
1234     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1235     }
1236 elmex 1.1 t = t->next;
1237     }
1238     }
1239    
1240     /*
1241     * For debugging purposes. Dumps all treasures for a given monster.
1242     * Created originally by Raphael Quinet for debugging the alchemy code.
1243     */
1244    
1245     void dump_monster_treasure (const char *name)
1246     {
1247     archetype *at;
1248     int found;
1249    
1250     found = 0;
1251     fprintf (logfile, "\n");
1252     for (at = first_archetype; at != NULL; at = at->next)
1253     if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1254     {
1255 root 1.4 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name,
1256     at->name);
1257     if (at->clone.randomitems != NULL)
1258     dump_monster_treasure_rec (at->clone.name,
1259     at->clone.randomitems->items, 1);
1260     else
1261     fprintf (logfile, "(nothing)\n");
1262     fprintf (logfile, "\n");
1263     found++;
1264 elmex 1.1 }
1265     if (found == 0)
1266     fprintf (logfile, "No objects have the name %s!\n\n", name);
1267     }
1268    
1269     /*
1270     * Builds up the lists of artifacts from the file in the libdir.
1271     */
1272    
1273     void init_artifacts(void) {
1274     static int has_been_inited=0;
1275     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1276     artifact *art=NULL;
1277     linked_char *tmp;
1278     int value, comp;
1279     artifactlist *al;
1280    
1281     if (has_been_inited) return;
1282     else has_been_inited = 1;
1283    
1284     sprintf(filename, "%s/artifacts", settings.datadir);
1285 root 1.5 object_thawer thawer (filename);
1286 elmex 1.1
1287 root 1.5 if (!thawer)
1288     return;
1289 root 1.3
1290 root 1.5 while (fgets(buf, HUGE_BUF, thawer)!=NULL) {
1291 root 1.4 if (*buf=='#') continue;
1292     if((cp=strchr(buf,'\n'))!=NULL)
1293     *cp='\0';
1294     cp=buf;
1295     while(*cp==' ') /* Skip blanks */
1296     cp++;
1297 elmex 1.1 if (*cp=='\0') continue;
1298    
1299 root 1.4 if (!strncmp(cp, "Allowed", 7)) {
1300     if (art==NULL) {
1301     art=get_empty_artifact();
1302     nrofartifacts++;
1303     }
1304     cp = strchr(cp,' ') + 1;
1305     if (!strcmp(cp,"all")) continue;
1306    
1307     do {
1308     nrofallowedstr++;
1309     if ((next=strchr(cp, ','))!=NULL)
1310     *(next++) = '\0';
1311     tmp = (linked_char*) malloc(sizeof(linked_char));
1312     tmp->name = add_string(cp);
1313     tmp->next = art->allowed;
1314     art->allowed = tmp;
1315     } while ((cp=next)!=NULL);
1316     }
1317     else if (sscanf(cp, "chance %d", &value))
1318     art->chance = (uint16) value;
1319     else if (sscanf(cp, "difficulty %d", &value))
1320     art->difficulty = (uint8) value;
1321     else if (!strncmp(cp, "Object",6)) {
1322     art->item = (object *) calloc(1, sizeof(object));
1323     reset_object(art->item);
1324 root 1.5 if (!load_object(thawer, art->item,LO_LINEMODE,0))
1325 root 1.4 LOG(llevError,"Init_Artifacts: Could not load object.\n");
1326     art->item->name = add_string((strchr(cp, ' ')+1));
1327     al=find_artifactlist(art->item->type);
1328     if (al==NULL) {
1329     al = get_empty_artifactlist();
1330     al->type = art->item->type;
1331     al->next = first_artifactlist;
1332     first_artifactlist = al;
1333     }
1334     art->next = al->items;
1335     al->items = art;
1336     art = NULL;
1337     }
1338     else
1339     LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1340 elmex 1.1 }
1341    
1342     for (al=first_artifactlist; al!=NULL; al=al->next) {
1343 root 1.4 for (art=al->items; art!=NULL; art=art->next) {
1344     if (!art->chance)
1345     LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name);
1346     else
1347     al->total_chance += art->chance;
1348     }
1349 elmex 1.1 #if 0
1350 root 1.4 LOG(llevDebug,"Artifact list type %d has %d total chance\n",
1351     al->type, al->total_chance);
1352 elmex 1.1 #endif
1353     }
1354    
1355     LOG(llevDebug,"done.\n");
1356     }
1357    
1358    
1359     /*
1360     * Used in artifact generation. The bonuses of the first object
1361     * is modified by the bonuses of the second object.
1362     */
1363    
1364     void add_abilities(object *op, object *change) {
1365     int i,j, tmp;
1366    
1367     if (change->face != blank_face) {
1368     #ifdef TREASURE_VERBOSE
1369 root 1.4 LOG(llevDebug, "FACE: %d\n", change->face->number);
1370 elmex 1.1 #endif
1371 root 1.4 op->face = change->face;
1372 elmex 1.1 }
1373     for (i = 0; i < NUM_STATS; i++)
1374 root 1.4 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i));
1375 elmex 1.1
1376     op->attacktype |= change->attacktype;
1377     op->path_attuned |= change->path_attuned;
1378     op->path_repelled |= change->path_repelled;
1379     op->path_denied |= change->path_denied;
1380     op->move_type |= change->move_type;
1381     op->stats.luck += change->stats.luck;
1382    
1383     if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED);
1384     if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED);
1385     if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED))
1386 root 1.4 && op->magic > 0)
1387     set_abs_magic(op, -op->magic);
1388 elmex 1.1
1389     if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
1390     if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
1391     if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
1392     if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
1393     if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
1394     if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
1395     if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
1396     if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS);
1397    
1398     if (QUERY_FLAG(change,FLAG_STAND_STILL)) {
1399 root 1.4 CLEAR_FLAG(op,FLAG_ANIMATE);
1400     /* so artifacts will join */
1401     if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0;
1402     update_ob_speed(op);
1403 elmex 1.1 }
1404     if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1;
1405     op->stats.exp += change->stats.exp; /* Speed modifier */
1406     op->stats.wc += change->stats.wc;
1407     op->stats.ac += change->stats.ac;
1408    
1409     if (change->other_arch) {
1410 root 1.4 /* Basically, for horns & potions, the other_arch field is the spell
1411     * to cast. So convert that to into a spell and put it into
1412     * this object.
1413     */
1414     if (op->type == HORN || op->type == POTION) {
1415     object *tmp_obj;
1416     /* Remove any spells this object currently has in it */
1417     while (op->inv) {
1418     tmp_obj = op->inv;
1419     remove_ob(tmp_obj);
1420     free_object(tmp_obj);
1421     }
1422     tmp_obj = arch_to_object(change->other_arch);
1423     insert_ob_in_ob(tmp_obj, op);
1424     }
1425     /* No harm setting this for potions/horns */
1426     op->other_arch = change->other_arch;
1427 elmex 1.1 }
1428    
1429     if (change->stats.hp < 0)
1430 root 1.4 op->stats.hp = -change->stats.hp;
1431 elmex 1.1 else
1432 root 1.4 op->stats.hp += change->stats.hp;
1433 elmex 1.1 if (change->stats.maxhp < 0)
1434 root 1.4 op->stats.maxhp = -change->stats.maxhp;
1435 elmex 1.1 else
1436 root 1.4 op->stats.maxhp += change->stats.maxhp;
1437 elmex 1.1 if (change->stats.sp < 0)
1438 root 1.4 op->stats.sp = -change->stats.sp;
1439 elmex 1.1 else
1440 root 1.4 op->stats.sp += change->stats.sp;
1441 elmex 1.1 if (change->stats.maxsp < 0)
1442 root 1.4 op->stats.maxsp = -change->stats.maxsp;
1443 elmex 1.1 else
1444 root 1.4 op->stats.maxsp += change->stats.maxsp;
1445 elmex 1.1 if (change->stats.food < 0)
1446 root 1.4 op->stats.food = -(change->stats.food);
1447 elmex 1.1 else
1448 root 1.4 op->stats.food += change->stats.food;
1449 elmex 1.1 if (change->level < 0)
1450 root 1.4 op->level = -(change->level);
1451 elmex 1.1 else
1452 root 1.4 op->level += change->level;
1453 elmex 1.1
1454     if (change->gen_sp_armour < 0)
1455 root 1.4 op->gen_sp_armour = -(change->gen_sp_armour);
1456 elmex 1.1 else
1457 root 1.4 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1458 elmex 1.1
1459     op->item_power = change->item_power;
1460    
1461     for (i=0; i<NROFATTACKS; i++) {
1462 root 1.4 if (change->resist[i]) {
1463     op->resist[i] += change->resist[i];
1464     }
1465 elmex 1.1 }
1466     if (change->stats.dam) {
1467 root 1.4 if (change->stats.dam < 0)
1468     op->stats.dam = (-change->stats.dam);
1469     else if (op->stats.dam) {
1470     tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10);
1471     if (tmp == op->stats.dam) {
1472     if (change->stats.dam < 10)
1473     op->stats.dam--;
1474     else
1475     op->stats.dam++;
1476     }
1477     else
1478     op->stats.dam = tmp;
1479     }
1480 elmex 1.1 }
1481     if (change->weight) {
1482 root 1.4 if (change->weight < 0)
1483     op->weight = (-change->weight);
1484     else
1485     op->weight = (op->weight * (change->weight)) / 100;
1486 elmex 1.1 }
1487     if (change->last_sp) {
1488 root 1.4 if (change->last_sp < 0)
1489     op->last_sp = (-change->last_sp);
1490     else
1491     op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100);
1492 elmex 1.1 }
1493     if (change->gen_sp_armour) {
1494 root 1.4 if (change->gen_sp_armour < 0)
1495     op->gen_sp_armour = (-change->gen_sp_armour);
1496     else
1497     op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour))
1498 elmex 1.1 / (int)100);
1499     }
1500     op->value *= change->value;
1501    
1502     if(change->material) op->material = change->material;
1503    
1504     if (change->materialname) {
1505 root 1.4 if (op->materialname)
1506     free_string(op->materialname);
1507     op->materialname = add_refcount(change->materialname);
1508 elmex 1.1 }
1509    
1510     if (change->slaying) {
1511 root 1.4 if (op->slaying)
1512     free_string(op->slaying);
1513     op->slaying = add_refcount(change->slaying);
1514 elmex 1.1 }
1515     if (change->race) {
1516 root 1.4 if (op->race)
1517     free_string(op->race);
1518     op->race = add_refcount(change->race);
1519 elmex 1.1 }
1520     if (change->msg) {
1521 root 1.4 if (op->msg)
1522     free_string(op->msg);
1523     op->msg = add_refcount(change->msg);
1524 elmex 1.1 }
1525     /* GROS: Added support for event_... in artifact file */
1526     for(j=0;j<NR_EVENTS;j++) {
1527 root 1.4 event *evt;
1528     event *evt2;
1529     event *evtn;
1530     event *evtp;
1531    
1532     evt = find_event(change,j);
1533     evt2= find_event(op,j);
1534    
1535     if ((evt) && (evt->hook)) {
1536     if ((evt2)&&(evt2->hook)) {
1537     free_string(evt2->hook);
1538     free_string(evt2->plugin);
1539     free_string(evt2->options);
1540     evtp = NULL;
1541     evtn = evt2->next;
1542     if (evt2 == op->events) {
1543     free(evt2);
1544     op->events = evtn;
1545     }
1546     else {
1547     evtp = op->events;
1548     while (evtp->next != evt2)
1549     evtp = evtp->next;
1550     free(evt2);
1551     evtp->next = evtn;
1552     }
1553     }
1554     else if (evt2 == NULL) {
1555     if (op->events == NULL) {
1556     evt2 = (event *)malloc(sizeof(event));
1557     op->events = evt2;
1558     }
1559     else {
1560     evtp = op->events;
1561     while (evtp->next != NULL)
1562     evtp = evtp->next;
1563     evtp->next = (event *)malloc(sizeof(event));
1564     evt2 = evtp->next;
1565     }
1566     }
1567     evt2->next = NULL;
1568     evt2->hook = add_refcount(evt->hook);
1569     evt2->plugin = add_refcount(evt->plugin);
1570     evt2->type = j;
1571    
1572     if (evt->options)
1573     evt2->options = add_refcount(evt->options);
1574     else
1575     evt2->options = NULL;
1576     }
1577 elmex 1.1 }
1578     }
1579    
1580     static int legal_artifact_combination(object *op, artifact *art) {
1581     int neg, success = 0;
1582     linked_char *tmp;
1583     const char *name;
1584    
1585     if (art->allowed == (linked_char *) NULL)
1586     return 1; /* Ie, "all" */
1587     for (tmp = art->allowed; tmp; tmp = tmp->next) {
1588     #ifdef TREASURE_VERBOSE
1589     LOG(llevDebug, "legal_art: %s\n", tmp->name);
1590     #endif
1591     if (*tmp->name == '!')
1592     name = tmp->name + 1, neg = 1;
1593     else
1594     name = tmp->name, neg = 0;
1595    
1596     /* If we match name, then return the opposite of 'neg' */
1597     if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name)))
1598     return !neg;
1599    
1600     /* Set success as true, since if the match was an inverse, it means
1601     * everything is allowed except what we match
1602     */
1603     else if (neg)
1604     success = 1;
1605     }
1606     return success;
1607     }
1608    
1609     /*
1610     * Fixes the given object, giving it the abilities and titles
1611     * it should have due to the second artifact-template.
1612     */
1613    
1614     void give_artifact_abilities(object *op, object *artifct) {
1615     char new_name[MAX_BUF];
1616    
1617     sprintf(new_name, "of %s", artifct->name);
1618     if (op->title)
1619     free_string(op->title);
1620     op->title = add_string(new_name);
1621     add_abilities(op, artifct); /* Give out the bonuses */
1622    
1623     #if 0 /* Bit verbose, but keep it here until next time I need it... */
1624     {
1625     char identified = QUERY_FLAG(op, FLAG_IDENTIFIED);
1626     SET_FLAG(op, FLAG_IDENTIFIED);
1627     LOG(llevDebug, "Generated artifact %s %s [%s]\n",
1628     op->name, op->title, describe_item(op, NULL));
1629     if (!identified)
1630 root 1.4 CLEAR_FLAG(op, FLAG_IDENTIFIED);
1631 elmex 1.1 }
1632     #endif
1633     return;
1634     }
1635    
1636     /*
1637     * Decides randomly which artifact the object should be
1638     * turned into. Makes sure that the item can become that
1639     * artifact (means magic, difficulty, and Allowed fields properly).
1640     * Then calls give_artifact_abilities in order to actually create
1641     * the artifact.
1642     */
1643    
1644     /* Give 1 re-roll attempt per artifact */
1645     #define ARTIFACT_TRIES 2
1646    
1647     void generate_artifact(object *op, int difficulty) {
1648     artifactlist *al;
1649     artifact *art;
1650     int i;
1651    
1652     al = find_artifactlist(op->type);
1653    
1654     if (al==NULL) {
1655     #if 0 /* This is too verbose, usually */
1656     LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1657     #endif
1658     return;
1659     }
1660    
1661     for (i = 0; i < ARTIFACT_TRIES; i++) {
1662     int roll = RANDOM()% al->total_chance;
1663    
1664     for (art=al->items; art!=NULL; art=art->next) {
1665     roll -= art->chance;
1666     if (roll<0) break;
1667     }
1668 root 1.4
1669 elmex 1.1 if (art == NULL || roll>=0) {
1670     #if 1
1671     LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1672 root 1.4 op->type);
1673 elmex 1.1 #endif
1674     return;
1675     }
1676     if (!strcmp(art->item->name,"NONE"))
1677 root 1.4 return;
1678 elmex 1.1 if (FABS(op->magic) < art->item->magic)
1679     continue; /* Not magic enough to be this item */
1680    
1681     /* Map difficulty not high enough */
1682     if (difficulty<art->difficulty)
1683 root 1.4 continue;
1684 elmex 1.1
1685     if (!legal_artifact_combination(op, art)) {
1686     #ifdef TREASURE_VERBOSE
1687     LOG(llevDebug, "%s of %s was not a legal combination.\n",
1688     op->name, art->item->name);
1689     #endif
1690     continue;
1691     }
1692     give_artifact_abilities(op, art->item);
1693     return;
1694     }
1695     }
1696    
1697     /* fix_flesh_item() - objects of type FLESH are similar to type
1698     * FOOD, except they inherit properties (name, food value, etc).
1699     * based on the original owner (or 'donor' if you like). -b.t.
1700     */
1701    
1702     void fix_flesh_item(object *item, object *donor) {
1703     char tmpbuf[MAX_BUF];
1704     int i;
1705    
1706     if(item->type==FLESH && donor) {
1707 root 1.4 /* change the name */
1708     sprintf(tmpbuf,"%s's %s",donor->name,item->name);
1709     FREE_AND_COPY(item->name, tmpbuf);
1710     sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl);
1711     FREE_AND_COPY(item->name_pl, tmpbuf);
1712    
1713     /* weight is FLESH weight/100 * donor */
1714     if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0)
1715     item->weight=1;
1716    
1717     /* value is multiplied by level of donor */
1718     item->value *= isqrt(donor->level*2);
1719    
1720     /* food value */
1721     item->stats.food += (donor->stats.hp/100) + donor->stats.Con;
1722    
1723     /* flesh items inherit some abilities of donor, but not
1724     * full effect.
1725     */
1726     for (i=0; i<NROFATTACKS; i++)
1727     item->resist[i] = donor->resist[i]/2;
1728    
1729     /* item inherits donor's level (important for quezals) */
1730     item->level = donor->level;
1731    
1732     /* if donor has some attacktypes, the flesh is poisonous */
1733     if(donor->attacktype&AT_POISON)
1734     item->type=POISON;
1735     if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food;
1736     SET_FLAG(item,FLAG_NO_STEAL);
1737 elmex 1.1 }
1738     }
1739    
1740     /* special_potion() - so that old potion code is still done right. */
1741    
1742     int special_potion (object *op) {
1743    
1744     int i;
1745    
1746     if(op->attacktype) return 1;
1747    
1748     if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1749     || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1750    
1751     for (i=0; i<NROFATTACKS; i++)
1752 root 1.4 if (op->resist[i]) return 1;
1753 elmex 1.1
1754     return 0;
1755     }
1756    
1757     void free_treasurestruct(treasure *t)
1758     {
1759 root 1.4 if (t->next) free_treasurestruct(t->next);
1760     if (t->next_yes) free_treasurestruct(t->next_yes);
1761     if (t->next_no) free_treasurestruct(t->next_no);
1762     free(t);
1763 elmex 1.1 }
1764    
1765     void free_charlinks(linked_char *lc)
1766     {
1767 root 1.4 if (lc->next) free_charlinks(lc->next);
1768     free(lc);
1769 elmex 1.1 }
1770    
1771     void free_artifact(artifact *at)
1772     {
1773    
1774     if (at->next) free_artifact(at->next);
1775     if (at->allowed) free_charlinks(at->allowed);
1776     if (at->item) {
1777 root 1.4 if (at->item->name) free_string(at->item->name);
1778     if (at->item->name_pl) free_string(at->item->name_pl);
1779     if (at->item->msg) free_string(at->item->msg);
1780     if (at->item->title) free_string(at->item->title);
1781     free(at->item);
1782 elmex 1.1 }
1783     free(at);
1784     }
1785    
1786     void free_artifactlist(artifactlist *al)
1787     {
1788     artifactlist *nextal;
1789     for (al=first_artifactlist; al!=NULL; al=nextal) {
1790 root 1.4 nextal=al->next;
1791     if (al->items) {
1792     free_artifact(al->items);
1793     }
1794     free(al);
1795 elmex 1.1 }
1796     }
1797    
1798     void free_all_treasures(void) {
1799     treasurelist *tl, *next;
1800    
1801    
1802     for (tl=first_treasurelist; tl!=NULL; tl=next) {
1803 root 1.4 next=tl->next;
1804     if (tl->name) free_string(tl->name);
1805     if (tl->items) free_treasurestruct(tl->items);
1806     free(tl);
1807 elmex 1.1 }
1808     free_artifactlist(first_artifactlist);
1809     }