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Revision: 1.4
Committed: Tue Aug 29 08:01:36 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +497 -497 lines
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# Content
1
2 /*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.3 2006-08-28 14:05:24 root Exp $";
5 */
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 (*line)++;
113
114 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 }
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 LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name);
164 if (t->chance>=100 && t->next_yes && (t->next || t->next_no))
165 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 /* find_treasurelist will print out its own error message */
168 if (t->name && strcmp(t->name,"NONE"))
169 (void) find_treasurelist(t->name);
170 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 LOG(llevError,"Can't open treasure file.\n");
191 return;
192 }
193 while(fgets(buf,MAX_BUF,fp)!=NULL) {
194 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 #ifdef TREASURE_DEBUG
215 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 #endif
221 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 }
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 check_treasurelist(previous->items, previous);
237 #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 SET_FLAG(op, FLAG_OBJ_ORIGINAL);
290 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 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 }
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 if (strcmp(t->name,"NONE") && difficulty>=t->magic)
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
337 }
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 int tries)
359 {
360 int value = RANDOM() % tl->total_chance;
361 treasure *t;
362
363 if (tries++>100) {
364 LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n");
365 return;
366 }
367 for (t=tl->items; t!=NULL; t=t->next) {
368 value -= t->chance;
369 if (value<0) break;
370 }
371
372 if (!t || value>=0) {
373 LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n");
374 abort();
375 return;
376 }
377 if (t->name) {
378 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 }
385 if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) {
386 object *tmp=arch_to_object(t->item);
387 if (!tmp) return;
388 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 int tries)
405 {
406
407 if (tries++>100) {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n");
409 return;
410 }
411 if (t->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries);
413 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 object *ob = get_object(), *tmp;
425
426 create_treasure(t, ob, 0, difficulty, 0);
427
428 /* 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 }
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 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 }
626
627 switch(r) {
628 /* 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 }
717 if(bonus>0)
718 op->value*=2*bonus;
719 else
720 op->value= -(op->value*2*bonus)/3;
721 }
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 if (al->type == type) return al;
1161 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 art->item->name, art->difficulty, art->chance);
1179 if (art->allowed !=NULL) {
1180 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 }
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 {
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 else
1214 {
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 if (t->next_yes != NULL)
1223 {
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 if (t->next_no != NULL)
1230 {
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 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 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 }
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 FILE *fp_;
1276 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1277 artifact *art=NULL;
1278 linked_char *tmp;
1279 int value, comp;
1280 artifactlist *al;
1281
1282 if (has_been_inited) return;
1283 else has_been_inited = 1;
1284
1285 sprintf(filename, "%s/artifacts", settings.datadir);
1286 LOG(llevDebug, "Reading artifacts from %s...",filename);
1287 if ((fp_ = open_and_uncompress(filename, 0, &comp)) == NULL) {
1288 LOG(llevError, "Can't open %s.\n", filename);
1289 return;
1290 }
1291
1292 object_thawer fp (fp_);
1293
1294 while (fgets(buf, HUGE_BUF, fp)!=NULL) {
1295 if (*buf=='#') continue;
1296 if((cp=strchr(buf,'\n'))!=NULL)
1297 *cp='\0';
1298 cp=buf;
1299 while(*cp==' ') /* Skip blanks */
1300 cp++;
1301 if (*cp=='\0') continue;
1302
1303 if (!strncmp(cp, "Allowed", 7)) {
1304 if (art==NULL) {
1305 art=get_empty_artifact();
1306 nrofartifacts++;
1307 }
1308 cp = strchr(cp,' ') + 1;
1309 if (!strcmp(cp,"all")) continue;
1310
1311 do {
1312 nrofallowedstr++;
1313 if ((next=strchr(cp, ','))!=NULL)
1314 *(next++) = '\0';
1315 tmp = (linked_char*) malloc(sizeof(linked_char));
1316 tmp->name = add_string(cp);
1317 tmp->next = art->allowed;
1318 art->allowed = tmp;
1319 } while ((cp=next)!=NULL);
1320 }
1321 else if (sscanf(cp, "chance %d", &value))
1322 art->chance = (uint16) value;
1323 else if (sscanf(cp, "difficulty %d", &value))
1324 art->difficulty = (uint8) value;
1325 else if (!strncmp(cp, "Object",6)) {
1326 art->item = (object *) calloc(1, sizeof(object));
1327 reset_object(art->item);
1328 if (!load_object(fp, art->item,LO_LINEMODE,0))
1329 LOG(llevError,"Init_Artifacts: Could not load object.\n");
1330 art->item->name = add_string((strchr(cp, ' ')+1));
1331 al=find_artifactlist(art->item->type);
1332 if (al==NULL) {
1333 al = get_empty_artifactlist();
1334 al->type = art->item->type;
1335 al->next = first_artifactlist;
1336 first_artifactlist = al;
1337 }
1338 art->next = al->items;
1339 al->items = art;
1340 art = NULL;
1341 }
1342 else
1343 LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1344 }
1345
1346 close_and_delete(fp, comp);
1347
1348 for (al=first_artifactlist; al!=NULL; al=al->next) {
1349 for (art=al->items; art!=NULL; art=art->next) {
1350 if (!art->chance)
1351 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name);
1352 else
1353 al->total_chance += art->chance;
1354 }
1355 #if 0
1356 LOG(llevDebug,"Artifact list type %d has %d total chance\n",
1357 al->type, al->total_chance);
1358 #endif
1359 }
1360
1361 LOG(llevDebug,"done.\n");
1362 }
1363
1364
1365 /*
1366 * Used in artifact generation. The bonuses of the first object
1367 * is modified by the bonuses of the second object.
1368 */
1369
1370 void add_abilities(object *op, object *change) {
1371 int i,j, tmp;
1372
1373 if (change->face != blank_face) {
1374 #ifdef TREASURE_VERBOSE
1375 LOG(llevDebug, "FACE: %d\n", change->face->number);
1376 #endif
1377 op->face = change->face;
1378 }
1379 for (i = 0; i < NUM_STATS; i++)
1380 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i));
1381
1382 op->attacktype |= change->attacktype;
1383 op->path_attuned |= change->path_attuned;
1384 op->path_repelled |= change->path_repelled;
1385 op->path_denied |= change->path_denied;
1386 op->move_type |= change->move_type;
1387 op->stats.luck += change->stats.luck;
1388
1389 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED);
1390 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED);
1391 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED))
1392 && op->magic > 0)
1393 set_abs_magic(op, -op->magic);
1394
1395 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
1396 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
1397 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
1398 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
1399 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
1400 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
1401 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
1402 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS);
1403
1404 if (QUERY_FLAG(change,FLAG_STAND_STILL)) {
1405 CLEAR_FLAG(op,FLAG_ANIMATE);
1406 /* so artifacts will join */
1407 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0;
1408 update_ob_speed(op);
1409 }
1410 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1;
1411 op->stats.exp += change->stats.exp; /* Speed modifier */
1412 op->stats.wc += change->stats.wc;
1413 op->stats.ac += change->stats.ac;
1414
1415 if (change->other_arch) {
1416 /* Basically, for horns & potions, the other_arch field is the spell
1417 * to cast. So convert that to into a spell and put it into
1418 * this object.
1419 */
1420 if (op->type == HORN || op->type == POTION) {
1421 object *tmp_obj;
1422 /* Remove any spells this object currently has in it */
1423 while (op->inv) {
1424 tmp_obj = op->inv;
1425 remove_ob(tmp_obj);
1426 free_object(tmp_obj);
1427 }
1428 tmp_obj = arch_to_object(change->other_arch);
1429 insert_ob_in_ob(tmp_obj, op);
1430 }
1431 /* No harm setting this for potions/horns */
1432 op->other_arch = change->other_arch;
1433 }
1434
1435 if (change->stats.hp < 0)
1436 op->stats.hp = -change->stats.hp;
1437 else
1438 op->stats.hp += change->stats.hp;
1439 if (change->stats.maxhp < 0)
1440 op->stats.maxhp = -change->stats.maxhp;
1441 else
1442 op->stats.maxhp += change->stats.maxhp;
1443 if (change->stats.sp < 0)
1444 op->stats.sp = -change->stats.sp;
1445 else
1446 op->stats.sp += change->stats.sp;
1447 if (change->stats.maxsp < 0)
1448 op->stats.maxsp = -change->stats.maxsp;
1449 else
1450 op->stats.maxsp += change->stats.maxsp;
1451 if (change->stats.food < 0)
1452 op->stats.food = -(change->stats.food);
1453 else
1454 op->stats.food += change->stats.food;
1455 if (change->level < 0)
1456 op->level = -(change->level);
1457 else
1458 op->level += change->level;
1459
1460 if (change->gen_sp_armour < 0)
1461 op->gen_sp_armour = -(change->gen_sp_armour);
1462 else
1463 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1464
1465 op->item_power = change->item_power;
1466
1467 for (i=0; i<NROFATTACKS; i++) {
1468 if (change->resist[i]) {
1469 op->resist[i] += change->resist[i];
1470 }
1471 }
1472 if (change->stats.dam) {
1473 if (change->stats.dam < 0)
1474 op->stats.dam = (-change->stats.dam);
1475 else if (op->stats.dam) {
1476 tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10);
1477 if (tmp == op->stats.dam) {
1478 if (change->stats.dam < 10)
1479 op->stats.dam--;
1480 else
1481 op->stats.dam++;
1482 }
1483 else
1484 op->stats.dam = tmp;
1485 }
1486 }
1487 if (change->weight) {
1488 if (change->weight < 0)
1489 op->weight = (-change->weight);
1490 else
1491 op->weight = (op->weight * (change->weight)) / 100;
1492 }
1493 if (change->last_sp) {
1494 if (change->last_sp < 0)
1495 op->last_sp = (-change->last_sp);
1496 else
1497 op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100);
1498 }
1499 if (change->gen_sp_armour) {
1500 if (change->gen_sp_armour < 0)
1501 op->gen_sp_armour = (-change->gen_sp_armour);
1502 else
1503 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour))
1504 / (int)100);
1505 }
1506 op->value *= change->value;
1507
1508 if(change->material) op->material = change->material;
1509
1510 if (change->materialname) {
1511 if (op->materialname)
1512 free_string(op->materialname);
1513 op->materialname = add_refcount(change->materialname);
1514 }
1515
1516 if (change->slaying) {
1517 if (op->slaying)
1518 free_string(op->slaying);
1519 op->slaying = add_refcount(change->slaying);
1520 }
1521 if (change->race) {
1522 if (op->race)
1523 free_string(op->race);
1524 op->race = add_refcount(change->race);
1525 }
1526 if (change->msg) {
1527 if (op->msg)
1528 free_string(op->msg);
1529 op->msg = add_refcount(change->msg);
1530 }
1531 /* GROS: Added support for event_... in artifact file */
1532 for(j=0;j<NR_EVENTS;j++) {
1533 event *evt;
1534 event *evt2;
1535 event *evtn;
1536 event *evtp;
1537
1538 evt = find_event(change,j);
1539 evt2= find_event(op,j);
1540
1541 if ((evt) && (evt->hook)) {
1542 if ((evt2)&&(evt2->hook)) {
1543 free_string(evt2->hook);
1544 free_string(evt2->plugin);
1545 free_string(evt2->options);
1546 evtp = NULL;
1547 evtn = evt2->next;
1548 if (evt2 == op->events) {
1549 free(evt2);
1550 op->events = evtn;
1551 }
1552 else {
1553 evtp = op->events;
1554 while (evtp->next != evt2)
1555 evtp = evtp->next;
1556 free(evt2);
1557 evtp->next = evtn;
1558 }
1559 }
1560 else if (evt2 == NULL) {
1561 if (op->events == NULL) {
1562 evt2 = (event *)malloc(sizeof(event));
1563 op->events = evt2;
1564 }
1565 else {
1566 evtp = op->events;
1567 while (evtp->next != NULL)
1568 evtp = evtp->next;
1569 evtp->next = (event *)malloc(sizeof(event));
1570 evt2 = evtp->next;
1571 }
1572 }
1573 evt2->next = NULL;
1574 evt2->hook = add_refcount(evt->hook);
1575 evt2->plugin = add_refcount(evt->plugin);
1576 evt2->type = j;
1577
1578 if (evt->options)
1579 evt2->options = add_refcount(evt->options);
1580 else
1581 evt2->options = NULL;
1582 }
1583 }
1584 }
1585
1586 static int legal_artifact_combination(object *op, artifact *art) {
1587 int neg, success = 0;
1588 linked_char *tmp;
1589 const char *name;
1590
1591 if (art->allowed == (linked_char *) NULL)
1592 return 1; /* Ie, "all" */
1593 for (tmp = art->allowed; tmp; tmp = tmp->next) {
1594 #ifdef TREASURE_VERBOSE
1595 LOG(llevDebug, "legal_art: %s\n", tmp->name);
1596 #endif
1597 if (*tmp->name == '!')
1598 name = tmp->name + 1, neg = 1;
1599 else
1600 name = tmp->name, neg = 0;
1601
1602 /* If we match name, then return the opposite of 'neg' */
1603 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name)))
1604 return !neg;
1605
1606 /* Set success as true, since if the match was an inverse, it means
1607 * everything is allowed except what we match
1608 */
1609 else if (neg)
1610 success = 1;
1611 }
1612 return success;
1613 }
1614
1615 /*
1616 * Fixes the given object, giving it the abilities and titles
1617 * it should have due to the second artifact-template.
1618 */
1619
1620 void give_artifact_abilities(object *op, object *artifct) {
1621 char new_name[MAX_BUF];
1622
1623 sprintf(new_name, "of %s", artifct->name);
1624 if (op->title)
1625 free_string(op->title);
1626 op->title = add_string(new_name);
1627 add_abilities(op, artifct); /* Give out the bonuses */
1628
1629 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1630 {
1631 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED);
1632 SET_FLAG(op, FLAG_IDENTIFIED);
1633 LOG(llevDebug, "Generated artifact %s %s [%s]\n",
1634 op->name, op->title, describe_item(op, NULL));
1635 if (!identified)
1636 CLEAR_FLAG(op, FLAG_IDENTIFIED);
1637 }
1638 #endif
1639 return;
1640 }
1641
1642 /*
1643 * Decides randomly which artifact the object should be
1644 * turned into. Makes sure that the item can become that
1645 * artifact (means magic, difficulty, and Allowed fields properly).
1646 * Then calls give_artifact_abilities in order to actually create
1647 * the artifact.
1648 */
1649
1650 /* Give 1 re-roll attempt per artifact */
1651 #define ARTIFACT_TRIES 2
1652
1653 void generate_artifact(object *op, int difficulty) {
1654 artifactlist *al;
1655 artifact *art;
1656 int i;
1657
1658 al = find_artifactlist(op->type);
1659
1660 if (al==NULL) {
1661 #if 0 /* This is too verbose, usually */
1662 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1663 #endif
1664 return;
1665 }
1666
1667 for (i = 0; i < ARTIFACT_TRIES; i++) {
1668 int roll = RANDOM()% al->total_chance;
1669
1670 for (art=al->items; art!=NULL; art=art->next) {
1671 roll -= art->chance;
1672 if (roll<0) break;
1673 }
1674
1675 if (art == NULL || roll>=0) {
1676 #if 1
1677 LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1678 op->type);
1679 #endif
1680 return;
1681 }
1682 if (!strcmp(art->item->name,"NONE"))
1683 return;
1684 if (FABS(op->magic) < art->item->magic)
1685 continue; /* Not magic enough to be this item */
1686
1687 /* Map difficulty not high enough */
1688 if (difficulty<art->difficulty)
1689 continue;
1690
1691 if (!legal_artifact_combination(op, art)) {
1692 #ifdef TREASURE_VERBOSE
1693 LOG(llevDebug, "%s of %s was not a legal combination.\n",
1694 op->name, art->item->name);
1695 #endif
1696 continue;
1697 }
1698 give_artifact_abilities(op, art->item);
1699 return;
1700 }
1701 }
1702
1703 /* fix_flesh_item() - objects of type FLESH are similar to type
1704 * FOOD, except they inherit properties (name, food value, etc).
1705 * based on the original owner (or 'donor' if you like). -b.t.
1706 */
1707
1708 void fix_flesh_item(object *item, object *donor) {
1709 char tmpbuf[MAX_BUF];
1710 int i;
1711
1712 if(item->type==FLESH && donor) {
1713 /* change the name */
1714 sprintf(tmpbuf,"%s's %s",donor->name,item->name);
1715 FREE_AND_COPY(item->name, tmpbuf);
1716 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl);
1717 FREE_AND_COPY(item->name_pl, tmpbuf);
1718
1719 /* weight is FLESH weight/100 * donor */
1720 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0)
1721 item->weight=1;
1722
1723 /* value is multiplied by level of donor */
1724 item->value *= isqrt(donor->level*2);
1725
1726 /* food value */
1727 item->stats.food += (donor->stats.hp/100) + donor->stats.Con;
1728
1729 /* flesh items inherit some abilities of donor, but not
1730 * full effect.
1731 */
1732 for (i=0; i<NROFATTACKS; i++)
1733 item->resist[i] = donor->resist[i]/2;
1734
1735 /* item inherits donor's level (important for quezals) */
1736 item->level = donor->level;
1737
1738 /* if donor has some attacktypes, the flesh is poisonous */
1739 if(donor->attacktype&AT_POISON)
1740 item->type=POISON;
1741 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food;
1742 SET_FLAG(item,FLAG_NO_STEAL);
1743 }
1744 }
1745
1746 /* special_potion() - so that old potion code is still done right. */
1747
1748 int special_potion (object *op) {
1749
1750 int i;
1751
1752 if(op->attacktype) return 1;
1753
1754 if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1755 || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1756
1757 for (i=0; i<NROFATTACKS; i++)
1758 if (op->resist[i]) return 1;
1759
1760 return 0;
1761 }
1762
1763 void free_treasurestruct(treasure *t)
1764 {
1765 if (t->next) free_treasurestruct(t->next);
1766 if (t->next_yes) free_treasurestruct(t->next_yes);
1767 if (t->next_no) free_treasurestruct(t->next_no);
1768 free(t);
1769 }
1770
1771 void free_charlinks(linked_char *lc)
1772 {
1773 if (lc->next) free_charlinks(lc->next);
1774 free(lc);
1775 }
1776
1777 void free_artifact(artifact *at)
1778 {
1779
1780 if (at->next) free_artifact(at->next);
1781 if (at->allowed) free_charlinks(at->allowed);
1782 if (at->item) {
1783 if (at->item->name) free_string(at->item->name);
1784 if (at->item->name_pl) free_string(at->item->name_pl);
1785 if (at->item->msg) free_string(at->item->msg);
1786 if (at->item->title) free_string(at->item->title);
1787 free(at->item);
1788 }
1789 free(at);
1790 }
1791
1792 void free_artifactlist(artifactlist *al)
1793 {
1794 artifactlist *nextal;
1795 for (al=first_artifactlist; al!=NULL; al=nextal) {
1796 nextal=al->next;
1797 if (al->items) {
1798 free_artifact(al->items);
1799 }
1800 free(al);
1801 }
1802 }
1803
1804 void free_all_treasures(void) {
1805 treasurelist *tl, *next;
1806
1807
1808 for (tl=first_treasurelist; tl!=NULL; tl=next) {
1809 next=tl->next;
1810 if (tl->name) free_string(tl->name);
1811 if (tl->items) free_treasurestruct(tl->items);
1812 free(tl);
1813 }
1814 free_artifactlist(first_artifactlist);
1815 }