ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.c
Revision: 1.1
Committed: Fri Feb 3 07:11:41 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Branch point for: UPSTREAM
Log Message:
Initial revision

File Contents

# User Rev Content
1 root 1.1
2     /*
3     * static char *rcs_treasure_c =
4     * "$Id: treasure.c,v 1.63 2006/01/07 18:56:51 akirschbaum 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(treasure *t, 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 didn't understand: %s, line %d\n",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. If
484     * retmult is 1, return the multiplier, not the level, for computing value
485     * This code presumes that op has had its spell object created (in op->inv)
486     */
487    
488     int level_for_item(object *op, int difficulty, int retmult)
489     {
490     int level, mult, olevel;
491    
492     mult = 0;
493     if (!op->inv) {
494     LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name);
495     return 0;
496     }
497     level = op->inv->level;
498    
499     /* Basically, we set mult to the lowest spell increase attribute that is
500     * not zero - zero's mean no modification is done, so we don't want those.
501     * given we want non zero results, we can't just use a few MIN's here.
502     */
503     mult = op->inv->dam_modifier;
504     if (op->inv->range_modifier && (op->inv->range_modifier<mult || mult == 0))
505     mult = op->inv->range_modifier;
506     if (op->inv->duration_modifier && (op->inv->duration_modifier < mult || mult==0))
507     mult = op->inv->duration_modifier;
508    
509     if (mult == 0)
510     mult = 5;
511    
512     if (retmult)
513     return mult;
514    
515     olevel = mult * rndm(0, difficulty) + level;
516     if (olevel > MAXLEVEL) olevel = MAXLEVEL;
517    
518     return olevel;
519     }
520    
521     /*
522     * Based upon the specified difficulty and upon the difftomagic_list array,
523     * a random magical bonus is returned. This is used when determine
524     * the magical bonus created on specific maps.
525     */
526    
527     int magic_from_difficulty(int difficulty)
528     {
529     int percent,loop;
530    
531     difficulty--;
532     if(difficulty<0)
533     difficulty=0;
534    
535     if (difficulty>=DIFFLEVELS)
536     difficulty=DIFFLEVELS-1;
537    
538     percent = RANDOM()%100;
539    
540     for(loop=0;loop<(MAXMAGIC+1);++loop) {
541     percent -= difftomagic_list[difficulty][loop];
542     if (percent<0)
543     break;
544     }
545     if (loop==(MAXMAGIC+1)) {
546     LOG(llevError,"Warning, table for difficulty %d bad.\n",difficulty);
547     loop=0;
548     }
549     /* LOG(llevDebug, "Chose magic %d for difficulty %d\n", loop, difficulty);*/
550     return (RANDOM()%3)?loop:-loop;
551     }
552    
553     /*
554     * Sets magical bonus in an object, and recalculates the effect on
555     * the armour variable, and the effect on speed of armour.
556     * This function doesn't work properly, should add use of archetypes
557     * to make it truly absolute.
558     */
559    
560     void set_abs_magic(object *op, int magic) {
561     if(!magic)
562     return;
563    
564     op->magic=magic;
565     if (op->arch) {
566     if (op->type == ARMOUR)
567     ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100;
568    
569     if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */
570     magic = (-magic);
571     op->weight = (op->arch->clone.weight*(100-magic*10))/100;
572     } else {
573     if(op->type==ARMOUR)
574     ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100;
575     if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */
576     magic = (-magic);
577     op->weight=(op->weight*(100-magic*10))/100;
578     }
579     }
580    
581     /*
582     * Sets a random magical bonus in the given object based upon
583     * the given difficulty, and the given max possible bonus.
584     */
585    
586     static void set_magic (int difficulty, object *op, int max_magic, int flags)
587     {
588     int i;
589     i = magic_from_difficulty(difficulty);
590     if ((flags & GT_ONLY_GOOD) && i < 0)
591     i = -i;
592     if(i > max_magic)
593     i = max_magic;
594     set_abs_magic(op,i);
595     if (i < 0)
596     SET_FLAG(op, FLAG_CURSED);
597     }
598    
599     /*
600     * Randomly adds one magical ability to the given object.
601     * Modified for Partial Resistance in many ways:
602     * 1) Since rings can have multiple bonuses, if the same bonus
603     * is rolled again, increase it - the bonuses now stack with
604     * other bonuses previously rolled and ones the item might natively have.
605     * 2) Add code to deal with new PR method.
606     */
607    
608     void set_ring_bonus(object *op,int bonus) {
609    
610     int r=RANDOM()%(bonus>0?25:11);
611    
612     if(op->type==AMULET) {
613     if(!(RANDOM()%21))
614     r=20+RANDOM()%2;
615     else {
616     if(RANDOM()&2)
617     r=10;
618     else
619     r=11+RANDOM()%9;
620     }
621     }
622    
623     switch(r) {
624     /* Redone by MSW 2000-11-26 to have much less code. Also,
625     * bonuses and penalties will stack and add to existing values.
626     * of the item.
627     */
628     case 0:
629     case 1:
630     case 2:
631     case 3:
632     case 4:
633     case 5:
634     case 6:
635     set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r)));
636     break;
637    
638     case 7:
639     op->stats.dam+=bonus;
640     break;
641    
642     case 8:
643     op->stats.wc+=bonus;
644     break;
645    
646     case 9:
647     op->stats.food+=bonus; /* hunger/sustenance */
648     break;
649    
650     case 10:
651     op->stats.ac+=bonus;
652     break;
653    
654     /* Item that gives protections/vulnerabilities */
655     case 11:
656     case 12:
657     case 13:
658     case 14:
659     case 15:
660     case 16:
661     case 17:
662     case 18:
663     case 19:
664     {
665     int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table;
666    
667     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
668     val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b;
669    
670     /* Cursed items need to have higher negative values to equal out with
671     * positive values for how protections work out. Put another
672     * little random element in since that they don't always end up with
673     * even values.
674     */
675     if (bonus<0) val = 2*-val - RANDOM() % b;
676     if (val>35) val=35; /* Upper limit */
677     b=0;
678     while (op->resist[resist_table[resist]]!=0 && b<4) {
679     resist=RANDOM() % num_resist_table;
680     }
681     if (b==4) return; /* Not able to find a free resistance */
682     op->resist[resist_table[resist]] = val;
683     /* We should probably do something more clever here to adjust value
684     * based on how good a resistance we gave.
685     */
686     break;
687     }
688     case 20:
689     if(op->type==AMULET) {
690     SET_FLAG(op,FLAG_REFL_SPELL);
691     op->value*=11;
692     } else {
693     op->stats.hp=1; /* regenerate hit points */
694     op->value*=4;
695     }
696     break;
697    
698     case 21:
699     if(op->type==AMULET) {
700     SET_FLAG(op,FLAG_REFL_MISSILE);
701     op->value*=9;
702     } else {
703     op->stats.sp=1; /* regenerate spell points */
704     op->value*=3;
705     }
706     break;
707    
708     case 22:
709     op->stats.exp+=bonus; /* Speed! */
710     op->value=(op->value*2)/3;
711     break;
712     }
713     if(bonus>0)
714     op->value*=2*bonus;
715     else
716     op->value= -(op->value*2*bonus)/3;
717     }
718    
719     /*
720     * get_magic(diff) will return a random number between 0 and 4.
721     * diff can be any value above 2. The higher the diff-variable, the
722     * higher is the chance of returning a low number.
723     * It is only used in fix_generated_treasure() to set bonuses on
724     * rings and amulets.
725     * Another scheme is used to calculate the magic of weapons and armours.
726     */
727    
728     int get_magic(int diff) {
729     int i;
730     if(diff<3)
731     diff=3;
732     for(i=0;i<4;i++)
733     if(RANDOM()%diff) return i;
734     return 4;
735     }
736    
737     #define DICE2 (get_magic(2)==2?2:1)
738     #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
739    
740     /*
741     * fix_generated_item(): This is called after an item is generated, in
742     * order to set it up right. This produced magical bonuses, puts spells
743     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
744     */
745     /* 4/28/96 added creator object from which op may now inherit properties based on
746     * op->type. Right now, which stuff the creator passes on is object type
747     * dependant. I know this is a spagetti manuever, but is there a cleaner
748     * way to do this? b.t. */
749     /*
750     * ! (flags & GT_ENVIRONMENT):
751     * Automatically calls fix_flesh_item().
752     *
753     * flags:
754     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
755     * value.
756     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
757     * a working object - don't change magic, value, etc, but set it material
758     * type as appropriate, for objects that need spell objects, set those, etc
759     */
760     void fix_generated_item (object *op, object *creator, int difficulty,
761     int max_magic, int flags)
762     {
763     int was_magic = op->magic, num_enchantments=0, save_item_power;
764    
765     if(!creator||creator->type==op->type) creator=op; /*safety & to prevent polymorphed
766     * objects giving attributes */
767    
768     /* If we make an artifact, this information will be destroyed */
769     save_item_power = op->item_power;
770     op->item_power = 0;
771    
772     if (op->randomitems && op->type != SPELL) {
773     create_treasure(op->randomitems, op,flags ,difficulty, 0);
774     if (!op->inv) LOG(llevDebug,"fix_generated_item: Unable to generate treasure for %s\n",
775     op->name);
776     /* So the treasure doesn't get created again */
777     op->randomitems = NULL;
778     }
779    
780     if (difficulty<1) difficulty=1;
781     if (!(flags & GT_MINIMAL)) {
782     if (op->arch == crown_arch) {
783     set_magic(difficulty>25?30:difficulty+5, op, max_magic, flags);
784     num_enchantments = calc_item_power(op, 1);
785     generate_artifact(op,difficulty);
786     } else {
787     if(!op->magic && max_magic)
788     set_magic(difficulty,op,max_magic, flags);
789     num_enchantments = calc_item_power(op, 1);
790     if ((!was_magic && !(RANDOM()%CHANCE_FOR_ARTIFACT)) || op->type == HORN ||
791     difficulty >= 999 )
792     generate_artifact(op, difficulty);
793     }
794    
795     /* Object was made an artifact. Calculate its item_power rating.
796     * the item_power in the object is what the artfiact adds.
797     */
798     if (op->title) {
799     /* if save_item_power is set, then most likely we started with an
800     * artifact and have added new abilities to it - this is rare, but
801     * but I have seen things like 'strange rings of fire'. So just figure
802     * out the power from the base power plus what this one adds. Note
803     * that since item_power is not quite linear, this actually ends up
804     * being somewhat of a bonus
805     */
806     if (save_item_power) {
807     op->item_power = save_item_power + get_power_from_ench(op->item_power);
808     } else {
809     op->item_power = get_power_from_ench(op->item_power + num_enchantments);
810     }
811     } else if (save_item_power) {
812     /* restore the item_power field to the object if we haven't changed it.
813     * we don't care about num_enchantments - that will basically just
814     * have calculated some value from the base attributes of the archetype.
815     */
816     op->item_power = save_item_power;
817     }
818     }
819    
820     /* materialtype modifications. Note we allow this on artifacts. */
821    
822     set_materialname(op, difficulty, NULL);
823    
824     if (flags & GT_MINIMAL) {
825     if (op->type == POTION)
826     /* Handle healing and magic power potions */
827     if (op->stats.sp && !op->randomitems) {
828     object *tmp;
829    
830     tmp = get_archetype(spell_mapping[op->stats.sp]);
831     insert_ob_in_ob(tmp, op);
832     op->stats.sp=0;
833     }
834     }
835     else if (!op->title) /* Only modify object if not special */
836     switch(op->type) {
837     case WEAPON:
838     case ARMOUR:
839     case SHIELD:
840     case HELMET:
841     case CLOAK:
842     if (QUERY_FLAG(op, FLAG_CURSED) && !(RANDOM()%4))
843     set_ring_bonus(op, -DICE2);
844     break;
845    
846     case BRACERS:
847     if (!(RANDOM()%(QUERY_FLAG(op, FLAG_CURSED)?5:20))) {
848     set_ring_bonus(op,QUERY_FLAG(op, FLAG_CURSED)?-DICE2:DICE2);
849     if (!QUERY_FLAG(op, FLAG_CURSED))
850     op->value*=3;
851     }
852     break;
853    
854     case POTION: {
855     int too_many_tries=0,is_special=0;
856    
857     /* Handle healing and magic power potions */
858     if (op->stats.sp && !op->randomitems) {
859     object *tmp;
860    
861     tmp = get_archetype(spell_mapping[op->stats.sp]);
862     insert_ob_in_ob(tmp, op);
863     op->stats.sp=0;
864     }
865    
866     while(!(is_special=special_potion(op)) && !op->inv) {
867     generate_artifact(op,difficulty);
868     if(too_many_tries++ > 10) break;
869     }
870     /* don't want to change value for healing/magic power potions,
871     * since the value set on those is already correct.
872     */
873     if (op->inv && op->randomitems) {
874     /* value multiplier is same as for scrolls */
875     op->value=(op->value*op->inv->value);
876     op->level = op->inv->level/2+ RANDOM()%difficulty + RANDOM()%difficulty;
877     } else {
878     FREE_AND_COPY(op->name, "potion");
879     FREE_AND_COPY(op->name_pl, "potions");
880     }
881     if ( ! (flags & GT_ONLY_GOOD) && RANDOM() % 2)
882     SET_FLAG(op, FLAG_CURSED);
883     break;
884     }
885    
886     case AMULET:
887     if(op->arch==amulet_arch)
888     op->value*=5; /* Since it's not just decoration */
889    
890     case RING:
891     if(op->arch==NULL) {
892     remove_ob(op);
893     free_object(op);
894     op=NULL;
895     break;
896     }
897     if(op->arch!=ring_arch&&op->arch!=amulet_arch) /* It's a special artifact!*/
898     break;
899    
900     if ( ! (flags & GT_ONLY_GOOD) && ! (RANDOM() % 3))
901     SET_FLAG(op, FLAG_CURSED);
902     set_ring_bonus(op,QUERY_FLAG(op, FLAG_CURSED)?-DICE2:DICE2);
903     if(op->type!=RING) /* Amulets have only one ability */
904     break;
905     if(!(RANDOM()%4)) {
906     int d=(RANDOM()%2 || QUERY_FLAG(op, FLAG_CURSED))?-DICE2:DICE2;
907     if(d>0)
908     op->value*=3;
909     set_ring_bonus(op,d);
910     if(!(RANDOM()%4)) {
911     int d=(RANDOM()%3 || QUERY_FLAG(op, FLAG_CURSED))?-DICE2:DICE2;
912     if(d>0)
913     op->value*=5;
914     set_ring_bonus(op,d);
915     }
916     }
917     if(GET_ANIM_ID(op))
918     SET_ANIMATION(op, RANDOM()%((int) NUM_ANIMATIONS(op)));
919     break;
920    
921     case BOOK:
922     /* Is it an empty book?, if yes lets make a special
923     * msg for it, and tailor its properties based on the
924     * creator and/or map level we found it on.
925     */
926     if(!op->msg&&RANDOM()%10) {
927     /* set the book level properly */
928     if(creator->level==0 || QUERY_FLAG(creator,FLAG_ALIVE)) {
929     if(op->map&&op->map->difficulty)
930     op->level=RANDOM()%(op->map->difficulty)+RANDOM()%10+1;
931     else
932     op->level=RANDOM()%20+1;
933     } else
934     op->level=RANDOM()%creator->level;
935    
936     tailor_readable_ob(op,(creator&&creator->stats.sp)?creator->stats.sp:-1);
937     /* books w/ info are worth more! */
938     op->value*=((op->level>10?op->level:(op->level+1)/2)*((strlen(op->msg)/250)+1));
939     /* creator related stuff */
940    
941     /* for library, chained books. Note that some monsters have no_pick
942     * set - we don't want to set no pick in that case.
943     */
944     if(QUERY_FLAG(creator,FLAG_NO_PICK) &&
945     !QUERY_FLAG(creator, FLAG_MONSTER))
946     SET_FLAG(op,FLAG_NO_PICK);
947     if(creator->slaying&&!op->slaying) /* for check_inv floors */
948     op->slaying = add_string(creator->slaying);
949    
950     /* add exp so reading it gives xp (once)*/
951     op->stats.exp = op->value>10000?op->value/5:op->value/10;
952     }
953     break;
954    
955     case SPELLBOOK:
956     op->value=op->value* op->inv->value;
957     /* add exp so learning gives xp */
958     op->level = op->inv->level;
959     op->stats.exp = op->value;
960     break;
961    
962     case WAND:
963     /* nrof in the treasure list is number of charges,
964     * not number of wands. So copy that into food (charges),
965     * and reset nrof.
966     */
967     op->stats.food=op->inv->nrof;
968     op->nrof=1;
969     /* If the spell changes by level, choose a random level
970     * for it, and adjust price. If the spell doesn't
971     * change by level, just set the wand to the level of
972     * the spell, and value calculation is simpler.
973     */
974     if (op->inv->duration_modifier || op->inv->dam_modifier ||
975     op->inv->range_modifier) {
976     op->level = level_for_item(op, difficulty, 0);
977     op->value= op->value* op->inv->value * (op->level +50)/
978     (op->inv->level + 50);
979     }
980     else {
981     op->level = op->inv->level;
982     op->value = op->value * op->inv->value;
983     }
984     break;
985    
986     case ROD:
987     op->level = level_for_item(op, difficulty, 0);
988     /* Add 50 to both level an divisor to keep prices a little more
989     * reasonable. Otherwise, a high level version of a low level
990     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
991     * 10 time multiplier). This way, the value are a bit more reasonable.
992     */
993     op->value= op->value * op->inv->value * (op->level +50) / (op->inv->level + 50);
994     /* maxhp is used to denote how many 'charges' the rod holds before */
995     if (op->stats.maxhp)
996     op->stats.maxhp *= MAX(op->inv->stats.sp, op->inv->stats.grace);
997     else
998     op->stats.maxhp = 2 * MAX(op->inv->stats.sp, op->inv->stats.grace);
999    
1000     op->stats.hp = op->stats.maxhp;
1001     break;
1002    
1003     case SCROLL:
1004     op->level = level_for_item(op, difficulty, 0);
1005     op->value= op->value * op->inv->value * (op->level +50) / (op->inv->level + 50);
1006     /* add exp so reading them properly gives xp */
1007     op->stats.exp = op->value/5;
1008     op->nrof = op->inv->nrof;
1009     break;
1010    
1011     case RUNE:
1012     trap_adjust(op,difficulty);
1013     break;
1014    
1015     case TRAP:
1016     trap_adjust(op,difficulty);
1017     break;
1018     } /* switch type */
1019    
1020     if (flags & GT_STARTEQUIP) {
1021     if (op->nrof < 2 && op->type != CONTAINER
1022     && op->type != MONEY && ! QUERY_FLAG (op, FLAG_IS_THROWN))
1023     SET_FLAG (op, FLAG_STARTEQUIP);
1024     else if (op->type != MONEY)
1025     op->value = 0;
1026     }
1027    
1028     if ( ! (flags & GT_ENVIRONMENT))
1029     fix_flesh_item (op, creator);
1030     }
1031    
1032     /*
1033     *
1034     *
1035     * CODE DEALING WITH ARTIFACTS STARTS HERE
1036     *
1037     *
1038     */
1039    
1040     /*
1041     * Allocate and return the pointer to an empty artifactlist structure.
1042     */
1043    
1044     static artifactlist *get_empty_artifactlist(void) {
1045     artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist));
1046     if(tl==NULL)
1047     fatal(OUT_OF_MEMORY);
1048     tl->next=NULL;
1049     tl->items=NULL;
1050     tl->total_chance=0;
1051     return tl;
1052     }
1053    
1054     /*
1055     * Allocate and return the pointer to an empty artifact structure.
1056     */
1057    
1058     static artifact *get_empty_artifact(void) {
1059     artifact *t = (artifact *) malloc(sizeof(artifact));
1060     if(t==NULL)
1061     fatal(OUT_OF_MEMORY);
1062     t->item=NULL;
1063     t->next=NULL;
1064     t->chance=0;
1065     t->difficulty=0;
1066     t->allowed = NULL;
1067     return t;
1068     }
1069    
1070     /*
1071     * Searches the artifact lists and returns one that has the same type
1072     * of objects on it.
1073     */
1074    
1075     artifactlist *find_artifactlist(int type) {
1076     artifactlist *al;
1077    
1078     for (al=first_artifactlist; al!=NULL; al=al->next)
1079     if (al->type == type) return al;
1080     return NULL;
1081     }
1082    
1083     /*
1084     * For debugging purposes. Dumps all tables.
1085     */
1086    
1087     void dump_artifacts(void) {
1088     artifactlist *al;
1089     artifact *art;
1090     linked_char *next;
1091    
1092     fprintf(logfile,"\n");
1093     for (al=first_artifactlist; al!=NULL; al=al->next) {
1094     fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1095     for (art=al->items; art!=NULL; art=art->next) {
1096     fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n",
1097     art->item->name, art->difficulty, art->chance);
1098     if (art->allowed !=NULL) {
1099     fprintf(logfile,"\tAllowed combinations:");
1100     for (next=art->allowed; next!=NULL; next=next->next)
1101     fprintf(logfile, "%s,", next->name);
1102     fprintf(logfile,"\n");
1103     }
1104     }
1105     }
1106     fprintf(logfile,"\n");
1107     }
1108    
1109     /*
1110     * For debugging purposes. Dumps all treasures recursively (see below).
1111     */
1112     void dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1113     {
1114     treasurelist *tl;
1115     int i;
1116    
1117     if (depth > 100)
1118     return;
1119     while (t != NULL)
1120     {
1121     if (t->name != NULL)
1122     {
1123     for (i = 0; i < depth; i++)
1124     fprintf (logfile, " ");
1125     fprintf (logfile, "{ (list: %s)\n", t->name);
1126     tl = find_treasurelist (t->name);
1127     dump_monster_treasure_rec (name, tl->items, depth + 2);
1128     for (i = 0; i < depth; i++)
1129     fprintf (logfile, " ");
1130     fprintf (logfile, "} (end of list: %s)\n", t->name);
1131     }
1132     else
1133     {
1134     for (i = 0; i < depth; i++)
1135     fprintf (logfile, " ");
1136     if (t->item->clone.type == FLESH)
1137     fprintf (logfile, "%s's %s\n", name, t->item->clone.name);
1138     else
1139     fprintf (logfile, "%s\n", t->item->clone.name);
1140     }
1141     if (t->next_yes != NULL)
1142     {
1143     for (i = 0; i < depth; i++)
1144     fprintf (logfile, " ");
1145     fprintf (logfile, " (if yes)\n");
1146     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1147     }
1148     if (t->next_no != NULL)
1149     {
1150     for (i = 0; i < depth; i++)
1151     fprintf (logfile, " ");
1152     fprintf (logfile, " (if no)\n");
1153     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1154     }
1155     t = t->next;
1156     }
1157     }
1158    
1159     /*
1160     * For debugging purposes. Dumps all treasures for a given monster.
1161     * Created originally by Raphael Quinet for debugging the alchemy code.
1162     */
1163    
1164     void dump_monster_treasure (const char *name)
1165     {
1166     archetype *at;
1167     int found;
1168    
1169     found = 0;
1170     fprintf (logfile, "\n");
1171     for (at = first_archetype; at != NULL; at = at->next)
1172     if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1173     {
1174     fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name,
1175     at->name);
1176     if (at->clone.randomitems != NULL)
1177     dump_monster_treasure_rec (at->clone.name,
1178     at->clone.randomitems->items, 1);
1179     else
1180     fprintf (logfile, "(nothing)\n");
1181     fprintf (logfile, "\n");
1182     found++;
1183     }
1184     if (found == 0)
1185     fprintf (logfile, "No objects have the name %s!\n\n", name);
1186     }
1187    
1188     /*
1189     * Builds up the lists of artifacts from the file in the libdir.
1190     */
1191    
1192     void init_artifacts(void) {
1193     static int has_been_inited=0;
1194     FILE *fp;
1195     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1196     artifact *art=NULL;
1197     linked_char *tmp;
1198     int value, comp;
1199     artifactlist *al;
1200    
1201     if (has_been_inited) return;
1202     else has_been_inited = 1;
1203    
1204     sprintf(filename, "%s/artifacts", settings.datadir);
1205     LOG(llevDebug, "Reading artifacts from %s...",filename);
1206     if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) {
1207     LOG(llevError, "Can't open %s.\n", filename);
1208     return;
1209     }
1210    
1211     while (fgets(buf, HUGE_BUF, fp)!=NULL) {
1212     if (*buf=='#') continue;
1213     if((cp=strchr(buf,'\n'))!=NULL)
1214     *cp='\0';
1215     cp=buf;
1216     while(*cp==' ') /* Skip blanks */
1217     cp++;
1218     if (*cp=='\0') continue;
1219    
1220     if (!strncmp(cp, "Allowed", 7)) {
1221     if (art==NULL) {
1222     art=get_empty_artifact();
1223     nrofartifacts++;
1224     }
1225     cp = strchr(cp,' ') + 1;
1226     if (!strcmp(cp,"all")) continue;
1227    
1228     do {
1229     nrofallowedstr++;
1230     if ((next=strchr(cp, ','))!=NULL)
1231     *(next++) = '\0';
1232     tmp = (linked_char*) malloc(sizeof(linked_char));
1233     tmp->name = add_string(cp);
1234     tmp->next = art->allowed;
1235     art->allowed = tmp;
1236     } while ((cp=next)!=NULL);
1237     }
1238     else if (sscanf(cp, "chance %d", &value))
1239     art->chance = (uint16) value;
1240     else if (sscanf(cp, "difficulty %d", &value))
1241     art->difficulty = (uint8) value;
1242     else if (!strncmp(cp, "Object",6)) {
1243     art->item = (object *) calloc(1, sizeof(object));
1244     reset_object(art->item);
1245     if (!load_object(fp, art->item,LO_LINEMODE,0))
1246     LOG(llevError,"Init_Artifacts: Could not load object.\n");
1247     art->item->name = add_string((strchr(cp, ' ')+1));
1248     al=find_artifactlist(art->item->type);
1249     if (al==NULL) {
1250     al = get_empty_artifactlist();
1251     al->type = art->item->type;
1252     al->next = first_artifactlist;
1253     first_artifactlist = al;
1254     }
1255     art->next = al->items;
1256     al->items = art;
1257     art = NULL;
1258     }
1259     else
1260     LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1261     }
1262    
1263     close_and_delete(fp, comp);
1264    
1265     for (al=first_artifactlist; al!=NULL; al=al->next) {
1266     for (art=al->items; art!=NULL; art=art->next) {
1267     if (!art->chance)
1268     LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name);
1269     else
1270     al->total_chance += art->chance;
1271     }
1272     #if 0
1273     LOG(llevDebug,"Artifact list type %d has %d total chance\n",
1274     al->type, al->total_chance);
1275     #endif
1276     }
1277    
1278     LOG(llevDebug,"done.\n");
1279     }
1280    
1281    
1282     /*
1283     * Used in artifact generation. The bonuses of the first object
1284     * is modified by the bonuses of the second object.
1285     */
1286    
1287     void add_abilities(object *op, object *change) {
1288     int i,j, tmp;
1289    
1290     if (change->face != blank_face) {
1291     #ifdef TREASURE_VERBOSE
1292     LOG(llevDebug, "FACE: %d\n", change->face->number);
1293     #endif
1294     op->face = change->face;
1295     }
1296     for (i = 0; i < NUM_STATS; i++)
1297     change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i));
1298    
1299     op->attacktype |= change->attacktype;
1300     op->path_attuned |= change->path_attuned;
1301     op->path_repelled |= change->path_repelled;
1302     op->path_denied |= change->path_denied;
1303     op->move_type |= change->move_type;
1304     op->stats.luck += change->stats.luck;
1305    
1306     if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED);
1307     if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED);
1308     if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED))
1309     && op->magic > 0)
1310     set_abs_magic(op, -op->magic);
1311    
1312     if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
1313     if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
1314     if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
1315     if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
1316     if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
1317     if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
1318     if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
1319     if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS);
1320    
1321     if (QUERY_FLAG(change,FLAG_STAND_STILL)) {
1322     CLEAR_FLAG(op,FLAG_ANIMATE);
1323     /* so artifacts will join */
1324     if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0;
1325     update_ob_speed(op);
1326     }
1327     if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1;
1328     op->stats.exp += change->stats.exp; /* Speed modifier */
1329     op->stats.wc += change->stats.wc;
1330     op->stats.ac += change->stats.ac;
1331    
1332     if (change->other_arch) {
1333     /* Basically, for horns & potions, the other_arch field is the spell
1334     * to cast. So convert that to into a spell and put it into
1335     * this object.
1336     */
1337     if (op->type == HORN || op->type == POTION) {
1338     object *tmp_obj;
1339     /* Remove any spells this object currently has in it */
1340     while (op->inv) {
1341     tmp_obj = op->inv;
1342     remove_ob(tmp_obj);
1343     free_object(tmp_obj);
1344     }
1345     tmp_obj = arch_to_object(change->other_arch);
1346     insert_ob_in_ob(tmp_obj, op);
1347     }
1348     /* No harm setting this for potions/horns */
1349     op->other_arch = change->other_arch;
1350     }
1351    
1352     if (change->stats.hp < 0)
1353     op->stats.hp = -change->stats.hp;
1354     else
1355     op->stats.hp += change->stats.hp;
1356     if (change->stats.maxhp < 0)
1357     op->stats.maxhp = -change->stats.maxhp;
1358     else
1359     op->stats.maxhp += change->stats.maxhp;
1360     if (change->stats.sp < 0)
1361     op->stats.sp = -change->stats.sp;
1362     else
1363     op->stats.sp += change->stats.sp;
1364     if (change->stats.maxsp < 0)
1365     op->stats.maxsp = -change->stats.maxsp;
1366     else
1367     op->stats.maxsp += change->stats.maxsp;
1368     if (change->stats.food < 0)
1369     op->stats.food = -(change->stats.food);
1370     else
1371     op->stats.food += change->stats.food;
1372     if (change->level < 0)
1373     op->level = -(change->level);
1374     else
1375     op->level += change->level;
1376    
1377     if (change->gen_sp_armour < 0)
1378     op->gen_sp_armour = -(change->gen_sp_armour);
1379     else
1380     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1381    
1382     op->item_power = change->item_power;
1383    
1384     for (i=0; i<NROFATTACKS; i++) {
1385     if (change->resist[i]) {
1386     op->resist[i] += change->resist[i];
1387     }
1388     }
1389     if (change->stats.dam) {
1390     if (change->stats.dam < 0)
1391     op->stats.dam = (-change->stats.dam);
1392     else if (op->stats.dam) {
1393     tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10);
1394     if (tmp == op->stats.dam) {
1395     if (change->stats.dam < 10)
1396     op->stats.dam--;
1397     else
1398     op->stats.dam++;
1399     }
1400     else
1401     op->stats.dam = tmp;
1402     }
1403     }
1404     if (change->weight) {
1405     if (change->weight < 0)
1406     op->weight = (-change->weight);
1407     else
1408     op->weight = (op->weight * (change->weight)) / 100;
1409     }
1410     if (change->last_sp) {
1411     if (change->last_sp < 0)
1412     op->last_sp = (-change->last_sp);
1413     else
1414     op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100);
1415     }
1416     if (change->gen_sp_armour) {
1417     if (change->gen_sp_armour < 0)
1418     op->gen_sp_armour = (-change->gen_sp_armour);
1419     else
1420     op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour))
1421     / (int)100);
1422     }
1423     op->value *= change->value;
1424    
1425     if(change->material) op->material = change->material;
1426    
1427     if (change->materialname) {
1428     if (op->materialname)
1429     free_string(op->materialname);
1430     op->materialname = add_refcount(change->materialname);
1431     }
1432    
1433     if (change->slaying) {
1434     if (op->slaying)
1435     free_string(op->slaying);
1436     op->slaying = add_refcount(change->slaying);
1437     }
1438     if (change->race) {
1439     if (op->race)
1440     free_string(op->race);
1441     op->race = add_refcount(change->race);
1442     }
1443     if (change->msg) {
1444     if (op->msg)
1445     free_string(op->msg);
1446     op->msg = add_refcount(change->msg);
1447     }
1448     /* GROS: Added support for event_... in artifact file */
1449     for(j=0;j<NR_EVENTS;j++) {
1450     event *evt;
1451     event *evt2;
1452     event *evtn;
1453     event *evtp;
1454    
1455     evt = find_event(change,j);
1456     evt2= find_event(op,j);
1457    
1458     if ((evt) && (evt->hook)) {
1459     if ((evt2)&&(evt2->hook)) {
1460     free_string(evt2->hook);
1461     free_string(evt2->plugin);
1462     free_string(evt2->options);
1463     evtp = NULL;
1464     evtn = evt2->next;
1465     if (evt2 == op->events) {
1466     free(evt2);
1467     op->events = evtn;
1468     }
1469     else {
1470     evtp = op->events;
1471     while (evtp->next != evt2)
1472     evtp = evtp->next;
1473     free(evt2);
1474     evtp->next = evtn;
1475     }
1476     }
1477     else if (evt2 == NULL) {
1478     if (op->events == NULL) {
1479     evt2 = (event *)malloc(sizeof(event));
1480     op->events = evt2;
1481     }
1482     else {
1483     evtp = op->events;
1484     while (evtp->next != NULL)
1485     evtp = evtp->next;
1486     evtp->next = (event *)malloc(sizeof(event));
1487     evt2 = evtp->next;
1488     }
1489     }
1490     evt2->next = NULL;
1491     evt2->hook = add_refcount(evt->hook);
1492     evt2->plugin = add_refcount(evt->plugin);
1493     evt2->type = j;
1494    
1495     if (evt->options)
1496     evt2->options = add_refcount(evt->options);
1497     else
1498     evt2->options = NULL;
1499     }
1500     }
1501     }
1502    
1503     static int legal_artifact_combination(object *op, artifact *art) {
1504     int neg, success = 0;
1505     linked_char *tmp;
1506     const char *name;
1507    
1508     if (art->allowed == (linked_char *) NULL)
1509     return 1; /* Ie, "all" */
1510     for (tmp = art->allowed; tmp; tmp = tmp->next) {
1511     #ifdef TREASURE_VERBOSE
1512     LOG(llevDebug, "legal_art: %s\n", tmp->name);
1513     #endif
1514     if (*tmp->name == '!')
1515     name = tmp->name + 1, neg = 1;
1516     else
1517     name = tmp->name, neg = 0;
1518    
1519     /* If we match name, then return the opposite of 'neg' */
1520     if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name)))
1521     return !neg;
1522    
1523     /* Set success as true, since if the match was an inverse, it means
1524     * everything is allowed except what we match
1525     */
1526     else if (neg)
1527     success = 1;
1528     }
1529     return success;
1530     }
1531    
1532     /*
1533     * Fixes the given object, giving it the abilities and titles
1534     * it should have due to the second artifact-template.
1535     */
1536    
1537     void give_artifact_abilities(object *op, object *artifct) {
1538     char new_name[MAX_BUF];
1539    
1540     sprintf(new_name, "of %s", artifct->name);
1541     if (op->title)
1542     free_string(op->title);
1543     op->title = add_string(new_name);
1544     add_abilities(op, artifct); /* Give out the bonuses */
1545    
1546     #if 0 /* Bit verbose, but keep it here until next time I need it... */
1547     {
1548     char identified = QUERY_FLAG(op, FLAG_IDENTIFIED);
1549     SET_FLAG(op, FLAG_IDENTIFIED);
1550     LOG(llevDebug, "Generated artifact %s %s [%s]\n",
1551     op->name, op->title, describe_item(op, NULL));
1552     if (!identified)
1553     CLEAR_FLAG(op, FLAG_IDENTIFIED);
1554     }
1555     #endif
1556     return;
1557     }
1558    
1559     /*
1560     * Decides randomly which artifact the object should be
1561     * turned into. Makes sure that the item can become that
1562     * artifact (means magic, difficulty, and Allowed fields properly).
1563     * Then calls give_artifact_abilities in order to actually create
1564     * the artifact.
1565     */
1566    
1567     /* Give 1 re-roll attempt per artifact */
1568     #define ARTIFACT_TRIES 2
1569    
1570     void generate_artifact(object *op, int difficulty) {
1571     artifactlist *al;
1572     artifact *art;
1573     int i;
1574    
1575     al = find_artifactlist(op->type);
1576    
1577     if (al==NULL) {
1578     #if 0 /* This is too verbose, usually */
1579     LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1580     #endif
1581     return;
1582     }
1583    
1584     for (i = 0; i < ARTIFACT_TRIES; i++) {
1585     int roll = RANDOM()% al->total_chance;
1586    
1587     for (art=al->items; art!=NULL; art=art->next) {
1588     roll -= art->chance;
1589     if (roll<0) break;
1590     }
1591    
1592     if (art == NULL || roll>=0) {
1593     #if 1
1594     LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1595     op->type);
1596     #endif
1597     return;
1598     }
1599     if (!strcmp(art->item->name,"NONE"))
1600     return;
1601     if (FABS(op->magic) < art->item->magic)
1602     continue; /* Not magic enough to be this item */
1603    
1604     /* Map difficulty not high enough */
1605     if (difficulty<art->difficulty)
1606     continue;
1607    
1608     if (!legal_artifact_combination(op, art)) {
1609     #ifdef TREASURE_VERBOSE
1610     LOG(llevDebug, "%s of %s was not a legal combination.\n",
1611     op->name, art->item->name);
1612     #endif
1613     continue;
1614     }
1615     give_artifact_abilities(op, art->item);
1616     return;
1617     }
1618     }
1619    
1620     /* fix_flesh_item() - objects of type FLESH are similar to type
1621     * FOOD, except they inherit properties (name, food value, etc).
1622     * based on the original owner (or 'donor' if you like). -b.t.
1623     */
1624    
1625     void fix_flesh_item(object *item, object *donor) {
1626     char tmpbuf[MAX_BUF];
1627     int i;
1628    
1629     if(item->type==FLESH && donor) {
1630     /* change the name */
1631     sprintf(tmpbuf,"%s's %s",donor->name,item->name);
1632     FREE_AND_COPY(item->name, tmpbuf);
1633     sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl);
1634     FREE_AND_COPY(item->name_pl, tmpbuf);
1635    
1636     /* weight is FLESH weight/100 * donor */
1637     if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0)
1638     item->weight=1;
1639    
1640     /* value is multiplied by level of donor */
1641     item->value *= isqrt(donor->level*2);
1642    
1643     /* food value */
1644     item->stats.food += (donor->stats.hp/100) + donor->stats.Con;
1645    
1646     /* flesh items inherit some abilities of donor, but not
1647     * full effect.
1648     */
1649     for (i=0; i<NROFATTACKS; i++)
1650     item->resist[i] = donor->resist[i]/2;
1651    
1652     /* item inherits donor's level (important for quezals) */
1653     item->level = donor->level;
1654    
1655     /* if donor has some attacktypes, the flesh is poisonous */
1656     if(donor->attacktype&AT_POISON)
1657     item->type=POISON;
1658     if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food;
1659     SET_FLAG(item,FLAG_NO_STEAL);
1660     }
1661     }
1662    
1663     /* special_potion() - so that old potion code is still done right. */
1664    
1665     int special_potion (object *op) {
1666    
1667     int i;
1668    
1669     if(op->attacktype) return 1;
1670    
1671     if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1672     || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1673    
1674     for (i=0; i<NROFATTACKS; i++)
1675     if (op->resist[i]) return 1;
1676    
1677     return 0;
1678     }
1679    
1680     void free_treasurestruct(treasure *t)
1681     {
1682     if (t->next) free_treasurestruct(t->next);
1683     if (t->next_yes) free_treasurestruct(t->next_yes);
1684     if (t->next_no) free_treasurestruct(t->next_no);
1685     free(t);
1686     }
1687    
1688     void free_charlinks(linked_char *lc)
1689     {
1690     if (lc->next) free_charlinks(lc->next);
1691     free(lc);
1692     }
1693    
1694     void free_artifact(artifact *at)
1695     {
1696    
1697     if (at->next) free_artifact(at->next);
1698     if (at->allowed) free_charlinks(at->allowed);
1699     if (at->item) {
1700     if (at->item->name) free_string(at->item->name);
1701     if (at->item->name_pl) free_string(at->item->name_pl);
1702     if (at->item->msg) free_string(at->item->msg);
1703     if (at->item->title) free_string(at->item->title);
1704     free(at->item);
1705     }
1706     free(at);
1707     }
1708    
1709     void free_artifactlist(artifactlist *al)
1710     {
1711     artifactlist *nextal;
1712     for (al=first_artifactlist; al!=NULL; al=nextal) {
1713     nextal=al->next;
1714     if (al->items) {
1715     free_artifact(al->items);
1716     }
1717     free(al);
1718     }
1719     }
1720    
1721     void free_all_treasures(void) {
1722     treasurelist *tl, *next;
1723    
1724    
1725     for (tl=first_treasurelist; tl!=NULL; tl=next) {
1726     next=tl->next;
1727     if (tl->name) free_string(tl->name);
1728     if (tl->items) free_treasurestruct(tl->items);
1729     free(tl);
1730     }
1731     free_artifactlist(first_artifactlist);
1732     }