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/cvs/deliantra/server/common/treasure.c
Revision: 1.3
Committed: Wed Aug 9 15:57:27 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Branch point for: difficulty_fix
Changes since 1.2: +21 -31 lines
Log Message:
redone formula for level calculation of rods, staffs, wands and scrolls

File Contents

# User Rev Content
1 root 1.1
2     /*
3     * static char *rcs_treasure_c =
4 elmex 1.2 * "$Id$";
5 root 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30     #define ALLOWED_COMBINATION
31    
32     /* TREASURE_DEBUG does some checking on the treasurelists after loading.
33     * It is useful for finding bugs in the treasures file. Since it only
34     * slows the startup some (and not actual game play), it is by default
35     * left on
36     */
37     #define TREASURE_DEBUG
38    
39     /* TREASURE_VERBOSE enables copious output concerning artifact generation */
40     /* #define TREASURE_VERBOSE */
41    
42     #include <global.h>
43     #include <treasure.h>
44     #include <funcpoint.h>
45     #include <loader.h>
46    
47    
48     static void change_treasure(treasure *t, object *op); /* overrule default values */
49     extern char *spell_mapping[];
50    
51     /*
52     * Initialize global archtype pointers:
53     */
54    
55     void init_archetype_pointers() {
56     int prev_warn = warn_archetypes;
57     warn_archetypes = 1;
58     if (ring_arch == NULL)
59     ring_arch = find_archetype("ring");
60     if (amulet_arch == NULL)
61     amulet_arch = find_archetype("amulet");
62     if (staff_arch == NULL)
63     staff_arch = find_archetype("staff");
64     if (crown_arch == NULL)
65     crown_arch = find_archetype("crown");
66     warn_archetypes = prev_warn;
67     }
68    
69     /*
70     * Allocate and return the pointer to an empty treasurelist structure.
71     */
72    
73     static treasurelist *get_empty_treasurelist(void) {
74     treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist));
75     if(tl==NULL)
76     fatal(OUT_OF_MEMORY);
77     memset(tl, 0, sizeof(treasurelist));
78     return tl;
79     }
80    
81     /*
82     * Allocate and return the pointer to an empty treasure structure.
83     */
84    
85     static treasure *get_empty_treasure(void) {
86     treasure *t = (treasure *) calloc(1,sizeof(treasure));
87     if(t==NULL)
88     fatal(OUT_OF_MEMORY);
89     t->item=NULL;
90     t->name=NULL;
91     t->next=NULL;
92     t->next_yes=NULL;
93     t->next_no=NULL;
94     t->chance=100;
95     t->magic=0;
96     t->nrof=0;
97     return t;
98     }
99    
100     /*
101     * Reads the lib/treasure file from disk, and parses the contents
102     * into an internal treasure structure (very linked lists)
103     */
104    
105     static treasure *load_treasure(FILE *fp, int *line) {
106     char buf[MAX_BUF], *cp, variable[MAX_BUF];
107     treasure *t=get_empty_treasure();
108     int value;
109    
110     nroftreasures++;
111     while(fgets(buf,MAX_BUF,fp)!=NULL) {
112     (*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 elmex 1.2 static void check_treasurelist(const treasure *t, const treasurelist *tl)
161 root 1.1 {
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 elmex 1.2 LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
226 root 1.1 }
227     close_and_delete(fp, comp);
228    
229     #ifdef TREASURE_DEBUG
230     /* Perform some checks on how valid the treasure data actually is.
231     * verify that list transitions work (ie, the list that it is supposed
232     * to transition to exists). Also, verify that at least the name
233     * or archetype is set for each treasure element.
234     */
235     for (previous=first_treasurelist; previous!=NULL; previous=previous->next)
236     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 elmex 1.3 /* calculate the appropriate level for wands staves and scrolls.
484 root 1.1 * This code presumes that op has had its spell object created (in op->inv)
485 elmex 1.3 *
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 root 1.1 */
489    
490 elmex 1.3 int level_for_item(const object *op, int difficulty)
491 root 1.1 {
492 elmex 1.3 int mult = 0, olevel = 0;
493 root 1.1
494 elmex 1.3 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 = op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2);
501 root 1.1
502 elmex 1.3 if (olevel <= 0)
503     olevel = rndm (1, MIN (op->inv->level, 1));
504 root 1.1
505 elmex 1.3 if (olevel > MAXLEVEL)
506     olevel = MAXLEVEL;
507 root 1.1
508 elmex 1.3 return olevel;
509 root 1.1 }
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    
517     int magic_from_difficulty(int difficulty)
518     {
519     int percent,loop;
520    
521     difficulty--;
522     if(difficulty<0)
523     difficulty=0;
524    
525     if (difficulty>=DIFFLEVELS)
526     difficulty=DIFFLEVELS-1;
527    
528     percent = RANDOM()%100;
529    
530     for(loop=0;loop<(MAXMAGIC+1);++loop) {
531     percent -= difftomagic_list[difficulty][loop];
532     if (percent<0)
533     break;
534     }
535     if (loop==(MAXMAGIC+1)) {
536     LOG(llevError,"Warning, table for difficulty %d bad.\n",difficulty);
537     loop=0;
538     }
539     /* LOG(llevDebug, "Chose magic %d for difficulty %d\n", loop, difficulty);*/
540     return (RANDOM()%3)?loop:-loop;
541     }
542    
543     /*
544     * Sets magical bonus in an object, and recalculates the effect on
545     * the armour variable, and the effect on speed of armour.
546     * This function doesn't work properly, should add use of archetypes
547     * to make it truly absolute.
548     */
549    
550     void set_abs_magic(object *op, int magic) {
551     if(!magic)
552     return;
553    
554     op->magic=magic;
555     if (op->arch) {
556     if (op->type == ARMOUR)
557     ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100;
558    
559     if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */
560     magic = (-magic);
561     op->weight = (op->arch->clone.weight*(100-magic*10))/100;
562     } else {
563     if(op->type==ARMOUR)
564     ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100;
565     if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */
566     magic = (-magic);
567     op->weight=(op->weight*(100-magic*10))/100;
568     }
569     }
570    
571     /*
572     * Sets a random magical bonus in the given object based upon
573     * the given difficulty, and the given max possible bonus.
574     */
575    
576     static void set_magic (int difficulty, object *op, int max_magic, int flags)
577     {
578     int i;
579     i = magic_from_difficulty(difficulty);
580     if ((flags & GT_ONLY_GOOD) && i < 0)
581     i = -i;
582     if(i > max_magic)
583     i = max_magic;
584     set_abs_magic(op,i);
585     if (i < 0)
586     SET_FLAG(op, FLAG_CURSED);
587     }
588    
589     /*
590     * Randomly adds one magical ability to the given object.
591     * Modified for Partial Resistance in many ways:
592     * 1) Since rings can have multiple bonuses, if the same bonus
593     * is rolled again, increase it - the bonuses now stack with
594     * other bonuses previously rolled and ones the item might natively have.
595     * 2) Add code to deal with new PR method.
596     */
597    
598     void set_ring_bonus(object *op,int bonus) {
599    
600     int r=RANDOM()%(bonus>0?25:11);
601    
602     if(op->type==AMULET) {
603     if(!(RANDOM()%21))
604     r=20+RANDOM()%2;
605     else {
606     if(RANDOM()&2)
607     r=10;
608     else
609     r=11+RANDOM()%9;
610     }
611     }
612    
613     switch(r) {
614     /* Redone by MSW 2000-11-26 to have much less code. Also,
615     * bonuses and penalties will stack and add to existing values.
616     * of the item.
617     */
618     case 0:
619     case 1:
620     case 2:
621     case 3:
622     case 4:
623     case 5:
624     case 6:
625     set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r)));
626     break;
627    
628     case 7:
629     op->stats.dam+=bonus;
630     break;
631    
632     case 8:
633     op->stats.wc+=bonus;
634     break;
635    
636     case 9:
637     op->stats.food+=bonus; /* hunger/sustenance */
638     break;
639    
640     case 10:
641     op->stats.ac+=bonus;
642     break;
643    
644     /* Item that gives protections/vulnerabilities */
645     case 11:
646     case 12:
647     case 13:
648     case 14:
649     case 15:
650     case 16:
651     case 17:
652     case 18:
653     case 19:
654     {
655     int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table;
656    
657     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
658     val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b;
659    
660     /* Cursed items need to have higher negative values to equal out with
661     * positive values for how protections work out. Put another
662     * little random element in since that they don't always end up with
663     * even values.
664     */
665     if (bonus<0) val = 2*-val - RANDOM() % b;
666     if (val>35) val=35; /* Upper limit */
667     b=0;
668     while (op->resist[resist_table[resist]]!=0 && b<4) {
669     resist=RANDOM() % num_resist_table;
670     }
671     if (b==4) return; /* Not able to find a free resistance */
672     op->resist[resist_table[resist]] = val;
673     /* We should probably do something more clever here to adjust value
674     * based on how good a resistance we gave.
675     */
676     break;
677     }
678     case 20:
679     if(op->type==AMULET) {
680     SET_FLAG(op,FLAG_REFL_SPELL);
681     op->value*=11;
682     } else {
683     op->stats.hp=1; /* regenerate hit points */
684     op->value*=4;
685     }
686     break;
687    
688     case 21:
689     if(op->type==AMULET) {
690     SET_FLAG(op,FLAG_REFL_MISSILE);
691     op->value*=9;
692     } else {
693     op->stats.sp=1; /* regenerate spell points */
694     op->value*=3;
695     }
696     break;
697    
698     case 22:
699     op->stats.exp+=bonus; /* Speed! */
700     op->value=(op->value*2)/3;
701     break;
702     }
703     if(bonus>0)
704     op->value*=2*bonus;
705     else
706     op->value= -(op->value*2*bonus)/3;
707     }
708    
709     /*
710     * get_magic(diff) will return a random number between 0 and 4.
711     * diff can be any value above 2. The higher the diff-variable, the
712     * higher is the chance of returning a low number.
713     * It is only used in fix_generated_treasure() to set bonuses on
714     * rings and amulets.
715     * Another scheme is used to calculate the magic of weapons and armours.
716     */
717    
718     int get_magic(int diff) {
719     int i;
720     if(diff<3)
721     diff=3;
722     for(i=0;i<4;i++)
723     if(RANDOM()%diff) return i;
724     return 4;
725     }
726    
727     #define DICE2 (get_magic(2)==2?2:1)
728     #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
729    
730     /*
731     * fix_generated_item(): This is called after an item is generated, in
732     * order to set it up right. This produced magical bonuses, puts spells
733     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
734     */
735     /* 4/28/96 added creator object from which op may now inherit properties based on
736     * op->type. Right now, which stuff the creator passes on is object type
737     * dependant. I know this is a spagetti manuever, but is there a cleaner
738     * way to do this? b.t. */
739     /*
740     * ! (flags & GT_ENVIRONMENT):
741     * Automatically calls fix_flesh_item().
742     *
743     * flags:
744     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
745     * value.
746     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
747     * a working object - don't change magic, value, etc, but set it material
748     * type as appropriate, for objects that need spell objects, set those, etc
749     */
750     void fix_generated_item (object *op, object *creator, int difficulty,
751     int max_magic, int flags)
752     {
753     int was_magic = op->magic, num_enchantments=0, save_item_power;
754    
755     if(!creator||creator->type==op->type) creator=op; /*safety & to prevent polymorphed
756     * objects giving attributes */
757    
758     /* If we make an artifact, this information will be destroyed */
759     save_item_power = op->item_power;
760     op->item_power = 0;
761    
762     if (op->randomitems && op->type != SPELL) {
763     create_treasure(op->randomitems, op,flags ,difficulty, 0);
764     if (!op->inv) LOG(llevDebug,"fix_generated_item: Unable to generate treasure for %s\n",
765     op->name);
766     /* So the treasure doesn't get created again */
767     op->randomitems = NULL;
768     }
769    
770     if (difficulty<1) difficulty=1;
771     if (!(flags & GT_MINIMAL)) {
772     if (op->arch == crown_arch) {
773     set_magic(difficulty>25?30:difficulty+5, op, max_magic, flags);
774     num_enchantments = calc_item_power(op, 1);
775     generate_artifact(op,difficulty);
776     } else {
777     if(!op->magic && max_magic)
778     set_magic(difficulty,op,max_magic, flags);
779     num_enchantments = calc_item_power(op, 1);
780     if ((!was_magic && !(RANDOM()%CHANCE_FOR_ARTIFACT)) || op->type == HORN ||
781     difficulty >= 999 )
782     generate_artifact(op, difficulty);
783     }
784    
785     /* Object was made an artifact. Calculate its item_power rating.
786     * the item_power in the object is what the artfiact adds.
787     */
788     if (op->title) {
789     /* if save_item_power is set, then most likely we started with an
790     * artifact and have added new abilities to it - this is rare, but
791     * but I have seen things like 'strange rings of fire'. So just figure
792     * out the power from the base power plus what this one adds. Note
793     * that since item_power is not quite linear, this actually ends up
794     * being somewhat of a bonus
795     */
796     if (save_item_power) {
797     op->item_power = save_item_power + get_power_from_ench(op->item_power);
798     } else {
799     op->item_power = get_power_from_ench(op->item_power + num_enchantments);
800     }
801     } else if (save_item_power) {
802     /* restore the item_power field to the object if we haven't changed it.
803     * we don't care about num_enchantments - that will basically just
804     * have calculated some value from the base attributes of the archetype.
805     */
806     op->item_power = save_item_power;
807     }
808     }
809    
810     /* materialtype modifications. Note we allow this on artifacts. */
811    
812     set_materialname(op, difficulty, NULL);
813    
814     if (flags & GT_MINIMAL) {
815     if (op->type == POTION)
816     /* Handle healing and magic power potions */
817     if (op->stats.sp && !op->randomitems) {
818     object *tmp;
819    
820     tmp = get_archetype(spell_mapping[op->stats.sp]);
821     insert_ob_in_ob(tmp, op);
822     op->stats.sp=0;
823     }
824     }
825     else if (!op->title) /* Only modify object if not special */
826     switch(op->type) {
827     case WEAPON:
828     case ARMOUR:
829     case SHIELD:
830     case HELMET:
831     case CLOAK:
832     if (QUERY_FLAG(op, FLAG_CURSED) && !(RANDOM()%4))
833     set_ring_bonus(op, -DICE2);
834     break;
835    
836     case BRACERS:
837     if (!(RANDOM()%(QUERY_FLAG(op, FLAG_CURSED)?5:20))) {
838     set_ring_bonus(op,QUERY_FLAG(op, FLAG_CURSED)?-DICE2:DICE2);
839     if (!QUERY_FLAG(op, FLAG_CURSED))
840     op->value*=3;
841     }
842     break;
843    
844     case POTION: {
845     int too_many_tries=0,is_special=0;
846    
847     /* Handle healing and magic power potions */
848     if (op->stats.sp && !op->randomitems) {
849     object *tmp;
850    
851     tmp = get_archetype(spell_mapping[op->stats.sp]);
852     insert_ob_in_ob(tmp, op);
853     op->stats.sp=0;
854     }
855    
856     while(!(is_special=special_potion(op)) && !op->inv) {
857     generate_artifact(op,difficulty);
858     if(too_many_tries++ > 10) break;
859     }
860     /* don't want to change value for healing/magic power potions,
861     * since the value set on those is already correct.
862     */
863     if (op->inv && op->randomitems) {
864     /* value multiplier is same as for scrolls */
865     op->value=(op->value*op->inv->value);
866     op->level = op->inv->level/2+ RANDOM()%difficulty + RANDOM()%difficulty;
867     } else {
868     FREE_AND_COPY(op->name, "potion");
869     FREE_AND_COPY(op->name_pl, "potions");
870     }
871     if ( ! (flags & GT_ONLY_GOOD) && RANDOM() % 2)
872     SET_FLAG(op, FLAG_CURSED);
873     break;
874     }
875    
876     case AMULET:
877     if(op->arch==amulet_arch)
878     op->value*=5; /* Since it's not just decoration */
879    
880     case RING:
881     if(op->arch==NULL) {
882     remove_ob(op);
883     free_object(op);
884     op=NULL;
885     break;
886     }
887     if(op->arch!=ring_arch&&op->arch!=amulet_arch) /* It's a special artifact!*/
888     break;
889    
890     if ( ! (flags & GT_ONLY_GOOD) && ! (RANDOM() % 3))
891     SET_FLAG(op, FLAG_CURSED);
892     set_ring_bonus(op,QUERY_FLAG(op, FLAG_CURSED)?-DICE2:DICE2);
893     if(op->type!=RING) /* Amulets have only one ability */
894     break;
895     if(!(RANDOM()%4)) {
896     int d=(RANDOM()%2 || QUERY_FLAG(op, FLAG_CURSED))?-DICE2:DICE2;
897     if(d>0)
898     op->value*=3;
899     set_ring_bonus(op,d);
900     if(!(RANDOM()%4)) {
901     int d=(RANDOM()%3 || QUERY_FLAG(op, FLAG_CURSED))?-DICE2:DICE2;
902     if(d>0)
903     op->value*=5;
904     set_ring_bonus(op,d);
905     }
906     }
907     if(GET_ANIM_ID(op))
908     SET_ANIMATION(op, RANDOM()%((int) NUM_ANIMATIONS(op)));
909     break;
910    
911     case BOOK:
912     /* Is it an empty book?, if yes lets make a special
913     * msg for it, and tailor its properties based on the
914     * creator and/or map level we found it on.
915     */
916     if(!op->msg&&RANDOM()%10) {
917     /* set the book level properly */
918     if(creator->level==0 || QUERY_FLAG(creator,FLAG_ALIVE)) {
919     if(op->map&&op->map->difficulty)
920     op->level=RANDOM()%(op->map->difficulty)+RANDOM()%10+1;
921     else
922     op->level=RANDOM()%20+1;
923     } else
924     op->level=RANDOM()%creator->level;
925    
926     tailor_readable_ob(op,(creator&&creator->stats.sp)?creator->stats.sp:-1);
927     /* books w/ info are worth more! */
928     op->value*=((op->level>10?op->level:(op->level+1)/2)*((strlen(op->msg)/250)+1));
929     /* creator related stuff */
930    
931     /* for library, chained books. Note that some monsters have no_pick
932     * set - we don't want to set no pick in that case.
933     */
934     if(QUERY_FLAG(creator,FLAG_NO_PICK) &&
935     !QUERY_FLAG(creator, FLAG_MONSTER))
936     SET_FLAG(op,FLAG_NO_PICK);
937     if(creator->slaying&&!op->slaying) /* for check_inv floors */
938     op->slaying = add_string(creator->slaying);
939    
940     /* add exp so reading it gives xp (once)*/
941     op->stats.exp = op->value>10000?op->value/5:op->value/10;
942     }
943     break;
944    
945     case SPELLBOOK:
946     op->value=op->value* op->inv->value;
947     /* add exp so learning gives xp */
948     op->level = op->inv->level;
949     op->stats.exp = op->value;
950     break;
951    
952     case WAND:
953     /* nrof in the treasure list is number of charges,
954     * not number of wands. So copy that into food (charges),
955     * and reset nrof.
956     */
957     op->stats.food=op->inv->nrof;
958     op->nrof=1;
959     /* If the spell changes by level, choose a random level
960     * for it, and adjust price. If the spell doesn't
961     * change by level, just set the wand to the level of
962     * the spell, and value calculation is simpler.
963     */
964     if (op->inv->duration_modifier || op->inv->dam_modifier ||
965     op->inv->range_modifier) {
966 elmex 1.3 op->level = level_for_item(op, difficulty);
967 root 1.1 op->value= op->value* op->inv->value * (op->level +50)/
968     (op->inv->level + 50);
969     }
970     else {
971     op->level = op->inv->level;
972     op->value = op->value * op->inv->value;
973     }
974     break;
975    
976     case ROD:
977 elmex 1.3 op->level = level_for_item(op, difficulty);
978 root 1.1 /* Add 50 to both level an divisor to keep prices a little more
979     * reasonable. Otherwise, a high level version of a low level
980     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
981     * 10 time multiplier). This way, the value are a bit more reasonable.
982     */
983     op->value= op->value * op->inv->value * (op->level +50) / (op->inv->level + 50);
984     /* maxhp is used to denote how many 'charges' the rod holds before */
985     if (op->stats.maxhp)
986     op->stats.maxhp *= MAX(op->inv->stats.sp, op->inv->stats.grace);
987     else
988     op->stats.maxhp = 2 * MAX(op->inv->stats.sp, op->inv->stats.grace);
989    
990     op->stats.hp = op->stats.maxhp;
991     break;
992    
993     case SCROLL:
994 elmex 1.3 op->level = level_for_item(op, difficulty);
995 root 1.1 op->value= op->value * op->inv->value * (op->level +50) / (op->inv->level + 50);
996     /* add exp so reading them properly gives xp */
997     op->stats.exp = op->value/5;
998     op->nrof = op->inv->nrof;
999     break;
1000    
1001     case RUNE:
1002     trap_adjust(op,difficulty);
1003     break;
1004    
1005     case TRAP:
1006     trap_adjust(op,difficulty);
1007     break;
1008     } /* switch type */
1009    
1010     if (flags & GT_STARTEQUIP) {
1011     if (op->nrof < 2 && op->type != CONTAINER
1012     && op->type != MONEY && ! QUERY_FLAG (op, FLAG_IS_THROWN))
1013     SET_FLAG (op, FLAG_STARTEQUIP);
1014     else if (op->type != MONEY)
1015     op->value = 0;
1016     }
1017    
1018     if ( ! (flags & GT_ENVIRONMENT))
1019     fix_flesh_item (op, creator);
1020     }
1021    
1022     /*
1023     *
1024     *
1025     * CODE DEALING WITH ARTIFACTS STARTS HERE
1026     *
1027     *
1028     */
1029    
1030     /*
1031     * Allocate and return the pointer to an empty artifactlist structure.
1032     */
1033    
1034     static artifactlist *get_empty_artifactlist(void) {
1035     artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist));
1036     if(tl==NULL)
1037     fatal(OUT_OF_MEMORY);
1038     tl->next=NULL;
1039     tl->items=NULL;
1040     tl->total_chance=0;
1041     return tl;
1042     }
1043    
1044     /*
1045     * Allocate and return the pointer to an empty artifact structure.
1046     */
1047    
1048     static artifact *get_empty_artifact(void) {
1049     artifact *t = (artifact *) malloc(sizeof(artifact));
1050     if(t==NULL)
1051     fatal(OUT_OF_MEMORY);
1052     t->item=NULL;
1053     t->next=NULL;
1054     t->chance=0;
1055     t->difficulty=0;
1056     t->allowed = NULL;
1057     return t;
1058     }
1059    
1060     /*
1061     * Searches the artifact lists and returns one that has the same type
1062     * of objects on it.
1063     */
1064    
1065     artifactlist *find_artifactlist(int type) {
1066     artifactlist *al;
1067    
1068     for (al=first_artifactlist; al!=NULL; al=al->next)
1069     if (al->type == type) return al;
1070     return NULL;
1071     }
1072    
1073     /*
1074     * For debugging purposes. Dumps all tables.
1075     */
1076    
1077     void dump_artifacts(void) {
1078     artifactlist *al;
1079     artifact *art;
1080     linked_char *next;
1081    
1082     fprintf(logfile,"\n");
1083     for (al=first_artifactlist; al!=NULL; al=al->next) {
1084     fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1085     for (art=al->items; art!=NULL; art=art->next) {
1086     fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n",
1087     art->item->name, art->difficulty, art->chance);
1088     if (art->allowed !=NULL) {
1089     fprintf(logfile,"\tAllowed combinations:");
1090     for (next=art->allowed; next!=NULL; next=next->next)
1091     fprintf(logfile, "%s,", next->name);
1092     fprintf(logfile,"\n");
1093     }
1094     }
1095     }
1096     fprintf(logfile,"\n");
1097     }
1098    
1099     /*
1100     * For debugging purposes. Dumps all treasures recursively (see below).
1101     */
1102     void dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1103     {
1104     treasurelist *tl;
1105     int i;
1106    
1107     if (depth > 100)
1108     return;
1109     while (t != NULL)
1110     {
1111     if (t->name != NULL)
1112     {
1113     for (i = 0; i < depth; i++)
1114     fprintf (logfile, " ");
1115     fprintf (logfile, "{ (list: %s)\n", t->name);
1116     tl = find_treasurelist (t->name);
1117     dump_monster_treasure_rec (name, tl->items, depth + 2);
1118     for (i = 0; i < depth; i++)
1119     fprintf (logfile, " ");
1120     fprintf (logfile, "} (end of list: %s)\n", t->name);
1121     }
1122     else
1123     {
1124     for (i = 0; i < depth; i++)
1125     fprintf (logfile, " ");
1126     if (t->item->clone.type == FLESH)
1127     fprintf (logfile, "%s's %s\n", name, t->item->clone.name);
1128     else
1129     fprintf (logfile, "%s\n", t->item->clone.name);
1130     }
1131     if (t->next_yes != NULL)
1132     {
1133     for (i = 0; i < depth; i++)
1134     fprintf (logfile, " ");
1135     fprintf (logfile, " (if yes)\n");
1136     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1137     }
1138     if (t->next_no != NULL)
1139     {
1140     for (i = 0; i < depth; i++)
1141     fprintf (logfile, " ");
1142     fprintf (logfile, " (if no)\n");
1143     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1144     }
1145     t = t->next;
1146     }
1147     }
1148    
1149     /*
1150     * For debugging purposes. Dumps all treasures for a given monster.
1151     * Created originally by Raphael Quinet for debugging the alchemy code.
1152     */
1153    
1154     void dump_monster_treasure (const char *name)
1155     {
1156     archetype *at;
1157     int found;
1158    
1159     found = 0;
1160     fprintf (logfile, "\n");
1161     for (at = first_archetype; at != NULL; at = at->next)
1162     if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1163     {
1164     fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name,
1165     at->name);
1166     if (at->clone.randomitems != NULL)
1167     dump_monster_treasure_rec (at->clone.name,
1168     at->clone.randomitems->items, 1);
1169     else
1170     fprintf (logfile, "(nothing)\n");
1171     fprintf (logfile, "\n");
1172     found++;
1173     }
1174     if (found == 0)
1175     fprintf (logfile, "No objects have the name %s!\n\n", name);
1176     }
1177    
1178     /*
1179     * Builds up the lists of artifacts from the file in the libdir.
1180     */
1181    
1182     void init_artifacts(void) {
1183     static int has_been_inited=0;
1184     FILE *fp;
1185     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1186     artifact *art=NULL;
1187     linked_char *tmp;
1188     int value, comp;
1189     artifactlist *al;
1190    
1191     if (has_been_inited) return;
1192     else has_been_inited = 1;
1193    
1194     sprintf(filename, "%s/artifacts", settings.datadir);
1195     LOG(llevDebug, "Reading artifacts from %s...",filename);
1196     if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) {
1197     LOG(llevError, "Can't open %s.\n", filename);
1198     return;
1199     }
1200    
1201     while (fgets(buf, HUGE_BUF, fp)!=NULL) {
1202     if (*buf=='#') continue;
1203     if((cp=strchr(buf,'\n'))!=NULL)
1204     *cp='\0';
1205     cp=buf;
1206     while(*cp==' ') /* Skip blanks */
1207     cp++;
1208     if (*cp=='\0') continue;
1209    
1210     if (!strncmp(cp, "Allowed", 7)) {
1211     if (art==NULL) {
1212     art=get_empty_artifact();
1213     nrofartifacts++;
1214     }
1215     cp = strchr(cp,' ') + 1;
1216     if (!strcmp(cp,"all")) continue;
1217    
1218     do {
1219     nrofallowedstr++;
1220     if ((next=strchr(cp, ','))!=NULL)
1221     *(next++) = '\0';
1222     tmp = (linked_char*) malloc(sizeof(linked_char));
1223     tmp->name = add_string(cp);
1224     tmp->next = art->allowed;
1225     art->allowed = tmp;
1226     } while ((cp=next)!=NULL);
1227     }
1228     else if (sscanf(cp, "chance %d", &value))
1229     art->chance = (uint16) value;
1230     else if (sscanf(cp, "difficulty %d", &value))
1231     art->difficulty = (uint8) value;
1232     else if (!strncmp(cp, "Object",6)) {
1233     art->item = (object *) calloc(1, sizeof(object));
1234     reset_object(art->item);
1235     if (!load_object(fp, art->item,LO_LINEMODE,0))
1236     LOG(llevError,"Init_Artifacts: Could not load object.\n");
1237     art->item->name = add_string((strchr(cp, ' ')+1));
1238     al=find_artifactlist(art->item->type);
1239     if (al==NULL) {
1240     al = get_empty_artifactlist();
1241     al->type = art->item->type;
1242     al->next = first_artifactlist;
1243     first_artifactlist = al;
1244     }
1245     art->next = al->items;
1246     al->items = art;
1247     art = NULL;
1248     }
1249     else
1250     LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1251     }
1252    
1253     close_and_delete(fp, comp);
1254    
1255     for (al=first_artifactlist; al!=NULL; al=al->next) {
1256     for (art=al->items; art!=NULL; art=art->next) {
1257     if (!art->chance)
1258     LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name);
1259     else
1260     al->total_chance += art->chance;
1261     }
1262     #if 0
1263     LOG(llevDebug,"Artifact list type %d has %d total chance\n",
1264     al->type, al->total_chance);
1265     #endif
1266     }
1267    
1268     LOG(llevDebug,"done.\n");
1269     }
1270    
1271    
1272     /*
1273     * Used in artifact generation. The bonuses of the first object
1274     * is modified by the bonuses of the second object.
1275     */
1276    
1277     void add_abilities(object *op, object *change) {
1278     int i,j, tmp;
1279    
1280     if (change->face != blank_face) {
1281     #ifdef TREASURE_VERBOSE
1282     LOG(llevDebug, "FACE: %d\n", change->face->number);
1283     #endif
1284     op->face = change->face;
1285     }
1286     for (i = 0; i < NUM_STATS; i++)
1287     change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i));
1288    
1289     op->attacktype |= change->attacktype;
1290     op->path_attuned |= change->path_attuned;
1291     op->path_repelled |= change->path_repelled;
1292     op->path_denied |= change->path_denied;
1293     op->move_type |= change->move_type;
1294     op->stats.luck += change->stats.luck;
1295    
1296     if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED);
1297     if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED);
1298     if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED))
1299     && op->magic > 0)
1300     set_abs_magic(op, -op->magic);
1301    
1302     if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
1303     if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
1304     if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
1305     if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
1306     if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
1307     if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
1308     if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
1309     if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS);
1310    
1311     if (QUERY_FLAG(change,FLAG_STAND_STILL)) {
1312     CLEAR_FLAG(op,FLAG_ANIMATE);
1313     /* so artifacts will join */
1314     if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0;
1315     update_ob_speed(op);
1316     }
1317     if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1;
1318     op->stats.exp += change->stats.exp; /* Speed modifier */
1319     op->stats.wc += change->stats.wc;
1320     op->stats.ac += change->stats.ac;
1321    
1322     if (change->other_arch) {
1323     /* Basically, for horns & potions, the other_arch field is the spell
1324     * to cast. So convert that to into a spell and put it into
1325     * this object.
1326     */
1327     if (op->type == HORN || op->type == POTION) {
1328     object *tmp_obj;
1329     /* Remove any spells this object currently has in it */
1330     while (op->inv) {
1331     tmp_obj = op->inv;
1332     remove_ob(tmp_obj);
1333     free_object(tmp_obj);
1334     }
1335     tmp_obj = arch_to_object(change->other_arch);
1336     insert_ob_in_ob(tmp_obj, op);
1337     }
1338     /* No harm setting this for potions/horns */
1339     op->other_arch = change->other_arch;
1340     }
1341    
1342     if (change->stats.hp < 0)
1343     op->stats.hp = -change->stats.hp;
1344     else
1345     op->stats.hp += change->stats.hp;
1346     if (change->stats.maxhp < 0)
1347     op->stats.maxhp = -change->stats.maxhp;
1348     else
1349     op->stats.maxhp += change->stats.maxhp;
1350     if (change->stats.sp < 0)
1351     op->stats.sp = -change->stats.sp;
1352     else
1353     op->stats.sp += change->stats.sp;
1354     if (change->stats.maxsp < 0)
1355     op->stats.maxsp = -change->stats.maxsp;
1356     else
1357     op->stats.maxsp += change->stats.maxsp;
1358     if (change->stats.food < 0)
1359     op->stats.food = -(change->stats.food);
1360     else
1361     op->stats.food += change->stats.food;
1362     if (change->level < 0)
1363     op->level = -(change->level);
1364     else
1365     op->level += change->level;
1366    
1367     if (change->gen_sp_armour < 0)
1368     op->gen_sp_armour = -(change->gen_sp_armour);
1369     else
1370     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1371    
1372     op->item_power = change->item_power;
1373    
1374     for (i=0; i<NROFATTACKS; i++) {
1375     if (change->resist[i]) {
1376     op->resist[i] += change->resist[i];
1377     }
1378     }
1379     if (change->stats.dam) {
1380     if (change->stats.dam < 0)
1381     op->stats.dam = (-change->stats.dam);
1382     else if (op->stats.dam) {
1383     tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10);
1384     if (tmp == op->stats.dam) {
1385     if (change->stats.dam < 10)
1386     op->stats.dam--;
1387     else
1388     op->stats.dam++;
1389     }
1390     else
1391     op->stats.dam = tmp;
1392     }
1393     }
1394     if (change->weight) {
1395     if (change->weight < 0)
1396     op->weight = (-change->weight);
1397     else
1398     op->weight = (op->weight * (change->weight)) / 100;
1399     }
1400     if (change->last_sp) {
1401     if (change->last_sp < 0)
1402     op->last_sp = (-change->last_sp);
1403     else
1404     op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100);
1405     }
1406     if (change->gen_sp_armour) {
1407     if (change->gen_sp_armour < 0)
1408     op->gen_sp_armour = (-change->gen_sp_armour);
1409     else
1410     op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour))
1411     / (int)100);
1412     }
1413     op->value *= change->value;
1414    
1415     if(change->material) op->material = change->material;
1416    
1417     if (change->materialname) {
1418     if (op->materialname)
1419     free_string(op->materialname);
1420     op->materialname = add_refcount(change->materialname);
1421     }
1422    
1423     if (change->slaying) {
1424     if (op->slaying)
1425     free_string(op->slaying);
1426     op->slaying = add_refcount(change->slaying);
1427     }
1428     if (change->race) {
1429     if (op->race)
1430     free_string(op->race);
1431     op->race = add_refcount(change->race);
1432     }
1433     if (change->msg) {
1434     if (op->msg)
1435     free_string(op->msg);
1436     op->msg = add_refcount(change->msg);
1437     }
1438     /* GROS: Added support for event_... in artifact file */
1439     for(j=0;j<NR_EVENTS;j++) {
1440     event *evt;
1441     event *evt2;
1442     event *evtn;
1443     event *evtp;
1444    
1445     evt = find_event(change,j);
1446     evt2= find_event(op,j);
1447    
1448     if ((evt) && (evt->hook)) {
1449     if ((evt2)&&(evt2->hook)) {
1450     free_string(evt2->hook);
1451     free_string(evt2->plugin);
1452     free_string(evt2->options);
1453     evtp = NULL;
1454     evtn = evt2->next;
1455     if (evt2 == op->events) {
1456     free(evt2);
1457     op->events = evtn;
1458     }
1459     else {
1460     evtp = op->events;
1461     while (evtp->next != evt2)
1462     evtp = evtp->next;
1463     free(evt2);
1464     evtp->next = evtn;
1465     }
1466     }
1467     else if (evt2 == NULL) {
1468     if (op->events == NULL) {
1469     evt2 = (event *)malloc(sizeof(event));
1470     op->events = evt2;
1471     }
1472     else {
1473     evtp = op->events;
1474     while (evtp->next != NULL)
1475     evtp = evtp->next;
1476     evtp->next = (event *)malloc(sizeof(event));
1477     evt2 = evtp->next;
1478     }
1479     }
1480     evt2->next = NULL;
1481     evt2->hook = add_refcount(evt->hook);
1482     evt2->plugin = add_refcount(evt->plugin);
1483     evt2->type = j;
1484    
1485     if (evt->options)
1486     evt2->options = add_refcount(evt->options);
1487     else
1488     evt2->options = NULL;
1489     }
1490     }
1491     }
1492    
1493     static int legal_artifact_combination(object *op, artifact *art) {
1494     int neg, success = 0;
1495     linked_char *tmp;
1496     const char *name;
1497    
1498     if (art->allowed == (linked_char *) NULL)
1499     return 1; /* Ie, "all" */
1500     for (tmp = art->allowed; tmp; tmp = tmp->next) {
1501     #ifdef TREASURE_VERBOSE
1502     LOG(llevDebug, "legal_art: %s\n", tmp->name);
1503     #endif
1504     if (*tmp->name == '!')
1505     name = tmp->name + 1, neg = 1;
1506     else
1507     name = tmp->name, neg = 0;
1508    
1509     /* If we match name, then return the opposite of 'neg' */
1510     if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name)))
1511     return !neg;
1512    
1513     /* Set success as true, since if the match was an inverse, it means
1514     * everything is allowed except what we match
1515     */
1516     else if (neg)
1517     success = 1;
1518     }
1519     return success;
1520     }
1521    
1522     /*
1523     * Fixes the given object, giving it the abilities and titles
1524     * it should have due to the second artifact-template.
1525     */
1526    
1527     void give_artifact_abilities(object *op, object *artifct) {
1528     char new_name[MAX_BUF];
1529    
1530     sprintf(new_name, "of %s", artifct->name);
1531     if (op->title)
1532     free_string(op->title);
1533     op->title = add_string(new_name);
1534     add_abilities(op, artifct); /* Give out the bonuses */
1535    
1536     #if 0 /* Bit verbose, but keep it here until next time I need it... */
1537     {
1538     char identified = QUERY_FLAG(op, FLAG_IDENTIFIED);
1539     SET_FLAG(op, FLAG_IDENTIFIED);
1540     LOG(llevDebug, "Generated artifact %s %s [%s]\n",
1541     op->name, op->title, describe_item(op, NULL));
1542     if (!identified)
1543     CLEAR_FLAG(op, FLAG_IDENTIFIED);
1544     }
1545     #endif
1546     return;
1547     }
1548    
1549     /*
1550     * Decides randomly which artifact the object should be
1551     * turned into. Makes sure that the item can become that
1552     * artifact (means magic, difficulty, and Allowed fields properly).
1553     * Then calls give_artifact_abilities in order to actually create
1554     * the artifact.
1555     */
1556    
1557     /* Give 1 re-roll attempt per artifact */
1558     #define ARTIFACT_TRIES 2
1559    
1560     void generate_artifact(object *op, int difficulty) {
1561     artifactlist *al;
1562     artifact *art;
1563     int i;
1564    
1565     al = find_artifactlist(op->type);
1566    
1567     if (al==NULL) {
1568     #if 0 /* This is too verbose, usually */
1569     LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1570     #endif
1571     return;
1572     }
1573    
1574     for (i = 0; i < ARTIFACT_TRIES; i++) {
1575     int roll = RANDOM()% al->total_chance;
1576    
1577     for (art=al->items; art!=NULL; art=art->next) {
1578     roll -= art->chance;
1579     if (roll<0) break;
1580     }
1581    
1582     if (art == NULL || roll>=0) {
1583     #if 1
1584     LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1585     op->type);
1586     #endif
1587     return;
1588     }
1589     if (!strcmp(art->item->name,"NONE"))
1590     return;
1591     if (FABS(op->magic) < art->item->magic)
1592     continue; /* Not magic enough to be this item */
1593    
1594     /* Map difficulty not high enough */
1595     if (difficulty<art->difficulty)
1596     continue;
1597    
1598     if (!legal_artifact_combination(op, art)) {
1599     #ifdef TREASURE_VERBOSE
1600     LOG(llevDebug, "%s of %s was not a legal combination.\n",
1601     op->name, art->item->name);
1602     #endif
1603     continue;
1604     }
1605     give_artifact_abilities(op, art->item);
1606     return;
1607     }
1608     }
1609    
1610     /* fix_flesh_item() - objects of type FLESH are similar to type
1611     * FOOD, except they inherit properties (name, food value, etc).
1612     * based on the original owner (or 'donor' if you like). -b.t.
1613     */
1614    
1615     void fix_flesh_item(object *item, object *donor) {
1616     char tmpbuf[MAX_BUF];
1617     int i;
1618    
1619     if(item->type==FLESH && donor) {
1620     /* change the name */
1621     sprintf(tmpbuf,"%s's %s",donor->name,item->name);
1622     FREE_AND_COPY(item->name, tmpbuf);
1623     sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl);
1624     FREE_AND_COPY(item->name_pl, tmpbuf);
1625    
1626     /* weight is FLESH weight/100 * donor */
1627     if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0)
1628     item->weight=1;
1629    
1630     /* value is multiplied by level of donor */
1631     item->value *= isqrt(donor->level*2);
1632    
1633     /* food value */
1634     item->stats.food += (donor->stats.hp/100) + donor->stats.Con;
1635    
1636     /* flesh items inherit some abilities of donor, but not
1637     * full effect.
1638     */
1639     for (i=0; i<NROFATTACKS; i++)
1640     item->resist[i] = donor->resist[i]/2;
1641    
1642     /* item inherits donor's level (important for quezals) */
1643     item->level = donor->level;
1644    
1645     /* if donor has some attacktypes, the flesh is poisonous */
1646     if(donor->attacktype&AT_POISON)
1647     item->type=POISON;
1648     if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food;
1649     SET_FLAG(item,FLAG_NO_STEAL);
1650     }
1651     }
1652    
1653     /* special_potion() - so that old potion code is still done right. */
1654    
1655     int special_potion (object *op) {
1656    
1657     int i;
1658    
1659     if(op->attacktype) return 1;
1660    
1661     if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1662     || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1663    
1664     for (i=0; i<NROFATTACKS; i++)
1665     if (op->resist[i]) return 1;
1666    
1667     return 0;
1668     }
1669    
1670     void free_treasurestruct(treasure *t)
1671     {
1672     if (t->next) free_treasurestruct(t->next);
1673     if (t->next_yes) free_treasurestruct(t->next_yes);
1674     if (t->next_no) free_treasurestruct(t->next_no);
1675     free(t);
1676     }
1677    
1678     void free_charlinks(linked_char *lc)
1679     {
1680     if (lc->next) free_charlinks(lc->next);
1681     free(lc);
1682     }
1683    
1684     void free_artifact(artifact *at)
1685     {
1686    
1687     if (at->next) free_artifact(at->next);
1688     if (at->allowed) free_charlinks(at->allowed);
1689     if (at->item) {
1690     if (at->item->name) free_string(at->item->name);
1691     if (at->item->name_pl) free_string(at->item->name_pl);
1692     if (at->item->msg) free_string(at->item->msg);
1693     if (at->item->title) free_string(at->item->title);
1694     free(at->item);
1695     }
1696     free(at);
1697     }
1698    
1699     void free_artifactlist(artifactlist *al)
1700     {
1701     artifactlist *nextal;
1702     for (al=first_artifactlist; al!=NULL; al=nextal) {
1703     nextal=al->next;
1704     if (al->items) {
1705     free_artifact(al->items);
1706     }
1707     free(al);
1708     }
1709     }
1710    
1711     void free_all_treasures(void) {
1712     treasurelist *tl, *next;
1713    
1714    
1715     for (tl=first_treasurelist; tl!=NULL; tl=next) {
1716     next=tl->next;
1717     if (tl->name) free_string(tl->name);
1718     if (tl->items) free_treasurestruct(tl->items);
1719     free(tl);
1720     }
1721     free_artifactlist(first_artifactlist);
1722     }