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/cvs/deliantra/server/common/treasure.c
Revision: 1.3.2.1
Committed: Thu Aug 10 16:53:34 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: difficulty_fix
Changes since 1.3: +32 -17 lines
Log Message:
Fixed magic_from_difficulty by scaling down difficulty to the range 1-31

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 elmex 1.3.2.1 *
516     * elmex Thu Aug 10 18:45:44 CEST 2006:
517     * Scaling difficulty by max_level, as difficulty is a level and not some
518     * weird integer between 1-31.
519     *
520 root 1.1 */
521    
522     int magic_from_difficulty(int difficulty)
523     {
524 elmex 1.3.2.1 int percent = 0, magic = 0;
525     int scaled_diff = ((double) difficulty / settings.max_level) * 31;
526 root 1.1
527 elmex 1.3.2.1 scaled_diff--;
528 root 1.1
529 elmex 1.3.2.1 if(scaled_diff < 0)
530     scaled_diff = 0;
531    
532     if (scaled_diff >= DIFFLEVELS)
533     scaled_diff = DIFFLEVELS-1;
534 root 1.1
535     percent = RANDOM()%100;
536    
537 elmex 1.3.2.1 for(magic = 0; magic < (MAXMAGIC + 1); magic++)
538     {
539     percent -= difftomagic_list[scaled_diff][magic];
540    
541     if (percent < 0)
542     break;
543     }
544    
545     if (magic == (MAXMAGIC + 1))
546     {
547     LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
548     magic = 0;
549     }
550    
551     magic = (RANDOM() % 3) ? magic : -magic;
552    
553     /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
554    
555     return magic;
556 root 1.1 }
557    
558     /*
559     * Sets magical bonus in an object, and recalculates the effect on
560     * the armour variable, and the effect on speed of armour.
561     * This function doesn't work properly, should add use of archetypes
562     * to make it truly absolute.
563     */
564    
565     void set_abs_magic(object *op, int magic) {
566     if(!magic)
567     return;
568    
569     op->magic=magic;
570     if (op->arch) {
571     if (op->type == ARMOUR)
572     ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100;
573    
574     if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */
575     magic = (-magic);
576     op->weight = (op->arch->clone.weight*(100-magic*10))/100;
577     } else {
578     if(op->type==ARMOUR)
579     ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100;
580     if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */
581     magic = (-magic);
582     op->weight=(op->weight*(100-magic*10))/100;
583     }
584     }
585    
586     /*
587     * Sets a random magical bonus in the given object based upon
588     * the given difficulty, and the given max possible bonus.
589     */
590    
591     static void set_magic (int difficulty, object *op, int max_magic, int flags)
592     {
593     int i;
594     i = magic_from_difficulty(difficulty);
595     if ((flags & GT_ONLY_GOOD) && i < 0)
596     i = -i;
597     if(i > max_magic)
598     i = max_magic;
599     set_abs_magic(op,i);
600     if (i < 0)
601     SET_FLAG(op, FLAG_CURSED);
602     }
603    
604     /*
605     * Randomly adds one magical ability to the given object.
606     * Modified for Partial Resistance in many ways:
607     * 1) Since rings can have multiple bonuses, if the same bonus
608     * is rolled again, increase it - the bonuses now stack with
609     * other bonuses previously rolled and ones the item might natively have.
610     * 2) Add code to deal with new PR method.
611     */
612    
613     void set_ring_bonus(object *op,int bonus) {
614    
615     int r=RANDOM()%(bonus>0?25:11);
616    
617     if(op->type==AMULET) {
618     if(!(RANDOM()%21))
619     r=20+RANDOM()%2;
620     else {
621     if(RANDOM()&2)
622     r=10;
623     else
624     r=11+RANDOM()%9;
625     }
626     }
627    
628     switch(r) {
629     /* Redone by MSW 2000-11-26 to have much less code. Also,
630     * bonuses and penalties will stack and add to existing values.
631     * of the item.
632     */
633     case 0:
634     case 1:
635     case 2:
636     case 3:
637     case 4:
638     case 5:
639     case 6:
640     set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r)));
641     break;
642    
643     case 7:
644     op->stats.dam+=bonus;
645     break;
646    
647     case 8:
648     op->stats.wc+=bonus;
649     break;
650    
651     case 9:
652     op->stats.food+=bonus; /* hunger/sustenance */
653     break;
654    
655     case 10:
656     op->stats.ac+=bonus;
657     break;
658    
659     /* Item that gives protections/vulnerabilities */
660     case 11:
661     case 12:
662     case 13:
663     case 14:
664     case 15:
665     case 16:
666     case 17:
667     case 18:
668     case 19:
669     {
670     int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table;
671    
672     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
673     val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b;
674    
675     /* Cursed items need to have higher negative values to equal out with
676     * positive values for how protections work out. Put another
677     * little random element in since that they don't always end up with
678     * even values.
679     */
680     if (bonus<0) val = 2*-val - RANDOM() % b;
681     if (val>35) val=35; /* Upper limit */
682     b=0;
683     while (op->resist[resist_table[resist]]!=0 && b<4) {
684     resist=RANDOM() % num_resist_table;
685     }
686     if (b==4) return; /* Not able to find a free resistance */
687     op->resist[resist_table[resist]] = val;
688     /* We should probably do something more clever here to adjust value
689     * based on how good a resistance we gave.
690     */
691     break;
692     }
693     case 20:
694     if(op->type==AMULET) {
695     SET_FLAG(op,FLAG_REFL_SPELL);
696     op->value*=11;
697     } else {
698     op->stats.hp=1; /* regenerate hit points */
699     op->value*=4;
700     }
701     break;
702    
703     case 21:
704     if(op->type==AMULET) {
705     SET_FLAG(op,FLAG_REFL_MISSILE);
706     op->value*=9;
707     } else {
708     op->stats.sp=1; /* regenerate spell points */
709     op->value*=3;
710     }
711     break;
712    
713     case 22:
714     op->stats.exp+=bonus; /* Speed! */
715     op->value=(op->value*2)/3;
716     break;
717     }
718     if(bonus>0)
719     op->value*=2*bonus;
720     else
721     op->value= -(op->value*2*bonus)/3;
722     }
723    
724     /*
725     * get_magic(diff) will return a random number between 0 and 4.
726     * diff can be any value above 2. The higher the diff-variable, the
727     * higher is the chance of returning a low number.
728     * It is only used in fix_generated_treasure() to set bonuses on
729     * rings and amulets.
730     * Another scheme is used to calculate the magic of weapons and armours.
731     */
732    
733     int get_magic(int diff) {
734     int i;
735     if(diff<3)
736     diff=3;
737     for(i=0;i<4;i++)
738     if(RANDOM()%diff) return i;
739     return 4;
740     }
741    
742     #define DICE2 (get_magic(2)==2?2:1)
743     #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
744    
745     /*
746     * fix_generated_item(): This is called after an item is generated, in
747     * order to set it up right. This produced magical bonuses, puts spells
748     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
749     */
750     /* 4/28/96 added creator object from which op may now inherit properties based on
751     * op->type. Right now, which stuff the creator passes on is object type
752     * dependant. I know this is a spagetti manuever, but is there a cleaner
753     * way to do this? b.t. */
754     /*
755     * ! (flags & GT_ENVIRONMENT):
756     * Automatically calls fix_flesh_item().
757     *
758     * flags:
759     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
760     * value.
761     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
762     * a working object - don't change magic, value, etc, but set it material
763     * type as appropriate, for objects that need spell objects, set those, etc
764     */
765     void fix_generated_item (object *op, object *creator, int difficulty,
766     int max_magic, int flags)
767     {
768     int was_magic = op->magic, num_enchantments=0, save_item_power;
769    
770     if(!creator||creator->type==op->type) creator=op; /*safety & to prevent polymorphed
771     * objects giving attributes */
772    
773     /* If we make an artifact, this information will be destroyed */
774     save_item_power = op->item_power;
775     op->item_power = 0;
776    
777     if (op->randomitems && op->type != SPELL) {
778     create_treasure(op->randomitems, op,flags ,difficulty, 0);
779     if (!op->inv) LOG(llevDebug,"fix_generated_item: Unable to generate treasure for %s\n",
780     op->name);
781     /* So the treasure doesn't get created again */
782     op->randomitems = NULL;
783     }
784    
785     if (difficulty<1) difficulty=1;
786     if (!(flags & GT_MINIMAL)) {
787     if (op->arch == crown_arch) {
788     set_magic(difficulty>25?30:difficulty+5, op, max_magic, flags);
789     num_enchantments = calc_item_power(op, 1);
790     generate_artifact(op,difficulty);
791     } else {
792     if(!op->magic && max_magic)
793     set_magic(difficulty,op,max_magic, flags);
794     num_enchantments = calc_item_power(op, 1);
795     if ((!was_magic && !(RANDOM()%CHANCE_FOR_ARTIFACT)) || op->type == HORN ||
796     difficulty >= 999 )
797     generate_artifact(op, difficulty);
798     }
799    
800     /* Object was made an artifact. Calculate its item_power rating.
801     * the item_power in the object is what the artfiact adds.
802     */
803     if (op->title) {
804     /* if save_item_power is set, then most likely we started with an
805     * artifact and have added new abilities to it - this is rare, but
806     * but I have seen things like 'strange rings of fire'. So just figure
807     * out the power from the base power plus what this one adds. Note
808     * that since item_power is not quite linear, this actually ends up
809     * being somewhat of a bonus
810     */
811     if (save_item_power) {
812     op->item_power = save_item_power + get_power_from_ench(op->item_power);
813     } else {
814     op->item_power = get_power_from_ench(op->item_power + num_enchantments);
815     }
816     } else if (save_item_power) {
817     /* restore the item_power field to the object if we haven't changed it.
818     * we don't care about num_enchantments - that will basically just
819     * have calculated some value from the base attributes of the archetype.
820     */
821     op->item_power = save_item_power;
822     }
823     }
824    
825     /* materialtype modifications. Note we allow this on artifacts. */
826    
827     set_materialname(op, difficulty, NULL);
828    
829     if (flags & GT_MINIMAL) {
830     if (op->type == POTION)
831     /* Handle healing and magic power potions */
832     if (op->stats.sp && !op->randomitems) {
833     object *tmp;
834    
835     tmp = get_archetype(spell_mapping[op->stats.sp]);
836     insert_ob_in_ob(tmp, op);
837     op->stats.sp=0;
838     }
839     }
840     else if (!op->title) /* Only modify object if not special */
841     switch(op->type) {
842     case WEAPON:
843     case ARMOUR:
844     case SHIELD:
845     case HELMET:
846     case CLOAK:
847     if (QUERY_FLAG(op, FLAG_CURSED) && !(RANDOM()%4))
848     set_ring_bonus(op, -DICE2);
849     break;
850    
851     case BRACERS:
852     if (!(RANDOM()%(QUERY_FLAG(op, FLAG_CURSED)?5:20))) {
853     set_ring_bonus(op,QUERY_FLAG(op, FLAG_CURSED)?-DICE2:DICE2);
854     if (!QUERY_FLAG(op, FLAG_CURSED))
855     op->value*=3;
856     }
857     break;
858    
859     case POTION: {
860     int too_many_tries=0,is_special=0;
861    
862     /* Handle healing and magic power potions */
863     if (op->stats.sp && !op->randomitems) {
864     object *tmp;
865    
866     tmp = get_archetype(spell_mapping[op->stats.sp]);
867     insert_ob_in_ob(tmp, op);
868     op->stats.sp=0;
869     }
870    
871     while(!(is_special=special_potion(op)) && !op->inv) {
872     generate_artifact(op,difficulty);
873     if(too_many_tries++ > 10) break;
874     }
875     /* don't want to change value for healing/magic power potions,
876     * since the value set on those is already correct.
877     */
878     if (op->inv && op->randomitems) {
879     /* value multiplier is same as for scrolls */
880     op->value=(op->value*op->inv->value);
881     op->level = op->inv->level/2+ RANDOM()%difficulty + RANDOM()%difficulty;
882     } else {
883     FREE_AND_COPY(op->name, "potion");
884     FREE_AND_COPY(op->name_pl, "potions");
885     }
886     if ( ! (flags & GT_ONLY_GOOD) && RANDOM() % 2)
887     SET_FLAG(op, FLAG_CURSED);
888     break;
889     }
890    
891     case AMULET:
892     if(op->arch==amulet_arch)
893     op->value*=5; /* Since it's not just decoration */
894    
895     case RING:
896     if(op->arch==NULL) {
897     remove_ob(op);
898     free_object(op);
899     op=NULL;
900     break;
901     }
902     if(op->arch!=ring_arch&&op->arch!=amulet_arch) /* It's a special artifact!*/
903     break;
904    
905     if ( ! (flags & GT_ONLY_GOOD) && ! (RANDOM() % 3))
906     SET_FLAG(op, FLAG_CURSED);
907     set_ring_bonus(op,QUERY_FLAG(op, FLAG_CURSED)?-DICE2:DICE2);
908     if(op->type!=RING) /* Amulets have only one ability */
909     break;
910     if(!(RANDOM()%4)) {
911     int d=(RANDOM()%2 || QUERY_FLAG(op, FLAG_CURSED))?-DICE2:DICE2;
912     if(d>0)
913     op->value*=3;
914     set_ring_bonus(op,d);
915     if(!(RANDOM()%4)) {
916     int d=(RANDOM()%3 || QUERY_FLAG(op, FLAG_CURSED))?-DICE2:DICE2;
917     if(d>0)
918     op->value*=5;
919     set_ring_bonus(op,d);
920     }
921     }
922     if(GET_ANIM_ID(op))
923     SET_ANIMATION(op, RANDOM()%((int) NUM_ANIMATIONS(op)));
924     break;
925    
926     case BOOK:
927     /* Is it an empty book?, if yes lets make a special
928     * msg for it, and tailor its properties based on the
929     * creator and/or map level we found it on.
930     */
931     if(!op->msg&&RANDOM()%10) {
932     /* set the book level properly */
933     if(creator->level==0 || QUERY_FLAG(creator,FLAG_ALIVE)) {
934     if(op->map&&op->map->difficulty)
935     op->level=RANDOM()%(op->map->difficulty)+RANDOM()%10+1;
936     else
937     op->level=RANDOM()%20+1;
938     } else
939     op->level=RANDOM()%creator->level;
940    
941     tailor_readable_ob(op,(creator&&creator->stats.sp)?creator->stats.sp:-1);
942     /* books w/ info are worth more! */
943     op->value*=((op->level>10?op->level:(op->level+1)/2)*((strlen(op->msg)/250)+1));
944     /* creator related stuff */
945    
946     /* for library, chained books. Note that some monsters have no_pick
947     * set - we don't want to set no pick in that case.
948     */
949     if(QUERY_FLAG(creator,FLAG_NO_PICK) &&
950     !QUERY_FLAG(creator, FLAG_MONSTER))
951     SET_FLAG(op,FLAG_NO_PICK);
952     if(creator->slaying&&!op->slaying) /* for check_inv floors */
953     op->slaying = add_string(creator->slaying);
954    
955     /* add exp so reading it gives xp (once)*/
956     op->stats.exp = op->value>10000?op->value/5:op->value/10;
957     }
958     break;
959    
960     case SPELLBOOK:
961     op->value=op->value* op->inv->value;
962     /* add exp so learning gives xp */
963     op->level = op->inv->level;
964     op->stats.exp = op->value;
965     break;
966    
967     case WAND:
968     /* nrof in the treasure list is number of charges,
969     * not number of wands. So copy that into food (charges),
970     * and reset nrof.
971     */
972     op->stats.food=op->inv->nrof;
973     op->nrof=1;
974     /* If the spell changes by level, choose a random level
975     * for it, and adjust price. If the spell doesn't
976     * change by level, just set the wand to the level of
977     * the spell, and value calculation is simpler.
978     */
979     if (op->inv->duration_modifier || op->inv->dam_modifier ||
980     op->inv->range_modifier) {
981 elmex 1.3 op->level = level_for_item(op, difficulty);
982 root 1.1 op->value= op->value* op->inv->value * (op->level +50)/
983     (op->inv->level + 50);
984     }
985     else {
986     op->level = op->inv->level;
987     op->value = op->value * op->inv->value;
988     }
989     break;
990    
991     case ROD:
992 elmex 1.3 op->level = level_for_item(op, difficulty);
993 root 1.1 /* Add 50 to both level an divisor to keep prices a little more
994     * reasonable. Otherwise, a high level version of a low level
995     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
996     * 10 time multiplier). This way, the value are a bit more reasonable.
997     */
998     op->value= op->value * op->inv->value * (op->level +50) / (op->inv->level + 50);
999     /* maxhp is used to denote how many 'charges' the rod holds before */
1000     if (op->stats.maxhp)
1001     op->stats.maxhp *= MAX(op->inv->stats.sp, op->inv->stats.grace);
1002     else
1003     op->stats.maxhp = 2 * MAX(op->inv->stats.sp, op->inv->stats.grace);
1004    
1005     op->stats.hp = op->stats.maxhp;
1006     break;
1007    
1008     case SCROLL:
1009 elmex 1.3 op->level = level_for_item(op, difficulty);
1010 root 1.1 op->value= op->value * op->inv->value * (op->level +50) / (op->inv->level + 50);
1011     /* add exp so reading them properly gives xp */
1012     op->stats.exp = op->value/5;
1013     op->nrof = op->inv->nrof;
1014     break;
1015    
1016     case RUNE:
1017     trap_adjust(op,difficulty);
1018     break;
1019    
1020     case TRAP:
1021     trap_adjust(op,difficulty);
1022     break;
1023     } /* switch type */
1024    
1025     if (flags & GT_STARTEQUIP) {
1026     if (op->nrof < 2 && op->type != CONTAINER
1027     && op->type != MONEY && ! QUERY_FLAG (op, FLAG_IS_THROWN))
1028     SET_FLAG (op, FLAG_STARTEQUIP);
1029     else if (op->type != MONEY)
1030     op->value = 0;
1031     }
1032    
1033     if ( ! (flags & GT_ENVIRONMENT))
1034     fix_flesh_item (op, creator);
1035     }
1036    
1037     /*
1038     *
1039     *
1040     * CODE DEALING WITH ARTIFACTS STARTS HERE
1041     *
1042     *
1043     */
1044    
1045     /*
1046     * Allocate and return the pointer to an empty artifactlist structure.
1047     */
1048    
1049     static artifactlist *get_empty_artifactlist(void) {
1050     artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist));
1051     if(tl==NULL)
1052     fatal(OUT_OF_MEMORY);
1053     tl->next=NULL;
1054     tl->items=NULL;
1055     tl->total_chance=0;
1056     return tl;
1057     }
1058    
1059     /*
1060     * Allocate and return the pointer to an empty artifact structure.
1061     */
1062    
1063     static artifact *get_empty_artifact(void) {
1064     artifact *t = (artifact *) malloc(sizeof(artifact));
1065     if(t==NULL)
1066     fatal(OUT_OF_MEMORY);
1067     t->item=NULL;
1068     t->next=NULL;
1069     t->chance=0;
1070     t->difficulty=0;
1071     t->allowed = NULL;
1072     return t;
1073     }
1074    
1075     /*
1076     * Searches the artifact lists and returns one that has the same type
1077     * of objects on it.
1078     */
1079    
1080     artifactlist *find_artifactlist(int type) {
1081     artifactlist *al;
1082    
1083     for (al=first_artifactlist; al!=NULL; al=al->next)
1084     if (al->type == type) return al;
1085     return NULL;
1086     }
1087    
1088     /*
1089     * For debugging purposes. Dumps all tables.
1090     */
1091    
1092     void dump_artifacts(void) {
1093     artifactlist *al;
1094     artifact *art;
1095     linked_char *next;
1096    
1097     fprintf(logfile,"\n");
1098     for (al=first_artifactlist; al!=NULL; al=al->next) {
1099     fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1100     for (art=al->items; art!=NULL; art=art->next) {
1101     fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n",
1102     art->item->name, art->difficulty, art->chance);
1103     if (art->allowed !=NULL) {
1104     fprintf(logfile,"\tAllowed combinations:");
1105     for (next=art->allowed; next!=NULL; next=next->next)
1106     fprintf(logfile, "%s,", next->name);
1107     fprintf(logfile,"\n");
1108     }
1109     }
1110     }
1111     fprintf(logfile,"\n");
1112     }
1113    
1114     /*
1115     * For debugging purposes. Dumps all treasures recursively (see below).
1116     */
1117     void dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1118     {
1119     treasurelist *tl;
1120     int i;
1121    
1122     if (depth > 100)
1123     return;
1124     while (t != NULL)
1125     {
1126     if (t->name != NULL)
1127     {
1128     for (i = 0; i < depth; i++)
1129     fprintf (logfile, " ");
1130     fprintf (logfile, "{ (list: %s)\n", t->name);
1131     tl = find_treasurelist (t->name);
1132     dump_monster_treasure_rec (name, tl->items, depth + 2);
1133     for (i = 0; i < depth; i++)
1134     fprintf (logfile, " ");
1135     fprintf (logfile, "} (end of list: %s)\n", t->name);
1136     }
1137     else
1138     {
1139     for (i = 0; i < depth; i++)
1140     fprintf (logfile, " ");
1141     if (t->item->clone.type == FLESH)
1142     fprintf (logfile, "%s's %s\n", name, t->item->clone.name);
1143     else
1144     fprintf (logfile, "%s\n", t->item->clone.name);
1145     }
1146     if (t->next_yes != NULL)
1147     {
1148     for (i = 0; i < depth; i++)
1149     fprintf (logfile, " ");
1150     fprintf (logfile, " (if yes)\n");
1151     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1152     }
1153     if (t->next_no != NULL)
1154     {
1155     for (i = 0; i < depth; i++)
1156     fprintf (logfile, " ");
1157     fprintf (logfile, " (if no)\n");
1158     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1159     }
1160     t = t->next;
1161     }
1162     }
1163    
1164     /*
1165     * For debugging purposes. Dumps all treasures for a given monster.
1166     * Created originally by Raphael Quinet for debugging the alchemy code.
1167     */
1168    
1169     void dump_monster_treasure (const char *name)
1170     {
1171     archetype *at;
1172     int found;
1173    
1174     found = 0;
1175     fprintf (logfile, "\n");
1176     for (at = first_archetype; at != NULL; at = at->next)
1177     if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1178     {
1179     fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name,
1180     at->name);
1181     if (at->clone.randomitems != NULL)
1182     dump_monster_treasure_rec (at->clone.name,
1183     at->clone.randomitems->items, 1);
1184     else
1185     fprintf (logfile, "(nothing)\n");
1186     fprintf (logfile, "\n");
1187     found++;
1188     }
1189     if (found == 0)
1190     fprintf (logfile, "No objects have the name %s!\n\n", name);
1191     }
1192    
1193     /*
1194     * Builds up the lists of artifacts from the file in the libdir.
1195     */
1196    
1197     void init_artifacts(void) {
1198     static int has_been_inited=0;
1199     FILE *fp;
1200     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1201     artifact *art=NULL;
1202     linked_char *tmp;
1203     int value, comp;
1204     artifactlist *al;
1205    
1206     if (has_been_inited) return;
1207     else has_been_inited = 1;
1208    
1209     sprintf(filename, "%s/artifacts", settings.datadir);
1210     LOG(llevDebug, "Reading artifacts from %s...",filename);
1211     if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) {
1212     LOG(llevError, "Can't open %s.\n", filename);
1213     return;
1214     }
1215    
1216     while (fgets(buf, HUGE_BUF, fp)!=NULL) {
1217     if (*buf=='#') continue;
1218     if((cp=strchr(buf,'\n'))!=NULL)
1219     *cp='\0';
1220     cp=buf;
1221     while(*cp==' ') /* Skip blanks */
1222     cp++;
1223     if (*cp=='\0') continue;
1224    
1225     if (!strncmp(cp, "Allowed", 7)) {
1226     if (art==NULL) {
1227     art=get_empty_artifact();
1228     nrofartifacts++;
1229     }
1230     cp = strchr(cp,' ') + 1;
1231     if (!strcmp(cp,"all")) continue;
1232    
1233     do {
1234     nrofallowedstr++;
1235     if ((next=strchr(cp, ','))!=NULL)
1236     *(next++) = '\0';
1237     tmp = (linked_char*) malloc(sizeof(linked_char));
1238     tmp->name = add_string(cp);
1239     tmp->next = art->allowed;
1240     art->allowed = tmp;
1241     } while ((cp=next)!=NULL);
1242     }
1243     else if (sscanf(cp, "chance %d", &value))
1244     art->chance = (uint16) value;
1245     else if (sscanf(cp, "difficulty %d", &value))
1246     art->difficulty = (uint8) value;
1247     else if (!strncmp(cp, "Object",6)) {
1248     art->item = (object *) calloc(1, sizeof(object));
1249     reset_object(art->item);
1250     if (!load_object(fp, art->item,LO_LINEMODE,0))
1251     LOG(llevError,"Init_Artifacts: Could not load object.\n");
1252     art->item->name = add_string((strchr(cp, ' ')+1));
1253     al=find_artifactlist(art->item->type);
1254     if (al==NULL) {
1255     al = get_empty_artifactlist();
1256     al->type = art->item->type;
1257     al->next = first_artifactlist;
1258     first_artifactlist = al;
1259     }
1260     art->next = al->items;
1261     al->items = art;
1262     art = NULL;
1263     }
1264     else
1265     LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1266     }
1267    
1268     close_and_delete(fp, comp);
1269    
1270     for (al=first_artifactlist; al!=NULL; al=al->next) {
1271     for (art=al->items; art!=NULL; art=art->next) {
1272     if (!art->chance)
1273     LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name);
1274     else
1275     al->total_chance += art->chance;
1276     }
1277     #if 0
1278     LOG(llevDebug,"Artifact list type %d has %d total chance\n",
1279     al->type, al->total_chance);
1280     #endif
1281     }
1282    
1283     LOG(llevDebug,"done.\n");
1284     }
1285    
1286    
1287     /*
1288     * Used in artifact generation. The bonuses of the first object
1289     * is modified by the bonuses of the second object.
1290     */
1291    
1292     void add_abilities(object *op, object *change) {
1293     int i,j, tmp;
1294    
1295     if (change->face != blank_face) {
1296     #ifdef TREASURE_VERBOSE
1297     LOG(llevDebug, "FACE: %d\n", change->face->number);
1298     #endif
1299     op->face = change->face;
1300     }
1301     for (i = 0; i < NUM_STATS; i++)
1302     change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i));
1303    
1304     op->attacktype |= change->attacktype;
1305     op->path_attuned |= change->path_attuned;
1306     op->path_repelled |= change->path_repelled;
1307     op->path_denied |= change->path_denied;
1308     op->move_type |= change->move_type;
1309     op->stats.luck += change->stats.luck;
1310    
1311     if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED);
1312     if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED);
1313     if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED))
1314     && op->magic > 0)
1315     set_abs_magic(op, -op->magic);
1316    
1317     if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
1318     if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
1319     if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
1320     if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
1321     if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
1322     if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
1323     if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
1324     if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS);
1325    
1326     if (QUERY_FLAG(change,FLAG_STAND_STILL)) {
1327     CLEAR_FLAG(op,FLAG_ANIMATE);
1328     /* so artifacts will join */
1329     if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0;
1330     update_ob_speed(op);
1331     }
1332     if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1;
1333     op->stats.exp += change->stats.exp; /* Speed modifier */
1334     op->stats.wc += change->stats.wc;
1335     op->stats.ac += change->stats.ac;
1336    
1337     if (change->other_arch) {
1338     /* Basically, for horns & potions, the other_arch field is the spell
1339     * to cast. So convert that to into a spell and put it into
1340     * this object.
1341     */
1342     if (op->type == HORN || op->type == POTION) {
1343     object *tmp_obj;
1344     /* Remove any spells this object currently has in it */
1345     while (op->inv) {
1346     tmp_obj = op->inv;
1347     remove_ob(tmp_obj);
1348     free_object(tmp_obj);
1349     }
1350     tmp_obj = arch_to_object(change->other_arch);
1351     insert_ob_in_ob(tmp_obj, op);
1352     }
1353     /* No harm setting this for potions/horns */
1354     op->other_arch = change->other_arch;
1355     }
1356    
1357     if (change->stats.hp < 0)
1358     op->stats.hp = -change->stats.hp;
1359     else
1360     op->stats.hp += change->stats.hp;
1361     if (change->stats.maxhp < 0)
1362     op->stats.maxhp = -change->stats.maxhp;
1363     else
1364     op->stats.maxhp += change->stats.maxhp;
1365     if (change->stats.sp < 0)
1366     op->stats.sp = -change->stats.sp;
1367     else
1368     op->stats.sp += change->stats.sp;
1369     if (change->stats.maxsp < 0)
1370     op->stats.maxsp = -change->stats.maxsp;
1371     else
1372     op->stats.maxsp += change->stats.maxsp;
1373     if (change->stats.food < 0)
1374     op->stats.food = -(change->stats.food);
1375     else
1376     op->stats.food += change->stats.food;
1377     if (change->level < 0)
1378     op->level = -(change->level);
1379     else
1380     op->level += change->level;
1381    
1382     if (change->gen_sp_armour < 0)
1383     op->gen_sp_armour = -(change->gen_sp_armour);
1384     else
1385     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1386    
1387     op->item_power = change->item_power;
1388    
1389     for (i=0; i<NROFATTACKS; i++) {
1390     if (change->resist[i]) {
1391     op->resist[i] += change->resist[i];
1392     }
1393     }
1394     if (change->stats.dam) {
1395     if (change->stats.dam < 0)
1396     op->stats.dam = (-change->stats.dam);
1397     else if (op->stats.dam) {
1398     tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10);
1399     if (tmp == op->stats.dam) {
1400     if (change->stats.dam < 10)
1401     op->stats.dam--;
1402     else
1403     op->stats.dam++;
1404     }
1405     else
1406     op->stats.dam = tmp;
1407     }
1408     }
1409     if (change->weight) {
1410     if (change->weight < 0)
1411     op->weight = (-change->weight);
1412     else
1413     op->weight = (op->weight * (change->weight)) / 100;
1414     }
1415     if (change->last_sp) {
1416     if (change->last_sp < 0)
1417     op->last_sp = (-change->last_sp);
1418     else
1419     op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100);
1420     }
1421     if (change->gen_sp_armour) {
1422     if (change->gen_sp_armour < 0)
1423     op->gen_sp_armour = (-change->gen_sp_armour);
1424     else
1425     op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour))
1426     / (int)100);
1427     }
1428     op->value *= change->value;
1429    
1430     if(change->material) op->material = change->material;
1431    
1432     if (change->materialname) {
1433     if (op->materialname)
1434     free_string(op->materialname);
1435     op->materialname = add_refcount(change->materialname);
1436     }
1437    
1438     if (change->slaying) {
1439     if (op->slaying)
1440     free_string(op->slaying);
1441     op->slaying = add_refcount(change->slaying);
1442     }
1443     if (change->race) {
1444     if (op->race)
1445     free_string(op->race);
1446     op->race = add_refcount(change->race);
1447     }
1448     if (change->msg) {
1449     if (op->msg)
1450     free_string(op->msg);
1451     op->msg = add_refcount(change->msg);
1452     }
1453     /* GROS: Added support for event_... in artifact file */
1454     for(j=0;j<NR_EVENTS;j++) {
1455     event *evt;
1456     event *evt2;
1457     event *evtn;
1458     event *evtp;
1459    
1460     evt = find_event(change,j);
1461     evt2= find_event(op,j);
1462    
1463     if ((evt) && (evt->hook)) {
1464     if ((evt2)&&(evt2->hook)) {
1465     free_string(evt2->hook);
1466     free_string(evt2->plugin);
1467     free_string(evt2->options);
1468     evtp = NULL;
1469     evtn = evt2->next;
1470     if (evt2 == op->events) {
1471     free(evt2);
1472     op->events = evtn;
1473     }
1474     else {
1475     evtp = op->events;
1476     while (evtp->next != evt2)
1477     evtp = evtp->next;
1478     free(evt2);
1479     evtp->next = evtn;
1480     }
1481     }
1482     else if (evt2 == NULL) {
1483     if (op->events == NULL) {
1484     evt2 = (event *)malloc(sizeof(event));
1485     op->events = evt2;
1486     }
1487     else {
1488     evtp = op->events;
1489     while (evtp->next != NULL)
1490     evtp = evtp->next;
1491     evtp->next = (event *)malloc(sizeof(event));
1492     evt2 = evtp->next;
1493     }
1494     }
1495     evt2->next = NULL;
1496     evt2->hook = add_refcount(evt->hook);
1497     evt2->plugin = add_refcount(evt->plugin);
1498     evt2->type = j;
1499    
1500     if (evt->options)
1501     evt2->options = add_refcount(evt->options);
1502     else
1503     evt2->options = NULL;
1504     }
1505     }
1506     }
1507    
1508     static int legal_artifact_combination(object *op, artifact *art) {
1509     int neg, success = 0;
1510     linked_char *tmp;
1511     const char *name;
1512    
1513     if (art->allowed == (linked_char *) NULL)
1514     return 1; /* Ie, "all" */
1515     for (tmp = art->allowed; tmp; tmp = tmp->next) {
1516     #ifdef TREASURE_VERBOSE
1517     LOG(llevDebug, "legal_art: %s\n", tmp->name);
1518     #endif
1519     if (*tmp->name == '!')
1520     name = tmp->name + 1, neg = 1;
1521     else
1522     name = tmp->name, neg = 0;
1523    
1524     /* If we match name, then return the opposite of 'neg' */
1525     if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name)))
1526     return !neg;
1527    
1528     /* Set success as true, since if the match was an inverse, it means
1529     * everything is allowed except what we match
1530     */
1531     else if (neg)
1532     success = 1;
1533     }
1534     return success;
1535     }
1536    
1537     /*
1538     * Fixes the given object, giving it the abilities and titles
1539     * it should have due to the second artifact-template.
1540     */
1541    
1542     void give_artifact_abilities(object *op, object *artifct) {
1543     char new_name[MAX_BUF];
1544    
1545     sprintf(new_name, "of %s", artifct->name);
1546     if (op->title)
1547     free_string(op->title);
1548     op->title = add_string(new_name);
1549     add_abilities(op, artifct); /* Give out the bonuses */
1550    
1551     #if 0 /* Bit verbose, but keep it here until next time I need it... */
1552     {
1553     char identified = QUERY_FLAG(op, FLAG_IDENTIFIED);
1554     SET_FLAG(op, FLAG_IDENTIFIED);
1555     LOG(llevDebug, "Generated artifact %s %s [%s]\n",
1556     op->name, op->title, describe_item(op, NULL));
1557     if (!identified)
1558     CLEAR_FLAG(op, FLAG_IDENTIFIED);
1559     }
1560     #endif
1561     return;
1562     }
1563    
1564     /*
1565     * Decides randomly which artifact the object should be
1566     * turned into. Makes sure that the item can become that
1567     * artifact (means magic, difficulty, and Allowed fields properly).
1568     * Then calls give_artifact_abilities in order to actually create
1569     * the artifact.
1570     */
1571    
1572     /* Give 1 re-roll attempt per artifact */
1573     #define ARTIFACT_TRIES 2
1574    
1575     void generate_artifact(object *op, int difficulty) {
1576     artifactlist *al;
1577     artifact *art;
1578     int i;
1579    
1580     al = find_artifactlist(op->type);
1581    
1582     if (al==NULL) {
1583     #if 0 /* This is too verbose, usually */
1584     LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1585     #endif
1586     return;
1587     }
1588    
1589     for (i = 0; i < ARTIFACT_TRIES; i++) {
1590     int roll = RANDOM()% al->total_chance;
1591    
1592     for (art=al->items; art!=NULL; art=art->next) {
1593     roll -= art->chance;
1594     if (roll<0) break;
1595     }
1596    
1597     if (art == NULL || roll>=0) {
1598     #if 1
1599     LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1600     op->type);
1601     #endif
1602     return;
1603     }
1604     if (!strcmp(art->item->name,"NONE"))
1605     return;
1606     if (FABS(op->magic) < art->item->magic)
1607     continue; /* Not magic enough to be this item */
1608    
1609     /* Map difficulty not high enough */
1610     if (difficulty<art->difficulty)
1611     continue;
1612    
1613     if (!legal_artifact_combination(op, art)) {
1614     #ifdef TREASURE_VERBOSE
1615     LOG(llevDebug, "%s of %s was not a legal combination.\n",
1616     op->name, art->item->name);
1617     #endif
1618     continue;
1619     }
1620     give_artifact_abilities(op, art->item);
1621     return;
1622     }
1623     }
1624    
1625     /* fix_flesh_item() - objects of type FLESH are similar to type
1626     * FOOD, except they inherit properties (name, food value, etc).
1627     * based on the original owner (or 'donor' if you like). -b.t.
1628     */
1629    
1630     void fix_flesh_item(object *item, object *donor) {
1631     char tmpbuf[MAX_BUF];
1632     int i;
1633    
1634     if(item->type==FLESH && donor) {
1635     /* change the name */
1636     sprintf(tmpbuf,"%s's %s",donor->name,item->name);
1637     FREE_AND_COPY(item->name, tmpbuf);
1638     sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl);
1639     FREE_AND_COPY(item->name_pl, tmpbuf);
1640    
1641     /* weight is FLESH weight/100 * donor */
1642     if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0)
1643     item->weight=1;
1644    
1645     /* value is multiplied by level of donor */
1646     item->value *= isqrt(donor->level*2);
1647    
1648     /* food value */
1649     item->stats.food += (donor->stats.hp/100) + donor->stats.Con;
1650    
1651     /* flesh items inherit some abilities of donor, but not
1652     * full effect.
1653     */
1654     for (i=0; i<NROFATTACKS; i++)
1655     item->resist[i] = donor->resist[i]/2;
1656    
1657     /* item inherits donor's level (important for quezals) */
1658     item->level = donor->level;
1659    
1660     /* if donor has some attacktypes, the flesh is poisonous */
1661     if(donor->attacktype&AT_POISON)
1662     item->type=POISON;
1663     if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food;
1664     SET_FLAG(item,FLAG_NO_STEAL);
1665     }
1666     }
1667    
1668     /* special_potion() - so that old potion code is still done right. */
1669    
1670     int special_potion (object *op) {
1671    
1672     int i;
1673    
1674     if(op->attacktype) return 1;
1675    
1676     if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1677     || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1678    
1679     for (i=0; i<NROFATTACKS; i++)
1680     if (op->resist[i]) return 1;
1681    
1682     return 0;
1683     }
1684    
1685     void free_treasurestruct(treasure *t)
1686     {
1687     if (t->next) free_treasurestruct(t->next);
1688     if (t->next_yes) free_treasurestruct(t->next_yes);
1689     if (t->next_no) free_treasurestruct(t->next_no);
1690     free(t);
1691     }
1692    
1693     void free_charlinks(linked_char *lc)
1694     {
1695     if (lc->next) free_charlinks(lc->next);
1696     free(lc);
1697     }
1698    
1699     void free_artifact(artifact *at)
1700     {
1701    
1702     if (at->next) free_artifact(at->next);
1703     if (at->allowed) free_charlinks(at->allowed);
1704     if (at->item) {
1705     if (at->item->name) free_string(at->item->name);
1706     if (at->item->name_pl) free_string(at->item->name_pl);
1707     if (at->item->msg) free_string(at->item->msg);
1708     if (at->item->title) free_string(at->item->title);
1709     free(at->item);
1710     }
1711     free(at);
1712     }
1713    
1714     void free_artifactlist(artifactlist *al)
1715     {
1716     artifactlist *nextal;
1717     for (al=first_artifactlist; al!=NULL; al=nextal) {
1718     nextal=al->next;
1719     if (al->items) {
1720     free_artifact(al->items);
1721     }
1722     free(al);
1723     }
1724     }
1725    
1726     void free_all_treasures(void) {
1727     treasurelist *tl, *next;
1728    
1729    
1730     for (tl=first_treasurelist; tl!=NULL; tl=next) {
1731     next=tl->next;
1732     if (tl->name) free_string(tl->name);
1733     if (tl->items) free_treasurestruct(tl->items);
1734     free(tl);
1735     }
1736     free_artifactlist(first_artifactlist);
1737     }