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/cvs/deliantra/server/common/treasure.c
Revision: 1.3.2.3
Committed: Thu Aug 10 19:33:32 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: difficulty_fix
Changes since 1.3.2.2: +3 -1 lines
Log Message:
fixed the difficulty >= 999 in fix_generated_item. shop_floors and treasures
can set something like this to ensure generation of artifacts.

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 elmex 1.3.2.2 {
337     create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
338     }
339 root 1.1 }
340     else {
341     if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) {
342     tmp=arch_to_object(t->item);
343     if(t->nrof&&tmp->nrof<=1)
344     tmp->nrof = RANDOM()%((int) t->nrof) + 1;
345     fix_generated_item (tmp, op, difficulty, t->magic, flag);
346     change_treasure(t, tmp);
347     put_treasure (tmp, op, flag);
348     }
349     }
350     if(t->next_yes!=NULL)
351     create_all_treasures(t->next_yes,op,flag,difficulty, tries);
352     } else
353     if(t->next_no!=NULL)
354     create_all_treasures(t->next_no,op,flag,difficulty,tries);
355     if(t->next!=NULL)
356     create_all_treasures(t->next,op,flag,difficulty, tries);
357     }
358    
359     void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty,
360     int tries)
361     {
362     int value = RANDOM() % tl->total_chance;
363     treasure *t;
364    
365     if (tries++>100) {
366     LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n");
367     return;
368     }
369     for (t=tl->items; t!=NULL; t=t->next) {
370     value -= t->chance;
371     if (value<0) break;
372     }
373    
374     if (!t || value>=0) {
375     LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n");
376     abort();
377     return;
378     }
379     if (t->name) {
380     if (!strcmp(t->name,"NONE")) return;
381     if (difficulty>=t->magic)
382     create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
383     else if (t->nrof)
384     create_one_treasure(tl, op, flag, difficulty, tries);
385     return;
386     }
387     if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) {
388     object *tmp=arch_to_object(t->item);
389     if (!tmp) return;
390     if(t->nrof && tmp->nrof<=1)
391     tmp->nrof = RANDOM()%((int) t->nrof) + 1;
392     fix_generated_item (tmp, op, difficulty, t->magic, flag);
393     change_treasure(t, tmp);
394     put_treasure (tmp, op, flag);
395     }
396     }
397    
398     /* This calls the appropriate treasure creation function. tries is passed
399     * to determine how many list transitions or attempts to create treasure
400     * have been made. It is really in place to prevent infinite loops with
401     * list transitions, or so that excessively good treasure will not be
402     * created on weak maps, because it will exceed the number of allowed tries
403     * to do that.
404     */
405     void create_treasure(treasurelist *t, object *op, int flag, int difficulty,
406     int tries)
407     {
408    
409     if (tries++>100) {
410     LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n");
411     return;
412     }
413     if (t->total_chance)
414     create_one_treasure(t, op, flag,difficulty, tries);
415     else
416     create_all_treasures(t->items, op, flag, difficulty, tries);
417     }
418    
419     /* This is similar to the old generate treasure function. However,
420     * it instead takes a treasurelist. It is really just a wrapper around
421     * create_treasure. We create a dummy object that the treasure gets
422     * inserted into, and then return that treausre
423     */
424     object *generate_treasure(treasurelist *t, int difficulty)
425     {
426     object *ob = get_object(), *tmp;
427    
428     create_treasure(t, ob, 0, difficulty, 0);
429    
430     /* Don't want to free the object we are about to return */
431     tmp = ob->inv;
432     if (tmp!=NULL) remove_ob(tmp);
433     if (ob->inv) {
434     LOG(llevError,"In generate treasure, created multiple objects.\n");
435     }
436     free_object(ob);
437     return tmp;
438     }
439    
440     /*
441     * This is a new way of calculating the chance for an item to have
442     * a specific magical bonus.
443     * The array has two arguments, the difficulty of the level, and the
444     * magical bonus "wanted".
445     */
446    
447     static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] =
448     {
449     /*chance of magic difficulty*/
450     /* +0 +1 +2 +3 +4 */
451     { 95, 2, 2, 1, 0 }, /*1*/
452     { 92, 5, 2, 1, 0 }, /*2*/
453     { 85,10, 4, 1, 0 }, /*3*/
454     { 80,14, 4, 2, 0 }, /*4*/
455     { 75,17, 5, 2, 1 }, /*5*/
456     { 70,18, 8, 3, 1 }, /*6*/
457     { 65,21,10, 3, 1 }, /*7*/
458     { 60,22,12, 4, 2 }, /*8*/
459     { 55,25,14, 4, 2 }, /*9*/
460     { 50,27,16, 5, 2 }, /*10*/
461     { 45,28,18, 6, 3 }, /*11*/
462     { 42,28,20, 7, 3 }, /*12*/
463     { 40,27,21, 8, 4 }, /*13*/
464     { 38,25,22,10, 5 }, /*14*/
465     { 36,23,23,12, 6 }, /*15*/
466     { 33,21,24,14, 8 }, /*16*/
467     { 31,19,25,16, 9 }, /*17*/
468     { 27,15,30,18,10 }, /*18*/
469     { 20,12,30,25,13 }, /*19*/
470     { 15,10,28,30,17 }, /*20*/
471     { 13, 9,27,28,23 }, /*21*/
472     { 10, 8,25,28,29 }, /*22*/
473     { 8, 7,23,26,36 }, /*23*/
474     { 6, 6,20,22,46 }, /*24*/
475     { 4, 5,17,18,56 }, /*25*/
476     { 2, 4,12,14,68 }, /*26*/
477     { 0, 3, 7,10,80 }, /*27*/
478     { 0, 0, 3, 7,90 }, /*28*/
479     { 0, 0, 0, 3,97 }, /*29*/
480     { 0, 0, 0, 0,100}, /*30*/
481     { 0, 0, 0, 0,100}, /*31*/
482     };
483    
484    
485 elmex 1.3 /* calculate the appropriate level for wands staves and scrolls.
486 root 1.1 * This code presumes that op has had its spell object created (in op->inv)
487 elmex 1.3 *
488     * elmex Wed Aug 9 17:44:59 CEST 2006:
489     * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
490 root 1.1 */
491    
492 elmex 1.3.2.2 int level_for_item (const object *op, int difficulty)
493 root 1.1 {
494 elmex 1.3 int mult = 0, olevel = 0;
495 root 1.1
496 elmex 1.3 if (!op->inv)
497     {
498     LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name);
499     return 0;
500     }
501    
502     olevel = op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2);
503 root 1.1
504 elmex 1.3 if (olevel <= 0)
505     olevel = rndm (1, MIN (op->inv->level, 1));
506 root 1.1
507 elmex 1.3 if (olevel > MAXLEVEL)
508     olevel = MAXLEVEL;
509 root 1.1
510 elmex 1.3 return olevel;
511 root 1.1 }
512    
513     /*
514     * Based upon the specified difficulty and upon the difftomagic_list array,
515     * a random magical bonus is returned. This is used when determine
516     * the magical bonus created on specific maps.
517 elmex 1.3.2.1 *
518     * elmex Thu Aug 10 18:45:44 CEST 2006:
519     * Scaling difficulty by max_level, as difficulty is a level and not some
520     * weird integer between 1-31.
521     *
522 root 1.1 */
523    
524     int magic_from_difficulty(int difficulty)
525     {
526 elmex 1.3.2.1 int percent = 0, magic = 0;
527 elmex 1.3.2.2 int scaled_diff = ((double) difficulty / settings.max_level) * DIFFLEVELS;
528 root 1.1
529 elmex 1.3.2.1 scaled_diff--;
530 root 1.1
531 elmex 1.3.2.1 if(scaled_diff < 0)
532     scaled_diff = 0;
533    
534     if (scaled_diff >= DIFFLEVELS)
535     scaled_diff = DIFFLEVELS-1;
536 root 1.1
537     percent = RANDOM()%100;
538    
539 elmex 1.3.2.1 for(magic = 0; magic < (MAXMAGIC + 1); magic++)
540     {
541     percent -= difftomagic_list[scaled_diff][magic];
542    
543     if (percent < 0)
544     break;
545     }
546    
547     if (magic == (MAXMAGIC + 1))
548     {
549     LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
550     magic = 0;
551     }
552    
553     magic = (RANDOM() % 3) ? magic : -magic;
554    
555     /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
556    
557     return magic;
558 root 1.1 }
559    
560     /*
561     * Sets magical bonus in an object, and recalculates the effect on
562     * the armour variable, and the effect on speed of armour.
563     * This function doesn't work properly, should add use of archetypes
564     * to make it truly absolute.
565     */
566    
567     void set_abs_magic(object *op, int magic) {
568     if(!magic)
569     return;
570    
571     op->magic=magic;
572     if (op->arch) {
573     if (op->type == ARMOUR)
574     ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100;
575    
576     if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */
577     magic = (-magic);
578     op->weight = (op->arch->clone.weight*(100-magic*10))/100;
579     } else {
580     if(op->type==ARMOUR)
581     ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100;
582     if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */
583     magic = (-magic);
584     op->weight=(op->weight*(100-magic*10))/100;
585     }
586     }
587    
588     /*
589     * Sets a random magical bonus in the given object based upon
590     * the given difficulty, and the given max possible bonus.
591     */
592    
593     static void set_magic (int difficulty, object *op, int max_magic, int flags)
594     {
595     int i;
596     i = magic_from_difficulty(difficulty);
597     if ((flags & GT_ONLY_GOOD) && i < 0)
598     i = -i;
599     if(i > max_magic)
600     i = max_magic;
601     set_abs_magic(op,i);
602     if (i < 0)
603     SET_FLAG(op, FLAG_CURSED);
604     }
605    
606     /*
607     * Randomly adds one magical ability to the given object.
608     * Modified for Partial Resistance in many ways:
609     * 1) Since rings can have multiple bonuses, if the same bonus
610     * is rolled again, increase it - the bonuses now stack with
611     * other bonuses previously rolled and ones the item might natively have.
612     * 2) Add code to deal with new PR method.
613     */
614    
615     void set_ring_bonus(object *op,int bonus) {
616    
617     int r=RANDOM()%(bonus>0?25:11);
618    
619     if(op->type==AMULET) {
620     if(!(RANDOM()%21))
621     r=20+RANDOM()%2;
622     else {
623     if(RANDOM()&2)
624     r=10;
625     else
626     r=11+RANDOM()%9;
627     }
628     }
629    
630     switch(r) {
631     /* Redone by MSW 2000-11-26 to have much less code. Also,
632     * bonuses and penalties will stack and add to existing values.
633     * of the item.
634     */
635     case 0:
636     case 1:
637     case 2:
638     case 3:
639     case 4:
640     case 5:
641     case 6:
642     set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r)));
643     break;
644    
645     case 7:
646     op->stats.dam+=bonus;
647     break;
648    
649     case 8:
650     op->stats.wc+=bonus;
651     break;
652    
653     case 9:
654     op->stats.food+=bonus; /* hunger/sustenance */
655     break;
656    
657     case 10:
658     op->stats.ac+=bonus;
659     break;
660    
661     /* Item that gives protections/vulnerabilities */
662     case 11:
663     case 12:
664     case 13:
665     case 14:
666     case 15:
667     case 16:
668     case 17:
669     case 18:
670     case 19:
671     {
672     int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table;
673    
674     /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
675     val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b;
676    
677     /* Cursed items need to have higher negative values to equal out with
678     * positive values for how protections work out. Put another
679     * little random element in since that they don't always end up with
680     * even values.
681     */
682     if (bonus<0) val = 2*-val - RANDOM() % b;
683     if (val>35) val=35; /* Upper limit */
684     b=0;
685     while (op->resist[resist_table[resist]]!=0 && b<4) {
686     resist=RANDOM() % num_resist_table;
687     }
688     if (b==4) return; /* Not able to find a free resistance */
689     op->resist[resist_table[resist]] = val;
690     /* We should probably do something more clever here to adjust value
691     * based on how good a resistance we gave.
692     */
693     break;
694     }
695     case 20:
696     if(op->type==AMULET) {
697     SET_FLAG(op,FLAG_REFL_SPELL);
698     op->value*=11;
699     } else {
700     op->stats.hp=1; /* regenerate hit points */
701     op->value*=4;
702     }
703     break;
704    
705     case 21:
706     if(op->type==AMULET) {
707     SET_FLAG(op,FLAG_REFL_MISSILE);
708     op->value*=9;
709     } else {
710     op->stats.sp=1; /* regenerate spell points */
711     op->value*=3;
712     }
713     break;
714    
715     case 22:
716     op->stats.exp+=bonus; /* Speed! */
717     op->value=(op->value*2)/3;
718     break;
719     }
720     if(bonus>0)
721     op->value*=2*bonus;
722     else
723     op->value= -(op->value*2*bonus)/3;
724     }
725    
726     /*
727     * get_magic(diff) will return a random number between 0 and 4.
728     * diff can be any value above 2. The higher the diff-variable, the
729     * higher is the chance of returning a low number.
730     * It is only used in fix_generated_treasure() to set bonuses on
731     * rings and amulets.
732     * Another scheme is used to calculate the magic of weapons and armours.
733     */
734    
735     int get_magic(int diff) {
736     int i;
737     if(diff<3)
738     diff=3;
739     for(i=0;i<4;i++)
740     if(RANDOM()%diff) return i;
741     return 4;
742     }
743    
744     #define DICE2 (get_magic(2)==2?2:1)
745     #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
746    
747     /*
748     * fix_generated_item(): This is called after an item is generated, in
749     * order to set it up right. This produced magical bonuses, puts spells
750     * into scrolls/books/wands, makes it unidentified, hides the value, etc.
751     */
752     /* 4/28/96 added creator object from which op may now inherit properties based on
753     * op->type. Right now, which stuff the creator passes on is object type
754     * dependant. I know this is a spagetti manuever, but is there a cleaner
755     * way to do this? b.t. */
756     /*
757     * ! (flags & GT_ENVIRONMENT):
758     * Automatically calls fix_flesh_item().
759     *
760     * flags:
761     * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
762     * value.
763     * GT_MINIMAL: Does minimal processing on the object - just enough to make it
764     * a working object - don't change magic, value, etc, but set it material
765     * type as appropriate, for objects that need spell objects, set those, etc
766     */
767 elmex 1.3.2.2
768     void fix_generated_item (object * op, object * creator, int difficulty,
769 root 1.1 int max_magic, int flags)
770     {
771 elmex 1.3.2.2 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
772 root 1.1
773 elmex 1.3.2.2 if (!creator || creator->type == op->type)
774     creator = op; /*safety & to prevent polymorphed objects giving attributes */
775 root 1.1
776 elmex 1.3.2.2 /* If we make an artifact, this information will be destroyed */
777     save_item_power = op->item_power;
778     op->item_power = 0;
779 root 1.1
780 elmex 1.3.2.2 if (op->randomitems && op->type != SPELL)
781     {
782     create_treasure (op->randomitems, op, flags, difficulty, 0);
783     if (!op->inv)
784     LOG (llevDebug,
785     "fix_generated_item: Unable to generate treasure for %s\n",
786     op->name);
787    
788     /* So the treasure doesn't get created again */
789     op->randomitems = NULL;
790 root 1.1 }
791    
792 elmex 1.3.2.2 if (difficulty < 1)
793     difficulty = 1;
794 root 1.1
795 elmex 1.3.2.2 if (!(flags & GT_MINIMAL))
796     {
797     if (op->arch == crown_arch)
798     {
799     set_magic (difficulty, op, max_magic, flags);
800     num_enchantments = calc_item_power (op, 1);
801     generate_artifact (op, difficulty);
802     }
803     else
804     {
805     if (!op->magic && max_magic)
806     set_magic (difficulty, op, max_magic, flags);
807    
808     num_enchantments = calc_item_power (op, 1);
809    
810     if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT))
811 elmex 1.3.2.3 || op->type == HORN
812     || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
813     * used for shop_floors or treasures */
814 elmex 1.3.2.2 generate_artifact (op, difficulty);
815     }
816 root 1.1
817 elmex 1.3.2.2 /* Object was made an artifact. Calculate its item_power rating.
818     * the item_power in the object is what the artfiact adds.
819     */
820     if (op->title)
821     {
822     /* if save_item_power is set, then most likely we started with an
823     * artifact and have added new abilities to it - this is rare, but
824     * but I have seen things like 'strange rings of fire'. So just figure
825     * out the power from the base power plus what this one adds. Note
826     * that since item_power is not quite linear, this actually ends up
827     * being somewhat of a bonus
828     */
829     if (save_item_power)
830     op->item_power =
831     save_item_power + get_power_from_ench (op->item_power);
832     else
833     op->item_power =
834     get_power_from_ench (op->item_power + num_enchantments);
835     }
836     else if (save_item_power)
837     {
838     /* restore the item_power field to the object if we haven't changed it.
839     * we don't care about num_enchantments - that will basically just
840     * have calculated some value from the base attributes of the archetype.
841     */
842     op->item_power = save_item_power;
843     }
844 root 1.1 }
845    
846 elmex 1.3.2.2 /* materialtype modifications. Note we allow this on artifacts. */
847     set_materialname (op, difficulty, NULL);
848 root 1.1
849 elmex 1.3.2.2 if (flags & GT_MINIMAL)
850     {
851     if (op->type == POTION)
852     /* Handle healing and magic power potions */
853     if (op->stats.sp && !op->randomitems)
854     {
855     object *tmp;
856    
857     tmp = get_archetype (spell_mapping[op->stats.sp]);
858     insert_ob_in_ob (tmp, op);
859     op->stats.sp = 0;
860     }
861     }
862     else if (!op->title) /* Only modify object if not special */
863     switch (op->type)
864     {
865     case WEAPON:
866     case ARMOUR:
867     case SHIELD:
868     case HELMET:
869     case CLOAK:
870     if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
871     set_ring_bonus (op, -DICE2);
872     break;
873 root 1.1
874 elmex 1.3.2.2 case BRACERS:
875     if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
876     {
877     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
878     if (!QUERY_FLAG (op, FLAG_CURSED))
879     op->value *= 3;
880     }
881     break;
882 root 1.1
883 elmex 1.3.2.2 case POTION:
884     {
885     int too_many_tries = 0, is_special = 0;
886    
887     /* Handle healing and magic power potions */
888     if (op->stats.sp && !op->randomitems)
889     {
890     object *tmp;
891    
892     tmp = get_archetype (spell_mapping[op->stats.sp]);
893     insert_ob_in_ob (tmp, op);
894     op->stats.sp = 0;
895     }
896    
897     while (!(is_special = special_potion (op)) && !op->inv)
898     {
899     generate_artifact (op, difficulty);
900     if (too_many_tries++ > 10)
901     break;
902     }
903    
904     /* don't want to change value for healing/magic power potions,
905     * since the value set on those is already correct.
906     */
907     if (op->inv && op->randomitems)
908     {
909     /* value multiplier is same as for scrolls */
910     op->value = (op->value * op->inv->value);
911     op->level =
912     op->inv->level / 2 + RANDOM () % difficulty
913     + RANDOM () % difficulty;
914     }
915     else
916     {
917     FREE_AND_COPY (op->name, "potion");
918     FREE_AND_COPY (op->name_pl, "potions");
919     }
920     if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
921     SET_FLAG (op, FLAG_CURSED);
922     break;
923     }
924 root 1.1
925 elmex 1.3.2.2 case AMULET:
926     if (op->arch == amulet_arch)
927     op->value *= 5; /* Since it's not just decoration */
928    
929     case RING:
930     if (op->arch == NULL)
931     {
932     remove_ob (op);
933     free_object (op);
934     op = NULL;
935     break;
936     }
937    
938     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
939     break;
940    
941     if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
942     SET_FLAG (op, FLAG_CURSED);
943    
944     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
945    
946     if (op->type != RING) /* Amulets have only one ability */
947     break;
948    
949     if (!(RANDOM () % 4))
950     {
951     int d = (RANDOM () % 2
952     || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
953    
954     if (d > 0)
955     op->value *= 3;
956    
957     set_ring_bonus (op, d);
958    
959     if (!(RANDOM () % 4))
960     {
961     int d = (RANDOM () % 3
962     || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
963     if (d > 0)
964     op->value *= 5;
965     set_ring_bonus (op, d);
966     }
967     }
968 root 1.1
969 elmex 1.3.2.2 if (GET_ANIM_ID (op))
970     SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
971 root 1.1
972 elmex 1.3.2.2 break;
973 root 1.1
974 elmex 1.3.2.2 case BOOK:
975     /* Is it an empty book?, if yes lets make a special
976     * msg for it, and tailor its properties based on the
977     * creator and/or map level we found it on.
978     */
979     if (!op->msg && RANDOM () % 10)
980     {
981     /* set the book level properly */
982     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
983     {
984     if (op->map && op->map->difficulty)
985     op->level =
986     RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
987     else
988     op->level = RANDOM () % 20 + 1;
989     }
990     else
991     op->level = RANDOM () % creator->level;
992    
993     tailor_readable_ob (op,
994     (creator
995     && creator->stats.sp) ? creator->stats.
996     sp : -1);
997     /* books w/ info are worth more! */
998     op->value *=
999     ((op->level >
1000     10 ? op->level : (op->level +
1001     1) / 2) * ((strlen (op->msg) / 250) + 1));
1002     /* creator related stuff */
1003    
1004     /* for library, chained books. Note that some monsters have no_pick
1005     * set - we don't want to set no pick in that case.
1006     */
1007     if (QUERY_FLAG (creator, FLAG_NO_PICK) &&
1008     !QUERY_FLAG (creator, FLAG_MONSTER))
1009     SET_FLAG (op, FLAG_NO_PICK);
1010     if (creator->slaying && !op->slaying) /* for check_inv floors */
1011     op->slaying = add_string (creator->slaying);
1012    
1013     /* add exp so reading it gives xp (once) */
1014     op->stats.exp =
1015     op->value > 10000 ? op->value / 5 : op->value / 10;
1016     }
1017     break;
1018 root 1.1
1019 elmex 1.3.2.2 case SPELLBOOK:
1020     op->value = op->value * op->inv->value;
1021     /* add exp so learning gives xp */
1022     op->level = op->inv->level;
1023     op->stats.exp = op->value;
1024     break;
1025 root 1.1
1026 elmex 1.3.2.2 case WAND:
1027     /* nrof in the treasure list is number of charges,
1028     * not number of wands. So copy that into food (charges),
1029     * and reset nrof.
1030     */
1031     op->stats.food = op->inv->nrof;
1032     op->nrof = 1;
1033     /* If the spell changes by level, choose a random level
1034     * for it, and adjust price. If the spell doesn't
1035     * change by level, just set the wand to the level of
1036     * the spell, and value calculation is simpler.
1037     */
1038     if (op->inv->duration_modifier || op->inv->dam_modifier ||
1039     op->inv->range_modifier)
1040     {
1041     op->level = level_for_item (op, difficulty);
1042     op->value = op->value * op->inv->value * (op->level + 50) /
1043     (op->inv->level + 50);
1044     }
1045     else
1046     {
1047     op->level = op->inv->level;
1048     op->value = op->value * op->inv->value;
1049     }
1050     break;
1051    
1052     case ROD:
1053     op->level = level_for_item (op, difficulty);
1054     /* Add 50 to both level an divisor to keep prices a little more
1055     * reasonable. Otherwise, a high level version of a low level
1056     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1057     * 10 time multiplier). This way, the value are a bit more reasonable.
1058     */
1059     op->value =
1060     op->value * op->inv->value * (op->level + 50) / (op->inv->level +
1061     50);
1062     /* maxhp is used to denote how many 'charges' the rod holds before */
1063     if (op->stats.maxhp)
1064     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1065     else
1066     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1067    
1068     op->stats.hp = op->stats.maxhp;
1069     break;
1070    
1071     case SCROLL:
1072     op->level = level_for_item (op, difficulty);
1073     op->value =
1074     op->value * op->inv->value
1075     * (op->level + 50) / (op->inv->level + 50);
1076    
1077     /* add exp so reading them properly gives xp */
1078     op->stats.exp = op->value / 5;
1079     op->nrof = op->inv->nrof;
1080     break;
1081    
1082     case RUNE:
1083     trap_adjust (op, difficulty);
1084     break;
1085    
1086     case TRAP:
1087     trap_adjust (op, difficulty);
1088     break;
1089     } /* switch type */
1090    
1091     if (flags & GT_STARTEQUIP)
1092     {
1093     if (op->nrof < 2 && op->type != CONTAINER
1094     && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1095     SET_FLAG (op, FLAG_STARTEQUIP);
1096     else if (op->type != MONEY)
1097     op->value = 0;
1098 root 1.1 }
1099    
1100 elmex 1.3.2.2 if (!(flags & GT_ENVIRONMENT))
1101     fix_flesh_item (op, creator);
1102 root 1.1 }
1103    
1104     /*
1105     *
1106     *
1107     * CODE DEALING WITH ARTIFACTS STARTS HERE
1108     *
1109     *
1110     */
1111    
1112     /*
1113     * Allocate and return the pointer to an empty artifactlist structure.
1114     */
1115    
1116     static artifactlist *get_empty_artifactlist(void) {
1117     artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist));
1118     if(tl==NULL)
1119     fatal(OUT_OF_MEMORY);
1120     tl->next=NULL;
1121     tl->items=NULL;
1122     tl->total_chance=0;
1123     return tl;
1124     }
1125    
1126     /*
1127     * Allocate and return the pointer to an empty artifact structure.
1128     */
1129    
1130     static artifact *get_empty_artifact(void) {
1131     artifact *t = (artifact *) malloc(sizeof(artifact));
1132     if(t==NULL)
1133     fatal(OUT_OF_MEMORY);
1134     t->item=NULL;
1135     t->next=NULL;
1136     t->chance=0;
1137     t->difficulty=0;
1138     t->allowed = NULL;
1139     return t;
1140     }
1141    
1142     /*
1143     * Searches the artifact lists and returns one that has the same type
1144     * of objects on it.
1145     */
1146    
1147     artifactlist *find_artifactlist(int type) {
1148     artifactlist *al;
1149    
1150     for (al=first_artifactlist; al!=NULL; al=al->next)
1151     if (al->type == type) return al;
1152     return NULL;
1153     }
1154    
1155     /*
1156     * For debugging purposes. Dumps all tables.
1157     */
1158    
1159     void dump_artifacts(void) {
1160     artifactlist *al;
1161     artifact *art;
1162     linked_char *next;
1163    
1164     fprintf(logfile,"\n");
1165     for (al=first_artifactlist; al!=NULL; al=al->next) {
1166     fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1167     for (art=al->items; art!=NULL; art=art->next) {
1168     fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n",
1169     art->item->name, art->difficulty, art->chance);
1170     if (art->allowed !=NULL) {
1171     fprintf(logfile,"\tAllowed combinations:");
1172     for (next=art->allowed; next!=NULL; next=next->next)
1173     fprintf(logfile, "%s,", next->name);
1174     fprintf(logfile,"\n");
1175     }
1176     }
1177     }
1178     fprintf(logfile,"\n");
1179     }
1180    
1181     /*
1182     * For debugging purposes. Dumps all treasures recursively (see below).
1183     */
1184     void dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1185     {
1186     treasurelist *tl;
1187     int i;
1188    
1189     if (depth > 100)
1190     return;
1191     while (t != NULL)
1192     {
1193     if (t->name != NULL)
1194     {
1195     for (i = 0; i < depth; i++)
1196     fprintf (logfile, " ");
1197     fprintf (logfile, "{ (list: %s)\n", t->name);
1198     tl = find_treasurelist (t->name);
1199     dump_monster_treasure_rec (name, tl->items, depth + 2);
1200     for (i = 0; i < depth; i++)
1201     fprintf (logfile, " ");
1202     fprintf (logfile, "} (end of list: %s)\n", t->name);
1203     }
1204     else
1205     {
1206     for (i = 0; i < depth; i++)
1207     fprintf (logfile, " ");
1208     if (t->item->clone.type == FLESH)
1209     fprintf (logfile, "%s's %s\n", name, t->item->clone.name);
1210     else
1211     fprintf (logfile, "%s\n", t->item->clone.name);
1212     }
1213     if (t->next_yes != NULL)
1214     {
1215     for (i = 0; i < depth; i++)
1216     fprintf (logfile, " ");
1217     fprintf (logfile, " (if yes)\n");
1218     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1219     }
1220     if (t->next_no != NULL)
1221     {
1222     for (i = 0; i < depth; i++)
1223     fprintf (logfile, " ");
1224     fprintf (logfile, " (if no)\n");
1225     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1226     }
1227     t = t->next;
1228     }
1229     }
1230    
1231     /*
1232     * For debugging purposes. Dumps all treasures for a given monster.
1233     * Created originally by Raphael Quinet for debugging the alchemy code.
1234     */
1235    
1236     void dump_monster_treasure (const char *name)
1237     {
1238     archetype *at;
1239     int found;
1240    
1241     found = 0;
1242     fprintf (logfile, "\n");
1243     for (at = first_archetype; at != NULL; at = at->next)
1244     if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1245     {
1246     fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name,
1247     at->name);
1248     if (at->clone.randomitems != NULL)
1249     dump_monster_treasure_rec (at->clone.name,
1250     at->clone.randomitems->items, 1);
1251     else
1252     fprintf (logfile, "(nothing)\n");
1253     fprintf (logfile, "\n");
1254     found++;
1255     }
1256     if (found == 0)
1257     fprintf (logfile, "No objects have the name %s!\n\n", name);
1258     }
1259    
1260     /*
1261     * Builds up the lists of artifacts from the file in the libdir.
1262     */
1263    
1264     void init_artifacts(void) {
1265     static int has_been_inited=0;
1266     FILE *fp;
1267     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1268     artifact *art=NULL;
1269     linked_char *tmp;
1270     int value, comp;
1271     artifactlist *al;
1272    
1273     if (has_been_inited) return;
1274     else has_been_inited = 1;
1275    
1276     sprintf(filename, "%s/artifacts", settings.datadir);
1277     LOG(llevDebug, "Reading artifacts from %s...",filename);
1278     if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) {
1279     LOG(llevError, "Can't open %s.\n", filename);
1280     return;
1281     }
1282    
1283     while (fgets(buf, HUGE_BUF, fp)!=NULL) {
1284     if (*buf=='#') continue;
1285     if((cp=strchr(buf,'\n'))!=NULL)
1286     *cp='\0';
1287     cp=buf;
1288     while(*cp==' ') /* Skip blanks */
1289     cp++;
1290     if (*cp=='\0') continue;
1291    
1292     if (!strncmp(cp, "Allowed", 7)) {
1293     if (art==NULL) {
1294     art=get_empty_artifact();
1295     nrofartifacts++;
1296     }
1297     cp = strchr(cp,' ') + 1;
1298     if (!strcmp(cp,"all")) continue;
1299    
1300     do {
1301     nrofallowedstr++;
1302     if ((next=strchr(cp, ','))!=NULL)
1303     *(next++) = '\0';
1304     tmp = (linked_char*) malloc(sizeof(linked_char));
1305     tmp->name = add_string(cp);
1306     tmp->next = art->allowed;
1307     art->allowed = tmp;
1308     } while ((cp=next)!=NULL);
1309     }
1310     else if (sscanf(cp, "chance %d", &value))
1311     art->chance = (uint16) value;
1312     else if (sscanf(cp, "difficulty %d", &value))
1313     art->difficulty = (uint8) value;
1314     else if (!strncmp(cp, "Object",6)) {
1315     art->item = (object *) calloc(1, sizeof(object));
1316     reset_object(art->item);
1317     if (!load_object(fp, art->item,LO_LINEMODE,0))
1318     LOG(llevError,"Init_Artifacts: Could not load object.\n");
1319     art->item->name = add_string((strchr(cp, ' ')+1));
1320     al=find_artifactlist(art->item->type);
1321     if (al==NULL) {
1322     al = get_empty_artifactlist();
1323     al->type = art->item->type;
1324     al->next = first_artifactlist;
1325     first_artifactlist = al;
1326     }
1327     art->next = al->items;
1328     al->items = art;
1329     art = NULL;
1330     }
1331     else
1332     LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1333     }
1334    
1335     close_and_delete(fp, comp);
1336    
1337     for (al=first_artifactlist; al!=NULL; al=al->next) {
1338     for (art=al->items; art!=NULL; art=art->next) {
1339     if (!art->chance)
1340     LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name);
1341     else
1342     al->total_chance += art->chance;
1343     }
1344     #if 0
1345     LOG(llevDebug,"Artifact list type %d has %d total chance\n",
1346     al->type, al->total_chance);
1347     #endif
1348     }
1349    
1350     LOG(llevDebug,"done.\n");
1351     }
1352    
1353    
1354     /*
1355     * Used in artifact generation. The bonuses of the first object
1356     * is modified by the bonuses of the second object.
1357     */
1358    
1359     void add_abilities(object *op, object *change) {
1360     int i,j, tmp;
1361    
1362     if (change->face != blank_face) {
1363     #ifdef TREASURE_VERBOSE
1364     LOG(llevDebug, "FACE: %d\n", change->face->number);
1365     #endif
1366     op->face = change->face;
1367     }
1368     for (i = 0; i < NUM_STATS; i++)
1369     change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i));
1370    
1371     op->attacktype |= change->attacktype;
1372     op->path_attuned |= change->path_attuned;
1373     op->path_repelled |= change->path_repelled;
1374     op->path_denied |= change->path_denied;
1375     op->move_type |= change->move_type;
1376     op->stats.luck += change->stats.luck;
1377    
1378     if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED);
1379     if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED);
1380     if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED))
1381     && op->magic > 0)
1382     set_abs_magic(op, -op->magic);
1383    
1384     if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
1385     if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
1386     if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
1387     if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
1388     if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
1389     if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
1390     if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
1391     if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS);
1392    
1393     if (QUERY_FLAG(change,FLAG_STAND_STILL)) {
1394     CLEAR_FLAG(op,FLAG_ANIMATE);
1395     /* so artifacts will join */
1396     if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0;
1397     update_ob_speed(op);
1398     }
1399     if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1;
1400     op->stats.exp += change->stats.exp; /* Speed modifier */
1401     op->stats.wc += change->stats.wc;
1402     op->stats.ac += change->stats.ac;
1403    
1404     if (change->other_arch) {
1405     /* Basically, for horns & potions, the other_arch field is the spell
1406     * to cast. So convert that to into a spell and put it into
1407     * this object.
1408     */
1409     if (op->type == HORN || op->type == POTION) {
1410     object *tmp_obj;
1411     /* Remove any spells this object currently has in it */
1412     while (op->inv) {
1413     tmp_obj = op->inv;
1414     remove_ob(tmp_obj);
1415     free_object(tmp_obj);
1416     }
1417     tmp_obj = arch_to_object(change->other_arch);
1418     insert_ob_in_ob(tmp_obj, op);
1419     }
1420     /* No harm setting this for potions/horns */
1421     op->other_arch = change->other_arch;
1422     }
1423    
1424     if (change->stats.hp < 0)
1425     op->stats.hp = -change->stats.hp;
1426     else
1427     op->stats.hp += change->stats.hp;
1428     if (change->stats.maxhp < 0)
1429     op->stats.maxhp = -change->stats.maxhp;
1430     else
1431     op->stats.maxhp += change->stats.maxhp;
1432     if (change->stats.sp < 0)
1433     op->stats.sp = -change->stats.sp;
1434     else
1435     op->stats.sp += change->stats.sp;
1436     if (change->stats.maxsp < 0)
1437     op->stats.maxsp = -change->stats.maxsp;
1438     else
1439     op->stats.maxsp += change->stats.maxsp;
1440     if (change->stats.food < 0)
1441     op->stats.food = -(change->stats.food);
1442     else
1443     op->stats.food += change->stats.food;
1444     if (change->level < 0)
1445     op->level = -(change->level);
1446     else
1447     op->level += change->level;
1448    
1449     if (change->gen_sp_armour < 0)
1450     op->gen_sp_armour = -(change->gen_sp_armour);
1451     else
1452     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1453    
1454     op->item_power = change->item_power;
1455    
1456     for (i=0; i<NROFATTACKS; i++) {
1457     if (change->resist[i]) {
1458     op->resist[i] += change->resist[i];
1459     }
1460     }
1461     if (change->stats.dam) {
1462     if (change->stats.dam < 0)
1463     op->stats.dam = (-change->stats.dam);
1464     else if (op->stats.dam) {
1465     tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10);
1466     if (tmp == op->stats.dam) {
1467     if (change->stats.dam < 10)
1468     op->stats.dam--;
1469     else
1470     op->stats.dam++;
1471     }
1472     else
1473     op->stats.dam = tmp;
1474     }
1475     }
1476     if (change->weight) {
1477     if (change->weight < 0)
1478     op->weight = (-change->weight);
1479     else
1480     op->weight = (op->weight * (change->weight)) / 100;
1481     }
1482     if (change->last_sp) {
1483     if (change->last_sp < 0)
1484     op->last_sp = (-change->last_sp);
1485     else
1486     op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100);
1487     }
1488     if (change->gen_sp_armour) {
1489     if (change->gen_sp_armour < 0)
1490     op->gen_sp_armour = (-change->gen_sp_armour);
1491     else
1492     op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour))
1493     / (int)100);
1494     }
1495     op->value *= change->value;
1496    
1497     if(change->material) op->material = change->material;
1498    
1499     if (change->materialname) {
1500     if (op->materialname)
1501     free_string(op->materialname);
1502     op->materialname = add_refcount(change->materialname);
1503     }
1504    
1505     if (change->slaying) {
1506     if (op->slaying)
1507     free_string(op->slaying);
1508     op->slaying = add_refcount(change->slaying);
1509     }
1510     if (change->race) {
1511     if (op->race)
1512     free_string(op->race);
1513     op->race = add_refcount(change->race);
1514     }
1515     if (change->msg) {
1516     if (op->msg)
1517     free_string(op->msg);
1518     op->msg = add_refcount(change->msg);
1519     }
1520     /* GROS: Added support for event_... in artifact file */
1521     for(j=0;j<NR_EVENTS;j++) {
1522     event *evt;
1523     event *evt2;
1524     event *evtn;
1525     event *evtp;
1526    
1527     evt = find_event(change,j);
1528     evt2= find_event(op,j);
1529    
1530     if ((evt) && (evt->hook)) {
1531     if ((evt2)&&(evt2->hook)) {
1532     free_string(evt2->hook);
1533     free_string(evt2->plugin);
1534     free_string(evt2->options);
1535     evtp = NULL;
1536     evtn = evt2->next;
1537     if (evt2 == op->events) {
1538     free(evt2);
1539     op->events = evtn;
1540     }
1541     else {
1542     evtp = op->events;
1543     while (evtp->next != evt2)
1544     evtp = evtp->next;
1545     free(evt2);
1546     evtp->next = evtn;
1547     }
1548     }
1549     else if (evt2 == NULL) {
1550     if (op->events == NULL) {
1551     evt2 = (event *)malloc(sizeof(event));
1552     op->events = evt2;
1553     }
1554     else {
1555     evtp = op->events;
1556     while (evtp->next != NULL)
1557     evtp = evtp->next;
1558     evtp->next = (event *)malloc(sizeof(event));
1559     evt2 = evtp->next;
1560     }
1561     }
1562     evt2->next = NULL;
1563     evt2->hook = add_refcount(evt->hook);
1564     evt2->plugin = add_refcount(evt->plugin);
1565     evt2->type = j;
1566    
1567     if (evt->options)
1568     evt2->options = add_refcount(evt->options);
1569     else
1570     evt2->options = NULL;
1571     }
1572     }
1573     }
1574    
1575     static int legal_artifact_combination(object *op, artifact *art) {
1576     int neg, success = 0;
1577     linked_char *tmp;
1578     const char *name;
1579    
1580     if (art->allowed == (linked_char *) NULL)
1581     return 1; /* Ie, "all" */
1582     for (tmp = art->allowed; tmp; tmp = tmp->next) {
1583     #ifdef TREASURE_VERBOSE
1584     LOG(llevDebug, "legal_art: %s\n", tmp->name);
1585     #endif
1586     if (*tmp->name == '!')
1587     name = tmp->name + 1, neg = 1;
1588     else
1589     name = tmp->name, neg = 0;
1590    
1591     /* If we match name, then return the opposite of 'neg' */
1592     if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name)))
1593     return !neg;
1594    
1595     /* Set success as true, since if the match was an inverse, it means
1596     * everything is allowed except what we match
1597     */
1598     else if (neg)
1599     success = 1;
1600     }
1601     return success;
1602     }
1603    
1604     /*
1605     * Fixes the given object, giving it the abilities and titles
1606     * it should have due to the second artifact-template.
1607     */
1608    
1609     void give_artifact_abilities(object *op, object *artifct) {
1610     char new_name[MAX_BUF];
1611    
1612     sprintf(new_name, "of %s", artifct->name);
1613     if (op->title)
1614     free_string(op->title);
1615     op->title = add_string(new_name);
1616     add_abilities(op, artifct); /* Give out the bonuses */
1617    
1618     #if 0 /* Bit verbose, but keep it here until next time I need it... */
1619     {
1620     char identified = QUERY_FLAG(op, FLAG_IDENTIFIED);
1621     SET_FLAG(op, FLAG_IDENTIFIED);
1622     LOG(llevDebug, "Generated artifact %s %s [%s]\n",
1623     op->name, op->title, describe_item(op, NULL));
1624     if (!identified)
1625     CLEAR_FLAG(op, FLAG_IDENTIFIED);
1626     }
1627     #endif
1628     return;
1629     }
1630    
1631     /*
1632     * Decides randomly which artifact the object should be
1633     * turned into. Makes sure that the item can become that
1634     * artifact (means magic, difficulty, and Allowed fields properly).
1635     * Then calls give_artifact_abilities in order to actually create
1636     * the artifact.
1637     */
1638    
1639     /* Give 1 re-roll attempt per artifact */
1640     #define ARTIFACT_TRIES 2
1641    
1642     void generate_artifact(object *op, int difficulty) {
1643     artifactlist *al;
1644     artifact *art;
1645     int i;
1646    
1647     al = find_artifactlist(op->type);
1648    
1649     if (al==NULL) {
1650     #if 0 /* This is too verbose, usually */
1651     LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1652     #endif
1653     return;
1654     }
1655    
1656     for (i = 0; i < ARTIFACT_TRIES; i++) {
1657     int roll = RANDOM()% al->total_chance;
1658    
1659     for (art=al->items; art!=NULL; art=art->next) {
1660     roll -= art->chance;
1661     if (roll<0) break;
1662     }
1663    
1664     if (art == NULL || roll>=0) {
1665     #if 1
1666     LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1667     op->type);
1668     #endif
1669     return;
1670     }
1671     if (!strcmp(art->item->name,"NONE"))
1672     return;
1673     if (FABS(op->magic) < art->item->magic)
1674     continue; /* Not magic enough to be this item */
1675    
1676     /* Map difficulty not high enough */
1677     if (difficulty<art->difficulty)
1678     continue;
1679    
1680     if (!legal_artifact_combination(op, art)) {
1681     #ifdef TREASURE_VERBOSE
1682     LOG(llevDebug, "%s of %s was not a legal combination.\n",
1683     op->name, art->item->name);
1684     #endif
1685     continue;
1686     }
1687     give_artifact_abilities(op, art->item);
1688     return;
1689     }
1690     }
1691    
1692     /* fix_flesh_item() - objects of type FLESH are similar to type
1693     * FOOD, except they inherit properties (name, food value, etc).
1694     * based on the original owner (or 'donor' if you like). -b.t.
1695     */
1696    
1697     void fix_flesh_item(object *item, object *donor) {
1698     char tmpbuf[MAX_BUF];
1699     int i;
1700    
1701     if(item->type==FLESH && donor) {
1702     /* change the name */
1703     sprintf(tmpbuf,"%s's %s",donor->name,item->name);
1704     FREE_AND_COPY(item->name, tmpbuf);
1705     sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl);
1706     FREE_AND_COPY(item->name_pl, tmpbuf);
1707    
1708     /* weight is FLESH weight/100 * donor */
1709     if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0)
1710     item->weight=1;
1711    
1712     /* value is multiplied by level of donor */
1713     item->value *= isqrt(donor->level*2);
1714    
1715     /* food value */
1716     item->stats.food += (donor->stats.hp/100) + donor->stats.Con;
1717    
1718     /* flesh items inherit some abilities of donor, but not
1719     * full effect.
1720     */
1721     for (i=0; i<NROFATTACKS; i++)
1722     item->resist[i] = donor->resist[i]/2;
1723    
1724     /* item inherits donor's level (important for quezals) */
1725     item->level = donor->level;
1726    
1727     /* if donor has some attacktypes, the flesh is poisonous */
1728     if(donor->attacktype&AT_POISON)
1729     item->type=POISON;
1730     if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food;
1731     SET_FLAG(item,FLAG_NO_STEAL);
1732     }
1733     }
1734    
1735     /* special_potion() - so that old potion code is still done right. */
1736    
1737     int special_potion (object *op) {
1738    
1739     int i;
1740    
1741     if(op->attacktype) return 1;
1742    
1743     if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1744     || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1745    
1746     for (i=0; i<NROFATTACKS; i++)
1747     if (op->resist[i]) return 1;
1748    
1749     return 0;
1750     }
1751    
1752     void free_treasurestruct(treasure *t)
1753     {
1754     if (t->next) free_treasurestruct(t->next);
1755     if (t->next_yes) free_treasurestruct(t->next_yes);
1756     if (t->next_no) free_treasurestruct(t->next_no);
1757     free(t);
1758     }
1759    
1760     void free_charlinks(linked_char *lc)
1761     {
1762     if (lc->next) free_charlinks(lc->next);
1763     free(lc);
1764     }
1765    
1766     void free_artifact(artifact *at)
1767     {
1768    
1769     if (at->next) free_artifact(at->next);
1770     if (at->allowed) free_charlinks(at->allowed);
1771     if (at->item) {
1772     if (at->item->name) free_string(at->item->name);
1773     if (at->item->name_pl) free_string(at->item->name_pl);
1774     if (at->item->msg) free_string(at->item->msg);
1775     if (at->item->title) free_string(at->item->title);
1776     free(at->item);
1777     }
1778     free(at);
1779     }
1780    
1781     void free_artifactlist(artifactlist *al)
1782     {
1783     artifactlist *nextal;
1784     for (al=first_artifactlist; al!=NULL; al=nextal) {
1785     nextal=al->next;
1786     if (al->items) {
1787     free_artifact(al->items);
1788     }
1789     free(al);
1790     }
1791     }
1792    
1793     void free_all_treasures(void) {
1794     treasurelist *tl, *next;
1795    
1796    
1797     for (tl=first_treasurelist; tl!=NULL; tl=next) {
1798     next=tl->next;
1799     if (tl->name) free_string(tl->name);
1800     if (tl->items) free_treasurestruct(tl->items);
1801     free(tl);
1802     }
1803     free_artifactlist(first_artifactlist);
1804     }