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/cvs/deliantra/server/common/treasure.c
Revision: 1.5
Committed: Fri Aug 11 12:40:22 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: LAST_C_VERSION
Changes since 1.4: +12 -0 lines
Log Message:
merge of fix from crossfire, looks sane:
Author: gros
Log: Added explicit item_power calculation for generated items that got an item_power of 0 - should solve bug #1460354 without creating new issues.
gros - 2006/07/21

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 1.4 {
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 1.4 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 1.4 *
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 1.4 int percent = 0, magic = 0;
527     int scaled_diff = ((double) difficulty / settings.max_level) * DIFFLEVELS;
528 root 1.1
529 elmex 1.4 scaled_diff--;
530 root 1.1
531 elmex 1.4 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 1.4 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 1.4
768     void fix_generated_item (object * op, object * creator, int difficulty,
769 root 1.1 int max_magic, int flags)
770     {
771 elmex 1.4 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
772    
773     if (!creator || creator->type == op->type)
774     creator = op; /*safety & to prevent polymorphed objects giving attributes */
775 root 1.1
776 elmex 1.4 /* 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 1.4 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 root 1.1
788 elmex 1.4 /* So the treasure doesn't get created again */
789     op->randomitems = NULL;
790 root 1.1 }
791    
792 elmex 1.4 if (difficulty < 1)
793     difficulty = 1;
794 root 1.1
795 elmex 1.4 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     || op->type == HORN
812     || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
813     * used for shop_floors or treasures */
814     generate_artifact (op, difficulty);
815     }
816 root 1.1
817 elmex 1.4 /* 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 elmex 1.5 else
845     {
846     /* item_power was zero. This is suspicious, as it may be because it
847     * was never previously calculated. Let's compute a value and see if
848     * it is non-zero. If it indeed is, then assign it as the new
849     * item_power value.
850     * - gros, 21th of July 2006.
851     */
852     op->item_power = calc_item_power(op,0);
853     save_item_power = op->item_power; /* Just in case it would get used
854     * again below */
855     }
856 root 1.1 }
857    
858 elmex 1.4 /* materialtype modifications. Note we allow this on artifacts. */
859     set_materialname (op, difficulty, NULL);
860 root 1.1
861 elmex 1.4 if (flags & GT_MINIMAL)
862     {
863     if (op->type == POTION)
864     /* Handle healing and magic power potions */
865     if (op->stats.sp && !op->randomitems)
866     {
867     object *tmp;
868    
869     tmp = get_archetype (spell_mapping[op->stats.sp]);
870     insert_ob_in_ob (tmp, op);
871     op->stats.sp = 0;
872     }
873     }
874     else if (!op->title) /* Only modify object if not special */
875     switch (op->type)
876     {
877     case WEAPON:
878     case ARMOUR:
879     case SHIELD:
880     case HELMET:
881     case CLOAK:
882     if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
883     set_ring_bonus (op, -DICE2);
884     break;
885    
886     case BRACERS:
887     if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
888     {
889     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
890     if (!QUERY_FLAG (op, FLAG_CURSED))
891     op->value *= 3;
892     }
893     break;
894    
895     case POTION:
896     {
897     int too_many_tries = 0, is_special = 0;
898    
899     /* Handle healing and magic power potions */
900     if (op->stats.sp && !op->randomitems)
901     {
902     object *tmp;
903    
904     tmp = get_archetype (spell_mapping[op->stats.sp]);
905     insert_ob_in_ob (tmp, op);
906     op->stats.sp = 0;
907     }
908    
909     while (!(is_special = special_potion (op)) && !op->inv)
910     {
911     generate_artifact (op, difficulty);
912     if (too_many_tries++ > 10)
913     break;
914     }
915    
916     /* don't want to change value for healing/magic power potions,
917     * since the value set on those is already correct.
918     */
919     if (op->inv && op->randomitems)
920     {
921     /* value multiplier is same as for scrolls */
922     op->value = (op->value * op->inv->value);
923     op->level =
924     op->inv->level / 2 + RANDOM () % difficulty
925     + RANDOM () % difficulty;
926     }
927     else
928     {
929     FREE_AND_COPY (op->name, "potion");
930     FREE_AND_COPY (op->name_pl, "potions");
931     }
932     if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
933     SET_FLAG (op, FLAG_CURSED);
934     break;
935     }
936 root 1.1
937 elmex 1.4 case AMULET:
938     if (op->arch == amulet_arch)
939     op->value *= 5; /* Since it's not just decoration */
940    
941     case RING:
942     if (op->arch == NULL)
943     {
944     remove_ob (op);
945     free_object (op);
946     op = NULL;
947     break;
948     }
949    
950     if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
951     break;
952    
953     if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
954     SET_FLAG (op, FLAG_CURSED);
955    
956     set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
957    
958     if (op->type != RING) /* Amulets have only one ability */
959     break;
960    
961     if (!(RANDOM () % 4))
962     {
963     int d = (RANDOM () % 2
964     || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
965    
966     if (d > 0)
967     op->value *= 3;
968    
969     set_ring_bonus (op, d);
970    
971     if (!(RANDOM () % 4))
972     {
973     int d = (RANDOM () % 3
974     || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
975     if (d > 0)
976     op->value *= 5;
977     set_ring_bonus (op, d);
978     }
979     }
980    
981     if (GET_ANIM_ID (op))
982     SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
983    
984     break;
985    
986     case BOOK:
987     /* Is it an empty book?, if yes lets make a special
988     * msg for it, and tailor its properties based on the
989     * creator and/or map level we found it on.
990     */
991     if (!op->msg && RANDOM () % 10)
992     {
993     /* set the book level properly */
994     if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
995     {
996     if (op->map && op->map->difficulty)
997     op->level =
998     RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
999     else
1000     op->level = RANDOM () % 20 + 1;
1001     }
1002     else
1003     op->level = RANDOM () % creator->level;
1004    
1005     tailor_readable_ob (op,
1006     (creator
1007     && creator->stats.sp) ? creator->stats.
1008     sp : -1);
1009     /* books w/ info are worth more! */
1010     op->value *=
1011     ((op->level >
1012     10 ? op->level : (op->level +
1013     1) / 2) * ((strlen (op->msg) / 250) + 1));
1014     /* creator related stuff */
1015    
1016     /* for library, chained books. Note that some monsters have no_pick
1017     * set - we don't want to set no pick in that case.
1018     */
1019     if (QUERY_FLAG (creator, FLAG_NO_PICK) &&
1020     !QUERY_FLAG (creator, FLAG_MONSTER))
1021     SET_FLAG (op, FLAG_NO_PICK);
1022     if (creator->slaying && !op->slaying) /* for check_inv floors */
1023     op->slaying = add_string (creator->slaying);
1024    
1025     /* add exp so reading it gives xp (once) */
1026     op->stats.exp =
1027     op->value > 10000 ? op->value / 5 : op->value / 10;
1028     }
1029     break;
1030    
1031     case SPELLBOOK:
1032     op->value = op->value * op->inv->value;
1033     /* add exp so learning gives xp */
1034     op->level = op->inv->level;
1035     op->stats.exp = op->value;
1036     break;
1037    
1038     case WAND:
1039     /* nrof in the treasure list is number of charges,
1040     * not number of wands. So copy that into food (charges),
1041     * and reset nrof.
1042     */
1043     op->stats.food = op->inv->nrof;
1044     op->nrof = 1;
1045     /* If the spell changes by level, choose a random level
1046     * for it, and adjust price. If the spell doesn't
1047     * change by level, just set the wand to the level of
1048     * the spell, and value calculation is simpler.
1049     */
1050     if (op->inv->duration_modifier || op->inv->dam_modifier ||
1051     op->inv->range_modifier)
1052     {
1053     op->level = level_for_item (op, difficulty);
1054     op->value = op->value * op->inv->value * (op->level + 50) /
1055     (op->inv->level + 50);
1056     }
1057     else
1058     {
1059     op->level = op->inv->level;
1060     op->value = op->value * op->inv->value;
1061     }
1062     break;
1063    
1064     case ROD:
1065     op->level = level_for_item (op, difficulty);
1066     /* Add 50 to both level an divisor to keep prices a little more
1067     * reasonable. Otherwise, a high level version of a low level
1068     * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1069     * 10 time multiplier). This way, the value are a bit more reasonable.
1070     */
1071     op->value =
1072     op->value * op->inv->value * (op->level + 50) / (op->inv->level +
1073     50);
1074     /* maxhp is used to denote how many 'charges' the rod holds before */
1075     if (op->stats.maxhp)
1076     op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1077     else
1078     op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1079    
1080     op->stats.hp = op->stats.maxhp;
1081     break;
1082    
1083     case SCROLL:
1084     op->level = level_for_item (op, difficulty);
1085     op->value =
1086     op->value * op->inv->value
1087     * (op->level + 50) / (op->inv->level + 50);
1088    
1089     /* add exp so reading them properly gives xp */
1090     op->stats.exp = op->value / 5;
1091     op->nrof = op->inv->nrof;
1092     break;
1093    
1094     case RUNE:
1095     trap_adjust (op, difficulty);
1096     break;
1097    
1098     case TRAP:
1099     trap_adjust (op, difficulty);
1100     break;
1101     } /* switch type */
1102 root 1.1
1103 elmex 1.4 if (flags & GT_STARTEQUIP)
1104     {
1105     if (op->nrof < 2 && op->type != CONTAINER
1106     && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1107     SET_FLAG (op, FLAG_STARTEQUIP);
1108     else if (op->type != MONEY)
1109     op->value = 0;
1110 root 1.1 }
1111    
1112 elmex 1.4 if (!(flags & GT_ENVIRONMENT))
1113     fix_flesh_item (op, creator);
1114 root 1.1 }
1115    
1116     /*
1117     *
1118     *
1119     * CODE DEALING WITH ARTIFACTS STARTS HERE
1120     *
1121     *
1122     */
1123    
1124     /*
1125     * Allocate and return the pointer to an empty artifactlist structure.
1126     */
1127    
1128     static artifactlist *get_empty_artifactlist(void) {
1129     artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist));
1130     if(tl==NULL)
1131     fatal(OUT_OF_MEMORY);
1132     tl->next=NULL;
1133     tl->items=NULL;
1134     tl->total_chance=0;
1135     return tl;
1136     }
1137    
1138     /*
1139     * Allocate and return the pointer to an empty artifact structure.
1140     */
1141    
1142     static artifact *get_empty_artifact(void) {
1143     artifact *t = (artifact *) malloc(sizeof(artifact));
1144     if(t==NULL)
1145     fatal(OUT_OF_MEMORY);
1146     t->item=NULL;
1147     t->next=NULL;
1148     t->chance=0;
1149     t->difficulty=0;
1150     t->allowed = NULL;
1151     return t;
1152     }
1153    
1154     /*
1155     * Searches the artifact lists and returns one that has the same type
1156     * of objects on it.
1157     */
1158    
1159     artifactlist *find_artifactlist(int type) {
1160     artifactlist *al;
1161    
1162     for (al=first_artifactlist; al!=NULL; al=al->next)
1163     if (al->type == type) return al;
1164     return NULL;
1165     }
1166    
1167     /*
1168     * For debugging purposes. Dumps all tables.
1169     */
1170    
1171     void dump_artifacts(void) {
1172     artifactlist *al;
1173     artifact *art;
1174     linked_char *next;
1175    
1176     fprintf(logfile,"\n");
1177     for (al=first_artifactlist; al!=NULL; al=al->next) {
1178     fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1179     for (art=al->items; art!=NULL; art=art->next) {
1180     fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n",
1181     art->item->name, art->difficulty, art->chance);
1182     if (art->allowed !=NULL) {
1183     fprintf(logfile,"\tAllowed combinations:");
1184     for (next=art->allowed; next!=NULL; next=next->next)
1185     fprintf(logfile, "%s,", next->name);
1186     fprintf(logfile,"\n");
1187     }
1188     }
1189     }
1190     fprintf(logfile,"\n");
1191     }
1192    
1193     /*
1194     * For debugging purposes. Dumps all treasures recursively (see below).
1195     */
1196     void dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1197     {
1198     treasurelist *tl;
1199     int i;
1200    
1201     if (depth > 100)
1202     return;
1203     while (t != NULL)
1204     {
1205     if (t->name != NULL)
1206     {
1207     for (i = 0; i < depth; i++)
1208     fprintf (logfile, " ");
1209     fprintf (logfile, "{ (list: %s)\n", t->name);
1210     tl = find_treasurelist (t->name);
1211     dump_monster_treasure_rec (name, tl->items, depth + 2);
1212     for (i = 0; i < depth; i++)
1213     fprintf (logfile, " ");
1214     fprintf (logfile, "} (end of list: %s)\n", t->name);
1215     }
1216     else
1217     {
1218     for (i = 0; i < depth; i++)
1219     fprintf (logfile, " ");
1220     if (t->item->clone.type == FLESH)
1221     fprintf (logfile, "%s's %s\n", name, t->item->clone.name);
1222     else
1223     fprintf (logfile, "%s\n", t->item->clone.name);
1224     }
1225     if (t->next_yes != NULL)
1226     {
1227     for (i = 0; i < depth; i++)
1228     fprintf (logfile, " ");
1229     fprintf (logfile, " (if yes)\n");
1230     dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1231     }
1232     if (t->next_no != NULL)
1233     {
1234     for (i = 0; i < depth; i++)
1235     fprintf (logfile, " ");
1236     fprintf (logfile, " (if no)\n");
1237     dump_monster_treasure_rec (name, t->next_no, depth + 1);
1238     }
1239     t = t->next;
1240     }
1241     }
1242    
1243     /*
1244     * For debugging purposes. Dumps all treasures for a given monster.
1245     * Created originally by Raphael Quinet for debugging the alchemy code.
1246     */
1247    
1248     void dump_monster_treasure (const char *name)
1249     {
1250     archetype *at;
1251     int found;
1252    
1253     found = 0;
1254     fprintf (logfile, "\n");
1255     for (at = first_archetype; at != NULL; at = at->next)
1256     if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1257     {
1258     fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name,
1259     at->name);
1260     if (at->clone.randomitems != NULL)
1261     dump_monster_treasure_rec (at->clone.name,
1262     at->clone.randomitems->items, 1);
1263     else
1264     fprintf (logfile, "(nothing)\n");
1265     fprintf (logfile, "\n");
1266     found++;
1267     }
1268     if (found == 0)
1269     fprintf (logfile, "No objects have the name %s!\n\n", name);
1270     }
1271    
1272     /*
1273     * Builds up the lists of artifacts from the file in the libdir.
1274     */
1275    
1276     void init_artifacts(void) {
1277     static int has_been_inited=0;
1278     FILE *fp;
1279     char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1280     artifact *art=NULL;
1281     linked_char *tmp;
1282     int value, comp;
1283     artifactlist *al;
1284    
1285     if (has_been_inited) return;
1286     else has_been_inited = 1;
1287    
1288     sprintf(filename, "%s/artifacts", settings.datadir);
1289     LOG(llevDebug, "Reading artifacts from %s...",filename);
1290     if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) {
1291     LOG(llevError, "Can't open %s.\n", filename);
1292     return;
1293     }
1294    
1295     while (fgets(buf, HUGE_BUF, fp)!=NULL) {
1296     if (*buf=='#') continue;
1297     if((cp=strchr(buf,'\n'))!=NULL)
1298     *cp='\0';
1299     cp=buf;
1300     while(*cp==' ') /* Skip blanks */
1301     cp++;
1302     if (*cp=='\0') continue;
1303    
1304     if (!strncmp(cp, "Allowed", 7)) {
1305     if (art==NULL) {
1306     art=get_empty_artifact();
1307     nrofartifacts++;
1308     }
1309     cp = strchr(cp,' ') + 1;
1310     if (!strcmp(cp,"all")) continue;
1311    
1312     do {
1313     nrofallowedstr++;
1314     if ((next=strchr(cp, ','))!=NULL)
1315     *(next++) = '\0';
1316     tmp = (linked_char*) malloc(sizeof(linked_char));
1317     tmp->name = add_string(cp);
1318     tmp->next = art->allowed;
1319     art->allowed = tmp;
1320     } while ((cp=next)!=NULL);
1321     }
1322     else if (sscanf(cp, "chance %d", &value))
1323     art->chance = (uint16) value;
1324     else if (sscanf(cp, "difficulty %d", &value))
1325     art->difficulty = (uint8) value;
1326     else if (!strncmp(cp, "Object",6)) {
1327     art->item = (object *) calloc(1, sizeof(object));
1328     reset_object(art->item);
1329     if (!load_object(fp, art->item,LO_LINEMODE,0))
1330     LOG(llevError,"Init_Artifacts: Could not load object.\n");
1331     art->item->name = add_string((strchr(cp, ' ')+1));
1332     al=find_artifactlist(art->item->type);
1333     if (al==NULL) {
1334     al = get_empty_artifactlist();
1335     al->type = art->item->type;
1336     al->next = first_artifactlist;
1337     first_artifactlist = al;
1338     }
1339     art->next = al->items;
1340     al->items = art;
1341     art = NULL;
1342     }
1343     else
1344     LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1345     }
1346    
1347     close_and_delete(fp, comp);
1348    
1349     for (al=first_artifactlist; al!=NULL; al=al->next) {
1350     for (art=al->items; art!=NULL; art=art->next) {
1351     if (!art->chance)
1352     LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name);
1353     else
1354     al->total_chance += art->chance;
1355     }
1356     #if 0
1357     LOG(llevDebug,"Artifact list type %d has %d total chance\n",
1358     al->type, al->total_chance);
1359     #endif
1360     }
1361    
1362     LOG(llevDebug,"done.\n");
1363     }
1364    
1365    
1366     /*
1367     * Used in artifact generation. The bonuses of the first object
1368     * is modified by the bonuses of the second object.
1369     */
1370    
1371     void add_abilities(object *op, object *change) {
1372     int i,j, tmp;
1373    
1374     if (change->face != blank_face) {
1375     #ifdef TREASURE_VERBOSE
1376     LOG(llevDebug, "FACE: %d\n", change->face->number);
1377     #endif
1378     op->face = change->face;
1379     }
1380     for (i = 0; i < NUM_STATS; i++)
1381     change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i));
1382    
1383     op->attacktype |= change->attacktype;
1384     op->path_attuned |= change->path_attuned;
1385     op->path_repelled |= change->path_repelled;
1386     op->path_denied |= change->path_denied;
1387     op->move_type |= change->move_type;
1388     op->stats.luck += change->stats.luck;
1389    
1390     if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED);
1391     if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED);
1392     if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED))
1393     && op->magic > 0)
1394     set_abs_magic(op, -op->magic);
1395    
1396     if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
1397     if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
1398     if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
1399     if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
1400     if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
1401     if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
1402     if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
1403     if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS);
1404    
1405     if (QUERY_FLAG(change,FLAG_STAND_STILL)) {
1406     CLEAR_FLAG(op,FLAG_ANIMATE);
1407     /* so artifacts will join */
1408     if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0;
1409     update_ob_speed(op);
1410     }
1411     if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1;
1412     op->stats.exp += change->stats.exp; /* Speed modifier */
1413     op->stats.wc += change->stats.wc;
1414     op->stats.ac += change->stats.ac;
1415    
1416     if (change->other_arch) {
1417     /* Basically, for horns & potions, the other_arch field is the spell
1418     * to cast. So convert that to into a spell and put it into
1419     * this object.
1420     */
1421     if (op->type == HORN || op->type == POTION) {
1422     object *tmp_obj;
1423     /* Remove any spells this object currently has in it */
1424     while (op->inv) {
1425     tmp_obj = op->inv;
1426     remove_ob(tmp_obj);
1427     free_object(tmp_obj);
1428     }
1429     tmp_obj = arch_to_object(change->other_arch);
1430     insert_ob_in_ob(tmp_obj, op);
1431     }
1432     /* No harm setting this for potions/horns */
1433     op->other_arch = change->other_arch;
1434     }
1435    
1436     if (change->stats.hp < 0)
1437     op->stats.hp = -change->stats.hp;
1438     else
1439     op->stats.hp += change->stats.hp;
1440     if (change->stats.maxhp < 0)
1441     op->stats.maxhp = -change->stats.maxhp;
1442     else
1443     op->stats.maxhp += change->stats.maxhp;
1444     if (change->stats.sp < 0)
1445     op->stats.sp = -change->stats.sp;
1446     else
1447     op->stats.sp += change->stats.sp;
1448     if (change->stats.maxsp < 0)
1449     op->stats.maxsp = -change->stats.maxsp;
1450     else
1451     op->stats.maxsp += change->stats.maxsp;
1452     if (change->stats.food < 0)
1453     op->stats.food = -(change->stats.food);
1454     else
1455     op->stats.food += change->stats.food;
1456     if (change->level < 0)
1457     op->level = -(change->level);
1458     else
1459     op->level += change->level;
1460    
1461     if (change->gen_sp_armour < 0)
1462     op->gen_sp_armour = -(change->gen_sp_armour);
1463     else
1464     op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1465    
1466     op->item_power = change->item_power;
1467    
1468     for (i=0; i<NROFATTACKS; i++) {
1469     if (change->resist[i]) {
1470     op->resist[i] += change->resist[i];
1471     }
1472     }
1473     if (change->stats.dam) {
1474     if (change->stats.dam < 0)
1475     op->stats.dam = (-change->stats.dam);
1476     else if (op->stats.dam) {
1477     tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10);
1478     if (tmp == op->stats.dam) {
1479     if (change->stats.dam < 10)
1480     op->stats.dam--;
1481     else
1482     op->stats.dam++;
1483     }
1484     else
1485     op->stats.dam = tmp;
1486     }
1487     }
1488     if (change->weight) {
1489     if (change->weight < 0)
1490     op->weight = (-change->weight);
1491     else
1492     op->weight = (op->weight * (change->weight)) / 100;
1493     }
1494     if (change->last_sp) {
1495     if (change->last_sp < 0)
1496     op->last_sp = (-change->last_sp);
1497     else
1498     op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100);
1499     }
1500     if (change->gen_sp_armour) {
1501     if (change->gen_sp_armour < 0)
1502     op->gen_sp_armour = (-change->gen_sp_armour);
1503     else
1504     op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour))
1505     / (int)100);
1506     }
1507     op->value *= change->value;
1508    
1509     if(change->material) op->material = change->material;
1510    
1511     if (change->materialname) {
1512     if (op->materialname)
1513     free_string(op->materialname);
1514     op->materialname = add_refcount(change->materialname);
1515     }
1516    
1517     if (change->slaying) {
1518     if (op->slaying)
1519     free_string(op->slaying);
1520     op->slaying = add_refcount(change->slaying);
1521     }
1522     if (change->race) {
1523     if (op->race)
1524     free_string(op->race);
1525     op->race = add_refcount(change->race);
1526     }
1527     if (change->msg) {
1528     if (op->msg)
1529     free_string(op->msg);
1530     op->msg = add_refcount(change->msg);
1531     }
1532     /* GROS: Added support for event_... in artifact file */
1533     for(j=0;j<NR_EVENTS;j++) {
1534     event *evt;
1535     event *evt2;
1536     event *evtn;
1537     event *evtp;
1538    
1539     evt = find_event(change,j);
1540     evt2= find_event(op,j);
1541    
1542     if ((evt) && (evt->hook)) {
1543     if ((evt2)&&(evt2->hook)) {
1544     free_string(evt2->hook);
1545     free_string(evt2->plugin);
1546     free_string(evt2->options);
1547     evtp = NULL;
1548     evtn = evt2->next;
1549     if (evt2 == op->events) {
1550     free(evt2);
1551     op->events = evtn;
1552     }
1553     else {
1554     evtp = op->events;
1555     while (evtp->next != evt2)
1556     evtp = evtp->next;
1557     free(evt2);
1558     evtp->next = evtn;
1559     }
1560     }
1561     else if (evt2 == NULL) {
1562     if (op->events == NULL) {
1563     evt2 = (event *)malloc(sizeof(event));
1564     op->events = evt2;
1565     }
1566     else {
1567     evtp = op->events;
1568     while (evtp->next != NULL)
1569     evtp = evtp->next;
1570     evtp->next = (event *)malloc(sizeof(event));
1571     evt2 = evtp->next;
1572     }
1573     }
1574     evt2->next = NULL;
1575     evt2->hook = add_refcount(evt->hook);
1576     evt2->plugin = add_refcount(evt->plugin);
1577     evt2->type = j;
1578    
1579     if (evt->options)
1580     evt2->options = add_refcount(evt->options);
1581     else
1582     evt2->options = NULL;
1583     }
1584     }
1585     }
1586    
1587     static int legal_artifact_combination(object *op, artifact *art) {
1588     int neg, success = 0;
1589     linked_char *tmp;
1590     const char *name;
1591    
1592     if (art->allowed == (linked_char *) NULL)
1593     return 1; /* Ie, "all" */
1594     for (tmp = art->allowed; tmp; tmp = tmp->next) {
1595     #ifdef TREASURE_VERBOSE
1596     LOG(llevDebug, "legal_art: %s\n", tmp->name);
1597     #endif
1598     if (*tmp->name == '!')
1599     name = tmp->name + 1, neg = 1;
1600     else
1601     name = tmp->name, neg = 0;
1602    
1603     /* If we match name, then return the opposite of 'neg' */
1604     if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name)))
1605     return !neg;
1606    
1607     /* Set success as true, since if the match was an inverse, it means
1608     * everything is allowed except what we match
1609     */
1610     else if (neg)
1611     success = 1;
1612     }
1613     return success;
1614     }
1615    
1616     /*
1617     * Fixes the given object, giving it the abilities and titles
1618     * it should have due to the second artifact-template.
1619     */
1620    
1621     void give_artifact_abilities(object *op, object *artifct) {
1622     char new_name[MAX_BUF];
1623    
1624     sprintf(new_name, "of %s", artifct->name);
1625     if (op->title)
1626     free_string(op->title);
1627     op->title = add_string(new_name);
1628     add_abilities(op, artifct); /* Give out the bonuses */
1629    
1630     #if 0 /* Bit verbose, but keep it here until next time I need it... */
1631     {
1632     char identified = QUERY_FLAG(op, FLAG_IDENTIFIED);
1633     SET_FLAG(op, FLAG_IDENTIFIED);
1634     LOG(llevDebug, "Generated artifact %s %s [%s]\n",
1635     op->name, op->title, describe_item(op, NULL));
1636     if (!identified)
1637     CLEAR_FLAG(op, FLAG_IDENTIFIED);
1638     }
1639     #endif
1640     return;
1641     }
1642    
1643     /*
1644     * Decides randomly which artifact the object should be
1645     * turned into. Makes sure that the item can become that
1646     * artifact (means magic, difficulty, and Allowed fields properly).
1647     * Then calls give_artifact_abilities in order to actually create
1648     * the artifact.
1649     */
1650    
1651     /* Give 1 re-roll attempt per artifact */
1652     #define ARTIFACT_TRIES 2
1653    
1654     void generate_artifact(object *op, int difficulty) {
1655     artifactlist *al;
1656     artifact *art;
1657     int i;
1658    
1659     al = find_artifactlist(op->type);
1660    
1661     if (al==NULL) {
1662     #if 0 /* This is too verbose, usually */
1663     LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1664     #endif
1665     return;
1666     }
1667    
1668     for (i = 0; i < ARTIFACT_TRIES; i++) {
1669     int roll = RANDOM()% al->total_chance;
1670    
1671     for (art=al->items; art!=NULL; art=art->next) {
1672     roll -= art->chance;
1673     if (roll<0) break;
1674     }
1675    
1676     if (art == NULL || roll>=0) {
1677     #if 1
1678     LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1679     op->type);
1680     #endif
1681     return;
1682     }
1683     if (!strcmp(art->item->name,"NONE"))
1684     return;
1685     if (FABS(op->magic) < art->item->magic)
1686     continue; /* Not magic enough to be this item */
1687    
1688     /* Map difficulty not high enough */
1689     if (difficulty<art->difficulty)
1690     continue;
1691    
1692     if (!legal_artifact_combination(op, art)) {
1693     #ifdef TREASURE_VERBOSE
1694     LOG(llevDebug, "%s of %s was not a legal combination.\n",
1695     op->name, art->item->name);
1696     #endif
1697     continue;
1698     }
1699     give_artifact_abilities(op, art->item);
1700     return;
1701     }
1702     }
1703    
1704     /* fix_flesh_item() - objects of type FLESH are similar to type
1705     * FOOD, except they inherit properties (name, food value, etc).
1706     * based on the original owner (or 'donor' if you like). -b.t.
1707     */
1708    
1709     void fix_flesh_item(object *item, object *donor) {
1710     char tmpbuf[MAX_BUF];
1711     int i;
1712    
1713     if(item->type==FLESH && donor) {
1714     /* change the name */
1715     sprintf(tmpbuf,"%s's %s",donor->name,item->name);
1716     FREE_AND_COPY(item->name, tmpbuf);
1717     sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl);
1718     FREE_AND_COPY(item->name_pl, tmpbuf);
1719    
1720     /* weight is FLESH weight/100 * donor */
1721     if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0)
1722     item->weight=1;
1723    
1724     /* value is multiplied by level of donor */
1725     item->value *= isqrt(donor->level*2);
1726    
1727     /* food value */
1728     item->stats.food += (donor->stats.hp/100) + donor->stats.Con;
1729    
1730     /* flesh items inherit some abilities of donor, but not
1731     * full effect.
1732     */
1733     for (i=0; i<NROFATTACKS; i++)
1734     item->resist[i] = donor->resist[i]/2;
1735    
1736     /* item inherits donor's level (important for quezals) */
1737     item->level = donor->level;
1738    
1739     /* if donor has some attacktypes, the flesh is poisonous */
1740     if(donor->attacktype&AT_POISON)
1741     item->type=POISON;
1742     if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food;
1743     SET_FLAG(item,FLAG_NO_STEAL);
1744     }
1745     }
1746    
1747     /* special_potion() - so that old potion code is still done right. */
1748    
1749     int special_potion (object *op) {
1750    
1751     int i;
1752    
1753     if(op->attacktype) return 1;
1754    
1755     if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1756     || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1757    
1758     for (i=0; i<NROFATTACKS; i++)
1759     if (op->resist[i]) return 1;
1760    
1761     return 0;
1762     }
1763    
1764     void free_treasurestruct(treasure *t)
1765     {
1766     if (t->next) free_treasurestruct(t->next);
1767     if (t->next_yes) free_treasurestruct(t->next_yes);
1768     if (t->next_no) free_treasurestruct(t->next_no);
1769     free(t);
1770     }
1771    
1772     void free_charlinks(linked_char *lc)
1773     {
1774     if (lc->next) free_charlinks(lc->next);
1775     free(lc);
1776     }
1777    
1778     void free_artifact(artifact *at)
1779     {
1780    
1781     if (at->next) free_artifact(at->next);
1782     if (at->allowed) free_charlinks(at->allowed);
1783     if (at->item) {
1784     if (at->item->name) free_string(at->item->name);
1785     if (at->item->name_pl) free_string(at->item->name_pl);
1786     if (at->item->msg) free_string(at->item->msg);
1787     if (at->item->title) free_string(at->item->title);
1788     free(at->item);
1789     }
1790     free(at);
1791     }
1792    
1793     void free_artifactlist(artifactlist *al)
1794     {
1795     artifactlist *nextal;
1796     for (al=first_artifactlist; al!=NULL; al=nextal) {
1797     nextal=al->next;
1798     if (al->items) {
1799     free_artifact(al->items);
1800     }
1801     free(al);
1802     }
1803     }
1804    
1805     void free_all_treasures(void) {
1806     treasurelist *tl, *next;
1807    
1808    
1809     for (tl=first_treasurelist; tl!=NULL; tl=next) {
1810     next=tl->next;
1811     if (tl->name) free_string(tl->name);
1812     if (tl->items) free_treasurestruct(tl->items);
1813     free(tl);
1814     }
1815     free_artifactlist(first_artifactlist);
1816     }