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/cvs/deliantra/server/common/treasure.c
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:11:41 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_02_03
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

# Content
1
2 /*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.c,v 1.63 2006/01/07 18:56:51 akirschbaum Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #define ALLOWED_COMBINATION
31
32 /* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default
35 * left on
36 */
37 #define TREASURE_DEBUG
38
39 /* TREASURE_VERBOSE enables copious output concerning artifact generation */
40 /* #define TREASURE_VERBOSE */
41
42 #include <global.h>
43 #include <treasure.h>
44 #include <funcpoint.h>
45 #include <loader.h>
46
47
48 static void change_treasure(treasure *t, object *op); /* overrule default values */
49 extern char *spell_mapping[];
50
51 /*
52 * Initialize global archtype pointers:
53 */
54
55 void init_archetype_pointers() {
56 int prev_warn = warn_archetypes;
57 warn_archetypes = 1;
58 if (ring_arch == NULL)
59 ring_arch = find_archetype("ring");
60 if (amulet_arch == NULL)
61 amulet_arch = find_archetype("amulet");
62 if (staff_arch == NULL)
63 staff_arch = find_archetype("staff");
64 if (crown_arch == NULL)
65 crown_arch = find_archetype("crown");
66 warn_archetypes = prev_warn;
67 }
68
69 /*
70 * Allocate and return the pointer to an empty treasurelist structure.
71 */
72
73 static treasurelist *get_empty_treasurelist(void) {
74 treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist));
75 if(tl==NULL)
76 fatal(OUT_OF_MEMORY);
77 memset(tl, 0, sizeof(treasurelist));
78 return tl;
79 }
80
81 /*
82 * Allocate and return the pointer to an empty treasure structure.
83 */
84
85 static treasure *get_empty_treasure(void) {
86 treasure *t = (treasure *) calloc(1,sizeof(treasure));
87 if(t==NULL)
88 fatal(OUT_OF_MEMORY);
89 t->item=NULL;
90 t->name=NULL;
91 t->next=NULL;
92 t->next_yes=NULL;
93 t->next_no=NULL;
94 t->chance=100;
95 t->magic=0;
96 t->nrof=0;
97 return t;
98 }
99
100 /*
101 * Reads the lib/treasure file from disk, and parses the contents
102 * into an internal treasure structure (very linked lists)
103 */
104
105 static treasure *load_treasure(FILE *fp, int *line) {
106 char buf[MAX_BUF], *cp, variable[MAX_BUF];
107 treasure *t=get_empty_treasure();
108 int value;
109
110 nroftreasures++;
111 while(fgets(buf,MAX_BUF,fp)!=NULL) {
112 (*line)++;
113
114 if(*buf=='#')
115 continue;
116 if((cp=strchr(buf,'\n'))!=NULL)
117 *cp='\0';
118 cp=buf;
119 while(isspace(*cp)) /* Skip blanks */
120 cp++;
121
122 if(sscanf(cp,"arch %s",variable)) {
123 if((t->item=find_archetype(variable))==NULL)
124 LOG(llevError,"Treasure lacks archetype: %s\n",variable);
125 } else if (sscanf(cp, "list %s", variable))
126 t->name = add_string(variable);
127 else if (sscanf(cp, "change_name %s", variable))
128 t->change_arch.name = add_string(variable);
129 else if (sscanf(cp, "change_title %s", variable))
130 t->change_arch.title = add_string(variable);
131 else if (sscanf(cp, "change_slaying %s", variable))
132 t->change_arch.slaying = add_string(variable);
133 else if(sscanf(cp,"chance %d",&value))
134 t->chance=(uint8) value;
135 else if(sscanf(cp,"nrof %d",&value))
136 t->nrof=(uint16) value;
137 else if(sscanf(cp,"magic %d",&value))
138 t->magic=(uint8) value;
139 else if(!strcmp(cp,"yes"))
140 t->next_yes=load_treasure(fp, line);
141 else if(!strcmp(cp,"no"))
142 t->next_no=load_treasure(fp, line);
143 else if(!strcmp(cp,"end"))
144 return t;
145 else if(!strcmp(cp,"more")) {
146 t->next=load_treasure(fp, line);
147 return t;
148 } else
149 LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n",
150 cp,t->name?t->name:"null", *line);
151 }
152 LOG(llevError,"treasure lacks 'end'.\n");
153 return t;
154 }
155
156 #ifdef TREASURE_DEBUG
157 /* recursived checks the linked list. Treasurelist is passed only
158 * so that the treasure name can be printed out
159 */
160 static void check_treasurelist(treasure *t, treasurelist *tl)
161 {
162 if (t->item==NULL && t->name==NULL)
163 LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name);
164 if (t->chance>=100 && t->next_yes && (t->next || t->next_no))
165 LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n",
166 tl->name);
167 /* find_treasurelist will print out its own error message */
168 if (t->name && strcmp(t->name,"NONE"))
169 (void) find_treasurelist(t->name);
170 if (t->next) check_treasurelist(t->next, tl);
171 if (t->next_yes) check_treasurelist(t->next_yes,tl);
172 if (t->next_no) check_treasurelist(t->next_no, tl);
173 }
174 #endif
175
176 /*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure().
179 */
180
181 void load_treasures(void) {
182 FILE *fp;
183 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
184 treasurelist *previous=NULL;
185 treasure *t;
186 int comp, line=0;
187
188 sprintf(filename,"%s/%s",settings.datadir,settings.treasures);
189 if((fp=open_and_uncompress(filename,0,&comp))==NULL) {
190 LOG(llevError,"Can't open treasure file.\n");
191 return;
192 }
193 while(fgets(buf,MAX_BUF,fp)!=NULL) {
194 line++;
195 if(*buf=='#')
196 continue;
197
198 if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) {
199 treasurelist *tl=get_empty_treasurelist();
200 tl->name=add_string(name);
201 if(previous==NULL)
202 first_treasurelist=tl;
203 else
204 previous->next=tl;
205 previous=tl;
206 tl->items=load_treasure(fp, &line);
207
208 /* This is a one of the many items on the list should be generated.
209 * Add up the chance total, and check to make sure the yes & no
210 * fields of the treasures are not being used.
211 */
212 if (!strncmp(buf,"treasureone",11)) {
213 for (t=tl->items; t!=NULL; t=t->next) {
214 #ifdef TREASURE_DEBUG
215 if (t->next_yes || t->next_no) {
216 LOG(llevError,"Treasure %s is one item, but on treasure %s\n",
217 tl->name, t->item ? t->item->name : t->name);
218 LOG(llevError," the next_yes or next_no field is set\n");
219 }
220 #endif
221 tl->total_chance += t->chance;
222 }
223 }
224 } else
225 LOG(llevError,"Treasure-list didn't understand: %s, line %d\n",buf, line);
226 }
227 close_and_delete(fp, comp);
228
229 #ifdef TREASURE_DEBUG
230 /* Perform some checks on how valid the treasure data actually is.
231 * verify that list transitions work (ie, the list that it is supposed
232 * to transition to exists). Also, verify that at least the name
233 * or archetype is set for each treasure element.
234 */
235 for (previous=first_treasurelist; previous!=NULL; previous=previous->next)
236 check_treasurelist(previous->items, previous);
237 #endif
238 }
239
240 /*
241 * Searches for the given treasurelist in the globally linked list
242 * of treasurelists which has been built by load_treasures().
243 */
244
245 treasurelist *find_treasurelist(const char *name) {
246 const char *tmp=find_string(name);
247 treasurelist *tl;
248
249 /* Special cases - randomitems of none is to override default. If
250 * first_treasurelist is null, it means we are on the first pass of
251 * of loading archetyps, so for now, just return - second pass will
252 * init these values.
253 */
254 if (!strcmp(name,"none") || (!first_treasurelist)) return NULL;
255 if(tmp!=NULL)
256 for(tl=first_treasurelist;tl!=NULL;tl=tl->next)
257 if(tmp==tl->name)
258 return tl;
259 LOG(llevError,"Couldn't find treasurelist %s\n",name);
260 return NULL;
261 }
262
263
264 /*
265 * Generates the objects specified by the given treasure.
266 * It goes recursively through the rest of the linked list.
267 * If there is a certain percental chance for a treasure to be generated,
268 * this is taken into consideration.
269 * The second argument specifies for which object the treasure is
270 * being generated.
271 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
272 * abilities. This is used by summon spells, thus no summoned monsters
273 * start with equipment, but only their abilities).
274 */
275
276
277 static void put_treasure (object *op, object *creator, int flags)
278 {
279 object *tmp;
280
281 /* Bit of a hack - spells should never be put onto the map. The entire
282 * treasure stuff is a problem - there is no clear idea of knowing
283 * this is the original object, or if this is an object that should be created
284 * by another object.
285 */
286 if (flags & GT_ENVIRONMENT && op->type != SPELL) {
287 op->x = creator->x;
288 op->y = creator->y;
289 SET_FLAG(op, FLAG_OBJ_ORIGINAL);
290 insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON);
291 } else {
292 op = insert_ob_in_ob (op, creator);
293 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
294 monster_check_apply(creator, op);
295 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
296 esrv_send_item(tmp, op);
297 }
298 }
299
300 /* if there are change_xxx commands in the treasure, we include the changes
301 * in the generated object
302 */
303 static void change_treasure(treasure *t, object *op)
304 {
305 /* CMD: change_name xxxx */
306 if(t->change_arch.name)
307 {
308 FREE_AND_COPY(op->name, t->change_arch.name);
309 /* not great, but better than something that is completely wrong */
310 FREE_AND_COPY(op->name_pl, t->change_arch.name);
311 }
312
313 if(t->change_arch.title)
314 {
315 if(op->title)
316 free_string(op->title);
317 op->title = add_string(t->change_arch.title);
318 }
319
320 if(t->change_arch.slaying)
321 {
322 if(op->slaying)
323 free_string(op->slaying);
324 op->slaying = add_string(t->change_arch.slaying);
325 }
326
327 }
328
329 void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) {
330 object *tmp;
331
332
333 if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) {
334 if (t->name) {
335 if (strcmp(t->name,"NONE") && difficulty>=t->magic)
336 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
337 }
338 else {
339 if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) {
340 tmp=arch_to_object(t->item);
341 if(t->nrof&&tmp->nrof<=1)
342 tmp->nrof = RANDOM()%((int) t->nrof) + 1;
343 fix_generated_item (tmp, op, difficulty, t->magic, flag);
344 change_treasure(t, tmp);
345 put_treasure (tmp, op, flag);
346 }
347 }
348 if(t->next_yes!=NULL)
349 create_all_treasures(t->next_yes,op,flag,difficulty, tries);
350 } else
351 if(t->next_no!=NULL)
352 create_all_treasures(t->next_no,op,flag,difficulty,tries);
353 if(t->next!=NULL)
354 create_all_treasures(t->next,op,flag,difficulty, tries);
355 }
356
357 void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty,
358 int tries)
359 {
360 int value = RANDOM() % tl->total_chance;
361 treasure *t;
362
363 if (tries++>100) {
364 LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n");
365 return;
366 }
367 for (t=tl->items; t!=NULL; t=t->next) {
368 value -= t->chance;
369 if (value<0) break;
370 }
371
372 if (!t || value>=0) {
373 LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n");
374 abort();
375 return;
376 }
377 if (t->name) {
378 if (!strcmp(t->name,"NONE")) return;
379 if (difficulty>=t->magic)
380 create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
381 else if (t->nrof)
382 create_one_treasure(tl, op, flag, difficulty, tries);
383 return;
384 }
385 if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) {
386 object *tmp=arch_to_object(t->item);
387 if (!tmp) return;
388 if(t->nrof && tmp->nrof<=1)
389 tmp->nrof = RANDOM()%((int) t->nrof) + 1;
390 fix_generated_item (tmp, op, difficulty, t->magic, flag);
391 change_treasure(t, tmp);
392 put_treasure (tmp, op, flag);
393 }
394 }
395
396 /* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure
398 * have been made. It is really in place to prevent infinite loops with
399 * list transitions, or so that excessively good treasure will not be
400 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that.
402 */
403 void create_treasure(treasurelist *t, object *op, int flag, int difficulty,
404 int tries)
405 {
406
407 if (tries++>100) {
408 LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n");
409 return;
410 }
411 if (t->total_chance)
412 create_one_treasure(t, op, flag,difficulty, tries);
413 else
414 create_all_treasures(t->items, op, flag, difficulty, tries);
415 }
416
417 /* This is similar to the old generate treasure function. However,
418 * it instead takes a treasurelist. It is really just a wrapper around
419 * create_treasure. We create a dummy object that the treasure gets
420 * inserted into, and then return that treausre
421 */
422 object *generate_treasure(treasurelist *t, int difficulty)
423 {
424 object *ob = get_object(), *tmp;
425
426 create_treasure(t, ob, 0, difficulty, 0);
427
428 /* Don't want to free the object we are about to return */
429 tmp = ob->inv;
430 if (tmp!=NULL) remove_ob(tmp);
431 if (ob->inv) {
432 LOG(llevError,"In generate treasure, created multiple objects.\n");
433 }
434 free_object(ob);
435 return tmp;
436 }
437
438 /*
439 * This is a new way of calculating the chance for an item to have
440 * a specific magical bonus.
441 * The array has two arguments, the difficulty of the level, and the
442 * magical bonus "wanted".
443 */
444
445 static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] =
446 {
447 /*chance of magic difficulty*/
448 /* +0 +1 +2 +3 +4 */
449 { 95, 2, 2, 1, 0 }, /*1*/
450 { 92, 5, 2, 1, 0 }, /*2*/
451 { 85,10, 4, 1, 0 }, /*3*/
452 { 80,14, 4, 2, 0 }, /*4*/
453 { 75,17, 5, 2, 1 }, /*5*/
454 { 70,18, 8, 3, 1 }, /*6*/
455 { 65,21,10, 3, 1 }, /*7*/
456 { 60,22,12, 4, 2 }, /*8*/
457 { 55,25,14, 4, 2 }, /*9*/
458 { 50,27,16, 5, 2 }, /*10*/
459 { 45,28,18, 6, 3 }, /*11*/
460 { 42,28,20, 7, 3 }, /*12*/
461 { 40,27,21, 8, 4 }, /*13*/
462 { 38,25,22,10, 5 }, /*14*/
463 { 36,23,23,12, 6 }, /*15*/
464 { 33,21,24,14, 8 }, /*16*/
465 { 31,19,25,16, 9 }, /*17*/
466 { 27,15,30,18,10 }, /*18*/
467 { 20,12,30,25,13 }, /*19*/
468 { 15,10,28,30,17 }, /*20*/
469 { 13, 9,27,28,23 }, /*21*/
470 { 10, 8,25,28,29 }, /*22*/
471 { 8, 7,23,26,36 }, /*23*/
472 { 6, 6,20,22,46 }, /*24*/
473 { 4, 5,17,18,56 }, /*25*/
474 { 2, 4,12,14,68 }, /*26*/
475 { 0, 3, 7,10,80 }, /*27*/
476 { 0, 0, 3, 7,90 }, /*28*/
477 { 0, 0, 0, 3,97 }, /*29*/
478 { 0, 0, 0, 0,100}, /*30*/
479 { 0, 0, 0, 0,100}, /*31*/
480 };
481
482
483 /* calculate the appropriate level for wands staves and scrolls. If
484 * retmult is 1, return the multiplier, not the level, for computing value
485 * This code presumes that op has had its spell object created (in op->inv)
486 */
487
488 int level_for_item(object *op, int difficulty, int retmult)
489 {
490 int level, mult, olevel;
491
492 mult = 0;
493 if (!op->inv) {
494 LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name);
495 return 0;
496 }
497 level = op->inv->level;
498
499 /* Basically, we set mult to the lowest spell increase attribute that is
500 * not zero - zero's mean no modification is done, so we don't want those.
501 * given we want non zero results, we can't just use a few MIN's here.
502 */
503 mult = op->inv->dam_modifier;
504 if (op->inv->range_modifier && (op->inv->range_modifier<mult || mult == 0))
505 mult = op->inv->range_modifier;
506 if (op->inv->duration_modifier && (op->inv->duration_modifier < mult || mult==0))
507 mult = op->inv->duration_modifier;
508
509 if (mult == 0)
510 mult = 5;
511
512 if (retmult)
513 return mult;
514
515 olevel = mult * rndm(0, difficulty) + level;
516 if (olevel > MAXLEVEL) olevel = MAXLEVEL;
517
518 return olevel;
519 }
520
521 /*
522 * Based upon the specified difficulty and upon the difftomagic_list array,
523 * a random magical bonus is returned. This is used when determine
524 * the magical bonus created on specific maps.
525 */
526
527 int magic_from_difficulty(int difficulty)
528 {
529 int percent,loop;
530
531 difficulty--;
532 if(difficulty<0)
533 difficulty=0;
534
535 if (difficulty>=DIFFLEVELS)
536 difficulty=DIFFLEVELS-1;
537
538 percent = RANDOM()%100;
539
540 for(loop=0;loop<(MAXMAGIC+1);++loop) {
541 percent -= difftomagic_list[difficulty][loop];
542 if (percent<0)
543 break;
544 }
545 if (loop==(MAXMAGIC+1)) {
546 LOG(llevError,"Warning, table for difficulty %d bad.\n",difficulty);
547 loop=0;
548 }
549 /* LOG(llevDebug, "Chose magic %d for difficulty %d\n", loop, difficulty);*/
550 return (RANDOM()%3)?loop:-loop;
551 }
552
553 /*
554 * Sets magical bonus in an object, and recalculates the effect on
555 * the armour variable, and the effect on speed of armour.
556 * This function doesn't work properly, should add use of archetypes
557 * to make it truly absolute.
558 */
559
560 void set_abs_magic(object *op, int magic) {
561 if(!magic)
562 return;
563
564 op->magic=magic;
565 if (op->arch) {
566 if (op->type == ARMOUR)
567 ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100;
568
569 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */
570 magic = (-magic);
571 op->weight = (op->arch->clone.weight*(100-magic*10))/100;
572 } else {
573 if(op->type==ARMOUR)
574 ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100;
575 if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */
576 magic = (-magic);
577 op->weight=(op->weight*(100-magic*10))/100;
578 }
579 }
580
581 /*
582 * Sets a random magical bonus in the given object based upon
583 * the given difficulty, and the given max possible bonus.
584 */
585
586 static void set_magic (int difficulty, object *op, int max_magic, int flags)
587 {
588 int i;
589 i = magic_from_difficulty(difficulty);
590 if ((flags & GT_ONLY_GOOD) && i < 0)
591 i = -i;
592 if(i > max_magic)
593 i = max_magic;
594 set_abs_magic(op,i);
595 if (i < 0)
596 SET_FLAG(op, FLAG_CURSED);
597 }
598
599 /*
600 * Randomly adds one magical ability to the given object.
601 * Modified for Partial Resistance in many ways:
602 * 1) Since rings can have multiple bonuses, if the same bonus
603 * is rolled again, increase it - the bonuses now stack with
604 * other bonuses previously rolled and ones the item might natively have.
605 * 2) Add code to deal with new PR method.
606 */
607
608 void set_ring_bonus(object *op,int bonus) {
609
610 int r=RANDOM()%(bonus>0?25:11);
611
612 if(op->type==AMULET) {
613 if(!(RANDOM()%21))
614 r=20+RANDOM()%2;
615 else {
616 if(RANDOM()&2)
617 r=10;
618 else
619 r=11+RANDOM()%9;
620 }
621 }
622
623 switch(r) {
624 /* Redone by MSW 2000-11-26 to have much less code. Also,
625 * bonuses and penalties will stack and add to existing values.
626 * of the item.
627 */
628 case 0:
629 case 1:
630 case 2:
631 case 3:
632 case 4:
633 case 5:
634 case 6:
635 set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r)));
636 break;
637
638 case 7:
639 op->stats.dam+=bonus;
640 break;
641
642 case 8:
643 op->stats.wc+=bonus;
644 break;
645
646 case 9:
647 op->stats.food+=bonus; /* hunger/sustenance */
648 break;
649
650 case 10:
651 op->stats.ac+=bonus;
652 break;
653
654 /* Item that gives protections/vulnerabilities */
655 case 11:
656 case 12:
657 case 13:
658 case 14:
659 case 15:
660 case 16:
661 case 17:
662 case 18:
663 case 19:
664 {
665 int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table;
666
667 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
668 val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b;
669
670 /* Cursed items need to have higher negative values to equal out with
671 * positive values for how protections work out. Put another
672 * little random element in since that they don't always end up with
673 * even values.
674 */
675 if (bonus<0) val = 2*-val - RANDOM() % b;
676 if (val>35) val=35; /* Upper limit */
677 b=0;
678 while (op->resist[resist_table[resist]]!=0 && b<4) {
679 resist=RANDOM() % num_resist_table;
680 }
681 if (b==4) return; /* Not able to find a free resistance */
682 op->resist[resist_table[resist]] = val;
683 /* We should probably do something more clever here to adjust value
684 * based on how good a resistance we gave.
685 */
686 break;
687 }
688 case 20:
689 if(op->type==AMULET) {
690 SET_FLAG(op,FLAG_REFL_SPELL);
691 op->value*=11;
692 } else {
693 op->stats.hp=1; /* regenerate hit points */
694 op->value*=4;
695 }
696 break;
697
698 case 21:
699 if(op->type==AMULET) {
700 SET_FLAG(op,FLAG_REFL_MISSILE);
701 op->value*=9;
702 } else {
703 op->stats.sp=1; /* regenerate spell points */
704 op->value*=3;
705 }
706 break;
707
708 case 22:
709 op->stats.exp+=bonus; /* Speed! */
710 op->value=(op->value*2)/3;
711 break;
712 }
713 if(bonus>0)
714 op->value*=2*bonus;
715 else
716 op->value= -(op->value*2*bonus)/3;
717 }
718
719 /*
720 * get_magic(diff) will return a random number between 0 and 4.
721 * diff can be any value above 2. The higher the diff-variable, the
722 * higher is the chance of returning a low number.
723 * It is only used in fix_generated_treasure() to set bonuses on
724 * rings and amulets.
725 * Another scheme is used to calculate the magic of weapons and armours.
726 */
727
728 int get_magic(int diff) {
729 int i;
730 if(diff<3)
731 diff=3;
732 for(i=0;i<4;i++)
733 if(RANDOM()%diff) return i;
734 return 4;
735 }
736
737 #define DICE2 (get_magic(2)==2?2:1)
738 #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
739
740 /*
741 * fix_generated_item(): This is called after an item is generated, in
742 * order to set it up right. This produced magical bonuses, puts spells
743 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
744 */
745 /* 4/28/96 added creator object from which op may now inherit properties based on
746 * op->type. Right now, which stuff the creator passes on is object type
747 * dependant. I know this is a spagetti manuever, but is there a cleaner
748 * way to do this? b.t. */
749 /*
750 * ! (flags & GT_ENVIRONMENT):
751 * Automatically calls fix_flesh_item().
752 *
753 * flags:
754 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
755 * value.
756 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
757 * a working object - don't change magic, value, etc, but set it material
758 * type as appropriate, for objects that need spell objects, set those, etc
759 */
760 void fix_generated_item (object *op, object *creator, int difficulty,
761 int max_magic, int flags)
762 {
763 int was_magic = op->magic, num_enchantments=0, save_item_power;
764
765 if(!creator||creator->type==op->type) creator=op; /*safety & to prevent polymorphed
766 * objects giving attributes */
767
768 /* If we make an artifact, this information will be destroyed */
769 save_item_power = op->item_power;
770 op->item_power = 0;
771
772 if (op->randomitems && op->type != SPELL) {
773 create_treasure(op->randomitems, op,flags ,difficulty, 0);
774 if (!op->inv) LOG(llevDebug,"fix_generated_item: Unable to generate treasure for %s\n",
775 op->name);
776 /* So the treasure doesn't get created again */
777 op->randomitems = NULL;
778 }
779
780 if (difficulty<1) difficulty=1;
781 if (!(flags & GT_MINIMAL)) {
782 if (op->arch == crown_arch) {
783 set_magic(difficulty>25?30:difficulty+5, op, max_magic, flags);
784 num_enchantments = calc_item_power(op, 1);
785 generate_artifact(op,difficulty);
786 } else {
787 if(!op->magic && max_magic)
788 set_magic(difficulty,op,max_magic, flags);
789 num_enchantments = calc_item_power(op, 1);
790 if ((!was_magic && !(RANDOM()%CHANCE_FOR_ARTIFACT)) || op->type == HORN ||
791 difficulty >= 999 )
792 generate_artifact(op, difficulty);
793 }
794
795 /* Object was made an artifact. Calculate its item_power rating.
796 * the item_power in the object is what the artfiact adds.
797 */
798 if (op->title) {
799 /* if save_item_power is set, then most likely we started with an
800 * artifact and have added new abilities to it - this is rare, but
801 * but I have seen things like 'strange rings of fire'. So just figure
802 * out the power from the base power plus what this one adds. Note
803 * that since item_power is not quite linear, this actually ends up
804 * being somewhat of a bonus
805 */
806 if (save_item_power) {
807 op->item_power = save_item_power + get_power_from_ench(op->item_power);
808 } else {
809 op->item_power = get_power_from_ench(op->item_power + num_enchantments);
810 }
811 } else if (save_item_power) {
812 /* restore the item_power field to the object if we haven't changed it.
813 * we don't care about num_enchantments - that will basically just
814 * have calculated some value from the base attributes of the archetype.
815 */
816 op->item_power = save_item_power;
817 }
818 }
819
820 /* materialtype modifications. Note we allow this on artifacts. */
821
822 set_materialname(op, difficulty, NULL);
823
824 if (flags & GT_MINIMAL) {
825 if (op->type == POTION)
826 /* Handle healing and magic power potions */
827 if (op->stats.sp && !op->randomitems) {
828 object *tmp;
829
830 tmp = get_archetype(spell_mapping[op->stats.sp]);
831 insert_ob_in_ob(tmp, op);
832 op->stats.sp=0;
833 }
834 }
835 else if (!op->title) /* Only modify object if not special */
836 switch(op->type) {
837 case WEAPON:
838 case ARMOUR:
839 case SHIELD:
840 case HELMET:
841 case CLOAK:
842 if (QUERY_FLAG(op, FLAG_CURSED) && !(RANDOM()%4))
843 set_ring_bonus(op, -DICE2);
844 break;
845
846 case BRACERS:
847 if (!(RANDOM()%(QUERY_FLAG(op, FLAG_CURSED)?5:20))) {
848 set_ring_bonus(op,QUERY_FLAG(op, FLAG_CURSED)?-DICE2:DICE2);
849 if (!QUERY_FLAG(op, FLAG_CURSED))
850 op->value*=3;
851 }
852 break;
853
854 case POTION: {
855 int too_many_tries=0,is_special=0;
856
857 /* Handle healing and magic power potions */
858 if (op->stats.sp && !op->randomitems) {
859 object *tmp;
860
861 tmp = get_archetype(spell_mapping[op->stats.sp]);
862 insert_ob_in_ob(tmp, op);
863 op->stats.sp=0;
864 }
865
866 while(!(is_special=special_potion(op)) && !op->inv) {
867 generate_artifact(op,difficulty);
868 if(too_many_tries++ > 10) break;
869 }
870 /* don't want to change value for healing/magic power potions,
871 * since the value set on those is already correct.
872 */
873 if (op->inv && op->randomitems) {
874 /* value multiplier is same as for scrolls */
875 op->value=(op->value*op->inv->value);
876 op->level = op->inv->level/2+ RANDOM()%difficulty + RANDOM()%difficulty;
877 } else {
878 FREE_AND_COPY(op->name, "potion");
879 FREE_AND_COPY(op->name_pl, "potions");
880 }
881 if ( ! (flags & GT_ONLY_GOOD) && RANDOM() % 2)
882 SET_FLAG(op, FLAG_CURSED);
883 break;
884 }
885
886 case AMULET:
887 if(op->arch==amulet_arch)
888 op->value*=5; /* Since it's not just decoration */
889
890 case RING:
891 if(op->arch==NULL) {
892 remove_ob(op);
893 free_object(op);
894 op=NULL;
895 break;
896 }
897 if(op->arch!=ring_arch&&op->arch!=amulet_arch) /* It's a special artifact!*/
898 break;
899
900 if ( ! (flags & GT_ONLY_GOOD) && ! (RANDOM() % 3))
901 SET_FLAG(op, FLAG_CURSED);
902 set_ring_bonus(op,QUERY_FLAG(op, FLAG_CURSED)?-DICE2:DICE2);
903 if(op->type!=RING) /* Amulets have only one ability */
904 break;
905 if(!(RANDOM()%4)) {
906 int d=(RANDOM()%2 || QUERY_FLAG(op, FLAG_CURSED))?-DICE2:DICE2;
907 if(d>0)
908 op->value*=3;
909 set_ring_bonus(op,d);
910 if(!(RANDOM()%4)) {
911 int d=(RANDOM()%3 || QUERY_FLAG(op, FLAG_CURSED))?-DICE2:DICE2;
912 if(d>0)
913 op->value*=5;
914 set_ring_bonus(op,d);
915 }
916 }
917 if(GET_ANIM_ID(op))
918 SET_ANIMATION(op, RANDOM()%((int) NUM_ANIMATIONS(op)));
919 break;
920
921 case BOOK:
922 /* Is it an empty book?, if yes lets make a special
923 * msg for it, and tailor its properties based on the
924 * creator and/or map level we found it on.
925 */
926 if(!op->msg&&RANDOM()%10) {
927 /* set the book level properly */
928 if(creator->level==0 || QUERY_FLAG(creator,FLAG_ALIVE)) {
929 if(op->map&&op->map->difficulty)
930 op->level=RANDOM()%(op->map->difficulty)+RANDOM()%10+1;
931 else
932 op->level=RANDOM()%20+1;
933 } else
934 op->level=RANDOM()%creator->level;
935
936 tailor_readable_ob(op,(creator&&creator->stats.sp)?creator->stats.sp:-1);
937 /* books w/ info are worth more! */
938 op->value*=((op->level>10?op->level:(op->level+1)/2)*((strlen(op->msg)/250)+1));
939 /* creator related stuff */
940
941 /* for library, chained books. Note that some monsters have no_pick
942 * set - we don't want to set no pick in that case.
943 */
944 if(QUERY_FLAG(creator,FLAG_NO_PICK) &&
945 !QUERY_FLAG(creator, FLAG_MONSTER))
946 SET_FLAG(op,FLAG_NO_PICK);
947 if(creator->slaying&&!op->slaying) /* for check_inv floors */
948 op->slaying = add_string(creator->slaying);
949
950 /* add exp so reading it gives xp (once)*/
951 op->stats.exp = op->value>10000?op->value/5:op->value/10;
952 }
953 break;
954
955 case SPELLBOOK:
956 op->value=op->value* op->inv->value;
957 /* add exp so learning gives xp */
958 op->level = op->inv->level;
959 op->stats.exp = op->value;
960 break;
961
962 case WAND:
963 /* nrof in the treasure list is number of charges,
964 * not number of wands. So copy that into food (charges),
965 * and reset nrof.
966 */
967 op->stats.food=op->inv->nrof;
968 op->nrof=1;
969 /* If the spell changes by level, choose a random level
970 * for it, and adjust price. If the spell doesn't
971 * change by level, just set the wand to the level of
972 * the spell, and value calculation is simpler.
973 */
974 if (op->inv->duration_modifier || op->inv->dam_modifier ||
975 op->inv->range_modifier) {
976 op->level = level_for_item(op, difficulty, 0);
977 op->value= op->value* op->inv->value * (op->level +50)/
978 (op->inv->level + 50);
979 }
980 else {
981 op->level = op->inv->level;
982 op->value = op->value * op->inv->value;
983 }
984 break;
985
986 case ROD:
987 op->level = level_for_item(op, difficulty, 0);
988 /* Add 50 to both level an divisor to keep prices a little more
989 * reasonable. Otherwise, a high level version of a low level
990 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
991 * 10 time multiplier). This way, the value are a bit more reasonable.
992 */
993 op->value= op->value * op->inv->value * (op->level +50) / (op->inv->level + 50);
994 /* maxhp is used to denote how many 'charges' the rod holds before */
995 if (op->stats.maxhp)
996 op->stats.maxhp *= MAX(op->inv->stats.sp, op->inv->stats.grace);
997 else
998 op->stats.maxhp = 2 * MAX(op->inv->stats.sp, op->inv->stats.grace);
999
1000 op->stats.hp = op->stats.maxhp;
1001 break;
1002
1003 case SCROLL:
1004 op->level = level_for_item(op, difficulty, 0);
1005 op->value= op->value * op->inv->value * (op->level +50) / (op->inv->level + 50);
1006 /* add exp so reading them properly gives xp */
1007 op->stats.exp = op->value/5;
1008 op->nrof = op->inv->nrof;
1009 break;
1010
1011 case RUNE:
1012 trap_adjust(op,difficulty);
1013 break;
1014
1015 case TRAP:
1016 trap_adjust(op,difficulty);
1017 break;
1018 } /* switch type */
1019
1020 if (flags & GT_STARTEQUIP) {
1021 if (op->nrof < 2 && op->type != CONTAINER
1022 && op->type != MONEY && ! QUERY_FLAG (op, FLAG_IS_THROWN))
1023 SET_FLAG (op, FLAG_STARTEQUIP);
1024 else if (op->type != MONEY)
1025 op->value = 0;
1026 }
1027
1028 if ( ! (flags & GT_ENVIRONMENT))
1029 fix_flesh_item (op, creator);
1030 }
1031
1032 /*
1033 *
1034 *
1035 * CODE DEALING WITH ARTIFACTS STARTS HERE
1036 *
1037 *
1038 */
1039
1040 /*
1041 * Allocate and return the pointer to an empty artifactlist structure.
1042 */
1043
1044 static artifactlist *get_empty_artifactlist(void) {
1045 artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist));
1046 if(tl==NULL)
1047 fatal(OUT_OF_MEMORY);
1048 tl->next=NULL;
1049 tl->items=NULL;
1050 tl->total_chance=0;
1051 return tl;
1052 }
1053
1054 /*
1055 * Allocate and return the pointer to an empty artifact structure.
1056 */
1057
1058 static artifact *get_empty_artifact(void) {
1059 artifact *t = (artifact *) malloc(sizeof(artifact));
1060 if(t==NULL)
1061 fatal(OUT_OF_MEMORY);
1062 t->item=NULL;
1063 t->next=NULL;
1064 t->chance=0;
1065 t->difficulty=0;
1066 t->allowed = NULL;
1067 return t;
1068 }
1069
1070 /*
1071 * Searches the artifact lists and returns one that has the same type
1072 * of objects on it.
1073 */
1074
1075 artifactlist *find_artifactlist(int type) {
1076 artifactlist *al;
1077
1078 for (al=first_artifactlist; al!=NULL; al=al->next)
1079 if (al->type == type) return al;
1080 return NULL;
1081 }
1082
1083 /*
1084 * For debugging purposes. Dumps all tables.
1085 */
1086
1087 void dump_artifacts(void) {
1088 artifactlist *al;
1089 artifact *art;
1090 linked_char *next;
1091
1092 fprintf(logfile,"\n");
1093 for (al=first_artifactlist; al!=NULL; al=al->next) {
1094 fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1095 for (art=al->items; art!=NULL; art=art->next) {
1096 fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n",
1097 art->item->name, art->difficulty, art->chance);
1098 if (art->allowed !=NULL) {
1099 fprintf(logfile,"\tAllowed combinations:");
1100 for (next=art->allowed; next!=NULL; next=next->next)
1101 fprintf(logfile, "%s,", next->name);
1102 fprintf(logfile,"\n");
1103 }
1104 }
1105 }
1106 fprintf(logfile,"\n");
1107 }
1108
1109 /*
1110 * For debugging purposes. Dumps all treasures recursively (see below).
1111 */
1112 void dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1113 {
1114 treasurelist *tl;
1115 int i;
1116
1117 if (depth > 100)
1118 return;
1119 while (t != NULL)
1120 {
1121 if (t->name != NULL)
1122 {
1123 for (i = 0; i < depth; i++)
1124 fprintf (logfile, " ");
1125 fprintf (logfile, "{ (list: %s)\n", t->name);
1126 tl = find_treasurelist (t->name);
1127 dump_monster_treasure_rec (name, tl->items, depth + 2);
1128 for (i = 0; i < depth; i++)
1129 fprintf (logfile, " ");
1130 fprintf (logfile, "} (end of list: %s)\n", t->name);
1131 }
1132 else
1133 {
1134 for (i = 0; i < depth; i++)
1135 fprintf (logfile, " ");
1136 if (t->item->clone.type == FLESH)
1137 fprintf (logfile, "%s's %s\n", name, t->item->clone.name);
1138 else
1139 fprintf (logfile, "%s\n", t->item->clone.name);
1140 }
1141 if (t->next_yes != NULL)
1142 {
1143 for (i = 0; i < depth; i++)
1144 fprintf (logfile, " ");
1145 fprintf (logfile, " (if yes)\n");
1146 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1147 }
1148 if (t->next_no != NULL)
1149 {
1150 for (i = 0; i < depth; i++)
1151 fprintf (logfile, " ");
1152 fprintf (logfile, " (if no)\n");
1153 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1154 }
1155 t = t->next;
1156 }
1157 }
1158
1159 /*
1160 * For debugging purposes. Dumps all treasures for a given monster.
1161 * Created originally by Raphael Quinet for debugging the alchemy code.
1162 */
1163
1164 void dump_monster_treasure (const char *name)
1165 {
1166 archetype *at;
1167 int found;
1168
1169 found = 0;
1170 fprintf (logfile, "\n");
1171 for (at = first_archetype; at != NULL; at = at->next)
1172 if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1173 {
1174 fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name,
1175 at->name);
1176 if (at->clone.randomitems != NULL)
1177 dump_monster_treasure_rec (at->clone.name,
1178 at->clone.randomitems->items, 1);
1179 else
1180 fprintf (logfile, "(nothing)\n");
1181 fprintf (logfile, "\n");
1182 found++;
1183 }
1184 if (found == 0)
1185 fprintf (logfile, "No objects have the name %s!\n\n", name);
1186 }
1187
1188 /*
1189 * Builds up the lists of artifacts from the file in the libdir.
1190 */
1191
1192 void init_artifacts(void) {
1193 static int has_been_inited=0;
1194 FILE *fp;
1195 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1196 artifact *art=NULL;
1197 linked_char *tmp;
1198 int value, comp;
1199 artifactlist *al;
1200
1201 if (has_been_inited) return;
1202 else has_been_inited = 1;
1203
1204 sprintf(filename, "%s/artifacts", settings.datadir);
1205 LOG(llevDebug, "Reading artifacts from %s...",filename);
1206 if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) {
1207 LOG(llevError, "Can't open %s.\n", filename);
1208 return;
1209 }
1210
1211 while (fgets(buf, HUGE_BUF, fp)!=NULL) {
1212 if (*buf=='#') continue;
1213 if((cp=strchr(buf,'\n'))!=NULL)
1214 *cp='\0';
1215 cp=buf;
1216 while(*cp==' ') /* Skip blanks */
1217 cp++;
1218 if (*cp=='\0') continue;
1219
1220 if (!strncmp(cp, "Allowed", 7)) {
1221 if (art==NULL) {
1222 art=get_empty_artifact();
1223 nrofartifacts++;
1224 }
1225 cp = strchr(cp,' ') + 1;
1226 if (!strcmp(cp,"all")) continue;
1227
1228 do {
1229 nrofallowedstr++;
1230 if ((next=strchr(cp, ','))!=NULL)
1231 *(next++) = '\0';
1232 tmp = (linked_char*) malloc(sizeof(linked_char));
1233 tmp->name = add_string(cp);
1234 tmp->next = art->allowed;
1235 art->allowed = tmp;
1236 } while ((cp=next)!=NULL);
1237 }
1238 else if (sscanf(cp, "chance %d", &value))
1239 art->chance = (uint16) value;
1240 else if (sscanf(cp, "difficulty %d", &value))
1241 art->difficulty = (uint8) value;
1242 else if (!strncmp(cp, "Object",6)) {
1243 art->item = (object *) calloc(1, sizeof(object));
1244 reset_object(art->item);
1245 if (!load_object(fp, art->item,LO_LINEMODE,0))
1246 LOG(llevError,"Init_Artifacts: Could not load object.\n");
1247 art->item->name = add_string((strchr(cp, ' ')+1));
1248 al=find_artifactlist(art->item->type);
1249 if (al==NULL) {
1250 al = get_empty_artifactlist();
1251 al->type = art->item->type;
1252 al->next = first_artifactlist;
1253 first_artifactlist = al;
1254 }
1255 art->next = al->items;
1256 al->items = art;
1257 art = NULL;
1258 }
1259 else
1260 LOG(llevError,"Unknown input in artifact file: %s\n", buf);
1261 }
1262
1263 close_and_delete(fp, comp);
1264
1265 for (al=first_artifactlist; al!=NULL; al=al->next) {
1266 for (art=al->items; art!=NULL; art=art->next) {
1267 if (!art->chance)
1268 LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name);
1269 else
1270 al->total_chance += art->chance;
1271 }
1272 #if 0
1273 LOG(llevDebug,"Artifact list type %d has %d total chance\n",
1274 al->type, al->total_chance);
1275 #endif
1276 }
1277
1278 LOG(llevDebug,"done.\n");
1279 }
1280
1281
1282 /*
1283 * Used in artifact generation. The bonuses of the first object
1284 * is modified by the bonuses of the second object.
1285 */
1286
1287 void add_abilities(object *op, object *change) {
1288 int i,j, tmp;
1289
1290 if (change->face != blank_face) {
1291 #ifdef TREASURE_VERBOSE
1292 LOG(llevDebug, "FACE: %d\n", change->face->number);
1293 #endif
1294 op->face = change->face;
1295 }
1296 for (i = 0; i < NUM_STATS; i++)
1297 change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i));
1298
1299 op->attacktype |= change->attacktype;
1300 op->path_attuned |= change->path_attuned;
1301 op->path_repelled |= change->path_repelled;
1302 op->path_denied |= change->path_denied;
1303 op->move_type |= change->move_type;
1304 op->stats.luck += change->stats.luck;
1305
1306 if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED);
1307 if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED);
1308 if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED))
1309 && op->magic > 0)
1310 set_abs_magic(op, -op->magic);
1311
1312 if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
1313 if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
1314 if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
1315 if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
1316 if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
1317 if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
1318 if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
1319 if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS);
1320
1321 if (QUERY_FLAG(change,FLAG_STAND_STILL)) {
1322 CLEAR_FLAG(op,FLAG_ANIMATE);
1323 /* so artifacts will join */
1324 if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0;
1325 update_ob_speed(op);
1326 }
1327 if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1;
1328 op->stats.exp += change->stats.exp; /* Speed modifier */
1329 op->stats.wc += change->stats.wc;
1330 op->stats.ac += change->stats.ac;
1331
1332 if (change->other_arch) {
1333 /* Basically, for horns & potions, the other_arch field is the spell
1334 * to cast. So convert that to into a spell and put it into
1335 * this object.
1336 */
1337 if (op->type == HORN || op->type == POTION) {
1338 object *tmp_obj;
1339 /* Remove any spells this object currently has in it */
1340 while (op->inv) {
1341 tmp_obj = op->inv;
1342 remove_ob(tmp_obj);
1343 free_object(tmp_obj);
1344 }
1345 tmp_obj = arch_to_object(change->other_arch);
1346 insert_ob_in_ob(tmp_obj, op);
1347 }
1348 /* No harm setting this for potions/horns */
1349 op->other_arch = change->other_arch;
1350 }
1351
1352 if (change->stats.hp < 0)
1353 op->stats.hp = -change->stats.hp;
1354 else
1355 op->stats.hp += change->stats.hp;
1356 if (change->stats.maxhp < 0)
1357 op->stats.maxhp = -change->stats.maxhp;
1358 else
1359 op->stats.maxhp += change->stats.maxhp;
1360 if (change->stats.sp < 0)
1361 op->stats.sp = -change->stats.sp;
1362 else
1363 op->stats.sp += change->stats.sp;
1364 if (change->stats.maxsp < 0)
1365 op->stats.maxsp = -change->stats.maxsp;
1366 else
1367 op->stats.maxsp += change->stats.maxsp;
1368 if (change->stats.food < 0)
1369 op->stats.food = -(change->stats.food);
1370 else
1371 op->stats.food += change->stats.food;
1372 if (change->level < 0)
1373 op->level = -(change->level);
1374 else
1375 op->level += change->level;
1376
1377 if (change->gen_sp_armour < 0)
1378 op->gen_sp_armour = -(change->gen_sp_armour);
1379 else
1380 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1381
1382 op->item_power = change->item_power;
1383
1384 for (i=0; i<NROFATTACKS; i++) {
1385 if (change->resist[i]) {
1386 op->resist[i] += change->resist[i];
1387 }
1388 }
1389 if (change->stats.dam) {
1390 if (change->stats.dam < 0)
1391 op->stats.dam = (-change->stats.dam);
1392 else if (op->stats.dam) {
1393 tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10);
1394 if (tmp == op->stats.dam) {
1395 if (change->stats.dam < 10)
1396 op->stats.dam--;
1397 else
1398 op->stats.dam++;
1399 }
1400 else
1401 op->stats.dam = tmp;
1402 }
1403 }
1404 if (change->weight) {
1405 if (change->weight < 0)
1406 op->weight = (-change->weight);
1407 else
1408 op->weight = (op->weight * (change->weight)) / 100;
1409 }
1410 if (change->last_sp) {
1411 if (change->last_sp < 0)
1412 op->last_sp = (-change->last_sp);
1413 else
1414 op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100);
1415 }
1416 if (change->gen_sp_armour) {
1417 if (change->gen_sp_armour < 0)
1418 op->gen_sp_armour = (-change->gen_sp_armour);
1419 else
1420 op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour))
1421 / (int)100);
1422 }
1423 op->value *= change->value;
1424
1425 if(change->material) op->material = change->material;
1426
1427 if (change->materialname) {
1428 if (op->materialname)
1429 free_string(op->materialname);
1430 op->materialname = add_refcount(change->materialname);
1431 }
1432
1433 if (change->slaying) {
1434 if (op->slaying)
1435 free_string(op->slaying);
1436 op->slaying = add_refcount(change->slaying);
1437 }
1438 if (change->race) {
1439 if (op->race)
1440 free_string(op->race);
1441 op->race = add_refcount(change->race);
1442 }
1443 if (change->msg) {
1444 if (op->msg)
1445 free_string(op->msg);
1446 op->msg = add_refcount(change->msg);
1447 }
1448 /* GROS: Added support for event_... in artifact file */
1449 for(j=0;j<NR_EVENTS;j++) {
1450 event *evt;
1451 event *evt2;
1452 event *evtn;
1453 event *evtp;
1454
1455 evt = find_event(change,j);
1456 evt2= find_event(op,j);
1457
1458 if ((evt) && (evt->hook)) {
1459 if ((evt2)&&(evt2->hook)) {
1460 free_string(evt2->hook);
1461 free_string(evt2->plugin);
1462 free_string(evt2->options);
1463 evtp = NULL;
1464 evtn = evt2->next;
1465 if (evt2 == op->events) {
1466 free(evt2);
1467 op->events = evtn;
1468 }
1469 else {
1470 evtp = op->events;
1471 while (evtp->next != evt2)
1472 evtp = evtp->next;
1473 free(evt2);
1474 evtp->next = evtn;
1475 }
1476 }
1477 else if (evt2 == NULL) {
1478 if (op->events == NULL) {
1479 evt2 = (event *)malloc(sizeof(event));
1480 op->events = evt2;
1481 }
1482 else {
1483 evtp = op->events;
1484 while (evtp->next != NULL)
1485 evtp = evtp->next;
1486 evtp->next = (event *)malloc(sizeof(event));
1487 evt2 = evtp->next;
1488 }
1489 }
1490 evt2->next = NULL;
1491 evt2->hook = add_refcount(evt->hook);
1492 evt2->plugin = add_refcount(evt->plugin);
1493 evt2->type = j;
1494
1495 if (evt->options)
1496 evt2->options = add_refcount(evt->options);
1497 else
1498 evt2->options = NULL;
1499 }
1500 }
1501 }
1502
1503 static int legal_artifact_combination(object *op, artifact *art) {
1504 int neg, success = 0;
1505 linked_char *tmp;
1506 const char *name;
1507
1508 if (art->allowed == (linked_char *) NULL)
1509 return 1; /* Ie, "all" */
1510 for (tmp = art->allowed; tmp; tmp = tmp->next) {
1511 #ifdef TREASURE_VERBOSE
1512 LOG(llevDebug, "legal_art: %s\n", tmp->name);
1513 #endif
1514 if (*tmp->name == '!')
1515 name = tmp->name + 1, neg = 1;
1516 else
1517 name = tmp->name, neg = 0;
1518
1519 /* If we match name, then return the opposite of 'neg' */
1520 if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name)))
1521 return !neg;
1522
1523 /* Set success as true, since if the match was an inverse, it means
1524 * everything is allowed except what we match
1525 */
1526 else if (neg)
1527 success = 1;
1528 }
1529 return success;
1530 }
1531
1532 /*
1533 * Fixes the given object, giving it the abilities and titles
1534 * it should have due to the second artifact-template.
1535 */
1536
1537 void give_artifact_abilities(object *op, object *artifct) {
1538 char new_name[MAX_BUF];
1539
1540 sprintf(new_name, "of %s", artifct->name);
1541 if (op->title)
1542 free_string(op->title);
1543 op->title = add_string(new_name);
1544 add_abilities(op, artifct); /* Give out the bonuses */
1545
1546 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1547 {
1548 char identified = QUERY_FLAG(op, FLAG_IDENTIFIED);
1549 SET_FLAG(op, FLAG_IDENTIFIED);
1550 LOG(llevDebug, "Generated artifact %s %s [%s]\n",
1551 op->name, op->title, describe_item(op, NULL));
1552 if (!identified)
1553 CLEAR_FLAG(op, FLAG_IDENTIFIED);
1554 }
1555 #endif
1556 return;
1557 }
1558
1559 /*
1560 * Decides randomly which artifact the object should be
1561 * turned into. Makes sure that the item can become that
1562 * artifact (means magic, difficulty, and Allowed fields properly).
1563 * Then calls give_artifact_abilities in order to actually create
1564 * the artifact.
1565 */
1566
1567 /* Give 1 re-roll attempt per artifact */
1568 #define ARTIFACT_TRIES 2
1569
1570 void generate_artifact(object *op, int difficulty) {
1571 artifactlist *al;
1572 artifact *art;
1573 int i;
1574
1575 al = find_artifactlist(op->type);
1576
1577 if (al==NULL) {
1578 #if 0 /* This is too verbose, usually */
1579 LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1580 #endif
1581 return;
1582 }
1583
1584 for (i = 0; i < ARTIFACT_TRIES; i++) {
1585 int roll = RANDOM()% al->total_chance;
1586
1587 for (art=al->items; art!=NULL; art=art->next) {
1588 roll -= art->chance;
1589 if (roll<0) break;
1590 }
1591
1592 if (art == NULL || roll>=0) {
1593 #if 1
1594 LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
1595 op->type);
1596 #endif
1597 return;
1598 }
1599 if (!strcmp(art->item->name,"NONE"))
1600 return;
1601 if (FABS(op->magic) < art->item->magic)
1602 continue; /* Not magic enough to be this item */
1603
1604 /* Map difficulty not high enough */
1605 if (difficulty<art->difficulty)
1606 continue;
1607
1608 if (!legal_artifact_combination(op, art)) {
1609 #ifdef TREASURE_VERBOSE
1610 LOG(llevDebug, "%s of %s was not a legal combination.\n",
1611 op->name, art->item->name);
1612 #endif
1613 continue;
1614 }
1615 give_artifact_abilities(op, art->item);
1616 return;
1617 }
1618 }
1619
1620 /* fix_flesh_item() - objects of type FLESH are similar to type
1621 * FOOD, except they inherit properties (name, food value, etc).
1622 * based on the original owner (or 'donor' if you like). -b.t.
1623 */
1624
1625 void fix_flesh_item(object *item, object *donor) {
1626 char tmpbuf[MAX_BUF];
1627 int i;
1628
1629 if(item->type==FLESH && donor) {
1630 /* change the name */
1631 sprintf(tmpbuf,"%s's %s",donor->name,item->name);
1632 FREE_AND_COPY(item->name, tmpbuf);
1633 sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl);
1634 FREE_AND_COPY(item->name_pl, tmpbuf);
1635
1636 /* weight is FLESH weight/100 * donor */
1637 if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0)
1638 item->weight=1;
1639
1640 /* value is multiplied by level of donor */
1641 item->value *= isqrt(donor->level*2);
1642
1643 /* food value */
1644 item->stats.food += (donor->stats.hp/100) + donor->stats.Con;
1645
1646 /* flesh items inherit some abilities of donor, but not
1647 * full effect.
1648 */
1649 for (i=0; i<NROFATTACKS; i++)
1650 item->resist[i] = donor->resist[i]/2;
1651
1652 /* item inherits donor's level (important for quezals) */
1653 item->level = donor->level;
1654
1655 /* if donor has some attacktypes, the flesh is poisonous */
1656 if(donor->attacktype&AT_POISON)
1657 item->type=POISON;
1658 if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food;
1659 SET_FLAG(item,FLAG_NO_STEAL);
1660 }
1661 }
1662
1663 /* special_potion() - so that old potion code is still done right. */
1664
1665 int special_potion (object *op) {
1666
1667 int i;
1668
1669 if(op->attacktype) return 1;
1670
1671 if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
1672 || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
1673
1674 for (i=0; i<NROFATTACKS; i++)
1675 if (op->resist[i]) return 1;
1676
1677 return 0;
1678 }
1679
1680 void free_treasurestruct(treasure *t)
1681 {
1682 if (t->next) free_treasurestruct(t->next);
1683 if (t->next_yes) free_treasurestruct(t->next_yes);
1684 if (t->next_no) free_treasurestruct(t->next_no);
1685 free(t);
1686 }
1687
1688 void free_charlinks(linked_char *lc)
1689 {
1690 if (lc->next) free_charlinks(lc->next);
1691 free(lc);
1692 }
1693
1694 void free_artifact(artifact *at)
1695 {
1696
1697 if (at->next) free_artifact(at->next);
1698 if (at->allowed) free_charlinks(at->allowed);
1699 if (at->item) {
1700 if (at->item->name) free_string(at->item->name);
1701 if (at->item->name_pl) free_string(at->item->name_pl);
1702 if (at->item->msg) free_string(at->item->msg);
1703 if (at->item->title) free_string(at->item->title);
1704 free(at->item);
1705 }
1706 free(at);
1707 }
1708
1709 void free_artifactlist(artifactlist *al)
1710 {
1711 artifactlist *nextal;
1712 for (al=first_artifactlist; al!=NULL; al=nextal) {
1713 nextal=al->next;
1714 if (al->items) {
1715 free_artifact(al->items);
1716 }
1717 free(al);
1718 }
1719 }
1720
1721 void free_all_treasures(void) {
1722 treasurelist *tl, *next;
1723
1724
1725 for (tl=first_treasurelist; tl!=NULL; tl=next) {
1726 next=tl->next;
1727 if (tl->name) free_string(tl->name);
1728 if (tl->items) free_treasurestruct(tl->items);
1729 free(tl);
1730 }
1731 free_artifactlist(first_artifactlist);
1732 }