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

File Contents

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