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/cvs/deliantra/server/common/treasure.c
Revision: 1.4
Committed: Thu Aug 10 20:50:34 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: difficulty_fix_merge_060810_2300
Changes since 1.3: +355 -273 lines
Log Message:
merged with branch difficulty_fix

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