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/cvs/deliantra/server/common/treasure.c
Revision: 1.6
Committed: Sun Aug 13 17:16:01 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.5: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

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