/* * static char *rcs_treasure_c = * "$Id: treasure.c 13896 2010-09-26 13:57:17Z ryo_saeba $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002-2006 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /** * @file * Everything concerning treasures and artifacts. * @see page_treasure_list */ #define ALLOWED_COMBINATION /** * TREASURE_DEBUG does some checking on the treasurelists after loading. * It is useful for finding bugs in the treasures file. Since it only * slows the startup some (and not actual game play), it is by default * left on */ #define TREASURE_DEBUG /* TREASURE_VERBOSE enables copious output concerning artifact generation */ /* #define TREASURE_VERBOSE */ #include #include #include #include #include static void change_treasure(treasure *t, object *op); /* overrule default values */ static int special_potion(object *op); static void fix_flesh_item(object *item, object *donor); extern const char *const spell_mapping[]; int artifact_init; /**< 1 if doing archetypes initialization */ /** * Initialize global archtype pointers: */ void init_archetype_pointers(void) { int prev_warn = warn_archetypes; warn_archetypes = 1; if (ring_arch == NULL) ring_arch = find_archetype("ring"); if (earring_arch == NULL) earring_arch = find_archetype("earring"); if (amulet_arch == NULL) amulet_arch = find_archetype("amulet"); if (staff_arch == NULL) staff_arch = find_archetype("staff"); if (crown_arch == NULL) crown_arch = find_archetype("crown"); warn_archetypes = prev_warn; } /** * Allocate and return the pointer to an empty treasurelist structure. * * @return * new structure, blanked, never NULL. * * @note * will call fatal() if memory allocation error. * @ingroup page_treasure_list */ static treasurelist *get_empty_treasurelist(void) { treasurelist *tl = (treasurelist *)malloc(sizeof(treasurelist)); if (tl == NULL) fatal(OUT_OF_MEMORY); memset(tl, 0, sizeof(treasurelist)); return tl; } /** * Allocate and return the pointer to an empty treasure structure. * * @return * new structure, blanked, never NULL. * * @note * will call fatal() if memory allocation error. * @ingroup page_treasure_list */ static treasure *get_empty_treasure(void) { treasure *t = (treasure *)calloc(1, sizeof(treasure)); if (t == NULL) fatal(OUT_OF_MEMORY); t->item = NULL; t->name = NULL; t->next = NULL; t->next_yes = NULL; t->next_no = NULL; t->chance = 100; t->magic = 0; t->nrof = 0; return t; } /** * Reads one treasure from the file, including the 'yes', 'no' and 'more' options. * * @param fp * file to read from. * @param[out] line * position in file. * @return * read structure, never NULL. * * @todo * check if change_name is still used, and remove it if no. * @ingroup page_treasure_list */ static treasure *load_treasure(FILE *fp, int *line) { char buf[MAX_BUF], *cp, variable[MAX_BUF]; treasure *t = get_empty_treasure(); int value; nroftreasures++; while (fgets(buf, MAX_BUF, fp) != NULL) { (*line)++; if (*buf == '#') continue; if ((cp = strchr(buf, '\n')) != NULL) *cp = '\0'; cp = buf; while (isspace(*cp)) /* Skip blanks */ cp++; if (sscanf(cp, "arch %s", variable)) { if ((t->item = find_archetype(variable)) == NULL) LOG(llevError, "Treasure lacks archetype: %s\n", variable); } else if (sscanf(cp, "list %s", variable)) t->name = add_string(variable); else if (sscanf(cp, "change_name %s", variable)) t->change_arch.name = add_string(variable); else if (sscanf(cp, "change_title %s", variable)) t->change_arch.title = add_string(variable); else if (sscanf(cp, "change_slaying %s", variable)) t->change_arch.slaying = add_string(variable); else if (sscanf(cp, "chance %d", &value)) t->chance = (uint8)value; else if (sscanf(cp, "nrof %d", &value)) t->nrof = (uint16)value; else if (sscanf(cp, "magic %d", &value)) t->magic = (uint8)value; else if (!strcmp(cp, "yes")) t->next_yes = load_treasure(fp, line); else if (!strcmp(cp, "no")) t->next_no = load_treasure(fp, line); else if (!strcmp(cp, "end")) return t; else if (!strcmp(cp, "more")) { t->next = load_treasure(fp, line); return t; } else LOG(llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, t->name ? t->name : "null", *line); } LOG(llevError, "treasure lacks 'end'.\n"); return t; } #ifdef TREASURE_DEBUG /** * Checks if a treasure if valid. Will also check its yes and no options. * * Will LOG() to error. * * @param t * treasure to check. * @param tl * needed only so that the treasure name can be printed out. * @ingroup page_treasure_list */ static void check_treasurelist(const treasure *t, const treasurelist *tl) { if (t->item == NULL && t->name == NULL) LOG(llevError, "Treasurelist %s has element with no name or archetype\n", tl->name); if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) LOG(llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", tl->name); /* find_treasurelist will print out its own error message */ if (t->name && strcmp(t->name, "NONE")) find_treasurelist(t->name); if (t->next) check_treasurelist(t->next, tl); if (t->next_yes) check_treasurelist(t->next_yes, tl); if (t->next_no) check_treasurelist(t->next_no, tl); } #endif /** * Opens LIBDIR/treasure and reads all treasure-declarations from it. * Each treasure is parsed with the help of load_treasure(). * * Will LOG() if file can't be accessed. * @ingroup page_treasure_list */ void load_treasures(void) { FILE *fp; char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; treasurelist *previous = NULL; treasure *t; int comp, line = 0; snprintf(filename, sizeof(filename), "%s/%s", settings.datadir, settings.treasures); if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) { LOG(llevError, "Can't open treasure file.\n"); return; } while (fgets(buf, MAX_BUF, fp) != NULL) { line++; if (*buf == '#') continue; if (sscanf(buf, "treasureone %s\n", name) || sscanf(buf, "treasure %s\n", name)) { treasurelist *tl = get_empty_treasurelist(); tl->name = add_string(name); if (previous == NULL) first_treasurelist = tl; else previous->next = tl; previous = tl; tl->items = load_treasure(fp, &line); /* This is a one of the many items on the list should be generated. * Add up the chance total, and check to make sure the yes & no * fields of the treasures are not being used. */ if (!strncmp(buf, "treasureone", 11)) { for (t = tl->items; t != NULL; t = t->next) { #ifdef TREASURE_DEBUG if (t->next_yes || t->next_no) { LOG(llevError, "Treasure %s is one item, but on treasure %s\n", tl->name, t->item ? t->item->name : t->name); LOG(llevError, " the next_yes or next_no field is set\n"); } #endif tl->total_chance += t->chance; } } } else LOG(llevError, "Treasure-list didn't understand: %s, line %d\n", buf, line); } close_and_delete(fp, comp); #ifdef TREASURE_DEBUG /* Perform some checks on how valid the treasure data actually is. * verify that list transitions work (ie, the list that it is supposed * to transition to exists). Also, verify that at least the name * or archetype is set for each treasure element. */ for (previous = first_treasurelist; previous != NULL; previous = previous->next) check_treasurelist(previous->items, previous); #endif } /** * Searches for the given treasurelist in the globally linked list * of treasurelists which has been built by load_treasures(). * * Will LOG() to error if not found. * * @param name * treasure list to search. * @return * match, or NULL if treasurelist doesn't exist or is 'none'. * @ingroup page_treasure_list */ treasurelist *find_treasurelist(const char *name) { const char *tmp = find_string(name); treasurelist *tl; /* Special cases - randomitems of none is to override default. If * first_treasurelist is null, it means we are on the first pass of * of loading archetyps, so for now, just return - second pass will * init these values. */ if (!strcmp(name, "none") || (!first_treasurelist)) return NULL; if (tmp != NULL) for (tl = first_treasurelist; tl != NULL; tl = tl->next) if (tmp == tl->name) return tl; LOG(llevError, "Couldn't find treasurelist %s\n", name); return NULL; } /** * Inserts generated treasure where it should go. * * @param op * treasure just generated. * @param creator * for which object the treasure is being generated. * @param flags * combination of @ref GT_xxx values. * @ingroup page_treasure_list */ static void put_treasure(object *op, object *creator, int flags) { /* Bit of a hack - spells should never be put onto the map. The entire * treasure stuff is a problem - there is no clear idea of knowing * this is the original object, or if this is an object that should be created * by another object. */ if (flags>_ENVIRONMENT && op->type != SPELL) { op->x = creator->x; op->y = creator->y; SET_FLAG(op, FLAG_OBJ_ORIGINAL); insert_ob_in_map(op, creator->map, op, INS_NO_MERGE|INS_NO_WALK_ON); } else { op = insert_ob_in_ob(op, creator); if ((flags>_APPLY) && QUERY_FLAG(creator, FLAG_MONSTER)) monster_check_apply(creator, op); } } /** * if there are change_xxx commands in the treasure, we include the changes * in the generated object * * @param t * treasure. * @param op * actual generated treasure. * @ingroup page_treasure_list */ static void change_treasure(treasure *t, object *op) { /* CMD: change_name xxxx */ if (t->change_arch.name) { FREE_AND_COPY(op->name, t->change_arch.name); /* not great, but better than something that is completely wrong */ FREE_AND_COPY(op->name_pl, t->change_arch.name); } if (t->change_arch.title) { if (op->title) free_string(op->title); op->title = add_string(t->change_arch.title); } if (t->change_arch.slaying) { if (op->slaying) free_string(op->slaying); op->slaying = add_string(t->change_arch.slaying); } } /** * Creates all the treasures. * * @param t * what to generate. * @param op * for who to generate the treasure. * @param flag * combination of @ref GT_xxx values. * @param difficulty * map difficulty. * @param tries * to avoid infinite recursion. * @ingroup page_treasure_list */ static void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { object *tmp; if ((int)t->chance >= 100 || (RANDOM()%100+1) < (int)t->chance) { if (t->name) { if (strcmp(t->name, "NONE") && difficulty >= t->magic) create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); } else { if (t->item->clone.invisible != 0 || !(flag>_INVISIBLE)) { tmp = arch_to_object(t->item); if (t->nrof && tmp->nrof <= 1) tmp->nrof = RANDOM()%((int)t->nrof)+1; fix_generated_item(tmp, op, difficulty, t->magic, flag); change_treasure(t, tmp); put_treasure(tmp, op, flag); } } if (t->next_yes != NULL) create_all_treasures(t->next_yes, op, flag, difficulty, tries); } else if (t->next_no != NULL) create_all_treasures(t->next_no, op, flag, difficulty, tries); if (t->next != NULL) create_all_treasures(t->next, op, flag, difficulty, tries); } /** * Creates one treasure from the list. * * @param tl * what to generate. * @param op * for who to generate the treasure. * @param flag * combination of @ref GT_xxx values. * @param difficulty * map difficulty. * @param tries * to avoid infinite recursion. * * @note * can abort() if treasure has errors. * @ingroup page_treasure_list */ static void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, int tries) { int value = RANDOM()%tl->total_chance; treasure *t; if (tries++ > 100) { LOG(llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); return; } for (t = tl->items; t != NULL; t = t->next) { value -= t->chance; if (value < 0) break; } if (!t || value >= 0) { LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n"); abort(); return; } if (t->name) { if (!strcmp(t->name, "NONE")) return; if (difficulty >= t->magic) create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); else if (t->nrof) create_one_treasure(tl, op, flag, difficulty, tries); return; } if ((t->item) && (flag>_ONLY_GOOD)) { /* Generate only good items, damnit !*/ if (QUERY_FLAG(&(t->item->clone), FLAG_CURSED) || QUERY_FLAG(&(t->item->clone), FLAG_DAMNED)) { create_one_treasure(tl, op, flag, difficulty, tries+1); return; } } if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) { object *tmp = arch_to_object(t->item); if (!tmp) return; if (t->nrof && tmp->nrof <= 1) tmp->nrof = RANDOM()%((int)t->nrof)+1; fix_generated_item(tmp, op, difficulty, t->magic, flag); change_treasure(t, tmp); put_treasure(tmp, op, flag); } } /** * This calls the appropriate treasure creation function. * * @param t * what to generate. * @param op * for who to generate the treasure. * @param flag * combination of @ref GT_xxx values. * @param difficulty * map difficulty. * @param tries * to avoid infinite recursion. * @ingroup page_treasure_list */ void create_treasure(treasurelist *t, object *op, int flag, int difficulty, int tries) { if (tries++ > 100) { LOG(llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); return; } if (t->total_chance) create_one_treasure(t, op, flag, difficulty, tries); else create_all_treasures(t->items, op, flag, difficulty, tries); } /** * This is similar to the old generate treasure function. However, * it instead takes a treasurelist. It is really just a wrapper around * create_treasure(). We create a dummy object that the treasure gets * inserted into, and then return that treasure. * * @param t * treasure list to generate from. * @param difficulty * treasure difficulty. * @return * generated treasure. Can be NULL if no suitable treasure was found. * @ingroup page_treasure_list */ object *generate_treasure(treasurelist *t, int difficulty) { object *ob = get_object(), *tmp; create_treasure(t, ob, 0, difficulty, 0); /* Don't want to free the object we are about to return */ tmp = ob->inv; if (tmp != NULL) remove_ob(tmp); if (ob->inv) { LOG(llevError, "In generate treasure, created multiple objects.\n"); } free_object(ob); return tmp; } /** * Calculate the appropriate level for wands staves and scrolls. * * This code presumes that op has had its spell object created (in op->inv) * * @param op * item we're trying to get the level of * @param difficulty * map difficulty. * @param retmult * if 1, return the multiplier, not the level, for computing value * @return * generated level, 0 if invalid item. */ static int level_for_item(const object *op, int difficulty, int retmult) { int level, mult, olevel; mult = 0; if (!op->inv) { LOG(llevError, "level_for_item: Object %s has no inventory!\n", op->name); return 0; } level = op->inv->level; /* Basically, we set mult to the lowest spell increase attribute that is * not zero - zero's mean no modification is done, so we don't want those. * given we want non zero results, we can't just use a few MIN's here. */ mult = op->inv->dam_modifier; if (op->inv->range_modifier && (op->inv->range_modifier < mult || mult == 0)) mult = op->inv->range_modifier; if (op->inv->duration_modifier && (op->inv->duration_modifier < mult || mult == 0)) mult = op->inv->duration_modifier; if (mult == 0) mult = 5; if (retmult) return mult; olevel = mult*rndm(0, difficulty)+level; if (olevel > MAX_SPELLITEM_LEVEL) olevel = MAX_SPELLITEM_LEVEL; return olevel; } /** * Based upon the specified difficulty and upon the difftomagic_list array, * a random magical bonus is returned. This is a new way of calculating the chance for an item to have * a specific magical bonus * The array has two arguments, the difficulty of the level, and the * magical bonus "wanted". */ static const int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = { /*chance of magic difficulty*/ /* +0 +1 +2 +3 +4 */ { 94, 3, 2, 1, 0 }, /*1*/ { 94, 3, 2, 1, 0 }, /*2*/ { 94, 3, 2, 1, 0 }, /*3*/ { 94, 3, 2, 1, 0 }, /*4*/ { 94, 3, 2, 1, 0 }, /*5*/ { 90, 4, 3, 2, 1 }, /*6*/ { 90, 4, 3, 2, 1 }, /*7*/ { 90, 4, 3, 2, 1 }, /*8*/ { 90, 4, 3, 2, 1 }, /*9*/ { 90, 4, 3, 2, 1 }, /*10*/ { 85, 6, 4, 3, 2 }, /*11*/ { 85, 6, 4, 3, 2 }, /*12*/ { 85, 6, 4, 3, 2 }, /*13*/ { 85, 6, 4, 3, 2 }, /*14*/ { 85, 6, 4, 3, 2 }, /*15*/ { 81, 8, 5, 4, 3 }, /*16*/ { 81, 8, 5, 4, 3 }, /*17*/ { 81, 8, 5, 4, 3 }, /*18*/ { 81, 8, 5, 4, 3 }, /*19*/ { 81, 8, 5, 4, 3 }, /*20*/ { 75, 10, 6, 5, 4 }, /*21*/ { 75, 10, 6, 5, 4 }, /*22*/ { 75, 10, 6, 5, 4 }, /*23*/ { 75, 10, 6, 5, 4 }, /*24*/ { 75, 10, 6, 5, 4 }, /*25*/ { 70, 12, 7, 6, 5 }, /*26*/ { 70, 12, 7, 6, 5 }, /*27*/ { 70, 12, 7, 6, 5 }, /*28*/ { 70, 12, 7, 6, 5 }, /*29*/ { 70, 12, 7, 6, 5 }, /*30*/ { 70, 9, 8, 7, 6 }, /*31*/ { 70, 9, 8, 7, 6 }, /*32*/ { 70, 9, 8, 7, 6 }, /*33*/ { 70, 9, 8, 7, 6 }, /*34*/ { 70, 9, 8, 7, 6 }, /*35*/ { 70, 6, 9, 8, 7 }, /*36*/ { 70, 6, 9, 8, 7 }, /*37*/ { 70, 6, 9, 8, 7 }, /*38*/ { 70, 6, 9, 8, 7 }, /*39*/ { 70, 6, 9, 8, 7 }, /*40*/ { 70, 3, 10, 9, 8 }, /*41*/ { 70, 3, 10, 9, 8 }, /*42*/ { 70, 3, 10, 9, 8 }, /*43*/ { 70, 3, 10, 9, 8 }, /*44*/ { 70, 3, 10, 9, 8 }, /*45*/ { 70, 2, 9, 10, 9 }, /*46*/ { 70, 2, 9, 10, 9 }, /*47*/ { 70, 2, 9, 10, 9 }, /*48*/ { 70, 2, 9, 10, 9 }, /*49*/ { 70, 2, 9, 10, 9 }, /*50*/ { 70, 2, 7, 11, 10 }, /*51*/ { 70, 2, 7, 11, 10 }, /*52*/ { 70, 2, 7, 11, 10 }, /*53*/ { 70, 2, 7, 11, 10 }, /*54*/ { 70, 2, 7, 11, 10 }, /*55*/ { 70, 2, 5, 12, 11 }, /*56*/ { 70, 2, 5, 12, 11 }, /*57*/ { 70, 2, 5, 12, 11 }, /*58*/ { 70, 2, 5, 12, 11 }, /*59*/ { 70, 2, 5, 12, 11 }, /*60*/ { 70, 2, 3, 13, 12 }, /*61*/ { 70, 2, 3, 13, 12 }, /*62*/ { 70, 2, 3, 13, 12 }, /*63*/ { 70, 2, 3, 13, 12 }, /*64*/ { 70, 2, 3, 13, 12 }, /*65*/ { 70, 2, 3, 12, 13 }, /*66*/ { 70, 2, 3, 12, 13 }, /*67*/ { 70, 2, 3, 12, 13 }, /*68*/ { 70, 2, 3, 12, 13 }, /*69*/ { 70, 2, 3, 12, 13 }, /*70*/ { 70, 2, 3, 11, 14 }, /*71*/ { 70, 2, 3, 11, 14 }, /*72*/ { 70, 2, 3, 11, 14 }, /*73*/ { 70, 2, 3, 11, 14 }, /*74*/ { 70, 2, 3, 11, 14 }, /*75*/ { 70, 2, 3, 10, 15 }, /*76*/ { 70, 2, 3, 10, 15 }, /*77*/ { 70, 2, 3, 10, 15 }, /*78*/ { 70, 2, 3, 10, 15 }, /*79*/ { 70, 2, 3, 10, 15 }, /*80*/ { 70, 2, 3, 9, 16 }, /*81*/ { 70, 2, 3, 9, 16 }, /*82*/ { 70, 2, 3, 9, 16 }, /*83*/ { 70, 2, 3, 9, 16 }, /*84*/ { 70, 2, 3, 9, 16 }, /*85*/ { 70, 2, 3, 8, 17 }, /*86*/ { 70, 2, 3, 8, 17 }, /*87*/ { 70, 2, 3, 8, 17 }, /*88*/ { 70, 2, 3, 8, 17 }, /*89*/ { 70, 2, 3, 8, 17 }, /*90*/ { 70, 2, 3, 7, 18 }, /*91*/ { 70, 2, 3, 7, 18 }, /*92*/ { 70, 2, 3, 7, 18 }, /*93*/ { 70, 2, 3, 7, 18 }, /*94*/ { 70, 2, 3, 7, 18 }, /*95*/ { 70, 2, 3, 6, 19 }, /*96*/ { 70, 2, 3, 6, 19 }, /*97*/ { 70, 2, 3, 6, 19 }, /*98*/ { 70, 2, 3, 6, 19 }, /*99*/ { 70, 2, 3, 6, 19 }, /*100*/ { 70, 2, 3, 6, 19 }, /*101*/ { 70, 2, 3, 6, 19 }, /*101*/ { 70, 2, 3, 6, 19 }, /*102*/ { 70, 2, 3, 6, 19 }, /*103*/ { 70, 2, 3, 6, 19 }, /*104*/ { 70, 2, 3, 6, 19 }, /*105*/ { 70, 2, 3, 6, 19 }, /*106*/ { 70, 2, 3, 6, 19 }, /*107*/ { 70, 2, 3, 6, 19 }, /*108*/ { 70, 2, 3, 6, 19 }, /*109*/ { 70, 2, 3, 6, 19 }, /*110*/ { 70, 2, 3, 6, 19 }, /*111*/ { 70, 2, 3, 6, 19 }, /*112*/ { 70, 2, 3, 6, 19 }, /*113*/ { 70, 2, 3, 6, 19 }, /*114*/ { 70, 2, 3, 6, 19 }, /*115*/ { 70, 2, 3, 6, 19 }, /*116*/ { 70, 2, 3, 6, 19 }, /*117*/ { 70, 2, 3, 6, 19 }, /*118*/ { 70, 2, 3, 6, 19 }, /*119*/ { 70, 2, 3, 6, 19 }, /*120*/ { 70, 2, 3, 6, 19 }, /*121*/ { 70, 2, 3, 6, 19 }, /*122*/ { 70, 2, 3, 6, 19 }, /*123*/ { 70, 2, 3, 6, 19 }, /*124*/ { 70, 2, 3, 6, 19 }, /*125*/ { 70, 2, 3, 6, 19 }, /*126*/ { 70, 2, 3, 6, 19 }, /*127*/ { 70, 2, 3, 6, 19 }, /*128*/ { 70, 2, 3, 6, 19 }, /*129*/ { 70, 2, 3, 6, 19 }, /*130*/ { 70, 2, 3, 6, 19 }, /*131*/ { 70, 2, 3, 6, 19 }, /*132*/ { 70, 2, 3, 6, 19 }, /*133*/ { 70, 2, 3, 6, 19 }, /*134*/ { 70, 2, 3, 6, 19 }, /*135*/ { 70, 2, 3, 6, 19 }, /*136*/ { 70, 2, 3, 6, 19 }, /*137*/ { 70, 2, 3, 6, 19 }, /*138*/ { 70, 2, 3, 6, 19 }, /*139*/ { 70, 2, 3, 6, 19 }, /*140*/ { 70, 2, 3, 6, 19 }, /*141*/ { 70, 2, 3, 6, 19 }, /*142*/ { 70, 2, 3, 6, 19 }, /*143*/ { 70, 2, 3, 6, 19 }, /*144*/ { 70, 2, 3, 6, 19 }, /*145*/ { 70, 2, 3, 6, 19 }, /*146*/ { 70, 2, 3, 6, 19 }, /*147*/ { 70, 2, 3, 6, 19 }, /*148*/ { 70, 2, 3, 6, 19 }, /*149*/ { 70, 2, 3, 6, 19 }, /*150*/ { 70, 2, 3, 6, 19 }, /*151*/ { 70, 2, 3, 6, 19 }, /*152*/ { 70, 2, 3, 6, 19 }, /*153*/ { 70, 2, 3, 6, 19 }, /*154*/ { 70, 2, 3, 6, 19 }, /*155*/ { 70, 2, 3, 6, 19 }, /*156*/ { 70, 2, 3, 6, 19 }, /*157*/ { 70, 2, 3, 6, 19 }, /*158*/ { 70, 2, 3, 6, 19 }, /*159*/ { 70, 2, 3, 6, 19 }, /*160*/ { 70, 2, 3, 6, 19 }, /*161*/ { 70, 2, 3, 6, 19 }, /*162*/ { 70, 2, 3, 6, 19 }, /*163*/ { 70, 2, 3, 6, 19 }, /*164*/ { 70, 2, 3, 6, 19 }, /*165*/ { 70, 2, 3, 6, 19 }, /*166*/ { 70, 2, 3, 6, 19 }, /*167*/ { 70, 2, 3, 6, 19 }, /*168*/ { 70, 2, 3, 6, 19 }, /*169*/ { 70, 2, 3, 6, 19 }, /*170*/ { 70, 2, 3, 6, 19 }, /*171*/ { 70, 2, 3, 6, 19 }, /*172*/ { 70, 2, 3, 6, 19 }, /*173*/ { 70, 2, 3, 6, 19 }, /*174*/ { 70, 2, 3, 6, 19 }, /*175*/ { 70, 2, 3, 6, 19 }, /*176*/ { 70, 2, 3, 6, 19 }, /*177*/ { 70, 2, 3, 6, 19 }, /*178*/ { 70, 2, 3, 6, 19 }, /*179*/ { 70, 2, 3, 6, 19 }, /*180*/ { 70, 2, 3, 6, 19 }, /*181*/ { 70, 2, 3, 6, 19 }, /*182*/ { 70, 2, 3, 6, 19 }, /*183*/ { 70, 2, 3, 6, 19 }, /*184*/ { 70, 2, 3, 6, 19 }, /*185*/ { 70, 2, 3, 6, 19 }, /*186*/ { 70, 2, 3, 6, 19 }, /*187*/ { 70, 2, 3, 6, 19 }, /*188*/ { 70, 2, 3, 6, 19 }, /*189*/ { 70, 2, 3, 6, 19 }, /*190*/ { 70, 2, 3, 6, 19 }, /*191*/ { 70, 2, 3, 6, 19 }, /*192*/ { 70, 2, 3, 6, 19 }, /*193*/ { 70, 2, 3, 6, 19 }, /*194*/ { 70, 2, 3, 6, 19 }, /*195*/ { 70, 2, 3, 6, 19 }, /*196*/ { 70, 2, 3, 6, 19 }, /*197*/ { 70, 2, 3, 6, 19 }, /*198*/ { 70, 2, 3, 6, 19 }, /*199*/ { 70, 2, 3, 6, 19 }, /*200*/ }; /** This is used when determining the magical bonus created on specific maps. * * @param difficulty * difficulty. * @return * random magic bonus. */ static int magic_from_difficulty(int difficulty) { int percent, loop; difficulty--; if (difficulty < 0) difficulty = 0; if (difficulty >= DIFFLEVELS) difficulty = DIFFLEVELS-1; percent = RANDOM()%100; for (loop = 0; loop < (MAXMAGIC+1); ++loop) { percent -= difftomagic_list[difficulty][loop]; if (percent < 0) break; } if (loop == (MAXMAGIC+1)) { LOG(llevError, "Warning, table for difficulty %d bad.\n", difficulty); loop = 0; } /* LOG(llevDebug, "Chose magic %d for difficulty %d\n", loop, difficulty);*/ return (RANDOM()%3) ? loop : -loop; } /** * Sets magical bonus in an object, and recalculates the effect on * the armour variable, and the effect on speed of armour. * This function doesn't work properly, should add use of archetypes * to make it truly absolute. * * @param op * object we're modifying. * @param magic * magic modifier. */ void set_abs_magic(object *op, int magic) { if (!magic) return; op->magic = magic; if (op->arch) { if (op->type == ARMOUR) ARMOUR_SPEED(op) = (ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ magic = (-magic); op->weight = (op->arch->clone.weight*(100-magic*10))/100; } else { if (op->type == ARMOUR) ARMOUR_SPEED(op) = (ARMOUR_SPEED(op)*(100+magic*10))/100; if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ magic = (-magic); op->weight = (op->weight*(100-magic*10))/100; } } /** * Sets a random magical bonus in the given object based upon * the given difficulty, and the given max possible bonus. * * Item will be cursed if magic is megative. * * @param difficulty * difficulty we want the item to be. * @param op * the object. * @param max_magic * what should be the maximum magic of the item. * @param flags * combination of @ref GT_xxx flags. */ static void set_magic(int difficulty, object *op, int max_magic, int flags) { int i; i = magic_from_difficulty(difficulty); if ((flags>_ONLY_GOOD) && i < 0) i = -i; if (i > max_magic) i = max_magic; set_abs_magic(op, i); if (i < 0) SET_FLAG(op, FLAG_CURSED); } /** * Randomly adds one magical ability to the given object. * * Modified for Partial Resistance in many ways: * 1) Since rings can have multiple bonuses, if the same bonus * is rolled again, increase it - the bonuses now stack with * other bonuses previously rolled and ones the item might natively have. * 2) Add code to deal with new PR method. * * Changes the item's value. * * @param op * ring or amulet to change. * @param bonus * bonus to add to item. */ static void set_ring_bonus(object *op, int bonus) { int r = RANDOM()%(bonus > 0 ? 25 : 11); if (op->type == AMULET) { if (!(RANDOM()%21)) r = 20+RANDOM()%2; else { if (RANDOM()&2) r = 10; else r = 11+RANDOM()%9; } } switch (r) { /* Redone by MSW 2000-11-26 to have much less code. Also, * bonuses and penalties will stack and add to existing values. * of the item. */ case 0: case 1: case 2: case 3: case 4: case 5: case 6: set_attr_value(&op->stats, r, (signed char)(bonus+get_attr_value(&op->stats, r))); break; case 7: op->stats.dam += bonus; break; case 8: op->stats.wc += bonus; break; case 9: op->stats.food += bonus; /* hunger/sustenance */ break; case 10: op->stats.ac += bonus; break; /* Item that gives protections/vulnerabilities */ case 11: case 12: case 13: case 14: case 15: case 16: case 17: case 18: case 19: { int b = 5+FABS(bonus), val, resist = RANDOM()%num_resist_table; /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ val = 10+RANDOM()%b+RANDOM()%b+RANDOM()%b+RANDOM()%b; /* Cursed items need to have higher negative values to equal out with * positive values for how protections work out. Put another * little random element in since that they don't always end up with * even values. */ if (bonus < 0) val = 2*-val-RANDOM()%b; if (val > 35) val = 35; /* Upper limit */ b = 0; while (op->resist[resist_table[resist]] != 0 && b < 4) { resist = RANDOM()%num_resist_table; } if (b == 4) return; /* Not able to find a free resistance */ op->resist[resist_table[resist]] = val; /* We should probably do something more clever here to adjust value * based on how good a resistance we gave. */ break; } case 20: if (op->type == AMULET) { SET_FLAG(op, FLAG_REFL_SPELL); op->value *= 11; } else { op->stats.hp = 1; /* regenerate hit points */ op->value *= 4; } break; case 21: if (op->type == AMULET) { SET_FLAG(op, FLAG_REFL_MISSILE); op->value *= 9; } else { op->stats.sp = 1; /* regenerate spell points */ op->value *= 3; } break; case 22: op->stats.exp += bonus; /* Speed! */ op->value = (op->value*2)/3; break; } if (bonus > 0) op->value *= 2*bonus; else op->value = -(op->value*2*bonus)/3; } /** * get_magic(diff) will return a random number between 0 and 4. * diff can be any value above 2. The higher the diff-variable, the * higher is the chance of returning a low number. * It is only used in fix_generated_treasure() to set bonuses on * rings and amulets. * Another scheme is used to calculate the magic of weapons and armours. */ static int get_magic(int diff) { int i; if (diff < 3) diff = 3; for (i = 0; i < 4; i++) if (RANDOM()%diff) return i; return 4; } #define DICE2 (get_magic(2) == 2 ? 2 : 1) #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) /** * fix_generated_item(): This is called after an item is generated, in * order to set it up right. This produced magical bonuses, puts spells * into scrolls/books/wands, makes it unidentified, hides the value, etc. * * 4/28/96 added creator object from which op may now inherit properties based on * op->type. Right now, which stuff the creator passes on is object type * dependant. I know this is a spagetti manuever, but is there a cleaner * way to do this? b.t. * * @param op * object to fix. * @param creator * for who op was created. Can be NULL. * @param difficulty * difficulty level. * @param max_magic * maximum magic for the item. * @param flags * @li ::GT_ENVIRONMENT: if not set, calls fix_flesh_item(). * @li ::GT_STARTEQUIP: Sets ::FLAG_STARTEQIUP on item if appropriate, or clears the item's * value. * @li ::GT_MINIMAL: Does minimal processing on the object - just enough to make it * a working object - don't change magic, value, etc, but set it material * type as appropriate, for objects that need spell objects, set those, etc */ void fix_generated_item(object *op, object *creator, int difficulty, int max_magic, int flags) { int was_magic = op->magic, num_enchantments = 0, save_item_power; if (!creator || creator->type == op->type) creator = op; /* safety & to prevent polymorphed objects giving attributes */ /* If we make an artifact, this information will be destroyed */ save_item_power = op->item_power; op->item_power = 0; if (op->randomitems && op->type != SPELL) { create_treasure(op->randomitems, op, flags, difficulty, 0); if (!op->inv) LOG(llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->name); /* So the treasure doesn't get created again */ op->randomitems = NULL; } if (difficulty < 1) difficulty = 1; if (!(flags>_MINIMAL)) { if (op->arch == crown_arch) { set_magic(difficulty > 25 ? 30 : difficulty+5, op, max_magic, flags); num_enchantments = calc_item_power(op, 1); generate_artifact(op, difficulty); } else { if (!op->magic && max_magic) set_magic(difficulty, op, max_magic, flags); num_enchantments = calc_item_power(op, 1); if ((!was_magic && !(RANDOM()%CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= 999) generate_artifact(op, difficulty); } /* Object was made an artifact. Calculate its item_power rating. * the item_power in the object is what the artifact adds. */ if (op->title) { /* if save_item_power is set, then most likely we started with an * artifact and have added new abilities to it - this is rare, but * but I have seen things like 'strange rings of fire'. So just * figure out the power from the base power plus what this one adds. * Note that since item_power is not quite linear, this actually * ends up being somewhat of a bonus. */ if (save_item_power) op->item_power = save_item_power+get_power_from_ench(op->item_power); else op->item_power += get_power_from_ench(num_enchantments); } else if (save_item_power) { /* restore the item_power field to the object if we haven't changed * it. we don't care about num_enchantments - that will basically * just have calculated some value from the base attributes of the * archetype. */ op->item_power = save_item_power; } else { /* item_power was zero. This is suspicious, as it may be because it * was never previously calculated. Let's compute a value and see if * it is non-zero. If it indeed is, then assign it as the new * item_power value. * - gros, 21th of July 2006. */ op->item_power = calc_item_power(op, 0); save_item_power = op->item_power; /* Just in case it would get used * again below */ } } else { /* If flag is GT_MINIMAL, we want to restore item power */ op->item_power = save_item_power; } /* materialtype modifications. Note we allow this on artifacts. */ set_materialname(op, difficulty, NULL); if (flags>_MINIMAL) { if (op->type == POTION) /* Handle healing and magic power potions */ if (op->stats.sp && !op->randomitems) { object *tmp; tmp = create_archetype(spell_mapping[op->stats.sp]); insert_ob_in_ob(tmp, op); op->stats.sp = 0; } } else if (!op->title) { /* Only modify object if not special */ switch (op->type) { case WEAPON: case ARMOUR: case SHIELD: case HELMET: case CLOAK: if (QUERY_FLAG(op, FLAG_CURSED) && !(RANDOM()%4)) set_ring_bonus(op, -DICE2); break; case BRACERS: if (!(RANDOM()%(QUERY_FLAG(op, FLAG_CURSED) ? 5 : 20))) { set_ring_bonus(op, QUERY_FLAG(op, FLAG_CURSED) ? -DICE2 : DICE2); if (!QUERY_FLAG(op, FLAG_CURSED)) op->value *= 3; } break; case POTION: { int too_many_tries = 0, is_special = 0; /* Handle healing and magic power potions */ if (op->stats.sp && !op->randomitems) { object *tmp; tmp = create_archetype(spell_mapping[op->stats.sp]); insert_ob_in_ob(tmp, op); op->stats.sp = 0; } while (!(is_special = special_potion(op)) && !op->inv) { generate_artifact(op, difficulty); if (too_many_tries++ > 10) break; } /* don't want to change value for healing/magic power potions, * since the value set on those is already correct. */ if (op->inv && op->randomitems) { /* value multiplier is same as for scrolls */ op->value = (op->value*op->inv->value); op->level = op->inv->level/2+RANDOM()%difficulty+RANDOM()%difficulty; } else { FREE_AND_COPY(op->name, "potion"); FREE_AND_COPY(op->name_pl, "potions"); } if (!(flags>_ONLY_GOOD) && RANDOM()%2) SET_FLAG(op, FLAG_CURSED); break; } case AMULET: if (op->arch == amulet_arch) op->value *= 5; /* Since it's not just decoration */ case RING: case EARRING: if (op->arch == NULL) { remove_ob(op); free_object(op); op = NULL; break; } if (op->arch != earring_arch && op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact!*/ break; if (!(flags>_ONLY_GOOD) && !(RANDOM()%3)) SET_FLAG(op, FLAG_CURSED); set_ring_bonus(op, QUERY_FLAG(op, FLAG_CURSED) ? -DICE2 : DICE2); if (op->type == AMULET) /* Amulets have only one ability */ break; if (!(RANDOM()%4)) { int d = (RANDOM()%2 || QUERY_FLAG(op, FLAG_CURSED)) ? -DICE2 : DICE2; if (d > 0) op->value *= 3; set_ring_bonus(op, d); if (!(RANDOM()%4)) { int d = (RANDOM()%3 || QUERY_FLAG(op, FLAG_CURSED)) ? -DICE2 : DICE2; if (d > 0) op->value *= 5; set_ring_bonus(op, d); } } if (GET_ANIM_ID(op)) SET_ANIMATION(op, RANDOM()%((int)NUM_ANIMATIONS(op))); break; case BOOK: /* Is it an empty book?, if yes lets make a special * msg for it, and tailor its properties based on the * creator and/or map level we found it on. */ if (!op->msg && RANDOM()%10) { /* set the book level properly */ if (creator->level == 0 || QUERY_FLAG(creator, FLAG_ALIVE)) { if (op->map && op->map->difficulty) op->level = RANDOM()%(op->map->difficulty)+RANDOM()%10+1; else op->level = RANDOM()%20+1; } else op->level = RANDOM()%creator->level; tailor_readable_ob(op, -1); /* books w/ info are worth more! */ op->value *= ((op->level > 10 ? op->level : (op->level+1)/2)*((strlen(op->msg)/250)+1)); /* creator related stuff */ /* for library, chained books. Note that some monsters have * no_pick set - we don't want to set no pick in that case. */ if (QUERY_FLAG(creator, FLAG_NO_PICK) && !QUERY_FLAG(creator, FLAG_MONSTER)) SET_FLAG(op, FLAG_NO_PICK); if (creator->slaying && !op->slaying) /* for check_inv floors */ op->slaying = add_string(creator->slaying); /* add exp so reading it gives xp (once)*/ op->stats.exp = op->value > 10000 ? op->value/5 : op->value/10; } break; case SPELLBOOK: op->value = op->value*op->inv->value; /* add exp so learning gives xp */ op->level = op->inv->level; op->stats.exp = op->value; /* some more fun */ if (!(flags>_ONLY_GOOD) && rndm(1, 100) <= 5) { if (rndm(1, 6) <= 1) SET_FLAG(op, FLAG_DAMNED); else SET_FLAG(op, FLAG_CURSED); } else if (rndm(1, 100) <= 1) { SET_FLAG(op, FLAG_BLESSED); } break; case WAND: /* nrof in the treasure list is number of charges, * not number of wands. So copy that into food (charges), * and reset nrof. */ op->stats.food = op->inv->nrof; op->nrof = 1; /* If the spell changes by level, choose a random level * for it, and adjust price. If the spell doesn't * change by level, just set the wand to the level of * the spell, and value calculation is simpler. */ if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) { op->level = level_for_item(op, difficulty, 0); op->value = op->value*op->inv->value*(op->level+50)/(op->inv->level+50); } else { op->level = op->inv->level; op->value = op->value*op->inv->value; } break; case ROD: op->level = level_for_item(op, difficulty, 0); /* Add 50 to both level an divisor to keep prices a little * more reasonable. Otherwise, a high level version of a * low level spell can be worth tons a money (eg, level 20 * rod, level 2 spell = 10 time multiplier). This way, the * value are a bit more reasonable. */ op->value = op->value*op->inv->value*(op->level+50)/(op->inv->level+50); /* maxhp is used to denote how many 'charges' the rod holds * before */ if (op->stats.maxhp) op->stats.maxhp *= MAX(op->inv->stats.sp, op->inv->stats.grace); else op->stats.maxhp = 2*MAX(op->inv->stats.sp, op->inv->stats.grace); op->stats.hp = op->stats.maxhp; break; case SCROLL: op->level = level_for_item(op, difficulty, 0); op->value = op->value*op->inv->value*(op->level+50)/(op->inv->level+50); /* add exp so reading them properly gives xp */ op->stats.exp = op->value/5; op->nrof = op->inv->nrof; /* some more fun */ if (!(flags>_ONLY_GOOD) && rndm(1, 100) <= 20) { if (rndm(1, 6) <= 1) SET_FLAG(op, FLAG_DAMNED); else SET_FLAG(op, FLAG_CURSED); } else if (rndm(1, 100) <= 2) { SET_FLAG(op, FLAG_BLESSED); } break; case RUNE: trap_adjust(op, difficulty); break; case TRAP: trap_adjust(op, difficulty); break; } /* switch type */ } if (flags>_STARTEQUIP) { if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG(op, FLAG_IS_THROWN)) SET_FLAG(op, FLAG_STARTEQUIP); else if (op->type != MONEY) op->value = 0; } if (!(flags>_ENVIRONMENT)) fix_flesh_item(op, creator); } /* * * * CODE DEALING WITH ARTIFACTS STARTS HERE * * */ /** * Allocate and return the pointer to an empty artifactlist structure. * * @return * new structure blanked, never NULL. * * @note * will fatal() if memory error. */ static artifactlist *get_empty_artifactlist(void) { artifactlist *tl = (artifactlist *)malloc(sizeof(artifactlist)); if (tl == NULL) fatal(OUT_OF_MEMORY); tl->next = NULL; tl->items = NULL; tl->total_chance = 0; return tl; } /** * Allocate and return the pointer to an empty artifact structure. * * @return * new structure blanked, never NULL. * * @note * will fatal() if memory error. */ static artifact *get_empty_artifact(void) { artifact *t = (artifact *)malloc(sizeof(artifact)); if (t == NULL) fatal(OUT_OF_MEMORY); t->item = NULL; t->next = NULL; t->chance = 0; t->difficulty = 0; t->allowed = NULL; return t; } /** * Searches the artifact lists and returns one that has the same type * of objects on it. * * @return * NULL if no suitable list found. */ artifactlist *find_artifactlist(int type) { artifactlist *al; for (al = first_artifactlist; al != NULL; al = al->next) if (al->type == type) return al; return NULL; } /** * For debugging purposes. Dumps all tables. * * @todo * use LOG() instead of fprintf. */ void dump_artifacts(void) { artifactlist *al; artifact *art; linked_char *next; fprintf(logfile, "\n"); for (al = first_artifactlist; al != NULL; al = al->next) { fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); for (art = al->items; art != NULL; art = art->next) { fprintf(logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", art->item->name, art->difficulty, art->chance); if (art->allowed != NULL) { fprintf(logfile, "\tAllowed combinations:"); for (next = art->allowed; next != NULL; next = next->next) fprintf(logfile, "%s,", next->name); fprintf(logfile, "\n"); } } } fprintf(logfile, "\n"); } /** * For debugging purposes. Dumps all treasures recursively (see below). */ static void dump_monster_treasure_rec(const char *name, treasure *t, int depth) { treasurelist *tl; int i; if (depth > 100) return; while (t != NULL) { if (t->name != NULL) { for (i = 0; i < depth; i++) fprintf(logfile, " "); fprintf(logfile, "{ (list: %s)\n", t->name); tl = find_treasurelist(t->name); dump_monster_treasure_rec(name, tl->items, depth+2); for (i = 0; i < depth; i++) fprintf(logfile, " "); fprintf(logfile, "} (end of list: %s)\n", t->name); } else { for (i = 0; i < depth; i++) fprintf(logfile, " "); if (t->item->clone.type == FLESH) fprintf(logfile, "%s's %s\n", name, t->item->clone.name); else fprintf(logfile, "%s\n", t->item->clone.name); } if (t->next_yes != NULL) { for (i = 0; i < depth; i++) fprintf(logfile, " "); fprintf(logfile, " (if yes)\n"); dump_monster_treasure_rec(name, t->next_yes, depth+1); } if (t->next_no != NULL) { for (i = 0; i < depth; i++) fprintf(logfile, " "); fprintf(logfile, " (if no)\n"); dump_monster_treasure_rec(name, t->next_no, depth+1); } t = t->next; } } /** * For debugging purposes. Dumps all treasures for a given monster. * Created originally by Raphael Quinet for debugging the alchemy code. */ void dump_monster_treasure(const char *name) { archetype *at; int found; found = 0; fprintf(logfile, "\n"); for (at = first_archetype; at != NULL; at = at->next) if (!strcasecmp(at->clone.name, name) && at->clone.title == NULL) { fprintf(logfile, "treasures for %s (arch: %s)\n", at->clone.name, at->name); if (at->clone.randomitems != NULL) dump_monster_treasure_rec(at->clone.name, at->clone.randomitems->items, 1); else fprintf(logfile, "(nothing)\n"); fprintf(logfile, "\n"); found++; } if (found == 0) fprintf(logfile, "No objects have the name %s!\n\n", name); } /** * Builds up the lists of artifacts from the file in the libdir. * Can be called multiple times without ill effects. */ void init_artifacts(void) { static int has_been_inited = 0; FILE *fp; char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; artifact *art = NULL; linked_char *tmp; int value, comp; artifactlist *al; archetype dummy_archetype; memset(&dummy_archetype, 0, sizeof(archetype)); if (has_been_inited) return; else has_been_inited = 1; artifact_init = 1; snprintf(filename, sizeof(filename), "%s/artifacts", settings.datadir); LOG(llevDebug, "Reading artifacts from %s...\n", filename); if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) { LOG(llevError, "Can't open %s.\n", filename); return; } while (fgets(buf, HUGE_BUF, fp) != NULL) { if (*buf == '#') continue; if ((cp = strchr(buf, '\n')) != NULL) *cp = '\0'; cp = buf; while (*cp == ' ') /* Skip blanks */ cp++; if (*cp == '\0') continue; if (!strncmp(cp, "Allowed", 7)) { if (art == NULL) { art = get_empty_artifact(); nrofartifacts++; } cp = strchr(cp, ' ')+1; while (*(cp+strlen(cp)-1) == ' ') cp[strlen(cp)-1] = '\0'; if (!strcmp(cp, "all")) continue; do { while (*cp == ' ') cp++; nrofallowedstr++; if ((next = strchr(cp, ',')) != NULL) *(next++) = '\0'; tmp = (linked_char *)malloc(sizeof(linked_char)); tmp->name = add_string(cp); tmp->next = art->allowed; art->allowed = tmp; } while ((cp = next) != NULL); } else if (sscanf(cp, "chance %d", &value)) art->chance = (uint16)value; else if (sscanf(cp, "difficulty %d", &value)) art->difficulty = (uint8)value; else if (!strncmp(cp, "Object", 6)) { art->item = (object *)calloc(1, sizeof(object)); if (art->item == NULL) { LOG(llevError, "init_artifacts: memory allocation failure.\n"); abort(); } reset_object(art->item); art->item->arch = &dummy_archetype; if (!load_object(fp, art->item, LO_LINEMODE, 0)) LOG(llevError, "Init_Artifacts: Could not load object.\n"); art->item->arch = NULL; art->item->name = add_string((strchr(cp, ' ')+1)); al = find_artifactlist(art->item->type); if (al == NULL) { al = get_empty_artifactlist(); al->type = art->item->type; al->next = first_artifactlist; first_artifactlist = al; } art->next = al->items; al->items = art; art = NULL; } else LOG(llevError, "Unknown input in artifact file: %s\n", buf); } close_and_delete(fp, comp); for (al = first_artifactlist; al != NULL; al = al->next) { for (art = al->items; art != NULL; art = art->next) { if (!art->chance) LOG(llevError, "Warning: artifact with no chance: %s\n", art->item->name); else al->total_chance += art->chance; } #if 0 LOG(llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); #endif } LOG(llevDebug, "done artifacts.\n"); artifact_init = 0; } /** * Used in artifact generation. The bonuses of the first object * is modified by the bonuses of the second object. */ void add_abilities(object *op, object *change) { int i, tmp; if (change->face != blank_face) { #ifdef TREASURE_VERBOSE LOG(llevDebug, "FACE: %d\n", change->face->number); #endif op->face = change->face; } if (change->animation_id != 0) { op->animation_id = change->animation_id; SET_FLAG(op, FLAG_ANIMATE); animate_object(op, op->facing); } for (i = 0; i < NUM_STATS; i++) change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); op->attacktype |= change->attacktype; op->path_attuned |= change->path_attuned; op->path_repelled |= change->path_repelled; op->path_denied |= change->path_denied; op->move_type |= change->move_type; op->stats.luck += change->stats.luck; if (QUERY_FLAG(change, FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); if (QUERY_FLAG(change, FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); if ((QUERY_FLAG(change, FLAG_CURSED) || QUERY_FLAG(change, FLAG_DAMNED)) && op->magic > 0) set_abs_magic(op, -op->magic); if (QUERY_FLAG(change, FLAG_LIFESAVE)) SET_FLAG(op, FLAG_LIFESAVE); if (QUERY_FLAG(change, FLAG_REFL_SPELL)) SET_FLAG(op, FLAG_REFL_SPELL); if (QUERY_FLAG(change, FLAG_STEALTH)) SET_FLAG(op, FLAG_STEALTH); if (QUERY_FLAG(change, FLAG_XRAYS)) SET_FLAG(op, FLAG_XRAYS); if (QUERY_FLAG(change, FLAG_BLIND)) SET_FLAG(op, FLAG_BLIND); if (QUERY_FLAG(change, FLAG_SEE_IN_DARK)) SET_FLAG(op, FLAG_SEE_IN_DARK); if (QUERY_FLAG(change, FLAG_REFL_MISSILE)) SET_FLAG(op, FLAG_REFL_MISSILE); if (QUERY_FLAG(change, FLAG_MAKE_INVIS)) SET_FLAG(op, FLAG_MAKE_INVIS); if (QUERY_FLAG(change, FLAG_STAND_STILL)) { CLEAR_FLAG(op, FLAG_ANIMATE); /* so artifacts will join */ if (!QUERY_FLAG(op, FLAG_ALIVE)) op->speed = 0.0; update_ob_speed(op); } if (change->nrof) op->nrof = RANDOM()%((int)change->nrof)+1; op->stats.exp += change->stats.exp; /* Speed modifier */ op->stats.wc += change->stats.wc; op->stats.ac += change->stats.ac; if (change->other_arch) { /* Basically, for horns & potions, the other_arch field is the spell * to cast. So convert that to into a spell and put it into * this object. */ if (op->type == HORN || op->type == POTION) { object *tmp_obj; /* Remove any spells this object currently has in it */ while (op->inv) { tmp_obj = op->inv; remove_ob(tmp_obj); free_object(tmp_obj); } tmp_obj = arch_to_object(change->other_arch); insert_ob_in_ob(tmp_obj, op); } /* No harm setting this for potions/horns */ op->other_arch = change->other_arch; } if (change->stats.hp < 0) op->stats.hp = -change->stats.hp; else op->stats.hp += change->stats.hp; if (change->stats.maxhp < 0) op->stats.maxhp = -change->stats.maxhp; else op->stats.maxhp += change->stats.maxhp; if (change->stats.sp < 0) op->stats.sp = -change->stats.sp; else op->stats.sp += change->stats.sp; if (change->stats.maxsp < 0) op->stats.maxsp = -change->stats.maxsp; else op->stats.maxsp += change->stats.maxsp; if (change->stats.food < 0) op->stats.food = -(change->stats.food); else op->stats.food += change->stats.food; if (change->level < 0) op->level = -(change->level); else op->level += change->level; if (change->gen_sp_armour < 0) op->gen_sp_armour = -(change->gen_sp_armour); else op->gen_sp_armour = (op->gen_sp_armour*(change->gen_sp_armour))/100; op->item_power = change->item_power; for (i = 0; i < NROFATTACKS; i++) { if (change->resist[i]) { op->resist[i] += change->resist[i]; } } if (change->stats.dam) { if (change->stats.dam < 0) op->stats.dam = (-change->stats.dam); else if (op->stats.dam) { tmp = (int)(((int)op->stats.dam*(int)change->stats.dam)/10); if (tmp == op->stats.dam) { if (change->stats.dam < 10) op->stats.dam--; else op->stats.dam++; } else op->stats.dam = tmp; } } if (change->weight) { if (change->weight < 0) op->weight = (-change->weight); else op->weight = (op->weight*(change->weight))/100; } if (change->last_sp) { if (change->last_sp < 0) op->last_sp = (-change->last_sp); else op->last_sp = (signed char)(((int)op->last_sp*(int)change->last_sp)/(int)100); } if (change->gen_sp_armour) { if (change->gen_sp_armour < 0) op->gen_sp_armour = (-change->gen_sp_armour); else op->gen_sp_armour = (signed char)(((int)op->gen_sp_armour*((int)change->gen_sp_armour))/(int)100); } op->value *= change->value; if (change->material) op->material = change->material; if (change->materialname) { if (op->materialname) free_string(op->materialname); op->materialname = add_refcount(change->materialname); } if (change->slaying) { if (op->slaying) free_string(op->slaying); op->slaying = add_refcount(change->slaying); } if (change->race) { if (op->race) free_string(op->race); op->race = add_refcount(change->race); } if (change->msg) { if (op->msg) free_string(op->msg); op->msg = add_refcount(change->msg); } if (change->inv) { object *inv = change->inv; object *copy; while (inv) { copy = get_object(); copy_object(inv, copy); insert_ob_in_ob(copy, op); inv = inv->below; } } } /** * Checks if op can be combined with art. */ int legal_artifact_combination(object *op, artifact *art) { int neg, success = 0; linked_char *tmp; const char *name; if (art->allowed == (linked_char *)NULL) return 1; /* Ie, "all" */ for (tmp = art->allowed; tmp; tmp = tmp->next) { #ifdef TREASURE_VERBOSE LOG(llevDebug, "legal_art: %s\n", tmp->name); #endif if (*tmp->name == '!') name = tmp->name+1, neg = 1; else name = tmp->name, neg = 0; /* If we match name, then return the opposite of 'neg' */ if (!strcmp(name, op->name) || (op->arch && !strcmp(name, op->arch->name))) return !neg; /* Set success as true, since if the match was an inverse, it means * everything is allowed except what we match */ else if (neg) success = 1; } return success; } /** * Fixes the given object, giving it the abilities and titles * it should have due to the second artifact-template. */ void give_artifact_abilities(object *op, object *artifact) { char new_name[MAX_BUF]; snprintf(new_name, sizeof(new_name), "of %s", artifact->name); if (op->title) free_string(op->title); op->title = add_string(new_name); add_abilities(op, artifact); /* Give out the bonuses */ return; } /** Give 1 re-roll attempt per artifact */ #define ARTIFACT_TRIES 4 /** * Decides randomly which artifact the object should be * turned into. Makes sure that the item can become that * artifact (means magic, difficulty, and Allowed fields properly). * Then calls give_artifact_abilities in order to actually create * the artifact. */ void generate_artifact(object *op, int difficulty) { artifactlist *al; artifact *art; int i; al = find_artifactlist(op->type); if (al == NULL) { return; } for (i = 0; i < ARTIFACT_TRIES; i++) { int roll = RANDOM()%al->total_chance; for (art = al->items; art != NULL; art = art->next) { roll -= art->chance; if (roll < 0) break; } if (art == NULL || roll >= 0) { LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); return; } if (!strcmp(art->item->name, "NONE")) return; if (FABS(op->magic) < art->item->magic) continue; /* Not magic enough to be this item */ /* Map difficulty not high enough */ if (difficulty < art->difficulty) continue; if (!legal_artifact_combination(op, art)) { #ifdef TREASURE_VERBOSE LOG(llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); #endif continue; } give_artifact_abilities(op, art->item); return; } } /** * fix_flesh_item() - objects of type FLESH are similar to type * FOOD, except they inherit properties (name, food value, etc). * based on the original owner (or 'donor' if you like). -b.t. */ static void fix_flesh_item(object *item, object *donor) { char tmpbuf[MAX_BUF]; int i; if (item->type == FLESH && donor && QUERY_FLAG(donor, FLAG_MONSTER)) { /* change the name */ snprintf(tmpbuf, sizeof(tmpbuf), "%s's %s", donor->name, item->name); FREE_AND_COPY(item->name, tmpbuf); snprintf(tmpbuf, sizeof(tmpbuf), "%s's %s", donor->name, item->name_pl); FREE_AND_COPY(item->name_pl, tmpbuf); /* store original arch in other_arch */ if (!item->other_arch) { if (!donor->arch->reference_count) { item->other_arch = donor->arch; } else { /* If dealing with custom monsters, other_arch still needs to * point back to the original. Otherwise what happens * is that other_arch points at the custom archetype, but * that can be freed. Reference count doesn't work because * the loader will not be able to resolve the other_arch at * load time (server may has restarted, etc.) */ archetype *original = find_archetype(donor->arch->name); if (original) item->other_arch = original; else { LOG(llevError, "could not find original archetype %s for custom monster!\n", donor->arch->name); abort(); } } } /* weight is FLESH weight/100 * donor */ if ((item->weight = (signed long)(((double)item->weight/(double)100.0)*(double)donor->weight)) == 0) item->weight = 1; /* value is multiplied by level of donor */ item->value *= isqrt(donor->level*2); /* food value */ item->stats.food += (donor->stats.hp/100)+donor->stats.Con; /* flesh items inherit some abilities of donor, but not full effect. */ for (i = 0; i < NROFATTACKS; i++) item->resist[i] = donor->resist[i]/2; /* item inherits donor's level and exp (important for dragons) */ item->level = donor->level; item->stats.exp = donor->stats.exp; /* if donor has some attacktypes, the flesh is poisonous */ if (donor->attacktype&AT_POISON) item->type = POISON; if (donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; SET_FLAG(item, FLAG_NO_STEAL); } } /** * Check if object is a special potion. * * @param op * object to check. * @return * 1 if op is a special potion (resistance, attribute, ...), 0 else. */ static int special_potion(object *op) { int i; if (op->attacktype) return 1; if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) return 1; for (i = 0; i < NROFATTACKS; i++) if (op->resist[i]) return 1; return 0; } /** * Frees a treasure, including its yes, no and next items. * * @param t * treasure to free. Pointer is free()d too, so becomes invalid. */ static void free_treasurestruct(treasure *t) { if (t->next) free_treasurestruct(t->next); if (t->next_yes) free_treasurestruct(t->next_yes); if (t->next_no) free_treasurestruct(t->next_no); free(t); } /** * Frees a link structure and its next items. * * @param lc * item to free. Pointer is free()d too, so becomes invalid. */ static void free_charlinks(linked_char *lc) { if (lc->next) free_charlinks(lc->next); free(lc); } /** * Totally frees an artifact, its next items, and such. * * @param at * artifact to free. Pointer is free()d too, so becomes invalid. * * @note * Objects at->item are malloc()ed by init_artifacts(), so can simply be free()d. * * But artifact inventory is a 'real' object, that may be created for 'old' objects. So should be * destroyed through free_object(). Note that it isn't on the usual item list, so some tweaking is required. */ static void free_artifact(artifact *at) { object *next; if (at->next) free_artifact(at->next); if (at->allowed) free_charlinks(at->allowed); while (at->item) { next = at->item->next; if (at->item->name) free_string(at->item->name); if (at->item->name_pl) free_string(at->item->name_pl); if (at->item->msg) free_string(at->item->msg); if (at->item->title) free_string(at->item->title); free_key_values(at->item); free(at->item); at->item = next; } free(at); } /** * Free specified list and its items. * * @param al * list to free. Pointer is free()d too, so becomes invalid. */ static void free_artifactlist(artifactlist *al) { artifactlist *nextal; for (; al != NULL; al = nextal) { nextal = al->next; if (al->items) { free_artifact(al->items); } free(al); } } /** * Free all treasure-related memory. */ void free_all_treasures(void) { treasurelist *tl, *next; for (tl = first_treasurelist; tl != NULL; tl = next) { next = tl->next; if (tl->name) free_string(tl->name); if (tl->items) free_treasurestruct(tl->items); free(tl); } free_artifactlist(first_artifactlist); first_artifactlist = NULL; }