server-1.12/common/treasure.c

2148 lines
67 KiB
C

/*
* 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 <stdlib.h>
#include <global.h>
#include <treasure.h>
#include <loader.h>
#include <sproto.h>
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&GT_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&GT_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&GT_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&GT_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&GT_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&GT_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&GT_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&GT_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&GT_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&GT_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&GT_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&GT_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&GT_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;
}