2148 lines
67 KiB
C
2148 lines
67 KiB
C
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/*
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* static char *rcs_treasure_c =
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* "$Id: treasure.c 13896 2010-09-26 13:57:17Z ryo_saeba $";
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*/
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/*
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CrossFire, A Multiplayer game for X-windows
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Copyright (C) 2002-2006 Mark Wedel & Crossfire Development Team
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Copyright (C) 1992 Frank Tore Johansen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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The authors can be reached via e-mail at crossfire-devel@real-time.com
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*/
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/**
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* @file
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* Everything concerning treasures and artifacts.
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* @see page_treasure_list
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*/
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#define ALLOWED_COMBINATION
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/**
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* TREASURE_DEBUG does some checking on the treasurelists after loading.
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* It is useful for finding bugs in the treasures file. Since it only
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* slows the startup some (and not actual game play), it is by default
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* left on
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*/
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#define TREASURE_DEBUG
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/* TREASURE_VERBOSE enables copious output concerning artifact generation */
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/* #define TREASURE_VERBOSE */
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#include <stdlib.h>
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#include <global.h>
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#include <treasure.h>
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#include <loader.h>
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#include <sproto.h>
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static void change_treasure(treasure *t, object *op); /* overrule default values */
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static int special_potion(object *op);
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static void fix_flesh_item(object *item, object *donor);
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extern const char *const spell_mapping[];
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int artifact_init; /**< 1 if doing archetypes initialization */
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/**
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* Initialize global archtype pointers:
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*/
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void init_archetype_pointers(void) {
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int prev_warn = warn_archetypes;
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warn_archetypes = 1;
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if (ring_arch == NULL)
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ring_arch = find_archetype("ring");
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if (earring_arch == NULL)
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earring_arch = find_archetype("earring");
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if (amulet_arch == NULL)
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amulet_arch = find_archetype("amulet");
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if (staff_arch == NULL)
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staff_arch = find_archetype("staff");
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if (crown_arch == NULL)
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crown_arch = find_archetype("crown");
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warn_archetypes = prev_warn;
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}
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/**
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* Allocate and return the pointer to an empty treasurelist structure.
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*
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* @return
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* new structure, blanked, never NULL.
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*
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* @note
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* will call fatal() if memory allocation error.
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* @ingroup page_treasure_list
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*/
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static treasurelist *get_empty_treasurelist(void) {
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treasurelist *tl = (treasurelist *)malloc(sizeof(treasurelist));
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if (tl == NULL)
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fatal(OUT_OF_MEMORY);
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memset(tl, 0, sizeof(treasurelist));
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return tl;
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}
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/**
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* Allocate and return the pointer to an empty treasure structure.
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*
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* @return
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* new structure, blanked, never NULL.
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*
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* @note
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* will call fatal() if memory allocation error.
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* @ingroup page_treasure_list
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*/
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static treasure *get_empty_treasure(void) {
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treasure *t = (treasure *)calloc(1, sizeof(treasure));
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if (t == NULL)
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fatal(OUT_OF_MEMORY);
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t->item = NULL;
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t->name = NULL;
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t->next = NULL;
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t->next_yes = NULL;
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t->next_no = NULL;
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t->chance = 100;
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t->magic = 0;
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t->nrof = 0;
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return t;
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}
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/**
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* Reads one treasure from the file, including the 'yes', 'no' and 'more' options.
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*
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* @param fp
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* file to read from.
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* @param[out] line
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* position in file.
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* @return
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* read structure, never NULL.
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*
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* @todo
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* check if change_name is still used, and remove it if no.
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* @ingroup page_treasure_list
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*/
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static treasure *load_treasure(FILE *fp, int *line) {
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char buf[MAX_BUF], *cp, variable[MAX_BUF];
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treasure *t = get_empty_treasure();
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int value;
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nroftreasures++;
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while (fgets(buf, MAX_BUF, fp) != NULL) {
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(*line)++;
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if (*buf == '#')
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continue;
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if ((cp = strchr(buf, '\n')) != NULL)
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*cp = '\0';
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cp = buf;
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while (isspace(*cp)) /* Skip blanks */
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cp++;
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if (sscanf(cp, "arch %s", variable)) {
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if ((t->item = find_archetype(variable)) == NULL)
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LOG(llevError, "Treasure lacks archetype: %s\n", variable);
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} else if (sscanf(cp, "list %s", variable))
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t->name = add_string(variable);
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else if (sscanf(cp, "change_name %s", variable))
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t->change_arch.name = add_string(variable);
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else if (sscanf(cp, "change_title %s", variable))
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t->change_arch.title = add_string(variable);
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else if (sscanf(cp, "change_slaying %s", variable))
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t->change_arch.slaying = add_string(variable);
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else if (sscanf(cp, "chance %d", &value))
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t->chance = (uint8)value;
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else if (sscanf(cp, "nrof %d", &value))
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t->nrof = (uint16)value;
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else if (sscanf(cp, "magic %d", &value))
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t->magic = (uint8)value;
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else if (!strcmp(cp, "yes"))
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t->next_yes = load_treasure(fp, line);
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else if (!strcmp(cp, "no"))
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t->next_no = load_treasure(fp, line);
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else if (!strcmp(cp, "end"))
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return t;
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else if (!strcmp(cp, "more")) {
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t->next = load_treasure(fp, line);
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return t;
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} else
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LOG(llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, t->name ? t->name : "null", *line);
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}
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LOG(llevError, "treasure lacks 'end'.\n");
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return t;
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}
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#ifdef TREASURE_DEBUG
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/**
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* Checks if a treasure if valid. Will also check its yes and no options.
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*
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* Will LOG() to error.
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*
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* @param t
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* treasure to check.
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* @param tl
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* needed only so that the treasure name can be printed out.
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* @ingroup page_treasure_list
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*/
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static void check_treasurelist(const treasure *t, const treasurelist *tl) {
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if (t->item == NULL && t->name == NULL)
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LOG(llevError, "Treasurelist %s has element with no name or archetype\n", tl->name);
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if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
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LOG(llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", tl->name);
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/* find_treasurelist will print out its own error message */
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if (t->name && strcmp(t->name, "NONE"))
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find_treasurelist(t->name);
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if (t->next)
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check_treasurelist(t->next, tl);
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if (t->next_yes)
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check_treasurelist(t->next_yes, tl);
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if (t->next_no)
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check_treasurelist(t->next_no, tl);
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}
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#endif
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/**
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* Opens LIBDIR/treasure and reads all treasure-declarations from it.
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* Each treasure is parsed with the help of load_treasure().
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*
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* Will LOG() if file can't be accessed.
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* @ingroup page_treasure_list
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*/
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void load_treasures(void) {
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FILE *fp;
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char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
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treasurelist *previous = NULL;
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treasure *t;
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int comp, line = 0;
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snprintf(filename, sizeof(filename), "%s/%s", settings.datadir, settings.treasures);
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if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) {
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LOG(llevError, "Can't open treasure file.\n");
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return;
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}
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while (fgets(buf, MAX_BUF, fp) != NULL) {
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line++;
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if (*buf == '#')
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continue;
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if (sscanf(buf, "treasureone %s\n", name) || sscanf(buf, "treasure %s\n", name)) {
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treasurelist *tl = get_empty_treasurelist();
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tl->name = add_string(name);
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if (previous == NULL)
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first_treasurelist = tl;
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else
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previous->next = tl;
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previous = tl;
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tl->items = load_treasure(fp, &line);
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/* This is a one of the many items on the list should be generated.
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* Add up the chance total, and check to make sure the yes & no
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* fields of the treasures are not being used.
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*/
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if (!strncmp(buf, "treasureone", 11)) {
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for (t = tl->items; t != NULL; t = t->next) {
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#ifdef TREASURE_DEBUG
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if (t->next_yes || t->next_no) {
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LOG(llevError, "Treasure %s is one item, but on treasure %s\n", tl->name, t->item ? t->item->name : t->name);
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LOG(llevError, " the next_yes or next_no field is set\n");
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}
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#endif
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tl->total_chance += t->chance;
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}
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}
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} else
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LOG(llevError, "Treasure-list didn't understand: %s, line %d\n", buf, line);
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}
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close_and_delete(fp, comp);
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#ifdef TREASURE_DEBUG
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/* Perform some checks on how valid the treasure data actually is.
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* verify that list transitions work (ie, the list that it is supposed
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* to transition to exists). Also, verify that at least the name
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* or archetype is set for each treasure element.
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*/
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for (previous = first_treasurelist; previous != NULL; previous = previous->next)
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check_treasurelist(previous->items, previous);
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#endif
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}
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/**
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* Searches for the given treasurelist in the globally linked list
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* of treasurelists which has been built by load_treasures().
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*
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* Will LOG() to error if not found.
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*
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* @param name
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* treasure list to search.
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* @return
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* match, or NULL if treasurelist doesn't exist or is 'none'.
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* @ingroup page_treasure_list
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*/
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treasurelist *find_treasurelist(const char *name) {
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const char *tmp = find_string(name);
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treasurelist *tl;
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/* Special cases - randomitems of none is to override default. If
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* first_treasurelist is null, it means we are on the first pass of
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* of loading archetyps, so for now, just return - second pass will
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* init these values.
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*/
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if (!strcmp(name, "none") || (!first_treasurelist))
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return NULL;
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if (tmp != NULL)
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for (tl = first_treasurelist; tl != NULL; tl = tl->next)
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if (tmp == tl->name)
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return tl;
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LOG(llevError, "Couldn't find treasurelist %s\n", name);
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return NULL;
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}
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/**
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* Inserts generated treasure where it should go.
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*
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* @param op
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* treasure just generated.
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* @param creator
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* for which object the treasure is being generated.
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* @param flags
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* combination of @ref GT_xxx values.
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* @ingroup page_treasure_list
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*/
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static void put_treasure(object *op, object *creator, int flags) {
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/* Bit of a hack - spells should never be put onto the map. The entire
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* treasure stuff is a problem - there is no clear idea of knowing
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* this is the original object, or if this is an object that should be created
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* by another object.
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*/
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if (flags>_ENVIRONMENT && op->type != SPELL) {
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op->x = creator->x;
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op->y = creator->y;
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SET_FLAG(op, FLAG_OBJ_ORIGINAL);
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insert_ob_in_map(op, creator->map, op, INS_NO_MERGE|INS_NO_WALK_ON);
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} else {
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op = insert_ob_in_ob(op, creator);
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if ((flags>_APPLY) && QUERY_FLAG(creator, FLAG_MONSTER))
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monster_check_apply(creator, op);
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}
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}
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/**
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* if there are change_xxx commands in the treasure, we include the changes
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* in the generated object
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*
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* @param t
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* treasure.
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* @param op
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* actual generated treasure.
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* @ingroup page_treasure_list
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*/
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static void change_treasure(treasure *t, object *op) {
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/* CMD: change_name xxxx */
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if (t->change_arch.name) {
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FREE_AND_COPY(op->name, t->change_arch.name);
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/* not great, but better than something that is completely wrong */
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FREE_AND_COPY(op->name_pl, t->change_arch.name);
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}
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if (t->change_arch.title) {
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if (op->title)
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free_string(op->title);
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op->title = add_string(t->change_arch.title);
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}
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if (t->change_arch.slaying) {
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if (op->slaying)
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free_string(op->slaying);
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op->slaying = add_string(t->change_arch.slaying);
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}
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}
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/**
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* Creates all the treasures.
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*
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* @param t
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* what to generate.
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* @param op
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* for who to generate the treasure.
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* @param flag
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* combination of @ref GT_xxx values.
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* @param difficulty
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* map difficulty.
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* @param tries
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* to avoid infinite recursion.
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* @ingroup page_treasure_list
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*/
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static void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) {
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object *tmp;
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if ((int)t->chance >= 100 || (RANDOM()%100+1) < (int)t->chance) {
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if (t->name) {
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if (strcmp(t->name, "NONE") && difficulty >= t->magic)
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create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
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} else {
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if (t->item->clone.invisible != 0 || !(flag>_INVISIBLE)) {
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tmp = arch_to_object(t->item);
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if (t->nrof && tmp->nrof <= 1)
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tmp->nrof = RANDOM()%((int)t->nrof)+1;
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fix_generated_item(tmp, op, difficulty, t->magic, flag);
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change_treasure(t, tmp);
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put_treasure(tmp, op, flag);
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}
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}
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if (t->next_yes != NULL)
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create_all_treasures(t->next_yes, op, flag, difficulty, tries);
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} else
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if (t->next_no != NULL)
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create_all_treasures(t->next_no, op, flag, difficulty, tries);
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if (t->next != NULL)
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create_all_treasures(t->next, op, flag, difficulty, tries);
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}
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/**
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* Creates one treasure from the list.
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*
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* @param tl
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* what to generate.
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* @param op
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* for who to generate the treasure.
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* @param flag
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* combination of @ref GT_xxx values.
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* @param difficulty
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* map difficulty.
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* @param tries
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* to avoid infinite recursion.
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*
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* @note
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* can abort() if treasure has errors.
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* @ingroup page_treasure_list
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*/
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static void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, int tries) {
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int value = RANDOM()%tl->total_chance;
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treasure *t;
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if (tries++ > 100) {
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LOG(llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
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return;
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}
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for (t = tl->items; t != NULL; t = t->next) {
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value -= t->chance;
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if (value < 0)
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break;
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}
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if (!t || value >= 0) {
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LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n");
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abort();
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return;
|
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}
|
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if (t->name) {
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if (!strcmp(t->name, "NONE"))
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return;
|
|
if (difficulty >= t->magic)
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create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
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else if (t->nrof)
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create_one_treasure(tl, op, flag, difficulty, tries);
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return;
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}
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if ((t->item) && (flag>_ONLY_GOOD)) { /* Generate only good items, damnit !*/
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if (QUERY_FLAG(&(t->item->clone), FLAG_CURSED)
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|| QUERY_FLAG(&(t->item->clone), FLAG_DAMNED)) {
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create_one_treasure(tl, op, flag, difficulty, tries+1);
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return;
|
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}
|
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}
|
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if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) {
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object *tmp = arch_to_object(t->item);
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if (!tmp)
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return;
|
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if (t->nrof && tmp->nrof <= 1)
|
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tmp->nrof = RANDOM()%((int)t->nrof)+1;
|
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fix_generated_item(tmp, op, difficulty, t->magic, flag);
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change_treasure(t, tmp);
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put_treasure(tmp, op, flag);
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}
|
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}
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|
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/**
|
|
* This calls the appropriate treasure creation function.
|
|
*
|
|
* @param t
|
|
* what to generate.
|
|
* @param op
|
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* for who to generate the treasure.
|
|
* @param flag
|
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* 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;
|
|
}
|