/* * static char *rcs_treasure_c = * "$Id: treasure.C,v 1.15 2006/09/09 21:48:28 root Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 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 */ #define ALLOWED_COMBINATION /* TREASURE_DEBUG does some checking on the treasurelists after loading. * It is useful for finding bugs in the treasures file. Since it only * slows the startup some (and not actual game play), it is by default * left on */ #define TREASURE_DEBUG /* TREASURE_VERBOSE enables copious output concerning artifact generation */ /* #define TREASURE_VERBOSE */ #include #include #include #include static void change_treasure (treasure * t, object * op); /* overrule default values */ extern char *spell_mapping[]; /* * Initialize global archtype pointers: */ void init_archetype_pointers () { int prev_warn = warn_archetypes; warn_archetypes = 1; if (ring_arch == NULL) ring_arch = find_archetype ("ring"); 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. */ static treasurelist * get_empty_treasurelist (void) { return new treasurelist; } /* * Allocate and return the pointer to an empty treasure structure. */ //TODO: make this a constructor static treasure * get_empty_treasure (void) { treasure *t = new treasure; t->chance = 100; return t; } /* * Reads the lib/treasure file from disk, and parses the contents * into an internal treasure structure (very linked lists) */ 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 = variable; else if (sscanf (cp, "change_name %s", variable)) t->change_arch.name = variable; else if (sscanf (cp, "change_title %s", variable)) t->change_arch.title = variable; else if (sscanf (cp, "change_slaying %s", variable)) t->change_arch.slaying = 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, *line); } LOG (llevError, "treasure lacks 'end'.\n"); return t; } #ifdef TREASURE_DEBUG /* recursived checks the linked list. Treasurelist is passed only * so that the treasure name can be printed out */ 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 && *t->name) (void) 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(). */ 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; sprintf (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 = 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 %s didn't understand: %s, line %d\n", filename, 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(). */ treasurelist * find_treasurelist (const char *name) { /* Special cases - randomitems of NULL is to override default. If * first_treasurelist is null, it means we are on the first pass of * of loading archetypes, so for now, just return - second pass will * init these values. */ if (!name) return 0; if (const char *tmp = shstr::find (name)) for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) if (tmp == tl->name) return tl; if (first_treasurelist) LOG (llevError, "Couldn't find treasurelist %s\n", name); return 0; } /* * Generates the objects specified by the given treasure. * It goes recursively through the rest of the linked list. * If there is a certain percental chance for a treasure to be generated, * this is taken into consideration. * The second argument specifies for which object the treasure is * being generated. * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only * abilities. This is used by summon spells, thus no summoned monsters * start with equipment, but only their abilities). */ static void put_treasure (object * op, object * creator, int flags) { object *tmp; /* 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 ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) esrv_send_item (tmp, op); } } /* if there are change_xxx commands in the treasure, we include the changes * in the generated object */ static void change_treasure (treasure *t, object *op) { /* CMD: change_name xxxx */ if (t->change_arch.name) { op->name = t->change_arch.name; op->name_pl = t->change_arch.name; } if (t->change_arch.title) op->title = t->change_arch.title; if (t->change_arch.slaying) op->slaying = t->change_arch.slaying; } 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); } 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 && 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. tries is passed * to determine how many list transitions or attempts to create treasure * have been made. It is really in place to prevent infinite loops with * list transitions, or so that excessively good treasure will not be * created on weak maps, because it will exceed the number of allowed tries * to do that. */ 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 treausre */ 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; } /* * 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 int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { /*chance of magic difficulty*/ /* +0 +1 +2 +3 +4 */ {95, 2, 2, 1, 0}, /*1 */ {92, 5, 2, 1, 0}, /*2 */ {85, 10, 4, 1, 0}, /*3 */ {80, 14, 4, 2, 0}, /*4 */ {75, 17, 5, 2, 1}, /*5 */ {70, 18, 8, 3, 1}, /*6 */ {65, 21, 10, 3, 1}, /*7 */ {60, 22, 12, 4, 2}, /*8 */ {55, 25, 14, 4, 2}, /*9 */ {50, 27, 16, 5, 2}, /*10 */ {45, 28, 18, 6, 3}, /*11 */ {42, 28, 20, 7, 3}, /*12 */ {40, 27, 21, 8, 4}, /*13 */ {38, 25, 22, 10, 5}, /*14 */ {36, 23, 23, 12, 6}, /*15 */ {33, 21, 24, 14, 8}, /*16 */ {31, 19, 25, 16, 9}, /*17 */ {27, 15, 30, 18, 10}, /*18 */ {20, 12, 30, 25, 13}, /*19 */ {15, 10, 28, 30, 17}, /*20 */ {13, 9, 27, 28, 23}, /*21 */ {10, 8, 25, 28, 29}, /*22 */ {8, 7, 23, 26, 36}, /*23 */ {6, 6, 20, 22, 46}, /*24 */ {4, 5, 17, 18, 56}, /*25 */ {2, 4, 12, 14, 68}, /*26 */ {0, 3, 7, 10, 80}, /*27 */ {0, 0, 3, 7, 90}, /*28 */ {0, 0, 0, 3, 97}, /*29 */ {0, 0, 0, 0, 100}, /*30 */ {0, 0, 0, 0, 100}, /*31 */ }; /* calculate the appropriate level for wands staves and scrolls. * This code presumes that op has had its spell object created (in op->inv) * * elmex Wed Aug 9 17:44:59 CEST 2006: * Removed multiplicator, too many high-level items were generated on low-difficulty maps. */ int level_for_item (const object * op, int difficulty) { int olevel = 0; if (!op->inv) { LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); return 0; } olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); if (olevel <= 0) olevel = rndm (1, MIN (op->inv->level, 1)); if (olevel > MAXLEVEL) olevel = MAXLEVEL; return olevel; } /* * Based upon the specified difficulty and upon the difftomagic_list array, * a random magical bonus is returned. This is used when determine * the magical bonus created on specific maps. * * elmex Thu Aug 10 18:45:44 CEST 2006: * Scaling difficulty by max_level, as difficulty is a level and not some * weird integer between 1-31. * */ int magic_from_difficulty (int difficulty) { int percent = 0, magic = 0; int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); scaled_diff--; if (scaled_diff < 0) scaled_diff = 0; if (scaled_diff >= DIFFLEVELS) scaled_diff = DIFFLEVELS - 1; percent = RANDOM () % 100; for (magic = 0; magic < (MAXMAGIC + 1); magic++) { percent -= difftomagic_list[scaled_diff][magic]; if (percent < 0) break; } if (magic == (MAXMAGIC + 1)) { LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); magic = 0; } magic = (RANDOM () % 3) ? magic : -magic; /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ return magic; } /* * 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. */ 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. */ 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. */ 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. */ 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. */ /* * ! (flags & GT_ENVIRONMENT): * Automatically calls fix_flesh_item(). * * flags: * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's * value. * 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 = 0; 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, 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 >= settings.max_level) /* high difficulties always generate an artifact, * used for shop_floors or treasures */ generate_artifact (op, difficulty); } /* Object was made an artifact. Calculate its item_power rating. * the item_power in the object is what the artfiact 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 (op->item_power + 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 */ } } /* 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 = get_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 = get_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 { op->name = "potion"; 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: if (op->arch == NULL) { remove_ob (op); free_object (op); op = NULL; break; } if (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 != RING) /* 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 specialĀ· * msg for it, and tailor its properties based on theĀ· * 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, (creator && creator->stats.sp) ? creator->stats.sp : -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 = 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; 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); 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); /* 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); 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; 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. */ 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. */ 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. */ 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. */ 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). */ 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. */ void init_artifacts (void) { static int has_been_inited = 0; char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; artifact *art = NULL; linked_char *tmp; int value; artifactlist *al; if (has_been_inited) return; else has_been_inited = 1; sprintf (filename, "%s/artifacts", settings.datadir); object_thawer thawer (filename); if (!thawer) return; while (fgets (buf, HUGE_BUF, thawer) != 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; if (!strcmp (cp, "all")) continue; do { nrofallowedstr++; if ((next = strchr (cp, ',')) != NULL) *(next++) = '\0'; tmp = new linked_char; tmp->name = 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 = get_object (); if (!load_object (thawer, art->item, 0)) LOG (llevError, "Init_Artifacts: Could not load object.\n"); art->item->name = 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); } 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.\n"); } /* * 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; } 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 = (signed char) (((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) op->materialname = change->materialname; if (change->slaying) op->slaying = change->slaying; if (change->race) op->race = change->race; if (change->msg) op->msg = change->msg; } static 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 *artifct) { char new_name[MAX_BUF]; sprintf (new_name, "of %s", &artifct->name); op->title = new_name; add_abilities (op, artifct); /* Give out the bonuses */ #if 0 /* Bit verbose, but keep it here until next time I need it... */ { char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); SET_FLAG (op, FLAG_IDENTIFIED); LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); if (!identified) CLEAR_FLAG (op, FLAG_IDENTIFIED); } #endif return; } /* * 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. */ /* Give 1 re-roll attempt per artifact */ #define ARTIFACT_TRIES 2 void generate_artifact (object * op, int difficulty) { artifactlist *al; artifact *art; int i; al = find_artifactlist (op->type); if (al == NULL) { #if 0 /* This is too verbose, usually */ LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); #endif 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) { #if 1 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); #endif 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. */ void fix_flesh_item (object * item, object * donor) { char tmpbuf[MAX_BUF]; int i; if (item->type == FLESH && donor) { /* change the name */ sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; /* 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 (important for quezals) */ item->level = donor->level; /* 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); } } /* special_potion() - so that old potion code is still done right. */ 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; } 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); delete t; } void free_charlinks (linked_char * lc) { if (lc->next) free_charlinks (lc->next); delete lc; } void free_artifact (artifact * at) { if (at->next) free_artifact (at->next); if (at->allowed) free_charlinks (at->allowed); at->item->free (1); delete at; } void free_artifactlist (artifactlist * al) { artifactlist *nextal; for (al = first_artifactlist; al != NULL; al = nextal) { nextal = al->next; if (al->items) free_artifact (al->items); free (al); } } void free_all_treasures (void) { treasurelist *tl, *next; for (tl = first_treasurelist; tl != NULL; tl = next) { next = tl->next; if (tl->items) free_treasurestruct (tl->items); delete tl; } free_artifactlist (first_artifactlist); }