/* * static char *rcs_treasure_c = * "$Id: treasure.c,v 1.1.1.2 2006/02/22 18:01:23 elmex 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) { treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); if(tl==NULL) fatal(OUT_OF_MEMORY); memset(tl, 0, sizeof(treasurelist)); return tl; } /* * Allocate and return the pointer to an empty treasure structure. */ static treasure *get_empty_treasure(void) { treasure *t = (treasure *) calloc(1,sizeof(treasure)); if(t==NULL) fatal(OUT_OF_MEMORY); t->item=NULL; t->name=NULL; t->next=NULL; t->next_yes=NULL; t->next_no=NULL; t->chance=100; t->magic=0; t->nrof=0; return t; } /* * Reads 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 = add_string(variable); else if (sscanf(cp, "change_name %s", variable)) t->change_arch.name = add_string(variable); else if (sscanf(cp, "change_title %s", variable)) t->change_arch.title = add_string(variable); else if (sscanf(cp, "change_slaying %s", variable)) t->change_arch.slaying = add_string(variable); else if(sscanf(cp,"chance %d",&value)) t->chance=(uint8) value; else if(sscanf(cp,"nrof %d",&value)) t->nrof=(uint16) value; else if(sscanf(cp,"magic %d",&value)) t->magic=(uint8) value; else if(!strcmp(cp,"yes")) t->next_yes=load_treasure(fp, line); else if(!strcmp(cp,"no")) t->next_no=load_treasure(fp, line); else if(!strcmp(cp,"end")) return t; else if(!strcmp(cp,"more")) { t->next=load_treasure(fp, line); return t; } else LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n", cp,t->name?t->name:"null", *line); } LOG(llevError,"treasure lacks 'end'.\n"); return t; } #ifdef TREASURE_DEBUG /* 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 && strcmp(t->name,"NONE")) (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=add_string(name); if(previous==NULL) first_treasurelist=tl; else previous->next=tl; previous=tl; tl->items=load_treasure(fp, &line); /* This is a one of the many items on the list should be generated. * Add up the chance total, and check to make sure the yes & no * fields of the treasures are not being used. */ if (!strncmp(buf,"treasureone",11)) { for (t=tl->items; t!=NULL; t=t->next) { #ifdef TREASURE_DEBUG if (t->next_yes || t->next_no) { LOG(llevError,"Treasure %s is one item, but on treasure %s\n", tl->name, t->item ? t->item->name : t->name); LOG(llevError," the next_yes or next_no field is set\n"); } #endif tl->total_chance += t->chance; } } } else LOG(llevError,"Treasure-list didn't understand: %s, line %d\n",buf, line); } close_and_delete(fp, comp); #ifdef TREASURE_DEBUG /* Perform some checks on how valid the treasure data actually is. * verify that list transitions work (ie, the list that it is supposed * to transition to exists). Also, verify that at least the name * or archetype is set for each treasure element. */ for (previous=first_treasurelist; previous!=NULL; previous=previous->next) check_treasurelist(previous->items, previous); #endif } /* * Searches for the given treasurelist in the globally linked list * of treasurelists which has been built by load_treasures(). */ treasurelist *find_treasurelist(const char *name) { const char *tmp=find_string(name); treasurelist *tl; /* Special cases - randomitems of none is to override default. If * first_treasurelist is null, it means we are on the first pass of * of loading archetyps, so for now, just return - second pass will * init these values. */ if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; if(tmp!=NULL) for(tl=first_treasurelist;tl!=NULL;tl=tl->next) if(tmp==tl->name) return tl; LOG(llevError,"Couldn't find treasurelist %s\n",name); return NULL; } /* * 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) { FREE_AND_COPY(op->name, t->change_arch.name); /* not great, but better than something that is completely wrong */ FREE_AND_COPY(op->name_pl, t->change_arch.name); } if(t->change_arch.title) { if(op->title) free_string(op->title); op->title = add_string(t->change_arch.title); } if(t->change_arch.slaying) { if(op->slaying) free_string(op->slaying); op->slaying = add_string(t->change_arch.slaying); } } 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. If * retmult is 1, return the multiplier, not the level, for computing value * This code presumes that op has had its spell object created (in op->inv) */ 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_modifierinv->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 > 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. */ 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. */ 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; if(!creator||creator->type==op->type) creator=op; /*safety & to prevent polymorphed * objects giving attributes */ /* If we make an artifact, this information will be destroyed */ save_item_power = op->item_power; op->item_power = 0; if (op->randomitems && op->type != SPELL) { create_treasure(op->randomitems, op,flags ,difficulty, 0); if (!op->inv) LOG(llevDebug,"fix_generated_item: Unable to generate treasure for %s\n", op->name); /* So the treasure doesn't get created again */ op->randomitems = NULL; } if (difficulty<1) difficulty=1; if (!(flags & GT_MINIMAL)) { if (op->arch == crown_arch) { set_magic(difficulty>25?30:difficulty+5, op, max_magic, flags); num_enchantments = calc_item_power(op, 1); generate_artifact(op,difficulty); } else { if(!op->magic && max_magic) set_magic(difficulty,op,max_magic, flags); num_enchantments = calc_item_power(op, 1); if ((!was_magic && !(RANDOM()%CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= 999 ) generate_artifact(op, difficulty); } /* Object was made an artifact. Calculate its item_power rating. * the item_power in the object is what the 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; } } /* 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 { FREE_AND_COPY(op->name, "potion"); FREE_AND_COPY(op->name_pl, "potions"); } if ( ! (flags & GT_ONLY_GOOD) && RANDOM() % 2) SET_FLAG(op, FLAG_CURSED); break; } case AMULET: if(op->arch==amulet_arch) op->value*=5; /* Since it's not just decoration */ case RING: 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 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,(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 = 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; 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; 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; FILE *fp; char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; artifact *art=NULL; linked_char *tmp; int value, comp; artifactlist *al; if (has_been_inited) return; else has_been_inited = 1; sprintf(filename, "%s/artifacts", settings.datadir); LOG(llevDebug, "Reading artifacts from %s...",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; if (!strcmp(cp,"all")) continue; do { 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)); reset_object(art->item); if (!load_object(fp, art->item,LO_LINEMODE,0)) LOG(llevError,"Init_Artifacts: Could not load object.\n"); 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.\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,j, 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; iresist[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) { 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); } /* GROS: Added support for event_... in artifact file */ for(j=0;jhook)) { if ((evt2)&&(evt2->hook)) { free_string(evt2->hook); free_string(evt2->plugin); free_string(evt2->options); evtp = NULL; evtn = evt2->next; if (evt2 == op->events) { free(evt2); op->events = evtn; } else { evtp = op->events; while (evtp->next != evt2) evtp = evtp->next; free(evt2); evtp->next = evtn; } } else if (evt2 == NULL) { if (op->events == NULL) { evt2 = (event *)malloc(sizeof(event)); op->events = evt2; } else { evtp = op->events; while (evtp->next != NULL) evtp = evtp->next; evtp->next = (event *)malloc(sizeof(event)); evt2 = evtp->next; } } evt2->next = NULL; evt2->hook = add_refcount(evt->hook); evt2->plugin = add_refcount(evt->plugin); evt2->type = j; if (evt->options) evt2->options = add_refcount(evt->options); else evt2->options = NULL; } } } 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); if (op->title) free_string(op->title); op->title = add_string(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 (difficultydifficulty) 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); FREE_AND_COPY(item->name, tmpbuf); sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); FREE_AND_COPY(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; iresist[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; iresist[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); free(t); } void free_charlinks(linked_char *lc) { if (lc->next) free_charlinks(lc->next); free(lc); } void free_artifact(artifact *at) { if (at->next) free_artifact(at->next); if (at->allowed) free_charlinks(at->allowed); if (at->item) { 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(at->item); } free(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->name) free_string(tl->name); if (tl->items) free_treasurestruct(tl->items); free(tl); } free_artifactlist(first_artifactlist); }