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treasure.c
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C/C++ Source or Header
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1996-07-24
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36KB
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1,261 lines
/*
* static char *rcs_treasure_c =
* "$Id: treasure.c,v 1.42 1996/07/24 07:05:02 master Exp master $";
*/
/*
CrossFire, A Multiplayer game for X-windows
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 author can be reached via e-mail to frankj@ifi.uio.no.
*/
#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
#include <global.h>
#include <treasure.h>
#include <spellist.h>
#include <funcpoint.h>
treasurelist *first_treasurelist;
artifactlist *first_artifactlist;
/*
* 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() {
treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist));
if(tl==NULL)
fatal(OUT_OF_MEMORY);
tl->name=NULL;
tl->next=NULL;
tl->items=NULL;
tl->total_chance=0;
return tl;
}
/*
* Allocate and return the pointer to an empty treasure structure.
*/
static treasure *get_empty_treasure() {
treasure *t = (treasure *) malloc(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) {
char buf[MAX_BUF], *cp, variable[MAX_BUF];
treasure *t=get_empty_treasure();
int value;
nroftreasures++;
while(fgets(buf,MAX_BUF,fp)!=NULL) {
if(*buf=='#')
continue;
if((cp=strchr(buf,'\n'))!=NULL)
*cp='\0';
cp=buf;
while(*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,"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);
else if(!strcmp(cp,"no"))
t->next_no=load_treasure(fp);
else if(!strcmp(cp,"end"))
return t;
else if(!strcmp(cp,"more")) {
t->next=load_treasure(fp);
return t;
} else
LOG(llevError,"Unknown treasure-command: '%s', last entry %s\n",cp,t->name);
}
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(treasure *t, 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() {
FILE *fp;
char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
treasurelist *previous=NULL;
treasure *t;
int comp;
sprintf(filename,"%s/%s",LibDir,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) {
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);
/* 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");
}
#endif
tl->total_chance += t->chance;
}
#if 0
LOG(llevDebug, "Total chance for list %s is %d\n", tl->name, tl->total_chance);
#endif
}
} else
LOG(llevError,"Treasure-list didn't understand: %s\n",buf);
}
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(char *name) {
char *tmp=find_string(name);
treasurelist *tl;
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 isn't GT_ENVIRONMENT, monster_check_apply() is called.
* 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).
*/
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);
if(flag != GT_ENVIRONMENT) {
tmp = insert_ob_in_ob(tmp,op);
(void) (*monster_check_apply_func)(op,tmp);
} else {
tmp->x=op->x,tmp->y=op->y;
insert_ob_in_map(tmp,op->map);
}
}
}
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) 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->clone.invisible != 0 || flag != GT_INVISIBLE) {
object *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);
if(flag != GT_ENVIRONMENT) {
tmp = insert_ob_in_ob(tmp,op);
(void) (*monster_check_apply_func)(op,tmp);
} else {
tmp->x=op->x,tmp->y=op->y;
insert_ob_in_map(tmp,op->map);
}
}
}
/* 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) 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*/
};
/*
* 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;
}
/* printf("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 (op->armour)
op->armour=op->arch->clone.armour + (op->arch->clone.armour * magic)/20;
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(op->armour)
op->armour+=(op->armour*magic)/20;
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.
*/
void set_magic(int difficulty,object *op, int max_magic) {
int i;
i = magic_from_difficulty(difficulty);
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.
*/
void set_ring_bonus(object *op,int bonus) {
int r=RANDOM()%(bonus>0?24:10);
if(op->type==AMULET)
if(!(RANDOM()%21))
r=19+RANDOM()%2;
else if(RANDOM()&2)
r=9;
else
r=10+RANDOM()%9;
switch(r) {
case 0:
if(op->stats.Str)
return;
op->stats.Str=bonus;
break;
case 1:
if(op->stats.Int)
return;
op->stats.Int=bonus;
break;
case 2:
if(op->stats.Con)
return;
op->stats.Con=bonus;
break;
case 3:
if(op->stats.Dex)
return;
op->stats.Dex=bonus;
break;
case 4:
if(op->stats.Cha)
return;
op->stats.Cha=bonus;
break;
case 5:
if(op->stats.Wis)
return;
op->stats.Wis=bonus;
break;
case 6:
if(op->stats.dam)
return;
op->stats.dam=bonus;
break;
case 7:
if(op->stats.wc)
return;
op->stats.wc=bonus;
break;
case 8:
if(op->stats.food)
return;
op->stats.food=bonus; /* hunger/sustenance */
break;
case 9:
if(op->stats.ac)
return;
op->stats.ac=bonus;
break;
case 10:
if(bonus==2) { /* Maybe make an artifact of this? */
op->immune|=AT_PARALYZE;
op->immune|=AT_SLOW;
op->stats.exp+=1;
op->value*=5;
} else
op->protected|=AT_PARALYZE;
break;
case 11:
op->protected|=AT_MAGIC;
op->value*=2;
break;
case 12:
op->protected|=AT_ELECTRICITY;
break;
case 13:
op->protected|=AT_FIRE;
op->vulnerable|=AT_COLD;
op->value=(op->value*3)/2;
break;
case 14:
op->protected|=AT_DRAIN;
break;
case 15:
op->protected|=AT_SLOW;
break;
case 16:
op->protected|=AT_COLD;
op->vulnerable|=AT_FIRE;
break;
case 17:
op->protected|=AT_POISON;
break;
case 18:
op->protected|=AT_FEAR;
break;
case 19:
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 20:
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 21:
if(op->stats.exp)
return;
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. */
void fix_generated_item(object *op,object *creator,int difficulty, int max_magic) {
int was_magic = op->magic;
if(!creator||creator->type==op->type) creator=op; /*safety & to prevent polymorphed
* objects giving attributes */
if (difficulty<1) difficulty=1;
if (op->arch == crown_arch) {
set_magic(difficulty>25?30:difficulty+5, op, max_magic);
generate_artifact(op,difficulty);
} else {
if(!op->magic && max_magic)
set_magic(difficulty,op,max_magic);
if ((!was_magic && !(RANDOM()%CHANCE_FOR_ARTIFACT)) || op->type == HORN)
generate_artifact(op, difficulty);
}
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 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 artefact!*/
break;
if(!(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(op->arch->animations)
op->face=&new_faces[op->arch->faces
[RANDOM()%((int) op->arch->animations)]];
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/3)*((strlen(op->msg)/100)+1));
/* creator related stuff */
if(QUERY_FLAG(creator,FLAG_NO_PICK)) /* for library, chained books! */
SET_FLAG(op,FLAG_NO_PICK);
if(creator->slaying&&!op->slaying) /* for check_inv floors */
op->slaying = add_string(creator->slaying);
#ifdef ALLOW_SKILLS /* add exp so reading it gives xp (once)*/
op->stats.exp = op->value/5;
#endif
}
break;
case SPELLBOOK:
if(!strcmp(op->arch->name,"cleric_book"))
do {
do
op->stats.sp=RANDOM()%NROFREALSPELLS;
while(RANDOM()%10>=spells[op->stats.sp].books);
} while (!spells[op->stats.sp].cleric);
else
do {
do
op->stats.sp=RANDOM()%NROFREALSPELLS;
while(RANDOM()%10>=spells[op->stats.sp].books);
} while (spells[op->stats.sp].cleric);
op->value=(op->value*spells[op->stats.sp].level)/
(spells[op->stats.sp].level+4);
change_book_name(op);
#ifdef ALLOW_SKILLS /* add exp so learning gives xp */
op->level = spells[op->stats.sp].level;
op->stats.exp = op->value;
#endif
break;
case WAND:
do
op->stats.sp=RANDOM()%NROFREALSPELLS;
while (!spells[op->stats.sp].charges||
spells[op->stats.sp].level>DICESPELL);
if (spells[op->stats.sp].cleric)
{ /* Make the wand into a staff */
short i = op->stats.sp;
if (staff_arch == NULL)
staff_arch = find_archetype("staff");
copy_object(&staff_arch->clone, op);
op->stats.sp = i;
}
op->stats.food=RANDOM()%spells[op->stats.sp].charges+1;
op->level = spells[op->stats.sp].level/2+ RANDOM()%difficulty + RANDOM()%difficulty;
if (op->level<1) op->level=1;
op->value=(op->value*spells[op->stats.sp].level)/
(spells[op->stats.sp].level+4);
break;
case ROD:
if (op->stats.maxhp)
op->stats.maxhp += RANDOM()%op->stats.maxhp;
op->stats.hp = op->stats.maxhp;
do
op->stats.sp = RANDOM()%NROFREALSPELLS;
while (!spells[op->stats.sp].charges||
spells[op->stats.sp].sp > op->stats.maxhp ||
spells[op->stats.sp].level>DICESPELL);
op->level = spells[op->stats.sp].level/2+ RANDOM()%difficulty + RANDOM()%difficulty;
op->value=(op->value*op->stats.hp*spells[op->stats.sp].level)/
(spells[op->stats.sp].level+4);
break;
case SCROLL:
do
op->stats.sp=RANDOM()%NROFREALSPELLS;
while (!spells[op->stats.sp].scrolls||
spells[op->stats.sp].scroll_chance<=RANDOM()%10);
op->nrof=RANDOM()%spells[op->stats.sp].scrolls+1;
op->level = spells[op->stats.sp].level/2+ RANDOM()%difficulty +
RANDOM()%difficulty;
if (op->level<1) op->level=1;
op->value=(op->value*spells[op->stats.sp].level)/
(spells[op->stats.sp].level+4);
#ifdef ALLOW_SKILLS /* add exp so reading them properly gives xp */
op->stats.exp = op->value/5;
#endif
break;
case RUNE:
(*trap_adjust_func)(op,difficulty);
break;
}
if (op->type == POTION) {
op->face = potion_face;
free_string(op->name);
op->name = add_string("potion");
op->level = spells[op->stats.sp].level/2+ RANDOM()%difficulty + RANDOM()%difficulty;
if (RANDOM()%2)
SET_FLAG(op, FLAG_CURSED);
}
#if 0
if (op->arch == NULL)
LOG(llevDebug, "fix_generated_item(%s) had no arch.\n", op->name);
else
op->value = op->arch->clone.value / 2;
#endif
}
/*
*
*
* CODE DEALING WITH ARTIFACTS STARTS HERE
*
*
*/
/*
* Allocate and return the pointer to an empty artifactlist structure.
*/
static artifactlist *get_empty_artifactlist() {
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() {
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() {
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");
}
/*
* Builds up the lists of artifacts from the file in the libdir.
*/
void init_artifacts() {
static int has_been_inited=0;
FILE *fp;
char filename[MAX_BUF], buf[MAX_BUF], *cp, *next;
artifact *art=NULL;
linked_char *tmp;
int value, comp;
artifactlist *al;
if (has_been_inited) return;
else has_been_inited = 1;
LOG(llevDebug, "Reading artifacts...");
sprintf(filename, "%s/artifacts", LibDir);
if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) {
LOG(llevError, "Can't open %s.\n", filename);
return;
}
while (fgets(buf, MAX_BUF, fp)!=NULL) {
if (*buf=='#') continue;
if((cp=strchr(buf,'\n'))!=NULL)
*cp='\0';
cp=buf;
while(*cp==' ') /* Skip blanks */
cp++;
if (!strncmp(cp, "Allowed", 7)) {
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 *) malloc(sizeof(object));
reset_object(art->item);
if (!load_object(fp, art->item))
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;
}
else
LOG(llevError,"Unkown 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
}
#ifdef DUMP_SWITCHES
if (dump_monsters == 3) {
dump_artifacts();
exit(0);
}
#endif
}
/*
* 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) {
LOG(llevDebug, "FACE: %d\n", change->face->number);
op->face = change->face;
}
for (i = 0; i < 7; i++)
change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i));
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);
op->immune |= change->immune;
op->protected |= change->protected;
op->attacktype |= change->attacktype;
op->vulnerable |= change->vulnerable;
op->path_attuned |= change->path_attuned;
op->path_repelled |= change->path_repelled;
op->path_denied |= change->path_denied;
op->stats.luck += change->stats.luck;
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_FLYING))
SET_FLAG(op,FLAG_FLYING);
if (QUERY_FLAG(change,FLAG_XRAYS))
SET_FLAG(op,FLAG_XRAYS);
if (QUERY_FLAG(change,FLAG_BLIND))
SET_FLAG(op,FLAG_BLIND);
#ifdef USE_LIGHTING
if (QUERY_FLAG(change,FLAG_SEE_IN_DARK))
SET_FLAG(op,FLAG_SEE_IN_DARK);
#endif
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);
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->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->armour)
if (change->armour < 0)
op->armour = (-change->armour);
else
op->armour = (signed char) (((int)op->armour * (int)change->armour)/10);
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->last_heal)
if (change->last_heal < 0)
op->last_heal = (-change->last_heal);
else
op->last_heal = (signed char) (((int)op->last_heal * ((int)change->last_heal))
/ (int)100);
op->value *= change->value;
if(change->material) op->material = change->material;
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);
}
}
static int legal_artifact_combination(object *op, artifact *art) {
int neg, success = 0;
linked_char *tmp;
char *name;
if (art->allowed == (linked_char *) NULL)
return 1; /* Ie, "all" */
for (tmp = art->allowed; tmp; tmp = tmp->next) {
LOG(llevDebug, "legal_art: %s\n", tmp->name);
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], identified;
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 1 /* Bit verbose, but keep it here until next time I need it... */
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));
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)) {
LOG(llevDebug, "%s of %s was not a legal combination.\n",
op->name, art->item->name);
continue;
}
give_artifact_abilities(op, art->item);
return;
}
}