1 |
elmex |
1.1 |
/* |
2 |
root |
1.68 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
root |
1.116 |
* |
4 |
root |
1.121 |
* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
5 |
root |
1.117 |
* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 |
root |
1.101 |
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
7 |
|
|
* Copyright (©) 1992 Frank Tore Johansen |
8 |
root |
1.116 |
* |
9 |
root |
1.86 |
* Deliantra is free software: you can redistribute it and/or modify it under |
10 |
|
|
* the terms of the Affero GNU General Public License as published by the |
11 |
|
|
* Free Software Foundation, either version 3 of the License, or (at your |
12 |
|
|
* option) any later version. |
13 |
root |
1.116 |
* |
14 |
root |
1.64 |
* This program is distributed in the hope that it will be useful, |
15 |
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
16 |
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
17 |
|
|
* GNU General Public License for more details. |
18 |
root |
1.116 |
* |
19 |
root |
1.86 |
* You should have received a copy of the Affero GNU General Public License |
20 |
|
|
* and the GNU General Public License along with this program. If not, see |
21 |
|
|
* <http://www.gnu.org/licenses/>. |
22 |
root |
1.116 |
* |
23 |
root |
1.68 |
* The authors can be reached via e-mail to <support@deliantra.net> |
24 |
pippijn |
1.32 |
*/ |
25 |
elmex |
1.1 |
|
26 |
|
|
/* TREASURE_DEBUG does some checking on the treasurelists after loading. |
27 |
|
|
* It is useful for finding bugs in the treasures file. Since it only |
28 |
|
|
* slows the startup some (and not actual game play), it is by default |
29 |
|
|
* left on |
30 |
|
|
*/ |
31 |
|
|
#define TREASURE_DEBUG |
32 |
|
|
|
33 |
|
|
/* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
34 |
root |
1.16 |
|
35 |
root |
1.42 |
//#define TREASURE_VERBOSE |
36 |
root |
1.7 |
|
37 |
elmex |
1.1 |
#include <global.h> |
38 |
|
|
#include <treasure.h> |
39 |
|
|
|
40 |
root |
1.120 |
#include <flat_hash_map.hpp> |
41 |
|
|
|
42 |
root |
1.41 |
extern char *spell_mapping[]; |
43 |
|
|
|
44 |
|
|
static treasurelist *first_treasurelist; |
45 |
elmex |
1.1 |
|
46 |
root |
1.16 |
static void change_treasure (treasure *t, object *op); /* overrule default values */ |
47 |
root |
1.41 |
|
48 |
root |
1.120 |
typedef ska::flat_hash_map< |
49 |
|
|
const char *, |
50 |
|
|
treasurelist *, |
51 |
|
|
str_hash, |
52 |
|
|
str_equal, |
53 |
|
|
slice_allocator< std::pair<const char *const, treasurelist *> > |
54 |
root |
1.41 |
> tl_map_t; |
55 |
|
|
|
56 |
|
|
static tl_map_t tl_map; |
57 |
elmex |
1.1 |
|
58 |
root |
1.88 |
//TODO: class method |
59 |
root |
1.89 |
static void free_treasurestruct (treasure *t); // bleh desu |
60 |
root |
1.88 |
static void |
61 |
|
|
clear (treasurelist *tl) |
62 |
|
|
{ |
63 |
|
|
if (tl->items) |
64 |
|
|
{ |
65 |
|
|
free_treasurestruct (tl->items); |
66 |
|
|
tl->items = 0; |
67 |
|
|
} |
68 |
|
|
|
69 |
|
|
tl->total_chance = 0; |
70 |
|
|
} |
71 |
|
|
|
72 |
elmex |
1.1 |
/* |
73 |
root |
1.44 |
* Searches for the given treasurelist |
74 |
elmex |
1.1 |
*/ |
75 |
root |
1.41 |
treasurelist * |
76 |
|
|
treasurelist::find (const char *name) |
77 |
|
|
{ |
78 |
|
|
if (!name) |
79 |
|
|
return 0; |
80 |
|
|
|
81 |
root |
1.45 |
auto (i, tl_map.find (name)); |
82 |
elmex |
1.1 |
|
83 |
root |
1.41 |
if (i == tl_map.end ()) |
84 |
|
|
return 0; |
85 |
|
|
|
86 |
|
|
return i->second; |
87 |
elmex |
1.1 |
} |
88 |
|
|
|
89 |
|
|
/* |
90 |
root |
1.41 |
* Searches for the given treasurelist in the globally linked list |
91 |
|
|
* of treasurelists which has been built by load_treasures(). |
92 |
elmex |
1.1 |
*/ |
93 |
root |
1.41 |
treasurelist * |
94 |
|
|
treasurelist::get (const char *name) |
95 |
root |
1.7 |
{ |
96 |
root |
1.41 |
treasurelist *tl = find (name); |
97 |
|
|
|
98 |
|
|
if (!tl) |
99 |
|
|
{ |
100 |
|
|
tl = new treasurelist; |
101 |
|
|
|
102 |
|
|
tl->name = name; |
103 |
|
|
tl->next = first_treasurelist; |
104 |
|
|
first_treasurelist = tl; |
105 |
root |
1.7 |
|
106 |
root |
1.41 |
tl_map.insert (std::make_pair (tl->name, tl)); |
107 |
|
|
} |
108 |
elmex |
1.1 |
|
109 |
root |
1.41 |
return tl; |
110 |
|
|
} |
111 |
|
|
|
112 |
root |
1.47 |
#ifdef TREASURE_DEBUG |
113 |
|
|
/* recursived checks the linked list. Treasurelist is passed only |
114 |
|
|
* so that the treasure name can be printed out |
115 |
|
|
*/ |
116 |
|
|
static void |
117 |
|
|
check_treasurelist (const treasure *t, const treasurelist * tl) |
118 |
|
|
{ |
119 |
|
|
if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
120 |
|
|
LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
121 |
|
|
|
122 |
|
|
if (t->next) |
123 |
|
|
check_treasurelist (t->next, tl); |
124 |
|
|
|
125 |
|
|
if (t->next_yes) |
126 |
|
|
check_treasurelist (t->next_yes, tl); |
127 |
|
|
|
128 |
|
|
if (t->next_no) |
129 |
|
|
check_treasurelist (t->next_no, tl); |
130 |
|
|
} |
131 |
|
|
#endif |
132 |
|
|
|
133 |
elmex |
1.1 |
/* |
134 |
|
|
* Reads the lib/treasure file from disk, and parses the contents |
135 |
|
|
* into an internal treasure structure (very linked lists) |
136 |
|
|
*/ |
137 |
root |
1.7 |
static treasure * |
138 |
root |
1.47 |
read_treasure (object_thawer &f) |
139 |
root |
1.7 |
{ |
140 |
root |
1.41 |
treasure *t = new treasure; |
141 |
root |
1.7 |
|
142 |
root |
1.47 |
f.next (); |
143 |
root |
1.42 |
|
144 |
|
|
for (;;) |
145 |
root |
1.7 |
{ |
146 |
root |
1.70 |
coroapi::cede_to_tick (); |
147 |
root |
1.7 |
|
148 |
root |
1.42 |
switch (f.kw) |
149 |
root |
1.16 |
{ |
150 |
root |
1.42 |
case KW_arch: |
151 |
root |
1.72 |
t->item = archetype::find (f.get_str ()); |
152 |
root |
1.73 |
|
153 |
root |
1.72 |
if (!t->item) |
154 |
|
|
{ |
155 |
|
|
f.parse_warn ("treasure references unknown archetype"); |
156 |
root |
1.73 |
t->item = archetype::empty; |
157 |
root |
1.72 |
} |
158 |
|
|
|
159 |
root |
1.42 |
break; |
160 |
|
|
|
161 |
|
|
case KW_list: f.get (t->name); break; |
162 |
|
|
case KW_change_name: f.get (t->change_arch.name); break; |
163 |
|
|
case KW_change_title: f.get (t->change_arch.title); break; |
164 |
|
|
case KW_change_slaying: f.get (t->change_arch.slaying); break; |
165 |
|
|
case KW_chance: f.get (t->chance); break; |
166 |
|
|
case KW_nrof: f.get (t->nrof); break; |
167 |
|
|
case KW_magic: f.get (t->magic); break; |
168 |
|
|
|
169 |
root |
1.47 |
case KW_yes: t->next_yes = read_treasure (f); continue; |
170 |
|
|
case KW_no: t->next_no = read_treasure (f); continue; |
171 |
root |
1.42 |
|
172 |
|
|
case KW_end: |
173 |
root |
1.47 |
f.next (); |
174 |
root |
1.42 |
return t; |
175 |
|
|
|
176 |
|
|
case KW_more: |
177 |
root |
1.47 |
t->next = read_treasure (f); |
178 |
root |
1.42 |
return t; |
179 |
|
|
|
180 |
|
|
default: |
181 |
root |
1.47 |
if (!f.parse_error ("treasurelist", t->name)) |
182 |
root |
1.72 |
goto error; |
183 |
root |
1.42 |
|
184 |
|
|
return t; |
185 |
root |
1.16 |
} |
186 |
root |
1.47 |
|
187 |
|
|
f.next (); |
188 |
elmex |
1.1 |
} |
189 |
root |
1.72 |
|
190 |
|
|
// not reached |
191 |
|
|
|
192 |
|
|
error: |
193 |
|
|
delete t; |
194 |
|
|
return 0; |
195 |
elmex |
1.1 |
} |
196 |
|
|
|
197 |
|
|
/* |
198 |
|
|
* Each treasure is parsed with the help of load_treasure(). |
199 |
|
|
*/ |
200 |
root |
1.47 |
treasurelist * |
201 |
|
|
treasurelist::read (object_thawer &f) |
202 |
root |
1.7 |
{ |
203 |
root |
1.47 |
assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
204 |
root |
1.7 |
|
205 |
root |
1.47 |
bool one = f.kw == KW_treasureone; |
206 |
|
|
treasurelist *tl = treasurelist::get (f.get_str ()); |
207 |
|
|
clear (tl); |
208 |
|
|
tl->items = read_treasure (f); |
209 |
|
|
if (!tl->items) |
210 |
|
|
return 0; |
211 |
root |
1.42 |
|
212 |
root |
1.47 |
/* This is a one of the many items on the list should be generated. |
213 |
|
|
* Add up the chance total, and check to make sure the yes & no |
214 |
|
|
* fields of the treasures are not being used. |
215 |
|
|
*/ |
216 |
|
|
if (one) |
217 |
root |
1.7 |
{ |
218 |
root |
1.47 |
for (treasure *t = tl->items; t; t = t->next) |
219 |
root |
1.16 |
{ |
220 |
root |
1.47 |
if (t->next_yes || t->next_no) |
221 |
root |
1.42 |
{ |
222 |
root |
1.62 |
LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
223 |
root |
1.47 |
LOG (llevError, " the next_yes or next_no field is set\n"); |
224 |
root |
1.16 |
} |
225 |
elmex |
1.1 |
|
226 |
root |
1.47 |
tl->total_chance += t->chance; |
227 |
root |
1.42 |
} |
228 |
root |
1.47 |
} |
229 |
root |
1.42 |
|
230 |
root |
1.47 |
return tl; |
231 |
elmex |
1.1 |
} |
232 |
|
|
|
233 |
|
|
/* |
234 |
|
|
* Generates the objects specified by the given treasure. |
235 |
|
|
* It goes recursively through the rest of the linked list. |
236 |
|
|
* If there is a certain percental chance for a treasure to be generated, |
237 |
|
|
* this is taken into consideration. |
238 |
|
|
* The second argument specifies for which object the treasure is |
239 |
|
|
* being generated. |
240 |
|
|
* If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
241 |
|
|
* abilities. This is used by summon spells, thus no summoned monsters |
242 |
|
|
* start with equipment, but only their abilities). |
243 |
|
|
*/ |
244 |
root |
1.7 |
static void |
245 |
root |
1.16 |
put_treasure (object *op, object *creator, int flags) |
246 |
elmex |
1.1 |
{ |
247 |
root |
1.56 |
if (flags & GT_ENVIRONMENT) |
248 |
root |
1.7 |
{ |
249 |
root |
1.56 |
/* Bit of a hack - spells should never be put onto the map. The entire |
250 |
|
|
* treasure stuff is a problem - there is no clear idea of knowing |
251 |
|
|
* this is the original object, or if this is an object that should be created |
252 |
|
|
* by another object. |
253 |
|
|
*/ |
254 |
|
|
//TODO: flag such as objects... as such (no drop, anybody?) |
255 |
|
|
if (op->type == SPELL) |
256 |
|
|
{ |
257 |
root |
1.82 |
op->destroy (); |
258 |
root |
1.56 |
return; |
259 |
|
|
} |
260 |
|
|
|
261 |
root |
1.53 |
op->expand_tail (); |
262 |
|
|
|
263 |
root |
1.103 |
if (!creator->is_on_map () |
264 |
|
|
|| (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
265 |
root |
1.82 |
op->destroy (); |
266 |
root |
1.51 |
else |
267 |
|
|
{ |
268 |
root |
1.103 |
op->flag [FLAG_OBJ_ORIGINAL] = true; |
269 |
root |
1.51 |
op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
270 |
|
|
} |
271 |
root |
1.7 |
} |
272 |
|
|
else |
273 |
|
|
{ |
274 |
root |
1.29 |
op = creator->insert (op); |
275 |
root |
1.27 |
|
276 |
root |
1.104 |
if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
277 |
root |
1.16 |
monster_check_apply (creator, op); |
278 |
elmex |
1.1 |
} |
279 |
|
|
} |
280 |
|
|
|
281 |
|
|
/* if there are change_xxx commands in the treasure, we include the changes |
282 |
|
|
* in the generated object |
283 |
|
|
*/ |
284 |
root |
1.7 |
static void |
285 |
root |
1.12 |
change_treasure (treasure *t, object *op) |
286 |
elmex |
1.1 |
{ |
287 |
root |
1.7 |
/* CMD: change_name xxxx */ |
288 |
|
|
if (t->change_arch.name) |
289 |
elmex |
1.1 |
{ |
290 |
root |
1.7 |
op->name = t->change_arch.name; |
291 |
|
|
op->name_pl = t->change_arch.name; |
292 |
elmex |
1.1 |
} |
293 |
|
|
|
294 |
root |
1.7 |
if (t->change_arch.title) |
295 |
|
|
op->title = t->change_arch.title; |
296 |
|
|
|
297 |
|
|
if (t->change_arch.slaying) |
298 |
|
|
op->slaying = t->change_arch.slaying; |
299 |
|
|
} |
300 |
|
|
|
301 |
root |
1.41 |
static void |
302 |
root |
1.12 |
create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
303 |
root |
1.7 |
{ |
304 |
root |
1.33 |
if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
305 |
elmex |
1.1 |
{ |
306 |
root |
1.7 |
if (t->name) |
307 |
root |
1.16 |
{ |
308 |
elmex |
1.30 |
if (difficulty >= t->magic) |
309 |
root |
1.47 |
if (treasurelist *tl = treasurelist::find (t->name)) |
310 |
|
|
create_treasure (tl, op, flag, difficulty, tries); |
311 |
|
|
else |
312 |
|
|
LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
313 |
root |
1.16 |
} |
314 |
root |
1.7 |
else |
315 |
root |
1.16 |
{ |
316 |
root |
1.63 |
if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
317 |
root |
1.16 |
{ |
318 |
root |
1.98 |
object *tmp = t->item->instance (); |
319 |
root |
1.41 |
|
320 |
root |
1.16 |
if (t->nrof && tmp->nrof <= 1) |
321 |
root |
1.35 |
tmp->nrof = rndm (t->nrof) + 1; |
322 |
|
|
|
323 |
root |
1.16 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
324 |
|
|
change_treasure (t, tmp); |
325 |
|
|
put_treasure (tmp, op, flag); |
326 |
|
|
} |
327 |
|
|
} |
328 |
root |
1.12 |
|
329 |
root |
1.41 |
if (t->next_yes) |
330 |
root |
1.16 |
create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
331 |
elmex |
1.1 |
} |
332 |
root |
1.41 |
else if (t->next_no) |
333 |
root |
1.7 |
create_all_treasures (t->next_no, op, flag, difficulty, tries); |
334 |
root |
1.12 |
|
335 |
root |
1.41 |
if (t->next) |
336 |
root |
1.7 |
create_all_treasures (t->next, op, flag, difficulty, tries); |
337 |
elmex |
1.1 |
} |
338 |
|
|
|
339 |
root |
1.41 |
static void |
340 |
root |
1.35 |
create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
341 |
root |
1.7 |
{ |
342 |
root |
1.35 |
int value = rndm (tl->total_chance); |
343 |
root |
1.7 |
treasure *t; |
344 |
elmex |
1.1 |
|
345 |
root |
1.7 |
if (tries++ > 100) |
346 |
|
|
{ |
347 |
|
|
LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
348 |
|
|
return; |
349 |
|
|
} |
350 |
root |
1.12 |
|
351 |
root |
1.41 |
for (t = tl->items; t; t = t->next) |
352 |
root |
1.7 |
{ |
353 |
|
|
value -= t->chance; |
354 |
root |
1.12 |
|
355 |
root |
1.7 |
if (value < 0) |
356 |
root |
1.16 |
break; |
357 |
root |
1.7 |
} |
358 |
elmex |
1.1 |
|
359 |
root |
1.7 |
if (!t || value >= 0) |
360 |
root |
1.41 |
cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
361 |
root |
1.12 |
|
362 |
root |
1.7 |
if (t->name) |
363 |
|
|
{ |
364 |
|
|
if (difficulty >= t->magic) |
365 |
elmex |
1.26 |
{ |
366 |
root |
1.41 |
treasurelist *tl = treasurelist::find (t->name); |
367 |
elmex |
1.26 |
if (tl) |
368 |
|
|
create_treasure (tl, op, flag, difficulty, tries); |
369 |
|
|
} |
370 |
root |
1.7 |
else if (t->nrof) |
371 |
root |
1.16 |
create_one_treasure (tl, op, flag, difficulty, tries); |
372 |
elmex |
1.1 |
} |
373 |
root |
1.63 |
else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
374 |
root |
1.7 |
{ |
375 |
root |
1.98 |
if (object *tmp = t->item->instance ()) |
376 |
root |
1.41 |
{ |
377 |
|
|
if (t->nrof && tmp->nrof <= 1) |
378 |
|
|
tmp->nrof = rndm (t->nrof) + 1; |
379 |
root |
1.12 |
|
380 |
root |
1.41 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
381 |
|
|
change_treasure (t, tmp); |
382 |
|
|
put_treasure (tmp, op, flag); |
383 |
|
|
} |
384 |
elmex |
1.1 |
} |
385 |
|
|
} |
386 |
|
|
|
387 |
root |
1.57 |
void |
388 |
|
|
object::create_treasure (treasurelist *tl, int flags) |
389 |
|
|
{ |
390 |
|
|
::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
391 |
|
|
} |
392 |
|
|
|
393 |
elmex |
1.1 |
/* This calls the appropriate treasure creation function. tries is passed |
394 |
|
|
* to determine how many list transitions or attempts to create treasure |
395 |
|
|
* have been made. It is really in place to prevent infinite loops with |
396 |
|
|
* list transitions, or so that excessively good treasure will not be |
397 |
|
|
* created on weak maps, because it will exceed the number of allowed tries |
398 |
|
|
* to do that. |
399 |
|
|
*/ |
400 |
root |
1.7 |
void |
401 |
elmex |
1.30 |
create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
402 |
elmex |
1.1 |
{ |
403 |
root |
1.41 |
// empty treasurelists are legal |
404 |
|
|
if (!tl->items) |
405 |
|
|
return; |
406 |
|
|
|
407 |
root |
1.7 |
if (tries++ > 100) |
408 |
|
|
{ |
409 |
|
|
LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
410 |
|
|
return; |
411 |
|
|
} |
412 |
root |
1.37 |
|
413 |
root |
1.58 |
if (op->flag [FLAG_TREASURE_ENV]) |
414 |
root |
1.59 |
{ |
415 |
|
|
// do not generate items when there already is something above the object |
416 |
|
|
if (op->flag [FLAG_IS_FLOOR] && op->above) |
417 |
|
|
return; |
418 |
|
|
|
419 |
|
|
flag |= GT_ENVIRONMENT; |
420 |
|
|
} |
421 |
root |
1.58 |
|
422 |
elmex |
1.30 |
if (tl->total_chance) |
423 |
|
|
create_one_treasure (tl, op, flag, difficulty, tries); |
424 |
root |
1.7 |
else |
425 |
elmex |
1.30 |
create_all_treasures (tl->items, op, flag, difficulty, tries); |
426 |
elmex |
1.1 |
} |
427 |
|
|
|
428 |
|
|
/* This is similar to the old generate treasure function. However, |
429 |
|
|
* it instead takes a treasurelist. It is really just a wrapper around |
430 |
|
|
* create_treasure. We create a dummy object that the treasure gets |
431 |
|
|
* inserted into, and then return that treausre |
432 |
|
|
*/ |
433 |
root |
1.7 |
object * |
434 |
elmex |
1.30 |
generate_treasure (treasurelist *tl, int difficulty) |
435 |
elmex |
1.1 |
{ |
436 |
root |
1.25 |
difficulty = clamp (difficulty, 1, settings.max_level); |
437 |
|
|
|
438 |
root |
1.50 |
object *ob = object::create (); |
439 |
elmex |
1.1 |
|
440 |
elmex |
1.30 |
create_treasure (tl, ob, 0, difficulty, 0); |
441 |
elmex |
1.1 |
|
442 |
root |
1.7 |
/* Don't want to free the object we are about to return */ |
443 |
root |
1.50 |
object *tmp = ob->inv; |
444 |
|
|
if (tmp) |
445 |
root |
1.23 |
tmp->remove (); |
446 |
root |
1.21 |
|
447 |
root |
1.7 |
if (ob->inv) |
448 |
root |
1.21 |
LOG (llevError, "In generate treasure, created multiple objects.\n"); |
449 |
|
|
|
450 |
root |
1.82 |
ob->destroy (); |
451 |
root |
1.80 |
|
452 |
root |
1.7 |
return tmp; |
453 |
elmex |
1.1 |
} |
454 |
|
|
|
455 |
|
|
/* |
456 |
|
|
* This is a new way of calculating the chance for an item to have |
457 |
|
|
* a specific magical bonus. |
458 |
|
|
* The array has two arguments, the difficulty of the level, and the |
459 |
|
|
* magical bonus "wanted". |
460 |
|
|
*/ |
461 |
|
|
|
462 |
root |
1.7 |
static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
463 |
root |
1.42 |
// chance of magic difficulty |
464 |
|
|
// +0 +1 +2 +3 +4 |
465 |
|
|
{95, 2, 2, 1, 0}, // 1 |
466 |
|
|
{92, 5, 2, 1, 0}, // 2 |
467 |
|
|
{85, 10, 4, 1, 0}, // 3 |
468 |
|
|
{80, 14, 4, 2, 0}, // 4 |
469 |
|
|
{75, 17, 5, 2, 1}, // 5 |
470 |
|
|
{70, 18, 8, 3, 1}, // 6 |
471 |
|
|
{65, 21, 10, 3, 1}, // 7 |
472 |
|
|
{60, 22, 12, 4, 2}, // 8 |
473 |
|
|
{55, 25, 14, 4, 2}, // 9 |
474 |
|
|
{50, 27, 16, 5, 2}, // 10 |
475 |
|
|
{45, 28, 18, 6, 3}, // 11 |
476 |
|
|
{42, 28, 20, 7, 3}, // 12 |
477 |
|
|
{40, 27, 21, 8, 4}, // 13 |
478 |
|
|
{38, 25, 22, 10, 5}, // 14 |
479 |
|
|
{36, 23, 23, 12, 6}, // 15 |
480 |
|
|
{33, 21, 24, 14, 8}, // 16 |
481 |
|
|
{31, 19, 25, 16, 9}, // 17 |
482 |
|
|
{27, 15, 30, 18, 10}, // 18 |
483 |
|
|
{20, 12, 30, 25, 13}, // 19 |
484 |
|
|
{15, 10, 28, 30, 17}, // 20 |
485 |
|
|
{13, 9, 27, 28, 23}, // 21 |
486 |
|
|
{10, 8, 25, 28, 29}, // 22 |
487 |
|
|
{ 8, 7, 23, 26, 36}, // 23 |
488 |
|
|
{ 6, 6, 20, 22, 46}, // 24 |
489 |
|
|
{ 4, 5, 17, 18, 56}, // 25 |
490 |
|
|
{ 2, 4, 12, 14, 68}, // 26 |
491 |
|
|
{ 0, 3, 7, 10, 80}, // 27 |
492 |
|
|
{ 0, 0, 3, 7, 90}, // 28 |
493 |
|
|
{ 0, 0, 0, 3, 97}, // 29 |
494 |
|
|
{ 0, 0, 0, 0, 100}, // 30 |
495 |
|
|
{ 0, 0, 0, 0, 100}, // 31 |
496 |
elmex |
1.1 |
}; |
497 |
|
|
|
498 |
root |
1.119 |
/* calculate the appropriate level for wands staves and scrolls. |
499 |
elmex |
1.1 |
* This code presumes that op has had its spell object created (in op->inv) |
500 |
|
|
* |
501 |
|
|
* elmex Wed Aug 9 17:44:59 CEST 2006: |
502 |
|
|
* Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
503 |
|
|
*/ |
504 |
root |
1.89 |
static int |
505 |
root |
1.16 |
level_for_item (const object *op, int difficulty) |
506 |
elmex |
1.1 |
{ |
507 |
|
|
if (!op->inv) |
508 |
|
|
{ |
509 |
root |
1.7 |
LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
510 |
|
|
return 0; |
511 |
elmex |
1.1 |
} |
512 |
|
|
|
513 |
root |
1.67 |
int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
514 |
elmex |
1.1 |
|
515 |
|
|
if (olevel <= 0) |
516 |
root |
1.67 |
olevel = rndm (1, op->inv->level); |
517 |
elmex |
1.1 |
|
518 |
root |
1.105 |
return min (olevel, MAXLEVEL_TREASURE); |
519 |
elmex |
1.1 |
} |
520 |
|
|
|
521 |
|
|
/* |
522 |
|
|
* Based upon the specified difficulty and upon the difftomagic_list array, |
523 |
|
|
* a random magical bonus is returned. This is used when determine |
524 |
|
|
* the magical bonus created on specific maps. |
525 |
|
|
* |
526 |
|
|
* elmex Thu Aug 10 18:45:44 CEST 2006: |
527 |
|
|
* Scaling difficulty by max_level, as difficulty is a level and not some |
528 |
|
|
* weird integer between 1-31. |
529 |
|
|
* |
530 |
|
|
*/ |
531 |
root |
1.89 |
static int |
532 |
root |
1.7 |
magic_from_difficulty (int difficulty) |
533 |
elmex |
1.1 |
{ |
534 |
root |
1.107 |
int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
535 |
|
|
scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
536 |
elmex |
1.1 |
|
537 |
root |
1.107 |
int percent = rndm (100); |
538 |
|
|
int magic; |
539 |
elmex |
1.1 |
|
540 |
root |
1.107 |
for (magic = 0; magic <= MAXMAGIC; magic++) |
541 |
elmex |
1.1 |
{ |
542 |
|
|
percent -= difftomagic_list[scaled_diff][magic]; |
543 |
|
|
|
544 |
|
|
if (percent < 0) |
545 |
root |
1.16 |
break; |
546 |
elmex |
1.1 |
} |
547 |
|
|
|
548 |
root |
1.107 |
if (magic > MAXMAGIC) |
549 |
elmex |
1.1 |
{ |
550 |
root |
1.7 |
LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
551 |
elmex |
1.1 |
magic = 0; |
552 |
|
|
} |
553 |
|
|
|
554 |
root |
1.33 |
magic = (rndm (3)) ? magic : -magic; |
555 |
elmex |
1.1 |
/* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
556 |
|
|
|
557 |
|
|
return magic; |
558 |
|
|
} |
559 |
|
|
|
560 |
|
|
/* |
561 |
|
|
* Sets magical bonus in an object, and recalculates the effect on |
562 |
|
|
* the armour variable, and the effect on speed of armour. |
563 |
|
|
* This function doesn't work properly, should add use of archetypes |
564 |
|
|
* to make it truly absolute. |
565 |
|
|
*/ |
566 |
root |
1.7 |
void |
567 |
root |
1.16 |
set_abs_magic (object *op, int magic) |
568 |
root |
1.7 |
{ |
569 |
|
|
if (!magic) |
570 |
elmex |
1.1 |
return; |
571 |
|
|
|
572 |
root |
1.7 |
op->magic = magic; |
573 |
|
|
if (op->arch) |
574 |
|
|
{ |
575 |
|
|
if (op->type == ARMOUR) |
576 |
root |
1.63 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
577 |
root |
1.7 |
|
578 |
root |
1.33 |
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
579 |
root |
1.16 |
magic = (-magic); |
580 |
root |
1.78 |
|
581 |
root |
1.63 |
op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
582 |
root |
1.7 |
} |
583 |
|
|
else |
584 |
|
|
{ |
585 |
|
|
if (op->type == ARMOUR) |
586 |
root |
1.16 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
587 |
root |
1.78 |
|
588 |
root |
1.33 |
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
589 |
root |
1.16 |
magic = (-magic); |
590 |
root |
1.78 |
|
591 |
root |
1.7 |
op->weight = (op->weight * (100 - magic * 10)) / 100; |
592 |
|
|
} |
593 |
elmex |
1.1 |
} |
594 |
|
|
|
595 |
|
|
/* |
596 |
|
|
* Sets a random magical bonus in the given object based upon |
597 |
|
|
* the given difficulty, and the given max possible bonus. |
598 |
|
|
*/ |
599 |
|
|
|
600 |
root |
1.7 |
static void |
601 |
root |
1.16 |
set_magic (int difficulty, object *op, int max_magic, int flags) |
602 |
elmex |
1.1 |
{ |
603 |
root |
1.107 |
int i = magic_from_difficulty (difficulty); |
604 |
root |
1.16 |
|
605 |
elmex |
1.1 |
if ((flags & GT_ONLY_GOOD) && i < 0) |
606 |
root |
1.7 |
i = -i; |
607 |
root |
1.107 |
|
608 |
|
|
i = min (i, max_magic); |
609 |
|
|
|
610 |
root |
1.7 |
set_abs_magic (op, i); |
611 |
elmex |
1.1 |
if (i < 0) |
612 |
root |
1.104 |
op->set_flag (FLAG_CURSED); |
613 |
elmex |
1.1 |
} |
614 |
|
|
|
615 |
|
|
/* |
616 |
|
|
* Randomly adds one magical ability to the given object. |
617 |
|
|
* Modified for Partial Resistance in many ways: |
618 |
|
|
* 1) Since rings can have multiple bonuses, if the same bonus |
619 |
|
|
* is rolled again, increase it - the bonuses now stack with |
620 |
|
|
* other bonuses previously rolled and ones the item might natively have. |
621 |
|
|
* 2) Add code to deal with new PR method. |
622 |
|
|
*/ |
623 |
root |
1.89 |
static void |
624 |
root |
1.16 |
set_ring_bonus (object *op, int bonus) |
625 |
root |
1.7 |
{ |
626 |
root |
1.35 |
int r = rndm (bonus > 0 ? 25 : 11); |
627 |
elmex |
1.1 |
|
628 |
root |
1.7 |
if (op->type == AMULET) |
629 |
root |
1.107 |
if (!rndm (21)) |
630 |
|
|
r = 20 + rndm (2); |
631 |
|
|
else if (rndm (2)) |
632 |
|
|
r = 10; |
633 |
|
|
else |
634 |
|
|
r = 11 + rndm (9); |
635 |
root |
1.7 |
|
636 |
|
|
switch (r) |
637 |
|
|
{ |
638 |
root |
1.107 |
/* Redone by MSW 2000-11-26 to have much less code. Also, |
639 |
|
|
* bonuses and penalties will stack and add to existing values. |
640 |
|
|
* of the item. |
641 |
|
|
*/ |
642 |
root |
1.16 |
case 0: |
643 |
|
|
case 1: |
644 |
|
|
case 2: |
645 |
|
|
case 3: |
646 |
|
|
case 4: |
647 |
|
|
case 5: |
648 |
|
|
case 6: |
649 |
root |
1.60 |
op->stats.stat (r) += bonus; |
650 |
root |
1.16 |
break; |
651 |
|
|
|
652 |
|
|
case 7: |
653 |
|
|
op->stats.dam += bonus; |
654 |
|
|
break; |
655 |
|
|
|
656 |
|
|
case 8: |
657 |
|
|
op->stats.wc += bonus; |
658 |
|
|
break; |
659 |
|
|
|
660 |
|
|
case 9: |
661 |
|
|
op->stats.food += bonus; /* hunger/sustenance */ |
662 |
|
|
break; |
663 |
|
|
|
664 |
|
|
case 10: |
665 |
|
|
op->stats.ac += bonus; |
666 |
|
|
break; |
667 |
|
|
|
668 |
|
|
/* Item that gives protections/vulnerabilities */ |
669 |
|
|
case 11: |
670 |
|
|
case 12: |
671 |
|
|
case 13: |
672 |
|
|
case 14: |
673 |
|
|
case 15: |
674 |
|
|
case 16: |
675 |
|
|
case 17: |
676 |
|
|
case 18: |
677 |
|
|
case 19: |
678 |
|
|
{ |
679 |
root |
1.34 |
int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
680 |
root |
1.16 |
|
681 |
|
|
/* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
682 |
root |
1.34 |
val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
683 |
root |
1.16 |
|
684 |
|
|
/* Cursed items need to have higher negative values to equal out with |
685 |
|
|
* positive values for how protections work out. Put another |
686 |
|
|
* little random element in since that they don't always end up with |
687 |
|
|
* even values. |
688 |
|
|
*/ |
689 |
|
|
if (bonus < 0) |
690 |
root |
1.35 |
val = 2 * -val - rndm (b); |
691 |
root |
1.107 |
|
692 |
|
|
val = min (35, val); /* Upper limit */ |
693 |
|
|
|
694 |
root |
1.16 |
b = 0; |
695 |
root |
1.34 |
|
696 |
root |
1.16 |
while (op->resist[resist_table[resist]] != 0 && b < 4) |
697 |
root |
1.34 |
resist = rndm (num_resist_table); |
698 |
|
|
|
699 |
root |
1.16 |
if (b == 4) |
700 |
|
|
return; /* Not able to find a free resistance */ |
701 |
root |
1.34 |
|
702 |
root |
1.16 |
op->resist[resist_table[resist]] = val; |
703 |
|
|
/* We should probably do something more clever here to adjust value |
704 |
|
|
* based on how good a resistance we gave. |
705 |
|
|
*/ |
706 |
|
|
break; |
707 |
|
|
} |
708 |
|
|
case 20: |
709 |
|
|
if (op->type == AMULET) |
710 |
|
|
{ |
711 |
root |
1.104 |
op->set_flag (FLAG_REFL_SPELL); |
712 |
root |
1.16 |
op->value *= 11; |
713 |
|
|
} |
714 |
|
|
else |
715 |
|
|
{ |
716 |
|
|
op->stats.hp = 1; /* regenerate hit points */ |
717 |
|
|
op->value *= 4; |
718 |
|
|
} |
719 |
|
|
break; |
720 |
|
|
|
721 |
|
|
case 21: |
722 |
|
|
if (op->type == AMULET) |
723 |
|
|
{ |
724 |
root |
1.104 |
op->set_flag (FLAG_REFL_MISSILE); |
725 |
root |
1.16 |
op->value *= 9; |
726 |
|
|
} |
727 |
|
|
else |
728 |
|
|
{ |
729 |
|
|
op->stats.sp = 1; /* regenerate spell points */ |
730 |
|
|
op->value *= 3; |
731 |
|
|
} |
732 |
|
|
break; |
733 |
|
|
|
734 |
|
|
case 22: |
735 |
|
|
op->stats.exp += bonus; /* Speed! */ |
736 |
root |
1.107 |
op->value = op->value * 2 / 3; |
737 |
root |
1.16 |
break; |
738 |
root |
1.7 |
} |
739 |
root |
1.34 |
|
740 |
root |
1.7 |
if (bonus > 0) |
741 |
root |
1.107 |
op->value = 2 * op->value * bonus; |
742 |
root |
1.7 |
else |
743 |
root |
1.107 |
op->value = -2 * op->value * bonus / 3; |
744 |
elmex |
1.1 |
} |
745 |
|
|
|
746 |
|
|
/* |
747 |
|
|
* get_magic(diff) will return a random number between 0 and 4. |
748 |
|
|
* diff can be any value above 2. The higher the diff-variable, the |
749 |
|
|
* higher is the chance of returning a low number. |
750 |
|
|
* It is only used in fix_generated_treasure() to set bonuses on |
751 |
|
|
* rings and amulets. |
752 |
|
|
* Another scheme is used to calculate the magic of weapons and armours. |
753 |
|
|
*/ |
754 |
root |
1.89 |
static int |
755 |
root |
1.7 |
get_magic (int diff) |
756 |
|
|
{ |
757 |
root |
1.107 |
diff = min (3, diff); |
758 |
root |
1.35 |
|
759 |
root |
1.107 |
for (int i = 0; i < 4; i++) |
760 |
root |
1.35 |
if (rndm (diff)) |
761 |
root |
1.7 |
return i; |
762 |
root |
1.35 |
|
763 |
elmex |
1.1 |
return 4; |
764 |
|
|
} |
765 |
|
|
|
766 |
root |
1.88 |
/* special_potion() - so that old potion code is still done right. */ |
767 |
root |
1.89 |
static int |
768 |
root |
1.88 |
special_potion (object *op) |
769 |
|
|
{ |
770 |
|
|
if (op->attacktype) |
771 |
|
|
return 1; |
772 |
|
|
|
773 |
|
|
if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
774 |
|
|
return 1; |
775 |
|
|
|
776 |
|
|
for (int i = 0; i < NROFATTACKS; i++) |
777 |
|
|
if (op->resist[i]) |
778 |
|
|
return 1; |
779 |
|
|
|
780 |
|
|
return 0; |
781 |
|
|
} |
782 |
|
|
|
783 |
elmex |
1.110 |
static double |
784 |
|
|
value_factor_from_spell_item (object *spell, object *item) |
785 |
|
|
{ |
786 |
|
|
double factor = |
787 |
|
|
pow ((spell->value > 0 ? spell->value : 1) |
788 |
|
|
* spell->level, 1.5); |
789 |
|
|
|
790 |
|
|
if (item) // this if for: wands/staffs/rods: |
791 |
|
|
{ |
792 |
|
|
/* Old crossfire comment ahead: |
793 |
|
|
* Add 50 to both level an divisor to keep prices a little more |
794 |
|
|
* reasonable. Otherwise, a high level version of a low level |
795 |
|
|
* spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
796 |
|
|
* 10 time multiplier). This way, the value are a bit more reasonable. |
797 |
|
|
*/ |
798 |
|
|
|
799 |
|
|
factor *= item->level + 50; |
800 |
|
|
factor /= item->inv->level + 50; |
801 |
|
|
} |
802 |
|
|
|
803 |
|
|
return factor; |
804 |
|
|
} |
805 |
|
|
|
806 |
root |
1.107 |
#define DICE2 (get_magic(2) == 2 ? 2 : 1) |
807 |
root |
1.35 |
#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
808 |
elmex |
1.1 |
|
809 |
|
|
/* |
810 |
|
|
* fix_generated_item(): This is called after an item is generated, in |
811 |
|
|
* order to set it up right. This produced magical bonuses, puts spells |
812 |
|
|
* into scrolls/books/wands, makes it unidentified, hides the value, etc. |
813 |
|
|
*/ |
814 |
root |
1.16 |
|
815 |
elmex |
1.1 |
/* 4/28/96 added creator object from which op may now inherit properties based on |
816 |
root |
1.119 |
* op->type. Right now, which stuff the creator passes on is object type |
817 |
|
|
* dependant. I know this is a spagetti manuever, but is there a cleaner |
818 |
elmex |
1.1 |
* way to do this? b.t. */ |
819 |
root |
1.16 |
|
820 |
elmex |
1.1 |
/* |
821 |
|
|
* ! (flags & GT_ENVIRONMENT): |
822 |
|
|
* Automatically calls fix_flesh_item(). |
823 |
|
|
* |
824 |
|
|
* flags: |
825 |
|
|
* GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's |
826 |
|
|
* value. |
827 |
|
|
* GT_MINIMAL: Does minimal processing on the object - just enough to make it |
828 |
|
|
* a working object - don't change magic, value, etc, but set it material |
829 |
|
|
* type as appropriate, for objects that need spell objects, set those, etc |
830 |
|
|
*/ |
831 |
root |
1.7 |
void |
832 |
root |
1.16 |
fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
833 |
elmex |
1.1 |
{ |
834 |
|
|
int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
835 |
|
|
|
836 |
|
|
if (!creator || creator->type == op->type) |
837 |
root |
1.16 |
creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
838 |
elmex |
1.1 |
|
839 |
|
|
/* If we make an artifact, this information will be destroyed */ |
840 |
|
|
save_item_power = op->item_power; |
841 |
|
|
op->item_power = 0; |
842 |
|
|
|
843 |
|
|
if (op->randomitems && op->type != SPELL) |
844 |
|
|
{ |
845 |
root |
1.50 |
create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
846 |
elmex |
1.1 |
/* So the treasure doesn't get created again */ |
847 |
root |
1.42 |
op->randomitems = 0; |
848 |
elmex |
1.1 |
} |
849 |
|
|
|
850 |
root |
1.96 |
max_it (difficulty, 1); |
851 |
elmex |
1.1 |
|
852 |
root |
1.22 |
if (INVOKE_OBJECT (ADD_BONUS, op, |
853 |
|
|
ARG_OBJECT (creator != op ? creator : 0), |
854 |
|
|
ARG_INT (difficulty), ARG_INT (max_magic), |
855 |
|
|
ARG_INT (flags))) |
856 |
|
|
return; |
857 |
|
|
|
858 |
elmex |
1.1 |
if (!(flags & GT_MINIMAL)) |
859 |
|
|
{ |
860 |
root |
1.72 |
if (IS_ARCH (op->arch, crown)) |
861 |
root |
1.16 |
{ |
862 |
|
|
set_magic (difficulty, op, max_magic, flags); |
863 |
|
|
num_enchantments = calc_item_power (op, 1); |
864 |
|
|
generate_artifact (op, difficulty); |
865 |
|
|
} |
866 |
elmex |
1.1 |
else |
867 |
root |
1.16 |
{ |
868 |
|
|
if (!op->magic && max_magic) |
869 |
|
|
set_magic (difficulty, op, max_magic, flags); |
870 |
|
|
|
871 |
|
|
num_enchantments = calc_item_power (op, 1); |
872 |
|
|
|
873 |
root |
1.35 |
if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
874 |
|
|
|| op->type == HORN |
875 |
root |
1.72 |
|| difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
876 |
root |
1.16 |
generate_artifact (op, difficulty); |
877 |
|
|
} |
878 |
elmex |
1.1 |
|
879 |
|
|
/* Object was made an artifact. Calculate its item_power rating. |
880 |
|
|
* the item_power in the object is what the artfiact adds. |
881 |
|
|
*/ |
882 |
|
|
if (op->title) |
883 |
root |
1.16 |
{ |
884 |
|
|
/* if save_item_power is set, then most likely we started with an |
885 |
|
|
* artifact and have added new abilities to it - this is rare, but |
886 |
|
|
* but I have seen things like 'strange rings of fire'. So just figure |
887 |
|
|
* out the power from the base power plus what this one adds. Note |
888 |
|
|
* that since item_power is not quite linear, this actually ends up |
889 |
|
|
* being somewhat of a bonus |
890 |
|
|
*/ |
891 |
|
|
if (save_item_power) |
892 |
|
|
op->item_power = save_item_power + get_power_from_ench (op->item_power); |
893 |
|
|
else |
894 |
|
|
op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
895 |
|
|
} |
896 |
elmex |
1.1 |
else if (save_item_power) |
897 |
root |
1.16 |
{ |
898 |
|
|
/* restore the item_power field to the object if we haven't changed it. |
899 |
|
|
* we don't care about num_enchantments - that will basically just |
900 |
|
|
* have calculated some value from the base attributes of the archetype. |
901 |
|
|
*/ |
902 |
|
|
op->item_power = save_item_power; |
903 |
|
|
} |
904 |
elmex |
1.1 |
else |
905 |
root |
1.16 |
{ |
906 |
|
|
/* item_power was zero. This is suspicious, as it may be because it |
907 |
|
|
* was never previously calculated. Let's compute a value and see if |
908 |
|
|
* it is non-zero. If it indeed is, then assign it as the new |
909 |
|
|
* item_power value. |
910 |
|
|
* - gros, 21th of July 2006. |
911 |
|
|
*/ |
912 |
|
|
op->item_power = calc_item_power (op, 0); |
913 |
|
|
save_item_power = op->item_power; /* Just in case it would get used |
914 |
|
|
* again below */ |
915 |
|
|
} |
916 |
elmex |
1.1 |
} |
917 |
|
|
|
918 |
|
|
/* materialtype modifications. Note we allow this on artifacts. */ |
919 |
root |
1.93 |
select_material (op, difficulty); |
920 |
elmex |
1.1 |
|
921 |
|
|
if (flags & GT_MINIMAL) |
922 |
|
|
{ |
923 |
|
|
if (op->type == POTION) |
924 |
root |
1.16 |
/* Handle healing and magic power potions */ |
925 |
|
|
if (op->stats.sp && !op->randomitems) |
926 |
|
|
{ |
927 |
root |
1.113 |
object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
928 |
root |
1.16 |
insert_ob_in_ob (tmp, op); |
929 |
|
|
op->stats.sp = 0; |
930 |
|
|
} |
931 |
elmex |
1.1 |
} |
932 |
root |
1.16 |
else if (!op->title) /* Only modify object if not special */ |
933 |
elmex |
1.1 |
switch (op->type) |
934 |
|
|
{ |
935 |
root |
1.16 |
case WEAPON: |
936 |
|
|
case ARMOUR: |
937 |
|
|
case SHIELD: |
938 |
|
|
case HELMET: |
939 |
|
|
case CLOAK: |
940 |
root |
1.104 |
if (op->flag [FLAG_CURSED] && !(rndm (4))) |
941 |
root |
1.16 |
set_ring_bonus (op, -DICE2); |
942 |
|
|
break; |
943 |
|
|
|
944 |
|
|
case BRACERS: |
945 |
root |
1.104 |
if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
946 |
root |
1.16 |
{ |
947 |
root |
1.104 |
set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
948 |
|
|
if (!op->flag [FLAG_CURSED]) |
949 |
root |
1.16 |
op->value *= 3; |
950 |
|
|
} |
951 |
|
|
break; |
952 |
|
|
|
953 |
|
|
case POTION: |
954 |
|
|
{ |
955 |
root |
1.115 |
int too_many_tries = 0; |
956 |
root |
1.16 |
|
957 |
|
|
/* Handle healing and magic power potions */ |
958 |
|
|
if (op->stats.sp && !op->randomitems) |
959 |
|
|
{ |
960 |
root |
1.113 |
object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
961 |
root |
1.16 |
insert_ob_in_ob (tmp, op); |
962 |
|
|
op->stats.sp = 0; |
963 |
|
|
} |
964 |
|
|
|
965 |
root |
1.115 |
while (!special_potion (op) && !op->inv) |
966 |
root |
1.16 |
{ |
967 |
|
|
generate_artifact (op, difficulty); |
968 |
|
|
if (too_many_tries++ > 10) |
969 |
|
|
break; |
970 |
|
|
} |
971 |
|
|
|
972 |
|
|
/* don't want to change value for healing/magic power potions, |
973 |
|
|
* since the value set on those is already correct. |
974 |
|
|
*/ |
975 |
|
|
if (op->inv && op->randomitems) |
976 |
|
|
{ |
977 |
|
|
/* value multiplier is same as for scrolls */ |
978 |
root |
1.96 |
op->value *= op->inv->value; |
979 |
root |
1.35 |
op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
980 |
root |
1.16 |
} |
981 |
|
|
else |
982 |
|
|
{ |
983 |
root |
1.107 |
op->name = shstr_potion; |
984 |
|
|
op->name_pl = shstr_potions; |
985 |
root |
1.16 |
} |
986 |
|
|
|
987 |
root |
1.33 |
if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
988 |
root |
1.104 |
op->set_flag (FLAG_CURSED); |
989 |
root |
1.96 |
|
990 |
root |
1.16 |
break; |
991 |
|
|
} |
992 |
|
|
|
993 |
|
|
case AMULET: |
994 |
root |
1.72 |
if (IS_ARCH (op->arch, amulet)) |
995 |
root |
1.16 |
op->value *= 5; /* Since it's not just decoration */ |
996 |
|
|
|
997 |
|
|
case RING: |
998 |
root |
1.72 |
if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
999 |
root |
1.16 |
break; |
1000 |
|
|
|
1001 |
root |
1.33 |
if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1002 |
root |
1.104 |
op->set_flag (FLAG_CURSED); |
1003 |
root |
1.16 |
|
1004 |
root |
1.104 |
set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
1005 |
root |
1.16 |
|
1006 |
|
|
if (op->type != RING) /* Amulets have only one ability */ |
1007 |
|
|
break; |
1008 |
|
|
|
1009 |
root |
1.107 |
if (!rndm (4)) |
1010 |
root |
1.16 |
{ |
1011 |
root |
1.104 |
int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1012 |
root |
1.16 |
|
1013 |
|
|
if (d > 0) |
1014 |
|
|
op->value *= 3; |
1015 |
|
|
|
1016 |
|
|
set_ring_bonus (op, d); |
1017 |
|
|
|
1018 |
root |
1.107 |
if (!rndm (4)) |
1019 |
root |
1.16 |
{ |
1020 |
root |
1.104 |
int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1021 |
root |
1.16 |
|
1022 |
|
|
if (d > 0) |
1023 |
|
|
op->value *= 5; |
1024 |
root |
1.107 |
|
1025 |
root |
1.16 |
set_ring_bonus (op, d); |
1026 |
|
|
} |
1027 |
|
|
} |
1028 |
|
|
|
1029 |
root |
1.85 |
if (op->animation_id) |
1030 |
|
|
op->set_anim_frame (rndm (op->anim_frames ())); |
1031 |
root |
1.16 |
|
1032 |
|
|
break; |
1033 |
|
|
|
1034 |
|
|
case BOOK: |
1035 |
|
|
/* Is it an empty book?, if yes lets make a special· |
1036 |
|
|
* msg for it, and tailor its properties based on the· |
1037 |
|
|
* creator and/or map level we found it on. |
1038 |
|
|
*/ |
1039 |
root |
1.33 |
if (!op->msg && rndm (10)) |
1040 |
root |
1.16 |
{ |
1041 |
|
|
/* set the book level properly */ |
1042 |
root |
1.104 |
if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1043 |
root |
1.16 |
{ |
1044 |
|
|
if (op->map && op->map->difficulty) |
1045 |
root |
1.35 |
op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1046 |
root |
1.16 |
else |
1047 |
root |
1.33 |
op->level = rndm (20) + 1; |
1048 |
root |
1.16 |
} |
1049 |
|
|
else |
1050 |
root |
1.35 |
op->level = rndm (creator->level); |
1051 |
root |
1.16 |
|
1052 |
|
|
tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1053 |
|
|
/* books w/ info are worth more! */ |
1054 |
|
|
op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1055 |
|
|
|
1056 |
|
|
/* add exp so reading it gives xp (once) */ |
1057 |
|
|
op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1058 |
|
|
} |
1059 |
sf-marcmagus |
1.87 |
|
1060 |
|
|
/* creator related stuff */ |
1061 |
|
|
|
1062 |
|
|
/* for library, chained books. Note that some monsters have no_pick |
1063 |
|
|
* set - we don't want to set no pick in that case. |
1064 |
|
|
*/ |
1065 |
root |
1.104 |
if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
1066 |
|
|
op->set_flag (FLAG_NO_PICK); |
1067 |
sf-marcmagus |
1.87 |
if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1068 |
|
|
op->slaying = creator->slaying; |
1069 |
root |
1.16 |
break; |
1070 |
|
|
|
1071 |
|
|
case SPELLBOOK: |
1072 |
elmex |
1.110 |
op->value *= value_factor_from_spell_item (op->inv, 0); |
1073 |
root |
1.107 |
|
1074 |
root |
1.16 |
/* add exp so learning gives xp */ |
1075 |
|
|
op->level = op->inv->level; |
1076 |
|
|
op->stats.exp = op->value; |
1077 |
|
|
break; |
1078 |
|
|
|
1079 |
|
|
case WAND: |
1080 |
|
|
/* nrof in the treasure list is number of charges, |
1081 |
|
|
* not number of wands. So copy that into food (charges), |
1082 |
|
|
* and reset nrof. |
1083 |
|
|
*/ |
1084 |
|
|
op->stats.food = op->inv->nrof; |
1085 |
|
|
op->nrof = 1; |
1086 |
|
|
/* If the spell changes by level, choose a random level |
1087 |
elmex |
1.110 |
* for it. |
1088 |
root |
1.16 |
*/ |
1089 |
elmex |
1.110 |
if (op->inv->duration_modifier |
1090 |
|
|
|| op->inv->dam_modifier |
1091 |
|
|
|| op->inv->range_modifier) |
1092 |
|
|
op->level = level_for_item (op, difficulty); |
1093 |
root |
1.16 |
else |
1094 |
elmex |
1.110 |
op->level = op->inv->level; |
1095 |
|
|
|
1096 |
|
|
op->value *= value_factor_from_spell_item (op->inv, op); |
1097 |
root |
1.16 |
break; |
1098 |
|
|
|
1099 |
|
|
case ROD: |
1100 |
|
|
op->level = level_for_item (op, difficulty); |
1101 |
elmex |
1.110 |
op->value *= value_factor_from_spell_item (op->inv, op); |
1102 |
root |
1.107 |
|
1103 |
root |
1.16 |
/* maxhp is used to denote how many 'charges' the rod holds before */ |
1104 |
|
|
if (op->stats.maxhp) |
1105 |
root |
1.92 |
op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1106 |
root |
1.16 |
else |
1107 |
root |
1.92 |
op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1108 |
root |
1.16 |
|
1109 |
|
|
op->stats.hp = op->stats.maxhp; |
1110 |
|
|
break; |
1111 |
|
|
|
1112 |
|
|
case SCROLL: |
1113 |
|
|
op->level = level_for_item (op, difficulty); |
1114 |
elmex |
1.110 |
op->value *= value_factor_from_spell_item (op->inv, op); |
1115 |
root |
1.16 |
|
1116 |
|
|
/* add exp so reading them properly gives xp */ |
1117 |
|
|
op->stats.exp = op->value / 5; |
1118 |
|
|
op->nrof = op->inv->nrof; |
1119 |
|
|
break; |
1120 |
|
|
|
1121 |
|
|
case RUNE: |
1122 |
|
|
trap_adjust (op, difficulty); |
1123 |
|
|
break; |
1124 |
|
|
|
1125 |
|
|
case TRAP: |
1126 |
|
|
trap_adjust (op, difficulty); |
1127 |
|
|
break; |
1128 |
|
|
} /* switch type */ |
1129 |
elmex |
1.1 |
|
1130 |
|
|
if (flags & GT_STARTEQUIP) |
1131 |
|
|
{ |
1132 |
root |
1.104 |
if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1133 |
|
|
op->set_flag (FLAG_STARTEQUIP); |
1134 |
elmex |
1.1 |
else if (op->type != MONEY) |
1135 |
root |
1.16 |
op->value = 0; |
1136 |
elmex |
1.1 |
} |
1137 |
|
|
|
1138 |
|
|
if (!(flags & GT_ENVIRONMENT)) |
1139 |
|
|
fix_flesh_item (op, creator); |
1140 |
|
|
} |
1141 |
|
|
|
1142 |
|
|
/* |
1143 |
|
|
* |
1144 |
|
|
* |
1145 |
|
|
* CODE DEALING WITH ARTIFACTS STARTS HERE |
1146 |
|
|
* |
1147 |
|
|
* |
1148 |
|
|
*/ |
1149 |
|
|
|
1150 |
|
|
/* |
1151 |
|
|
* Allocate and return the pointer to an empty artifactlist structure. |
1152 |
|
|
*/ |
1153 |
root |
1.7 |
static artifactlist * |
1154 |
root |
1.97 |
get_empty_artifactlist () |
1155 |
root |
1.7 |
{ |
1156 |
root |
1.69 |
return salloc0<artifactlist> (); |
1157 |
elmex |
1.1 |
} |
1158 |
|
|
|
1159 |
|
|
/* |
1160 |
|
|
* Allocate and return the pointer to an empty artifact structure. |
1161 |
|
|
*/ |
1162 |
root |
1.7 |
static artifact * |
1163 |
root |
1.97 |
get_empty_artifact () |
1164 |
root |
1.7 |
{ |
1165 |
root |
1.69 |
return salloc0<artifact> (); |
1166 |
elmex |
1.1 |
} |
1167 |
|
|
|
1168 |
|
|
/* |
1169 |
|
|
* Searches the artifact lists and returns one that has the same type |
1170 |
|
|
* of objects on it. |
1171 |
|
|
*/ |
1172 |
root |
1.7 |
artifactlist * |
1173 |
|
|
find_artifactlist (int type) |
1174 |
|
|
{ |
1175 |
root |
1.41 |
for (artifactlist *al = first_artifactlist; al; al = al->next) |
1176 |
root |
1.7 |
if (al->type == type) |
1177 |
|
|
return al; |
1178 |
root |
1.38 |
|
1179 |
|
|
return 0; |
1180 |
elmex |
1.1 |
} |
1181 |
|
|
|
1182 |
|
|
/* |
1183 |
|
|
* Builds up the lists of artifacts from the file in the libdir. |
1184 |
|
|
*/ |
1185 |
root |
1.7 |
void |
1186 |
root |
1.97 |
init_artifacts () |
1187 |
root |
1.7 |
{ |
1188 |
|
|
static int has_been_inited = 0; |
1189 |
|
|
artifact *art = NULL; |
1190 |
|
|
artifactlist *al; |
1191 |
|
|
|
1192 |
|
|
if (has_been_inited) |
1193 |
|
|
return; |
1194 |
|
|
else |
1195 |
|
|
has_been_inited = 1; |
1196 |
elmex |
1.1 |
|
1197 |
root |
1.108 |
object_thawer f (settings.datadir, "artifacts"); |
1198 |
elmex |
1.1 |
|
1199 |
root |
1.38 |
if (!f) |
1200 |
root |
1.7 |
return; |
1201 |
elmex |
1.1 |
|
1202 |
root |
1.38 |
for (;;) |
1203 |
root |
1.7 |
{ |
1204 |
root |
1.38 |
switch (f.kw) |
1205 |
|
|
{ |
1206 |
|
|
case KW_allowed: |
1207 |
|
|
if (!art) |
1208 |
root |
1.47 |
art = get_empty_artifact (); |
1209 |
root |
1.7 |
|
1210 |
root |
1.16 |
{ |
1211 |
root |
1.38 |
if (!strcmp (f.get_str (), "all")) |
1212 |
|
|
break; |
1213 |
|
|
|
1214 |
root |
1.95 |
const char *cp = f.get_str (); |
1215 |
|
|
char *next; |
1216 |
root |
1.38 |
do |
1217 |
|
|
{ |
1218 |
root |
1.99 |
if ((next = (char *)strchr (cp, ','))) |
1219 |
root |
1.38 |
*next++ = '\0'; |
1220 |
|
|
|
1221 |
|
|
linked_char *tmp = new linked_char; |
1222 |
|
|
|
1223 |
|
|
tmp->name = cp; |
1224 |
|
|
tmp->next = art->allowed; |
1225 |
|
|
art->allowed = tmp; |
1226 |
|
|
} |
1227 |
|
|
while ((cp = next)); |
1228 |
root |
1.16 |
} |
1229 |
root |
1.38 |
break; |
1230 |
|
|
|
1231 |
|
|
case KW_chance: |
1232 |
|
|
f.get (art->chance); |
1233 |
|
|
break; |
1234 |
|
|
|
1235 |
|
|
case KW_difficulty: |
1236 |
|
|
f.get (art->difficulty); |
1237 |
|
|
break; |
1238 |
root |
1.16 |
|
1239 |
root |
1.38 |
case KW_object: |
1240 |
root |
1.16 |
{ |
1241 |
root |
1.38 |
art->item = object::create (); |
1242 |
root |
1.49 |
f.get (art->item->name); |
1243 |
|
|
f.next (); |
1244 |
root |
1.38 |
|
1245 |
|
|
if (!art->item->parse_kv (f)) |
1246 |
|
|
LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1247 |
|
|
|
1248 |
|
|
al = find_artifactlist (art->item->type); |
1249 |
|
|
|
1250 |
|
|
if (!al) |
1251 |
|
|
{ |
1252 |
|
|
al = get_empty_artifactlist (); |
1253 |
|
|
al->type = art->item->type; |
1254 |
|
|
al->next = first_artifactlist; |
1255 |
|
|
first_artifactlist = al; |
1256 |
|
|
} |
1257 |
|
|
|
1258 |
|
|
art->next = al->items; |
1259 |
|
|
al->items = art; |
1260 |
|
|
art = 0; |
1261 |
root |
1.16 |
} |
1262 |
root |
1.38 |
continue; |
1263 |
root |
1.10 |
|
1264 |
root |
1.38 |
case KW_EOF: |
1265 |
|
|
goto done; |
1266 |
root |
1.10 |
|
1267 |
root |
1.38 |
default: |
1268 |
|
|
if (!f.parse_error ("artifacts file")) |
1269 |
|
|
cleanup ("artifacts file required"); |
1270 |
|
|
break; |
1271 |
root |
1.16 |
} |
1272 |
root |
1.38 |
|
1273 |
|
|
f.next (); |
1274 |
root |
1.7 |
} |
1275 |
root |
1.3 |
|
1276 |
root |
1.38 |
done: |
1277 |
|
|
for (al = first_artifactlist; al; al = al->next) |
1278 |
root |
1.7 |
{ |
1279 |
root |
1.47 |
al->total_chance = 0; |
1280 |
|
|
|
1281 |
root |
1.38 |
for (art = al->items; art; art = art->next) |
1282 |
root |
1.16 |
{ |
1283 |
|
|
if (!art->chance) |
1284 |
|
|
LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1285 |
|
|
else |
1286 |
|
|
al->total_chance += art->chance; |
1287 |
|
|
} |
1288 |
elmex |
1.1 |
#if 0 |
1289 |
root |
1.7 |
LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1290 |
elmex |
1.1 |
#endif |
1291 |
|
|
} |
1292 |
|
|
} |
1293 |
|
|
|
1294 |
|
|
/* |
1295 |
|
|
* Used in artifact generation. The bonuses of the first object |
1296 |
|
|
* is modified by the bonuses of the second object. |
1297 |
|
|
*/ |
1298 |
root |
1.7 |
void |
1299 |
root |
1.16 |
add_abilities (object *op, object *change) |
1300 |
root |
1.7 |
{ |
1301 |
|
|
if (change->face != blank_face) |
1302 |
root |
1.109 |
op->face = change->face; |
1303 |
elmex |
1.1 |
|
1304 |
root |
1.107 |
for (int i = 0; i < NUM_STATS; i++) |
1305 |
root |
1.60 |
change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1306 |
root |
1.7 |
|
1307 |
root |
1.107 |
op->attacktype |= change->attacktype; |
1308 |
|
|
op->path_attuned |= change->path_attuned; |
1309 |
root |
1.7 |
op->path_repelled |= change->path_repelled; |
1310 |
root |
1.107 |
op->path_denied |= change->path_denied; |
1311 |
|
|
op->move_type |= change->move_type; |
1312 |
|
|
op->stats.luck += change->stats.luck; |
1313 |
|
|
|
1314 |
|
|
static const struct copyflags : object::flags_t |
1315 |
|
|
{ |
1316 |
|
|
copyflags () |
1317 |
|
|
{ |
1318 |
|
|
set (FLAG_CURSED); |
1319 |
|
|
set (FLAG_DAMNED); |
1320 |
|
|
set (FLAG_LIFESAVE); |
1321 |
|
|
set (FLAG_REFL_SPELL); |
1322 |
|
|
set (FLAG_STEALTH); |
1323 |
|
|
set (FLAG_XRAYS); |
1324 |
|
|
set (FLAG_BLIND); |
1325 |
|
|
set (FLAG_SEE_IN_DARK); |
1326 |
|
|
set (FLAG_REFL_MISSILE); |
1327 |
|
|
set (FLAG_MAKE_INVIS); |
1328 |
|
|
} |
1329 |
|
|
} copyflags; |
1330 |
|
|
|
1331 |
|
|
// we might want to just copy, but or'ing is what the original code did |
1332 |
|
|
op->flag |= change->flag & copyflags; |
1333 |
root |
1.7 |
|
1334 |
root |
1.104 |
if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1335 |
root |
1.7 |
set_abs_magic (op, -op->magic); |
1336 |
|
|
|
1337 |
root |
1.104 |
if (change->flag [FLAG_STAND_STILL]) |
1338 |
root |
1.7 |
{ |
1339 |
root |
1.104 |
op->clr_flag (FLAG_ANIMATE); |
1340 |
root |
1.107 |
|
1341 |
root |
1.7 |
/* so artifacts will join */ |
1342 |
root |
1.104 |
if (!op->flag [FLAG_ALIVE]) |
1343 |
root |
1.107 |
op->speed = 0.; |
1344 |
root |
1.12 |
|
1345 |
root |
1.28 |
op->set_speed (op->speed); |
1346 |
elmex |
1.1 |
} |
1347 |
root |
1.7 |
|
1348 |
|
|
if (change->nrof) |
1349 |
root |
1.35 |
op->nrof = rndm (change->nrof) + 1; |
1350 |
root |
1.7 |
|
1351 |
root |
1.16 |
op->stats.exp += change->stats.exp; /* Speed modifier */ |
1352 |
root |
1.107 |
op->stats.wc += change->stats.wc; |
1353 |
|
|
op->stats.ac += change->stats.ac; |
1354 |
root |
1.7 |
|
1355 |
|
|
if (change->other_arch) |
1356 |
|
|
{ |
1357 |
|
|
/* Basically, for horns & potions, the other_arch field is the spell |
1358 |
|
|
* to cast. So convert that to into a spell and put it into |
1359 |
|
|
* this object. |
1360 |
|
|
*/ |
1361 |
|
|
if (op->type == HORN || op->type == POTION) |
1362 |
root |
1.16 |
{ |
1363 |
|
|
/* Remove any spells this object currently has in it */ |
1364 |
root |
1.81 |
op->destroy_inv (false); |
1365 |
root |
1.16 |
|
1366 |
root |
1.98 |
object *tmp = change->other_arch->instance (); |
1367 |
root |
1.80 |
insert_ob_in_ob (tmp, op); |
1368 |
root |
1.16 |
} |
1369 |
root |
1.102 |
|
1370 |
root |
1.7 |
/* No harm setting this for potions/horns */ |
1371 |
|
|
op->other_arch = change->other_arch; |
1372 |
|
|
} |
1373 |
|
|
|
1374 |
|
|
if (change->stats.hp < 0) |
1375 |
|
|
op->stats.hp = -change->stats.hp; |
1376 |
|
|
else |
1377 |
|
|
op->stats.hp += change->stats.hp; |
1378 |
|
|
|
1379 |
|
|
if (change->stats.maxhp < 0) |
1380 |
|
|
op->stats.maxhp = -change->stats.maxhp; |
1381 |
|
|
else |
1382 |
|
|
op->stats.maxhp += change->stats.maxhp; |
1383 |
|
|
|
1384 |
|
|
if (change->stats.sp < 0) |
1385 |
|
|
op->stats.sp = -change->stats.sp; |
1386 |
|
|
else |
1387 |
|
|
op->stats.sp += change->stats.sp; |
1388 |
|
|
|
1389 |
|
|
if (change->stats.maxsp < 0) |
1390 |
|
|
op->stats.maxsp = -change->stats.maxsp; |
1391 |
|
|
else |
1392 |
|
|
op->stats.maxsp += change->stats.maxsp; |
1393 |
|
|
|
1394 |
|
|
if (change->stats.food < 0) |
1395 |
root |
1.107 |
op->stats.food = -change->stats.food; |
1396 |
root |
1.7 |
else |
1397 |
|
|
op->stats.food += change->stats.food; |
1398 |
|
|
|
1399 |
|
|
if (change->level < 0) |
1400 |
root |
1.107 |
op->level = -change->level; |
1401 |
root |
1.7 |
else |
1402 |
|
|
op->level += change->level; |
1403 |
|
|
|
1404 |
|
|
if (change->gen_sp_armour < 0) |
1405 |
root |
1.107 |
op->gen_sp_armour = -change->gen_sp_armour; |
1406 |
root |
1.7 |
else |
1407 |
root |
1.107 |
op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1408 |
root |
1.7 |
|
1409 |
|
|
op->item_power = change->item_power; |
1410 |
|
|
|
1411 |
root |
1.107 |
for (int i = 0; i < NROFATTACKS; i++) |
1412 |
|
|
op->resist[i] += change->resist[i]; |
1413 |
root |
1.7 |
|
1414 |
|
|
if (change->stats.dam) |
1415 |
|
|
{ |
1416 |
|
|
if (change->stats.dam < 0) |
1417 |
root |
1.107 |
op->stats.dam = -change->stats.dam; |
1418 |
root |
1.7 |
else if (op->stats.dam) |
1419 |
root |
1.16 |
{ |
1420 |
root |
1.107 |
int tmp = op->stats.dam * change->stats.dam / 10; |
1421 |
|
|
|
1422 |
root |
1.16 |
if (tmp == op->stats.dam) |
1423 |
|
|
{ |
1424 |
|
|
if (change->stats.dam < 10) |
1425 |
|
|
op->stats.dam--; |
1426 |
|
|
else |
1427 |
|
|
op->stats.dam++; |
1428 |
|
|
} |
1429 |
|
|
else |
1430 |
|
|
op->stats.dam = tmp; |
1431 |
|
|
} |
1432 |
root |
1.7 |
} |
1433 |
|
|
|
1434 |
|
|
if (change->weight) |
1435 |
|
|
{ |
1436 |
|
|
if (change->weight < 0) |
1437 |
root |
1.107 |
op->weight = -change->weight; |
1438 |
root |
1.7 |
else |
1439 |
root |
1.107 |
op->weight = op->weight * change->weight / 100; |
1440 |
root |
1.7 |
} |
1441 |
|
|
|
1442 |
|
|
if (change->last_sp) |
1443 |
|
|
{ |
1444 |
|
|
if (change->last_sp < 0) |
1445 |
root |
1.107 |
op->last_sp = -change->last_sp; |
1446 |
root |
1.7 |
else |
1447 |
root |
1.107 |
op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1448 |
root |
1.7 |
} |
1449 |
|
|
|
1450 |
|
|
if (change->gen_sp_armour) |
1451 |
|
|
{ |
1452 |
|
|
if (change->gen_sp_armour < 0) |
1453 |
root |
1.107 |
op->gen_sp_armour = -change->gen_sp_armour; |
1454 |
root |
1.7 |
else |
1455 |
root |
1.107 |
op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1456 |
root |
1.7 |
} |
1457 |
|
|
|
1458 |
|
|
op->value *= change->value; |
1459 |
|
|
|
1460 |
root |
1.36 |
if (change->materials) |
1461 |
|
|
op->materials = change->materials; |
1462 |
root |
1.7 |
|
1463 |
root |
1.94 |
if (change->material != MATERIAL_NULL) |
1464 |
root |
1.93 |
op->material = change->material; |
1465 |
root |
1.7 |
|
1466 |
|
|
if (change->slaying) |
1467 |
|
|
op->slaying = change->slaying; |
1468 |
|
|
|
1469 |
|
|
if (change->race) |
1470 |
|
|
op->race = change->race; |
1471 |
|
|
|
1472 |
|
|
if (change->msg) |
1473 |
|
|
op->msg = change->msg; |
1474 |
elmex |
1.1 |
} |
1475 |
|
|
|
1476 |
root |
1.7 |
static int |
1477 |
root |
1.52 |
legal_artifact_combination (object *op, artifact *art) |
1478 |
root |
1.7 |
{ |
1479 |
elmex |
1.1 |
int neg, success = 0; |
1480 |
|
|
linked_char *tmp; |
1481 |
|
|
const char *name; |
1482 |
|
|
|
1483 |
root |
1.52 |
if (!art->allowed) |
1484 |
root |
1.16 |
return 1; /* Ie, "all" */ |
1485 |
root |
1.52 |
|
1486 |
root |
1.7 |
for (tmp = art->allowed; tmp; tmp = tmp->next) |
1487 |
|
|
{ |
1488 |
elmex |
1.1 |
#ifdef TREASURE_VERBOSE |
1489 |
root |
1.42 |
LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1490 |
elmex |
1.1 |
#endif |
1491 |
root |
1.7 |
if (*tmp->name == '!') |
1492 |
root |
1.16 |
name = tmp->name + 1, neg = 1; |
1493 |
root |
1.7 |
else |
1494 |
root |
1.16 |
name = tmp->name, neg = 0; |
1495 |
root |
1.7 |
|
1496 |
|
|
/* If we match name, then return the opposite of 'neg' */ |
1497 |
root |
1.111 |
if (!strcmp (name, op->arch->archname)) |
1498 |
root |
1.16 |
return !neg; |
1499 |
root |
1.7 |
|
1500 |
|
|
/* Set success as true, since if the match was an inverse, it means |
1501 |
|
|
* everything is allowed except what we match |
1502 |
|
|
*/ |
1503 |
|
|
else if (neg) |
1504 |
root |
1.16 |
success = 1; |
1505 |
root |
1.7 |
} |
1506 |
root |
1.52 |
|
1507 |
elmex |
1.1 |
return success; |
1508 |
|
|
} |
1509 |
|
|
|
1510 |
|
|
/* |
1511 |
|
|
* Fixes the given object, giving it the abilities and titles |
1512 |
|
|
* it should have due to the second artifact-template. |
1513 |
|
|
*/ |
1514 |
|
|
|
1515 |
root |
1.7 |
void |
1516 |
root |
1.12 |
give_artifact_abilities (object *op, object *artifct) |
1517 |
root |
1.7 |
{ |
1518 |
root |
1.107 |
op->title = format ("of %s", &artifct->name); |
1519 |
elmex |
1.1 |
|
1520 |
root |
1.16 |
add_abilities (op, artifct); /* Give out the bonuses */ |
1521 |
elmex |
1.1 |
|
1522 |
root |
1.16 |
#if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1523 |
elmex |
1.1 |
{ |
1524 |
root |
1.104 |
char identified = op->flag [FLAG_IDENTIFIED]; |
1525 |
root |
1.16 |
|
1526 |
root |
1.104 |
op->set_flag (FLAG_IDENTIFIED); |
1527 |
root |
1.7 |
LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1528 |
elmex |
1.1 |
if (!identified) |
1529 |
root |
1.104 |
op->clr_flag (FLAG_IDENTIFIED); |
1530 |
elmex |
1.1 |
} |
1531 |
|
|
#endif |
1532 |
|
|
return; |
1533 |
|
|
} |
1534 |
|
|
|
1535 |
|
|
/* |
1536 |
|
|
* Decides randomly which artifact the object should be |
1537 |
|
|
* turned into. Makes sure that the item can become that |
1538 |
|
|
* artifact (means magic, difficulty, and Allowed fields properly). |
1539 |
|
|
* Then calls give_artifact_abilities in order to actually create |
1540 |
|
|
* the artifact. |
1541 |
|
|
*/ |
1542 |
|
|
|
1543 |
|
|
/* Give 1 re-roll attempt per artifact */ |
1544 |
|
|
#define ARTIFACT_TRIES 2 |
1545 |
|
|
|
1546 |
root |
1.7 |
void |
1547 |
root |
1.16 |
generate_artifact (object *op, int difficulty) |
1548 |
root |
1.7 |
{ |
1549 |
elmex |
1.1 |
artifact *art; |
1550 |
|
|
|
1551 |
root |
1.107 |
artifactlist *al = find_artifactlist (op->type); |
1552 |
root |
1.7 |
|
1553 |
|
|
if (al == NULL) |
1554 |
|
|
{ |
1555 |
root |
1.16 |
#if 0 /* This is too verbose, usually */ |
1556 |
root |
1.7 |
LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1557 |
elmex |
1.1 |
#endif |
1558 |
root |
1.7 |
return; |
1559 |
|
|
} |
1560 |
|
|
|
1561 |
root |
1.107 |
for (int i = 0; i < ARTIFACT_TRIES; i++) |
1562 |
root |
1.7 |
{ |
1563 |
root |
1.35 |
int roll = rndm (al->total_chance); |
1564 |
elmex |
1.1 |
|
1565 |
root |
1.35 |
for (art = al->items; art; art = art->next) |
1566 |
root |
1.16 |
{ |
1567 |
|
|
roll -= art->chance; |
1568 |
|
|
if (roll < 0) |
1569 |
|
|
break; |
1570 |
|
|
} |
1571 |
elmex |
1.1 |
|
1572 |
root |
1.7 |
if (art == NULL || roll >= 0) |
1573 |
root |
1.16 |
{ |
1574 |
elmex |
1.1 |
#if 1 |
1575 |
root |
1.16 |
LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1576 |
elmex |
1.1 |
#endif |
1577 |
root |
1.16 |
return; |
1578 |
|
|
} |
1579 |
root |
1.84 |
|
1580 |
|
|
if (art->item->name == shstr_NONE) |
1581 |
root |
1.16 |
return; |
1582 |
root |
1.84 |
|
1583 |
|
|
if (fabs (op->magic) < art->item->magic) |
1584 |
root |
1.16 |
continue; /* Not magic enough to be this item */ |
1585 |
root |
1.7 |
|
1586 |
|
|
/* Map difficulty not high enough */ |
1587 |
|
|
if (difficulty < art->difficulty) |
1588 |
root |
1.16 |
continue; |
1589 |
elmex |
1.1 |
|
1590 |
root |
1.7 |
if (!legal_artifact_combination (op, art)) |
1591 |
root |
1.16 |
{ |
1592 |
elmex |
1.1 |
#ifdef TREASURE_VERBOSE |
1593 |
root |
1.42 |
LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1594 |
elmex |
1.1 |
#endif |
1595 |
root |
1.16 |
continue; |
1596 |
|
|
} |
1597 |
root |
1.42 |
|
1598 |
root |
1.7 |
give_artifact_abilities (op, art->item); |
1599 |
|
|
return; |
1600 |
elmex |
1.1 |
} |
1601 |
|
|
} |
1602 |
|
|
|
1603 |
|
|
/* fix_flesh_item() - objects of type FLESH are similar to type |
1604 |
|
|
* FOOD, except they inherit properties (name, food value, etc). |
1605 |
|
|
* based on the original owner (or 'donor' if you like). -b.t. |
1606 |
|
|
*/ |
1607 |
|
|
|
1608 |
root |
1.7 |
void |
1609 |
root |
1.16 |
fix_flesh_item (object *item, object *donor) |
1610 |
root |
1.7 |
{ |
1611 |
|
|
if (item->type == FLESH && donor) |
1612 |
|
|
{ |
1613 |
|
|
/* change the name */ |
1614 |
root |
1.107 |
item->name = format ("%s's %s", &donor->name, &item->name); |
1615 |
|
|
item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1616 |
root |
1.7 |
|
1617 |
|
|
/* weight is FLESH weight/100 * donor */ |
1618 |
root |
1.107 |
item->weight = max (1, item->weight * donor->weight / 100); |
1619 |
root |
1.7 |
|
1620 |
|
|
/* value is multiplied by level of donor */ |
1621 |
|
|
item->value *= isqrt (donor->level * 2); |
1622 |
|
|
|
1623 |
|
|
/* food value */ |
1624 |
root |
1.107 |
item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1625 |
root |
1.7 |
|
1626 |
|
|
/* flesh items inherit some abilities of donor, but not |
1627 |
|
|
* full effect. |
1628 |
|
|
*/ |
1629 |
root |
1.107 |
for (int i = 0; i < NROFATTACKS; i++) |
1630 |
root |
1.16 |
item->resist[i] = donor->resist[i] / 2; |
1631 |
root |
1.7 |
|
1632 |
|
|
/* item inherits donor's level (important for quezals) */ |
1633 |
|
|
item->level = donor->level; |
1634 |
|
|
|
1635 |
|
|
/* if donor has some attacktypes, the flesh is poisonous */ |
1636 |
|
|
if (donor->attacktype & AT_POISON) |
1637 |
root |
1.16 |
item->type = POISON; |
1638 |
root |
1.83 |
|
1639 |
root |
1.7 |
if (donor->attacktype & AT_ACID) |
1640 |
root |
1.107 |
item->stats.hp = -item->stats.food; |
1641 |
root |
1.83 |
|
1642 |
root |
1.104 |
item->set_flag (FLAG_NO_STEAL); |
1643 |
elmex |
1.1 |
} |
1644 |
|
|
} |
1645 |
|
|
|
1646 |
root |
1.89 |
static void |
1647 |
root |
1.16 |
free_treasurestruct (treasure *t) |
1648 |
elmex |
1.1 |
{ |
1649 |
root |
1.41 |
if (t->next) free_treasurestruct (t->next); |
1650 |
|
|
if (t->next_yes) free_treasurestruct (t->next_yes); |
1651 |
|
|
if (t->next_no) free_treasurestruct (t->next_no); |
1652 |
root |
1.8 |
|
1653 |
|
|
delete t; |
1654 |
elmex |
1.1 |
} |
1655 |
|
|
|
1656 |
root |
1.89 |
static void |
1657 |
root |
1.16 |
free_charlinks (linked_char *lc) |
1658 |
elmex |
1.1 |
{ |
1659 |
root |
1.7 |
if (lc->next) |
1660 |
|
|
free_charlinks (lc->next); |
1661 |
|
|
|
1662 |
|
|
delete lc; |
1663 |
elmex |
1.1 |
} |
1664 |
|
|
|
1665 |
root |
1.89 |
static void |
1666 |
root |
1.41 |
free_artifact (artifact *at) |
1667 |
elmex |
1.1 |
{ |
1668 |
root |
1.41 |
if (at->next) free_artifact (at->next); |
1669 |
|
|
if (at->allowed) free_charlinks (at->allowed); |
1670 |
root |
1.7 |
|
1671 |
root |
1.82 |
at->item->destroy (); |
1672 |
root |
1.7 |
|
1673 |
root |
1.41 |
sfree (at); |
1674 |
elmex |
1.1 |
} |
1675 |
|
|
|