1 |
/* |
2 |
CrossFire, A Multiplayer game for X-windows |
3 |
|
4 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 |
Copyright (C) 1992 Frank Tore Johansen |
6 |
|
7 |
This program is free software; you can redistribute it and/or modify |
8 |
it under the terms of the GNU General Public License as published by |
9 |
the Free Software Foundation; either version 2 of the License, or |
10 |
(at your option) any later version. |
11 |
|
12 |
This program is distributed in the hope that it will be useful, |
13 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 |
GNU General Public License for more details. |
16 |
|
17 |
You should have received a copy of the GNU General Public License |
18 |
along with this program; if not, write to the Free Software |
19 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 |
|
21 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 |
*/ |
23 |
|
24 |
#define ALLOWED_COMBINATION |
25 |
|
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 |
|
35 |
/* #define TREASURE_VERBOSE */ |
36 |
|
37 |
#include <global.h> |
38 |
#include <treasure.h> |
39 |
#include <funcpoint.h> |
40 |
#include <loader.h> |
41 |
|
42 |
|
43 |
static void change_treasure (treasure *t, object *op); /* overrule default values */ |
44 |
extern char *spell_mapping[]; |
45 |
|
46 |
/* |
47 |
* Initialize global archtype pointers: |
48 |
*/ |
49 |
|
50 |
void |
51 |
init_archetype_pointers () |
52 |
{ |
53 |
int prev_warn = warn_archetypes; |
54 |
|
55 |
warn_archetypes = 1; |
56 |
if (ring_arch == NULL) |
57 |
ring_arch = archetype::find ("ring"); |
58 |
if (amulet_arch == NULL) |
59 |
amulet_arch = archetype::find ("amulet"); |
60 |
if (staff_arch == NULL) |
61 |
staff_arch = archetype::find ("staff"); |
62 |
if (crown_arch == NULL) |
63 |
crown_arch = archetype::find ("crown"); |
64 |
warn_archetypes = prev_warn; |
65 |
} |
66 |
|
67 |
/* |
68 |
* Allocate and return the pointer to an empty treasurelist structure. |
69 |
*/ |
70 |
|
71 |
static treasurelist * |
72 |
get_empty_treasurelist (void) |
73 |
{ |
74 |
return new treasurelist; |
75 |
} |
76 |
|
77 |
/* |
78 |
* Allocate and return the pointer to an empty treasure structure. |
79 |
*/ |
80 |
//TODO: make this a constructor |
81 |
static treasure * |
82 |
get_empty_treasure (void) |
83 |
{ |
84 |
treasure *t = new treasure; |
85 |
|
86 |
t->chance = 100; |
87 |
|
88 |
return t; |
89 |
} |
90 |
|
91 |
/* |
92 |
* Reads the lib/treasure file from disk, and parses the contents |
93 |
* into an internal treasure structure (very linked lists) |
94 |
*/ |
95 |
|
96 |
static treasure * |
97 |
load_treasure (FILE * fp, int *line) |
98 |
{ |
99 |
char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
100 |
treasure *t = get_empty_treasure (); |
101 |
int value; |
102 |
|
103 |
nroftreasures++; |
104 |
while (fgets (buf, MAX_BUF, fp) != NULL) |
105 |
{ |
106 |
(*line)++; |
107 |
|
108 |
if (*buf == '#') |
109 |
continue; |
110 |
if ((cp = strchr (buf, '\n')) != NULL) |
111 |
*cp = '\0'; |
112 |
cp = buf; |
113 |
while (isspace (*cp)) /* Skip blanks */ |
114 |
cp++; |
115 |
|
116 |
if (sscanf (cp, "arch %s", variable)) |
117 |
{ |
118 |
if ((t->item = archetype::find (variable)) == NULL) |
119 |
LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
120 |
} |
121 |
else if (sscanf (cp, "list %s", variable)) |
122 |
t->name = variable; |
123 |
else if (sscanf (cp, "change_name %s", variable)) |
124 |
t->change_arch.name = variable; |
125 |
else if (sscanf (cp, "change_title %s", variable)) |
126 |
t->change_arch.title = variable; |
127 |
else if (sscanf (cp, "change_slaying %s", variable)) |
128 |
t->change_arch.slaying = variable; |
129 |
else if (sscanf (cp, "chance %d", &value)) |
130 |
t->chance = (uint8) value; |
131 |
else if (sscanf (cp, "nrof %d", &value)) |
132 |
t->nrof = (uint16) value; |
133 |
else if (sscanf (cp, "magic %d", &value)) |
134 |
t->magic = (uint8) value; |
135 |
else if (!strcmp (cp, "yes")) |
136 |
t->next_yes = load_treasure (fp, line); |
137 |
else if (!strcmp (cp, "no")) |
138 |
t->next_no = load_treasure (fp, line); |
139 |
else if (!strcmp (cp, "end")) |
140 |
return t; |
141 |
else if (!strcmp (cp, "more")) |
142 |
{ |
143 |
t->next = load_treasure (fp, line); |
144 |
return t; |
145 |
} |
146 |
else |
147 |
LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
148 |
} |
149 |
LOG (llevError, "treasure lacks 'end'.\n"); |
150 |
return t; |
151 |
} |
152 |
|
153 |
#ifdef TREASURE_DEBUG |
154 |
|
155 |
/* recursived checks the linked list. Treasurelist is passed only |
156 |
* so that the treasure name can be printed out |
157 |
*/ |
158 |
static void |
159 |
check_treasurelist (const treasure *t, const treasurelist * tl) |
160 |
{ |
161 |
if (t->item == NULL && t->name == NULL) |
162 |
LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
163 |
if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
164 |
LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
165 |
/* find_treasurelist will print out its own error message */ |
166 |
if (t->name && *t->name) |
167 |
(void) find_treasurelist (t->name); |
168 |
if (t->next) |
169 |
check_treasurelist (t->next, tl); |
170 |
if (t->next_yes) |
171 |
check_treasurelist (t->next_yes, tl); |
172 |
if (t->next_no) |
173 |
check_treasurelist (t->next_no, tl); |
174 |
} |
175 |
#endif |
176 |
|
177 |
/* |
178 |
* Opens LIBDIR/treasure and reads all treasure-declarations from it. |
179 |
* Each treasure is parsed with the help of load_treasure(). |
180 |
*/ |
181 |
|
182 |
void |
183 |
load_treasures (void) |
184 |
{ |
185 |
FILE *fp; |
186 |
char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
187 |
treasurelist *previous = NULL; |
188 |
treasure *t; |
189 |
int comp, line = 0; |
190 |
|
191 |
sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
192 |
if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
193 |
{ |
194 |
LOG (llevError, "Can't open treasure file.\n"); |
195 |
return; |
196 |
} |
197 |
while (fgets (buf, MAX_BUF, fp) != NULL) |
198 |
{ |
199 |
line++; |
200 |
if (*buf == '#') |
201 |
continue; |
202 |
|
203 |
if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
204 |
{ |
205 |
treasurelist *tl = get_empty_treasurelist (); |
206 |
|
207 |
tl->name = name; |
208 |
if (previous == NULL) |
209 |
first_treasurelist = tl; |
210 |
else |
211 |
previous->next = tl; |
212 |
previous = tl; |
213 |
tl->items = load_treasure (fp, &line); |
214 |
|
215 |
/* This is a one of the many items on the list should be generated. |
216 |
* Add up the chance total, and check to make sure the yes & no |
217 |
* fields of the treasures are not being used. |
218 |
*/ |
219 |
if (!strncmp (buf, "treasureone", 11)) |
220 |
{ |
221 |
for (t = tl->items; t != NULL; t = t->next) |
222 |
{ |
223 |
#ifdef TREASURE_DEBUG |
224 |
if (t->next_yes || t->next_no) |
225 |
{ |
226 |
LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
227 |
LOG (llevError, " the next_yes or next_no field is set\n"); |
228 |
} |
229 |
#endif |
230 |
tl->total_chance += t->chance; |
231 |
} |
232 |
} |
233 |
} |
234 |
else |
235 |
LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
236 |
} |
237 |
close_and_delete (fp, comp); |
238 |
|
239 |
#ifdef TREASURE_DEBUG |
240 |
/* Perform some checks on how valid the treasure data actually is. |
241 |
* verify that list transitions work (ie, the list that it is supposed |
242 |
* to transition to exists). Also, verify that at least the name |
243 |
* or archetype is set for each treasure element. |
244 |
*/ |
245 |
for (previous = first_treasurelist; previous != NULL; previous = previous->next) |
246 |
check_treasurelist (previous->items, previous); |
247 |
#endif |
248 |
} |
249 |
|
250 |
/* |
251 |
* Searches for the given treasurelist in the globally linked list |
252 |
* of treasurelists which has been built by load_treasures(). |
253 |
*/ |
254 |
|
255 |
treasurelist * |
256 |
find_treasurelist (const char *name) |
257 |
{ |
258 |
shstr_cmp name_ (name); |
259 |
|
260 |
if (!name_) |
261 |
return 0; |
262 |
|
263 |
for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next) |
264 |
if (name_ == tl->name) |
265 |
return tl; |
266 |
|
267 |
if (first_treasurelist) |
268 |
LOG (llevError, "Couldn't find treasurelist %s\n", name); |
269 |
|
270 |
return 0; |
271 |
} |
272 |
|
273 |
|
274 |
/* |
275 |
* Generates the objects specified by the given treasure. |
276 |
* It goes recursively through the rest of the linked list. |
277 |
* If there is a certain percental chance for a treasure to be generated, |
278 |
* this is taken into consideration. |
279 |
* The second argument specifies for which object the treasure is |
280 |
* being generated. |
281 |
* If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
282 |
* abilities. This is used by summon spells, thus no summoned monsters |
283 |
* start with equipment, but only their abilities). |
284 |
*/ |
285 |
|
286 |
|
287 |
static void |
288 |
put_treasure (object *op, object *creator, int flags) |
289 |
{ |
290 |
object *tmp; |
291 |
|
292 |
/* Bit of a hack - spells should never be put onto the map. The entire |
293 |
* treasure stuff is a problem - there is no clear idea of knowing |
294 |
* this is the original object, or if this is an object that should be created |
295 |
* by another object. |
296 |
*/ |
297 |
if (flags & GT_ENVIRONMENT && op->type != SPELL) |
298 |
{ |
299 |
op->x = creator->x; |
300 |
op->y = creator->y; |
301 |
SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
302 |
insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
303 |
} |
304 |
else |
305 |
{ |
306 |
op = insert_ob_in_ob (op, creator); |
307 |
if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
308 |
monster_check_apply (creator, op); |
309 |
if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
310 |
esrv_send_item (tmp, op); |
311 |
} |
312 |
} |
313 |
|
314 |
/* if there are change_xxx commands in the treasure, we include the changes |
315 |
* in the generated object |
316 |
*/ |
317 |
static void |
318 |
change_treasure (treasure *t, object *op) |
319 |
{ |
320 |
/* CMD: change_name xxxx */ |
321 |
if (t->change_arch.name) |
322 |
{ |
323 |
op->name = t->change_arch.name; |
324 |
op->name_pl = t->change_arch.name; |
325 |
} |
326 |
|
327 |
if (t->change_arch.title) |
328 |
op->title = t->change_arch.title; |
329 |
|
330 |
if (t->change_arch.slaying) |
331 |
op->slaying = t->change_arch.slaying; |
332 |
} |
333 |
|
334 |
void |
335 |
create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
336 |
{ |
337 |
object *tmp; |
338 |
|
339 |
if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
340 |
{ |
341 |
if (t->name) |
342 |
{ |
343 |
if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
344 |
create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
345 |
} |
346 |
else |
347 |
{ |
348 |
if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
349 |
{ |
350 |
tmp = arch_to_object (t->item); |
351 |
if (t->nrof && tmp->nrof <= 1) |
352 |
tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
353 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
354 |
change_treasure (t, tmp); |
355 |
put_treasure (tmp, op, flag); |
356 |
} |
357 |
} |
358 |
|
359 |
if (t->next_yes != NULL) |
360 |
create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
361 |
} |
362 |
else if (t->next_no != NULL) |
363 |
create_all_treasures (t->next_no, op, flag, difficulty, tries); |
364 |
|
365 |
if (t->next != NULL) |
366 |
create_all_treasures (t->next, op, flag, difficulty, tries); |
367 |
} |
368 |
|
369 |
void |
370 |
create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) |
371 |
{ |
372 |
int value = RANDOM () % tl->total_chance; |
373 |
treasure *t; |
374 |
|
375 |
if (tries++ > 100) |
376 |
{ |
377 |
LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
378 |
return; |
379 |
} |
380 |
|
381 |
for (t = tl->items; t != NULL; t = t->next) |
382 |
{ |
383 |
value -= t->chance; |
384 |
|
385 |
if (value < 0) |
386 |
break; |
387 |
} |
388 |
|
389 |
if (!t || value >= 0) |
390 |
{ |
391 |
LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
392 |
abort (); |
393 |
return; |
394 |
} |
395 |
|
396 |
if (t->name) |
397 |
{ |
398 |
if (!strcmp (t->name, "NONE")) |
399 |
return; |
400 |
|
401 |
if (difficulty >= t->magic) |
402 |
create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
403 |
else if (t->nrof) |
404 |
create_one_treasure (tl, op, flag, difficulty, tries); |
405 |
|
406 |
return; |
407 |
} |
408 |
|
409 |
if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
410 |
{ |
411 |
object *tmp = arch_to_object (t->item); |
412 |
|
413 |
if (!tmp) |
414 |
return; |
415 |
|
416 |
if (t->nrof && tmp->nrof <= 1) |
417 |
tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
418 |
|
419 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
420 |
change_treasure (t, tmp); |
421 |
put_treasure (tmp, op, flag); |
422 |
} |
423 |
} |
424 |
|
425 |
/* This calls the appropriate treasure creation function. tries is passed |
426 |
* to determine how many list transitions or attempts to create treasure |
427 |
* have been made. It is really in place to prevent infinite loops with |
428 |
* list transitions, or so that excessively good treasure will not be |
429 |
* created on weak maps, because it will exceed the number of allowed tries |
430 |
* to do that. |
431 |
*/ |
432 |
void |
433 |
create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) |
434 |
{ |
435 |
|
436 |
if (tries++ > 100) |
437 |
{ |
438 |
LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
439 |
return; |
440 |
} |
441 |
if (t->total_chance) |
442 |
create_one_treasure (t, op, flag, difficulty, tries); |
443 |
else |
444 |
create_all_treasures (t->items, op, flag, difficulty, tries); |
445 |
} |
446 |
|
447 |
/* This is similar to the old generate treasure function. However, |
448 |
* it instead takes a treasurelist. It is really just a wrapper around |
449 |
* create_treasure. We create a dummy object that the treasure gets |
450 |
* inserted into, and then return that treausre |
451 |
*/ |
452 |
object * |
453 |
generate_treasure (treasurelist * t, int difficulty) |
454 |
{ |
455 |
object *ob = get_object (), *tmp; |
456 |
|
457 |
create_treasure (t, ob, 0, difficulty, 0); |
458 |
|
459 |
/* Don't want to free the object we are about to return */ |
460 |
tmp = ob->inv; |
461 |
if (tmp != NULL) |
462 |
remove_ob (tmp); |
463 |
|
464 |
if (ob->inv) |
465 |
LOG (llevError, "In generate treasure, created multiple objects.\n"); |
466 |
|
467 |
free_object (ob); |
468 |
return tmp; |
469 |
} |
470 |
|
471 |
/* |
472 |
* This is a new way of calculating the chance for an item to have |
473 |
* a specific magical bonus. |
474 |
* The array has two arguments, the difficulty of the level, and the |
475 |
* magical bonus "wanted". |
476 |
*/ |
477 |
|
478 |
static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
479 |
|
480 |
/*chance of magic difficulty*/ |
481 |
|
482 |
/* +0 +1 +2 +3 +4 */ |
483 |
{95, 2, 2, 1, 0}, /*1 */ |
484 |
{92, 5, 2, 1, 0}, /*2 */ |
485 |
{85, 10, 4, 1, 0}, /*3 */ |
486 |
{80, 14, 4, 2, 0}, /*4 */ |
487 |
{75, 17, 5, 2, 1}, /*5 */ |
488 |
{70, 18, 8, 3, 1}, /*6 */ |
489 |
{65, 21, 10, 3, 1}, /*7 */ |
490 |
{60, 22, 12, 4, 2}, /*8 */ |
491 |
{55, 25, 14, 4, 2}, /*9 */ |
492 |
{50, 27, 16, 5, 2}, /*10 */ |
493 |
{45, 28, 18, 6, 3}, /*11 */ |
494 |
{42, 28, 20, 7, 3}, /*12 */ |
495 |
{40, 27, 21, 8, 4}, /*13 */ |
496 |
{38, 25, 22, 10, 5}, /*14 */ |
497 |
{36, 23, 23, 12, 6}, /*15 */ |
498 |
{33, 21, 24, 14, 8}, /*16 */ |
499 |
{31, 19, 25, 16, 9}, /*17 */ |
500 |
{27, 15, 30, 18, 10}, /*18 */ |
501 |
{20, 12, 30, 25, 13}, /*19 */ |
502 |
{15, 10, 28, 30, 17}, /*20 */ |
503 |
{13, 9, 27, 28, 23}, /*21 */ |
504 |
{10, 8, 25, 28, 29}, /*22 */ |
505 |
{8, 7, 23, 26, 36}, /*23 */ |
506 |
{6, 6, 20, 22, 46}, /*24 */ |
507 |
{4, 5, 17, 18, 56}, /*25 */ |
508 |
{2, 4, 12, 14, 68}, /*26 */ |
509 |
{0, 3, 7, 10, 80}, /*27 */ |
510 |
{0, 0, 3, 7, 90}, /*28 */ |
511 |
{0, 0, 0, 3, 97}, /*29 */ |
512 |
{0, 0, 0, 0, 100}, /*30 */ |
513 |
{0, 0, 0, 0, 100}, /*31 */ |
514 |
}; |
515 |
|
516 |
|
517 |
/* calculate the appropriate level for wands staves and scrolls. |
518 |
* This code presumes that op has had its spell object created (in op->inv) |
519 |
* |
520 |
* elmex Wed Aug 9 17:44:59 CEST 2006: |
521 |
* Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
522 |
*/ |
523 |
|
524 |
int |
525 |
level_for_item (const object *op, int difficulty) |
526 |
{ |
527 |
int olevel = 0; |
528 |
|
529 |
if (!op->inv) |
530 |
{ |
531 |
LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
532 |
return 0; |
533 |
} |
534 |
|
535 |
olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
536 |
|
537 |
if (olevel <= 0) |
538 |
olevel = rndm (1, MIN (op->inv->level, 1)); |
539 |
|
540 |
if (olevel > MAXLEVEL) |
541 |
olevel = MAXLEVEL; |
542 |
|
543 |
return olevel; |
544 |
} |
545 |
|
546 |
/* |
547 |
* Based upon the specified difficulty and upon the difftomagic_list array, |
548 |
* a random magical bonus is returned. This is used when determine |
549 |
* the magical bonus created on specific maps. |
550 |
* |
551 |
* elmex Thu Aug 10 18:45:44 CEST 2006: |
552 |
* Scaling difficulty by max_level, as difficulty is a level and not some |
553 |
* weird integer between 1-31. |
554 |
* |
555 |
*/ |
556 |
|
557 |
int |
558 |
magic_from_difficulty (int difficulty) |
559 |
{ |
560 |
int percent = 0, magic = 0; |
561 |
int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
562 |
|
563 |
scaled_diff--; |
564 |
|
565 |
if (scaled_diff < 0) |
566 |
scaled_diff = 0; |
567 |
|
568 |
if (scaled_diff >= DIFFLEVELS) |
569 |
scaled_diff = DIFFLEVELS - 1; |
570 |
|
571 |
percent = RANDOM () % 100; |
572 |
|
573 |
for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
574 |
{ |
575 |
percent -= difftomagic_list[scaled_diff][magic]; |
576 |
|
577 |
if (percent < 0) |
578 |
break; |
579 |
} |
580 |
|
581 |
if (magic == (MAXMAGIC + 1)) |
582 |
{ |
583 |
LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
584 |
magic = 0; |
585 |
} |
586 |
|
587 |
magic = (RANDOM () % 3) ? magic : -magic; |
588 |
/* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
589 |
|
590 |
return magic; |
591 |
} |
592 |
|
593 |
/* |
594 |
* Sets magical bonus in an object, and recalculates the effect on |
595 |
* the armour variable, and the effect on speed of armour. |
596 |
* This function doesn't work properly, should add use of archetypes |
597 |
* to make it truly absolute. |
598 |
*/ |
599 |
|
600 |
void |
601 |
set_abs_magic (object *op, int magic) |
602 |
{ |
603 |
if (!magic) |
604 |
return; |
605 |
|
606 |
op->magic = magic; |
607 |
if (op->arch) |
608 |
{ |
609 |
if (op->type == ARMOUR) |
610 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
611 |
|
612 |
if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
613 |
magic = (-magic); |
614 |
op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
615 |
} |
616 |
else |
617 |
{ |
618 |
if (op->type == ARMOUR) |
619 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
620 |
if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
621 |
magic = (-magic); |
622 |
op->weight = (op->weight * (100 - magic * 10)) / 100; |
623 |
} |
624 |
} |
625 |
|
626 |
/* |
627 |
* Sets a random magical bonus in the given object based upon |
628 |
* the given difficulty, and the given max possible bonus. |
629 |
*/ |
630 |
|
631 |
static void |
632 |
set_magic (int difficulty, object *op, int max_magic, int flags) |
633 |
{ |
634 |
int i; |
635 |
|
636 |
i = magic_from_difficulty (difficulty); |
637 |
if ((flags & GT_ONLY_GOOD) && i < 0) |
638 |
i = -i; |
639 |
if (i > max_magic) |
640 |
i = max_magic; |
641 |
set_abs_magic (op, i); |
642 |
if (i < 0) |
643 |
SET_FLAG (op, FLAG_CURSED); |
644 |
} |
645 |
|
646 |
/* |
647 |
* Randomly adds one magical ability to the given object. |
648 |
* Modified for Partial Resistance in many ways: |
649 |
* 1) Since rings can have multiple bonuses, if the same bonus |
650 |
* is rolled again, increase it - the bonuses now stack with |
651 |
* other bonuses previously rolled and ones the item might natively have. |
652 |
* 2) Add code to deal with new PR method. |
653 |
*/ |
654 |
|
655 |
void |
656 |
set_ring_bonus (object *op, int bonus) |
657 |
{ |
658 |
|
659 |
int r = RANDOM () % (bonus > 0 ? 25 : 11); |
660 |
|
661 |
if (op->type == AMULET) |
662 |
{ |
663 |
if (!(RANDOM () % 21)) |
664 |
r = 20 + RANDOM () % 2; |
665 |
else |
666 |
{ |
667 |
if (RANDOM () & 2) |
668 |
r = 10; |
669 |
else |
670 |
r = 11 + RANDOM () % 9; |
671 |
} |
672 |
} |
673 |
|
674 |
switch (r) |
675 |
{ |
676 |
/* Redone by MSW 2000-11-26 to have much less code. Also, |
677 |
* bonuses and penalties will stack and add to existing values. |
678 |
* of the item. |
679 |
*/ |
680 |
case 0: |
681 |
case 1: |
682 |
case 2: |
683 |
case 3: |
684 |
case 4: |
685 |
case 5: |
686 |
case 6: |
687 |
set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
688 |
break; |
689 |
|
690 |
case 7: |
691 |
op->stats.dam += bonus; |
692 |
break; |
693 |
|
694 |
case 8: |
695 |
op->stats.wc += bonus; |
696 |
break; |
697 |
|
698 |
case 9: |
699 |
op->stats.food += bonus; /* hunger/sustenance */ |
700 |
break; |
701 |
|
702 |
case 10: |
703 |
op->stats.ac += bonus; |
704 |
break; |
705 |
|
706 |
/* Item that gives protections/vulnerabilities */ |
707 |
case 11: |
708 |
case 12: |
709 |
case 13: |
710 |
case 14: |
711 |
case 15: |
712 |
case 16: |
713 |
case 17: |
714 |
case 18: |
715 |
case 19: |
716 |
{ |
717 |
int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
718 |
|
719 |
/* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
720 |
val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
721 |
|
722 |
/* Cursed items need to have higher negative values to equal out with |
723 |
* positive values for how protections work out. Put another |
724 |
* little random element in since that they don't always end up with |
725 |
* even values. |
726 |
*/ |
727 |
if (bonus < 0) |
728 |
val = 2 * -val - RANDOM () % b; |
729 |
if (val > 35) |
730 |
val = 35; /* Upper limit */ |
731 |
b = 0; |
732 |
while (op->resist[resist_table[resist]] != 0 && b < 4) |
733 |
{ |
734 |
resist = RANDOM () % num_resist_table; |
735 |
} |
736 |
if (b == 4) |
737 |
return; /* Not able to find a free resistance */ |
738 |
op->resist[resist_table[resist]] = val; |
739 |
/* We should probably do something more clever here to adjust value |
740 |
* based on how good a resistance we gave. |
741 |
*/ |
742 |
break; |
743 |
} |
744 |
case 20: |
745 |
if (op->type == AMULET) |
746 |
{ |
747 |
SET_FLAG (op, FLAG_REFL_SPELL); |
748 |
op->value *= 11; |
749 |
} |
750 |
else |
751 |
{ |
752 |
op->stats.hp = 1; /* regenerate hit points */ |
753 |
op->value *= 4; |
754 |
} |
755 |
break; |
756 |
|
757 |
case 21: |
758 |
if (op->type == AMULET) |
759 |
{ |
760 |
SET_FLAG (op, FLAG_REFL_MISSILE); |
761 |
op->value *= 9; |
762 |
} |
763 |
else |
764 |
{ |
765 |
op->stats.sp = 1; /* regenerate spell points */ |
766 |
op->value *= 3; |
767 |
} |
768 |
break; |
769 |
|
770 |
case 22: |
771 |
op->stats.exp += bonus; /* Speed! */ |
772 |
op->value = (op->value * 2) / 3; |
773 |
break; |
774 |
} |
775 |
if (bonus > 0) |
776 |
op->value *= 2 * bonus; |
777 |
else |
778 |
op->value = -(op->value * 2 * bonus) / 3; |
779 |
} |
780 |
|
781 |
/* |
782 |
* get_magic(diff) will return a random number between 0 and 4. |
783 |
* diff can be any value above 2. The higher the diff-variable, the |
784 |
* higher is the chance of returning a low number. |
785 |
* It is only used in fix_generated_treasure() to set bonuses on |
786 |
* rings and amulets. |
787 |
* Another scheme is used to calculate the magic of weapons and armours. |
788 |
*/ |
789 |
|
790 |
int |
791 |
get_magic (int diff) |
792 |
{ |
793 |
int i; |
794 |
|
795 |
if (diff < 3) |
796 |
diff = 3; |
797 |
for (i = 0; i < 4; i++) |
798 |
if (RANDOM () % diff) |
799 |
return i; |
800 |
return 4; |
801 |
} |
802 |
|
803 |
#define DICE2 (get_magic(2)==2?2:1) |
804 |
#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
805 |
|
806 |
/* |
807 |
* fix_generated_item(): This is called after an item is generated, in |
808 |
* order to set it up right. This produced magical bonuses, puts spells |
809 |
* into scrolls/books/wands, makes it unidentified, hides the value, etc. |
810 |
*/ |
811 |
|
812 |
/* 4/28/96 added creator object from which op may now inherit properties based on |
813 |
* op->type. Right now, which stuff the creator passes on is object type |
814 |
* dependant. I know this is a spagetti manuever, but is there a cleaner |
815 |
* way to do this? b.t. */ |
816 |
|
817 |
/* |
818 |
* ! (flags & GT_ENVIRONMENT): |
819 |
* Automatically calls fix_flesh_item(). |
820 |
* |
821 |
* flags: |
822 |
* GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's |
823 |
* value. |
824 |
* GT_MINIMAL: Does minimal processing on the object - just enough to make it |
825 |
* a working object - don't change magic, value, etc, but set it material |
826 |
* type as appropriate, for objects that need spell objects, set those, etc |
827 |
*/ |
828 |
|
829 |
void |
830 |
fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
831 |
{ |
832 |
int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
833 |
|
834 |
if (!creator || creator->type == op->type) |
835 |
creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
836 |
|
837 |
/* If we make an artifact, this information will be destroyed */ |
838 |
save_item_power = op->item_power; |
839 |
op->item_power = 0; |
840 |
|
841 |
if (op->randomitems && op->type != SPELL) |
842 |
{ |
843 |
create_treasure (op->randomitems, op, flags, difficulty, 0); |
844 |
if (!op->inv) |
845 |
LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
846 |
|
847 |
/* So the treasure doesn't get created again */ |
848 |
op->randomitems = NULL; |
849 |
} |
850 |
|
851 |
if (difficulty < 1) |
852 |
difficulty = 1; |
853 |
|
854 |
if (INVOKE_OBJECT (ADD_BONUS, op, |
855 |
ARG_OBJECT (creator != op ? creator : 0), |
856 |
ARG_INT (difficulty), ARG_INT (max_magic), |
857 |
ARG_INT (flags))) |
858 |
return; |
859 |
|
860 |
if (!(flags & GT_MINIMAL)) |
861 |
{ |
862 |
if (op->arch == crown_arch) |
863 |
{ |
864 |
set_magic (difficulty, op, max_magic, flags); |
865 |
num_enchantments = calc_item_power (op, 1); |
866 |
generate_artifact (op, difficulty); |
867 |
} |
868 |
else |
869 |
{ |
870 |
if (!op->magic && max_magic) |
871 |
set_magic (difficulty, op, max_magic, flags); |
872 |
|
873 |
num_enchantments = calc_item_power (op, 1); |
874 |
|
875 |
if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
876 |
* used for shop_floors or treasures */ |
877 |
generate_artifact (op, difficulty); |
878 |
} |
879 |
|
880 |
/* Object was made an artifact. Calculate its item_power rating. |
881 |
* the item_power in the object is what the artfiact adds. |
882 |
*/ |
883 |
if (op->title) |
884 |
{ |
885 |
/* if save_item_power is set, then most likely we started with an |
886 |
* artifact and have added new abilities to it - this is rare, but |
887 |
* but I have seen things like 'strange rings of fire'. So just figure |
888 |
* out the power from the base power plus what this one adds. Note |
889 |
* that since item_power is not quite linear, this actually ends up |
890 |
* being somewhat of a bonus |
891 |
*/ |
892 |
if (save_item_power) |
893 |
op->item_power = save_item_power + get_power_from_ench (op->item_power); |
894 |
else |
895 |
op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
896 |
} |
897 |
else if (save_item_power) |
898 |
{ |
899 |
/* restore the item_power field to the object if we haven't changed it. |
900 |
* we don't care about num_enchantments - that will basically just |
901 |
* have calculated some value from the base attributes of the archetype. |
902 |
*/ |
903 |
op->item_power = save_item_power; |
904 |
} |
905 |
else |
906 |
{ |
907 |
/* item_power was zero. This is suspicious, as it may be because it |
908 |
* was never previously calculated. Let's compute a value and see if |
909 |
* it is non-zero. If it indeed is, then assign it as the new |
910 |
* item_power value. |
911 |
* - gros, 21th of July 2006. |
912 |
*/ |
913 |
op->item_power = calc_item_power (op, 0); |
914 |
save_item_power = op->item_power; /* Just in case it would get used |
915 |
* again below */ |
916 |
} |
917 |
} |
918 |
|
919 |
/* materialtype modifications. Note we allow this on artifacts. */ |
920 |
set_materialname (op, difficulty, NULL); |
921 |
|
922 |
if (flags & GT_MINIMAL) |
923 |
{ |
924 |
if (op->type == POTION) |
925 |
/* Handle healing and magic power potions */ |
926 |
if (op->stats.sp && !op->randomitems) |
927 |
{ |
928 |
object *tmp; |
929 |
|
930 |
tmp = get_archetype (spell_mapping[op->stats.sp]); |
931 |
insert_ob_in_ob (tmp, op); |
932 |
op->stats.sp = 0; |
933 |
} |
934 |
} |
935 |
else if (!op->title) /* Only modify object if not special */ |
936 |
switch (op->type) |
937 |
{ |
938 |
case WEAPON: |
939 |
case ARMOUR: |
940 |
case SHIELD: |
941 |
case HELMET: |
942 |
case CLOAK: |
943 |
if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
944 |
set_ring_bonus (op, -DICE2); |
945 |
break; |
946 |
|
947 |
case BRACERS: |
948 |
if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
949 |
{ |
950 |
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
951 |
if (!QUERY_FLAG (op, FLAG_CURSED)) |
952 |
op->value *= 3; |
953 |
} |
954 |
break; |
955 |
|
956 |
case POTION: |
957 |
{ |
958 |
int too_many_tries = 0, is_special = 0; |
959 |
|
960 |
/* Handle healing and magic power potions */ |
961 |
if (op->stats.sp && !op->randomitems) |
962 |
{ |
963 |
object *tmp; |
964 |
|
965 |
tmp = get_archetype (spell_mapping[op->stats.sp]); |
966 |
insert_ob_in_ob (tmp, op); |
967 |
op->stats.sp = 0; |
968 |
} |
969 |
|
970 |
while (!(is_special = special_potion (op)) && !op->inv) |
971 |
{ |
972 |
generate_artifact (op, difficulty); |
973 |
if (too_many_tries++ > 10) |
974 |
break; |
975 |
} |
976 |
|
977 |
/* don't want to change value for healing/magic power potions, |
978 |
* since the value set on those is already correct. |
979 |
*/ |
980 |
if (op->inv && op->randomitems) |
981 |
{ |
982 |
/* value multiplier is same as for scrolls */ |
983 |
op->value = (op->value * op->inv->value); |
984 |
op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
985 |
} |
986 |
else |
987 |
{ |
988 |
op->name = "potion"; |
989 |
op->name_pl = "potions"; |
990 |
} |
991 |
|
992 |
if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
993 |
SET_FLAG (op, FLAG_CURSED); |
994 |
break; |
995 |
} |
996 |
|
997 |
case AMULET: |
998 |
if (op->arch == amulet_arch) |
999 |
op->value *= 5; /* Since it's not just decoration */ |
1000 |
|
1001 |
case RING: |
1002 |
if (op->arch == NULL) |
1003 |
{ |
1004 |
remove_ob (op); |
1005 |
free_object (op); |
1006 |
op = NULL; |
1007 |
break; |
1008 |
} |
1009 |
|
1010 |
if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
1011 |
break; |
1012 |
|
1013 |
if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
1014 |
SET_FLAG (op, FLAG_CURSED); |
1015 |
|
1016 |
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1017 |
|
1018 |
if (op->type != RING) /* Amulets have only one ability */ |
1019 |
break; |
1020 |
|
1021 |
if (!(RANDOM () % 4)) |
1022 |
{ |
1023 |
int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1024 |
|
1025 |
if (d > 0) |
1026 |
op->value *= 3; |
1027 |
|
1028 |
set_ring_bonus (op, d); |
1029 |
|
1030 |
if (!(RANDOM () % 4)) |
1031 |
{ |
1032 |
int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1033 |
|
1034 |
if (d > 0) |
1035 |
op->value *= 5; |
1036 |
set_ring_bonus (op, d); |
1037 |
} |
1038 |
} |
1039 |
|
1040 |
if (GET_ANIM_ID (op)) |
1041 |
SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1042 |
|
1043 |
break; |
1044 |
|
1045 |
case BOOK: |
1046 |
/* Is it an empty book?, if yes lets make a special· |
1047 |
* msg for it, and tailor its properties based on the· |
1048 |
* creator and/or map level we found it on. |
1049 |
*/ |
1050 |
if (!op->msg && RANDOM () % 10) |
1051 |
{ |
1052 |
/* set the book level properly */ |
1053 |
if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1054 |
{ |
1055 |
if (op->map && op->map->difficulty) |
1056 |
op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1057 |
else |
1058 |
op->level = RANDOM () % 20 + 1; |
1059 |
} |
1060 |
else |
1061 |
op->level = RANDOM () % creator->level; |
1062 |
|
1063 |
tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1064 |
/* books w/ info are worth more! */ |
1065 |
op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1066 |
/* creator related stuff */ |
1067 |
|
1068 |
/* for library, chained books. Note that some monsters have no_pick |
1069 |
* set - we don't want to set no pick in that case. |
1070 |
*/ |
1071 |
if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1072 |
SET_FLAG (op, FLAG_NO_PICK); |
1073 |
if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1074 |
op->slaying = creator->slaying; |
1075 |
|
1076 |
/* add exp so reading it gives xp (once) */ |
1077 |
op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1078 |
} |
1079 |
break; |
1080 |
|
1081 |
case SPELLBOOK: |
1082 |
op->value = op->value * op->inv->value; |
1083 |
/* add exp so learning gives xp */ |
1084 |
op->level = op->inv->level; |
1085 |
op->stats.exp = op->value; |
1086 |
break; |
1087 |
|
1088 |
case WAND: |
1089 |
/* nrof in the treasure list is number of charges, |
1090 |
* not number of wands. So copy that into food (charges), |
1091 |
* and reset nrof. |
1092 |
*/ |
1093 |
op->stats.food = op->inv->nrof; |
1094 |
op->nrof = 1; |
1095 |
/* If the spell changes by level, choose a random level |
1096 |
* for it, and adjust price. If the spell doesn't |
1097 |
* change by level, just set the wand to the level of |
1098 |
* the spell, and value calculation is simpler. |
1099 |
*/ |
1100 |
if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1101 |
{ |
1102 |
op->level = level_for_item (op, difficulty); |
1103 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1104 |
} |
1105 |
else |
1106 |
{ |
1107 |
op->level = op->inv->level; |
1108 |
op->value = op->value * op->inv->value; |
1109 |
} |
1110 |
break; |
1111 |
|
1112 |
case ROD: |
1113 |
op->level = level_for_item (op, difficulty); |
1114 |
/* Add 50 to both level an divisor to keep prices a little more |
1115 |
* reasonable. Otherwise, a high level version of a low level |
1116 |
* spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
1117 |
* 10 time multiplier). This way, the value are a bit more reasonable. |
1118 |
*/ |
1119 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1120 |
/* maxhp is used to denote how many 'charges' the rod holds before */ |
1121 |
if (op->stats.maxhp) |
1122 |
op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1123 |
else |
1124 |
op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1125 |
|
1126 |
op->stats.hp = op->stats.maxhp; |
1127 |
break; |
1128 |
|
1129 |
case SCROLL: |
1130 |
op->level = level_for_item (op, difficulty); |
1131 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1132 |
|
1133 |
/* add exp so reading them properly gives xp */ |
1134 |
op->stats.exp = op->value / 5; |
1135 |
op->nrof = op->inv->nrof; |
1136 |
break; |
1137 |
|
1138 |
case RUNE: |
1139 |
trap_adjust (op, difficulty); |
1140 |
break; |
1141 |
|
1142 |
case TRAP: |
1143 |
trap_adjust (op, difficulty); |
1144 |
break; |
1145 |
} /* switch type */ |
1146 |
|
1147 |
if (flags & GT_STARTEQUIP) |
1148 |
{ |
1149 |
if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1150 |
SET_FLAG (op, FLAG_STARTEQUIP); |
1151 |
else if (op->type != MONEY) |
1152 |
op->value = 0; |
1153 |
} |
1154 |
|
1155 |
if (!(flags & GT_ENVIRONMENT)) |
1156 |
fix_flesh_item (op, creator); |
1157 |
} |
1158 |
|
1159 |
/* |
1160 |
* |
1161 |
* |
1162 |
* CODE DEALING WITH ARTIFACTS STARTS HERE |
1163 |
* |
1164 |
* |
1165 |
*/ |
1166 |
|
1167 |
/* |
1168 |
* Allocate and return the pointer to an empty artifactlist structure. |
1169 |
*/ |
1170 |
|
1171 |
static artifactlist * |
1172 |
get_empty_artifactlist (void) |
1173 |
{ |
1174 |
artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1175 |
|
1176 |
if (tl == NULL) |
1177 |
fatal (OUT_OF_MEMORY); |
1178 |
tl->next = NULL; |
1179 |
tl->items = NULL; |
1180 |
tl->total_chance = 0; |
1181 |
return tl; |
1182 |
} |
1183 |
|
1184 |
/* |
1185 |
* Allocate and return the pointer to an empty artifact structure. |
1186 |
*/ |
1187 |
|
1188 |
static artifact * |
1189 |
get_empty_artifact (void) |
1190 |
{ |
1191 |
artifact *t = (artifact *) malloc (sizeof (artifact)); |
1192 |
|
1193 |
if (t == NULL) |
1194 |
fatal (OUT_OF_MEMORY); |
1195 |
t->item = NULL; |
1196 |
t->next = NULL; |
1197 |
t->chance = 0; |
1198 |
t->difficulty = 0; |
1199 |
t->allowed = NULL; |
1200 |
return t; |
1201 |
} |
1202 |
|
1203 |
/* |
1204 |
* Searches the artifact lists and returns one that has the same type |
1205 |
* of objects on it. |
1206 |
*/ |
1207 |
|
1208 |
artifactlist * |
1209 |
find_artifactlist (int type) |
1210 |
{ |
1211 |
artifactlist *al; |
1212 |
|
1213 |
for (al = first_artifactlist; al != NULL; al = al->next) |
1214 |
if (al->type == type) |
1215 |
return al; |
1216 |
return NULL; |
1217 |
} |
1218 |
|
1219 |
/* |
1220 |
* For debugging purposes. Dumps all tables. |
1221 |
*/ |
1222 |
|
1223 |
void |
1224 |
dump_artifacts (void) |
1225 |
{ |
1226 |
artifactlist *al; |
1227 |
artifact *art; |
1228 |
linked_char *next; |
1229 |
|
1230 |
fprintf (logfile, "\n"); |
1231 |
for (al = first_artifactlist; al != NULL; al = al->next) |
1232 |
{ |
1233 |
fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1234 |
for (art = al->items; art != NULL; art = art->next) |
1235 |
{ |
1236 |
fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1237 |
if (art->allowed != NULL) |
1238 |
{ |
1239 |
fprintf (logfile, "\tAllowed combinations:"); |
1240 |
for (next = art->allowed; next != NULL; next = next->next) |
1241 |
fprintf (logfile, "%s,", &next->name); |
1242 |
fprintf (logfile, "\n"); |
1243 |
} |
1244 |
} |
1245 |
} |
1246 |
fprintf (logfile, "\n"); |
1247 |
} |
1248 |
|
1249 |
/* |
1250 |
* For debugging purposes. Dumps all treasures recursively (see below). |
1251 |
*/ |
1252 |
void |
1253 |
dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
1254 |
{ |
1255 |
treasurelist *tl; |
1256 |
int i; |
1257 |
|
1258 |
if (depth > 100) |
1259 |
return; |
1260 |
while (t != NULL) |
1261 |
{ |
1262 |
if (t->name != NULL) |
1263 |
{ |
1264 |
for (i = 0; i < depth; i++) |
1265 |
fprintf (logfile, " "); |
1266 |
fprintf (logfile, "{ (list: %s)\n", &t->name); |
1267 |
tl = find_treasurelist (t->name); |
1268 |
dump_monster_treasure_rec (name, tl->items, depth + 2); |
1269 |
for (i = 0; i < depth; i++) |
1270 |
fprintf (logfile, " "); |
1271 |
fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1272 |
} |
1273 |
else |
1274 |
{ |
1275 |
for (i = 0; i < depth; i++) |
1276 |
fprintf (logfile, " "); |
1277 |
if (t->item->clone.type == FLESH) |
1278 |
fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1279 |
else |
1280 |
fprintf (logfile, "%s\n", &t->item->clone.name); |
1281 |
} |
1282 |
if (t->next_yes != NULL) |
1283 |
{ |
1284 |
for (i = 0; i < depth; i++) |
1285 |
fprintf (logfile, " "); |
1286 |
fprintf (logfile, " (if yes)\n"); |
1287 |
dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1288 |
} |
1289 |
if (t->next_no != NULL) |
1290 |
{ |
1291 |
for (i = 0; i < depth; i++) |
1292 |
fprintf (logfile, " "); |
1293 |
fprintf (logfile, " (if no)\n"); |
1294 |
dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1295 |
} |
1296 |
t = t->next; |
1297 |
} |
1298 |
} |
1299 |
|
1300 |
/* |
1301 |
* For debugging purposes. Dumps all treasures for a given monster. |
1302 |
* Created originally by Raphael Quinet for debugging the alchemy code. |
1303 |
*/ |
1304 |
|
1305 |
void |
1306 |
dump_monster_treasure (const char *name) |
1307 |
{ |
1308 |
archetype *at; |
1309 |
int found; |
1310 |
|
1311 |
found = 0; |
1312 |
fprintf (logfile, "\n"); |
1313 |
for (at = first_archetype; at != NULL; at = at->next) |
1314 |
if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1315 |
{ |
1316 |
fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1317 |
if (at->clone.randomitems != NULL) |
1318 |
dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1319 |
else |
1320 |
fprintf (logfile, "(nothing)\n"); |
1321 |
fprintf (logfile, "\n"); |
1322 |
found++; |
1323 |
} |
1324 |
if (found == 0) |
1325 |
fprintf (logfile, "No objects have the name %s!\n\n", name); |
1326 |
} |
1327 |
|
1328 |
/* |
1329 |
* Builds up the lists of artifacts from the file in the libdir. |
1330 |
*/ |
1331 |
|
1332 |
void |
1333 |
init_artifacts (void) |
1334 |
{ |
1335 |
static int has_been_inited = 0; |
1336 |
char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1337 |
artifact *art = NULL; |
1338 |
linked_char *tmp; |
1339 |
int value; |
1340 |
artifactlist *al; |
1341 |
|
1342 |
if (has_been_inited) |
1343 |
return; |
1344 |
else |
1345 |
has_been_inited = 1; |
1346 |
|
1347 |
sprintf (filename, "%s/artifacts", settings.datadir); |
1348 |
object_thawer thawer (filename); |
1349 |
|
1350 |
if (!thawer) |
1351 |
return; |
1352 |
|
1353 |
while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1354 |
{ |
1355 |
if (*buf == '#') |
1356 |
continue; |
1357 |
if ((cp = strchr (buf, '\n')) != NULL) |
1358 |
*cp = '\0'; |
1359 |
cp = buf; |
1360 |
while (*cp == ' ') /* Skip blanks */ |
1361 |
cp++; |
1362 |
if (*cp == '\0') |
1363 |
continue; |
1364 |
|
1365 |
if (!strncmp (cp, "Allowed", 7)) |
1366 |
{ |
1367 |
if (art == NULL) |
1368 |
{ |
1369 |
art = get_empty_artifact (); |
1370 |
nrofartifacts++; |
1371 |
} |
1372 |
cp = strchr (cp, ' ') + 1; |
1373 |
if (!strcmp (cp, "all")) |
1374 |
continue; |
1375 |
|
1376 |
do |
1377 |
{ |
1378 |
nrofallowedstr++; |
1379 |
if ((next = strchr (cp, ',')) != NULL) |
1380 |
*(next++) = '\0'; |
1381 |
tmp = new linked_char; |
1382 |
|
1383 |
tmp->name = cp; |
1384 |
tmp->next = art->allowed; |
1385 |
art->allowed = tmp; |
1386 |
} |
1387 |
while ((cp = next) != NULL); |
1388 |
} |
1389 |
else if (sscanf (cp, "chance %d", &value)) |
1390 |
art->chance = (uint16) value; |
1391 |
else if (sscanf (cp, "difficulty %d", &value)) |
1392 |
art->difficulty = (uint8) value; |
1393 |
else if (!strncmp (cp, "Object", 6)) |
1394 |
{ |
1395 |
art->item = get_object (); |
1396 |
|
1397 |
if (!load_object (thawer, art->item, 0)) |
1398 |
LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1399 |
|
1400 |
art->item->name = strchr (cp, ' ') + 1; |
1401 |
al = find_artifactlist (art->item->type); |
1402 |
if (al == NULL) |
1403 |
{ |
1404 |
al = get_empty_artifactlist (); |
1405 |
al->type = art->item->type; |
1406 |
al->next = first_artifactlist; |
1407 |
first_artifactlist = al; |
1408 |
} |
1409 |
art->next = al->items; |
1410 |
al->items = art; |
1411 |
art = NULL; |
1412 |
} |
1413 |
else |
1414 |
LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
1415 |
} |
1416 |
|
1417 |
for (al = first_artifactlist; al != NULL; al = al->next) |
1418 |
{ |
1419 |
for (art = al->items; art != NULL; art = art->next) |
1420 |
{ |
1421 |
if (!art->chance) |
1422 |
LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1423 |
else |
1424 |
al->total_chance += art->chance; |
1425 |
} |
1426 |
#if 0 |
1427 |
LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1428 |
#endif |
1429 |
} |
1430 |
|
1431 |
LOG (llevDebug, "done.\n"); |
1432 |
} |
1433 |
|
1434 |
|
1435 |
/* |
1436 |
* Used in artifact generation. The bonuses of the first object |
1437 |
* is modified by the bonuses of the second object. |
1438 |
*/ |
1439 |
|
1440 |
void |
1441 |
add_abilities (object *op, object *change) |
1442 |
{ |
1443 |
int i, tmp; |
1444 |
|
1445 |
if (change->face != blank_face) |
1446 |
{ |
1447 |
#ifdef TREASURE_VERBOSE |
1448 |
LOG (llevDebug, "FACE: %d\n", change->face->number); |
1449 |
#endif |
1450 |
op->face = change->face; |
1451 |
} |
1452 |
|
1453 |
for (i = 0; i < NUM_STATS; i++) |
1454 |
change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1455 |
|
1456 |
op->attacktype |= change->attacktype; |
1457 |
op->path_attuned |= change->path_attuned; |
1458 |
op->path_repelled |= change->path_repelled; |
1459 |
op->path_denied |= change->path_denied; |
1460 |
op->move_type |= change->move_type; |
1461 |
op->stats.luck += change->stats.luck; |
1462 |
|
1463 |
if (QUERY_FLAG (change, FLAG_CURSED)) |
1464 |
SET_FLAG (op, FLAG_CURSED); |
1465 |
if (QUERY_FLAG (change, FLAG_DAMNED)) |
1466 |
SET_FLAG (op, FLAG_DAMNED); |
1467 |
if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1468 |
set_abs_magic (op, -op->magic); |
1469 |
|
1470 |
if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1471 |
SET_FLAG (op, FLAG_LIFESAVE); |
1472 |
if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
1473 |
SET_FLAG (op, FLAG_REFL_SPELL); |
1474 |
if (QUERY_FLAG (change, FLAG_STEALTH)) |
1475 |
SET_FLAG (op, FLAG_STEALTH); |
1476 |
if (QUERY_FLAG (change, FLAG_XRAYS)) |
1477 |
SET_FLAG (op, FLAG_XRAYS); |
1478 |
if (QUERY_FLAG (change, FLAG_BLIND)) |
1479 |
SET_FLAG (op, FLAG_BLIND); |
1480 |
if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
1481 |
SET_FLAG (op, FLAG_SEE_IN_DARK); |
1482 |
if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
1483 |
SET_FLAG (op, FLAG_REFL_MISSILE); |
1484 |
if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
1485 |
SET_FLAG (op, FLAG_MAKE_INVIS); |
1486 |
|
1487 |
if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1488 |
{ |
1489 |
CLEAR_FLAG (op, FLAG_ANIMATE); |
1490 |
/* so artifacts will join */ |
1491 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1492 |
op->speed = 0.0; |
1493 |
|
1494 |
update_ob_speed (op); |
1495 |
} |
1496 |
|
1497 |
if (change->nrof) |
1498 |
op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1499 |
|
1500 |
op->stats.exp += change->stats.exp; /* Speed modifier */ |
1501 |
op->stats.wc += change->stats.wc; |
1502 |
op->stats.ac += change->stats.ac; |
1503 |
|
1504 |
if (change->other_arch) |
1505 |
{ |
1506 |
/* Basically, for horns & potions, the other_arch field is the spell |
1507 |
* to cast. So convert that to into a spell and put it into |
1508 |
* this object. |
1509 |
*/ |
1510 |
if (op->type == HORN || op->type == POTION) |
1511 |
{ |
1512 |
object *tmp_obj; |
1513 |
|
1514 |
/* Remove any spells this object currently has in it */ |
1515 |
while (op->inv) |
1516 |
{ |
1517 |
tmp_obj = op->inv; |
1518 |
remove_ob (tmp_obj); |
1519 |
free_object (tmp_obj); |
1520 |
} |
1521 |
|
1522 |
tmp_obj = arch_to_object (change->other_arch); |
1523 |
insert_ob_in_ob (tmp_obj, op); |
1524 |
} |
1525 |
/* No harm setting this for potions/horns */ |
1526 |
op->other_arch = change->other_arch; |
1527 |
} |
1528 |
|
1529 |
if (change->stats.hp < 0) |
1530 |
op->stats.hp = -change->stats.hp; |
1531 |
else |
1532 |
op->stats.hp += change->stats.hp; |
1533 |
|
1534 |
if (change->stats.maxhp < 0) |
1535 |
op->stats.maxhp = -change->stats.maxhp; |
1536 |
else |
1537 |
op->stats.maxhp += change->stats.maxhp; |
1538 |
|
1539 |
if (change->stats.sp < 0) |
1540 |
op->stats.sp = -change->stats.sp; |
1541 |
else |
1542 |
op->stats.sp += change->stats.sp; |
1543 |
|
1544 |
if (change->stats.maxsp < 0) |
1545 |
op->stats.maxsp = -change->stats.maxsp; |
1546 |
else |
1547 |
op->stats.maxsp += change->stats.maxsp; |
1548 |
|
1549 |
if (change->stats.food < 0) |
1550 |
op->stats.food = -(change->stats.food); |
1551 |
else |
1552 |
op->stats.food += change->stats.food; |
1553 |
|
1554 |
if (change->level < 0) |
1555 |
op->level = -(change->level); |
1556 |
else |
1557 |
op->level += change->level; |
1558 |
|
1559 |
if (change->gen_sp_armour < 0) |
1560 |
op->gen_sp_armour = -(change->gen_sp_armour); |
1561 |
else |
1562 |
op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1563 |
|
1564 |
op->item_power = change->item_power; |
1565 |
|
1566 |
for (i = 0; i < NROFATTACKS; i++) |
1567 |
if (change->resist[i]) |
1568 |
op->resist[i] += change->resist[i]; |
1569 |
|
1570 |
if (change->stats.dam) |
1571 |
{ |
1572 |
if (change->stats.dam < 0) |
1573 |
op->stats.dam = (-change->stats.dam); |
1574 |
else if (op->stats.dam) |
1575 |
{ |
1576 |
tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1577 |
if (tmp == op->stats.dam) |
1578 |
{ |
1579 |
if (change->stats.dam < 10) |
1580 |
op->stats.dam--; |
1581 |
else |
1582 |
op->stats.dam++; |
1583 |
} |
1584 |
else |
1585 |
op->stats.dam = tmp; |
1586 |
} |
1587 |
} |
1588 |
|
1589 |
if (change->weight) |
1590 |
{ |
1591 |
if (change->weight < 0) |
1592 |
op->weight = (-change->weight); |
1593 |
else |
1594 |
op->weight = (op->weight * (change->weight)) / 100; |
1595 |
} |
1596 |
|
1597 |
if (change->last_sp) |
1598 |
{ |
1599 |
if (change->last_sp < 0) |
1600 |
op->last_sp = (-change->last_sp); |
1601 |
else |
1602 |
op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1603 |
} |
1604 |
|
1605 |
if (change->gen_sp_armour) |
1606 |
{ |
1607 |
if (change->gen_sp_armour < 0) |
1608 |
op->gen_sp_armour = (-change->gen_sp_armour); |
1609 |
else |
1610 |
op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1611 |
} |
1612 |
|
1613 |
op->value *= change->value; |
1614 |
|
1615 |
if (change->material) |
1616 |
op->material = change->material; |
1617 |
|
1618 |
if (change->materialname) |
1619 |
op->materialname = change->materialname; |
1620 |
|
1621 |
if (change->slaying) |
1622 |
op->slaying = change->slaying; |
1623 |
|
1624 |
if (change->race) |
1625 |
op->race = change->race; |
1626 |
|
1627 |
if (change->msg) |
1628 |
op->msg = change->msg; |
1629 |
} |
1630 |
|
1631 |
static int |
1632 |
legal_artifact_combination (object *op, artifact * art) |
1633 |
{ |
1634 |
int neg, success = 0; |
1635 |
linked_char *tmp; |
1636 |
const char *name; |
1637 |
|
1638 |
if (art->allowed == (linked_char *) NULL) |
1639 |
return 1; /* Ie, "all" */ |
1640 |
for (tmp = art->allowed; tmp; tmp = tmp->next) |
1641 |
{ |
1642 |
#ifdef TREASURE_VERBOSE |
1643 |
LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1644 |
#endif |
1645 |
if (*tmp->name == '!') |
1646 |
name = tmp->name + 1, neg = 1; |
1647 |
else |
1648 |
name = tmp->name, neg = 0; |
1649 |
|
1650 |
/* If we match name, then return the opposite of 'neg' */ |
1651 |
if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1652 |
return !neg; |
1653 |
|
1654 |
/* Set success as true, since if the match was an inverse, it means |
1655 |
* everything is allowed except what we match |
1656 |
*/ |
1657 |
else if (neg) |
1658 |
success = 1; |
1659 |
} |
1660 |
return success; |
1661 |
} |
1662 |
|
1663 |
/* |
1664 |
* Fixes the given object, giving it the abilities and titles |
1665 |
* it should have due to the second artifact-template. |
1666 |
*/ |
1667 |
|
1668 |
void |
1669 |
give_artifact_abilities (object *op, object *artifct) |
1670 |
{ |
1671 |
char new_name[MAX_BUF]; |
1672 |
|
1673 |
sprintf (new_name, "of %s", &artifct->name); |
1674 |
op->title = new_name; |
1675 |
add_abilities (op, artifct); /* Give out the bonuses */ |
1676 |
|
1677 |
#if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1678 |
{ |
1679 |
char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1680 |
|
1681 |
SET_FLAG (op, FLAG_IDENTIFIED); |
1682 |
LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1683 |
if (!identified) |
1684 |
CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1685 |
} |
1686 |
#endif |
1687 |
return; |
1688 |
} |
1689 |
|
1690 |
/* |
1691 |
* Decides randomly which artifact the object should be |
1692 |
* turned into. Makes sure that the item can become that |
1693 |
* artifact (means magic, difficulty, and Allowed fields properly). |
1694 |
* Then calls give_artifact_abilities in order to actually create |
1695 |
* the artifact. |
1696 |
*/ |
1697 |
|
1698 |
/* Give 1 re-roll attempt per artifact */ |
1699 |
#define ARTIFACT_TRIES 2 |
1700 |
|
1701 |
void |
1702 |
generate_artifact (object *op, int difficulty) |
1703 |
{ |
1704 |
artifactlist *al; |
1705 |
artifact *art; |
1706 |
int i; |
1707 |
|
1708 |
al = find_artifactlist (op->type); |
1709 |
|
1710 |
if (al == NULL) |
1711 |
{ |
1712 |
#if 0 /* This is too verbose, usually */ |
1713 |
LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1714 |
#endif |
1715 |
return; |
1716 |
} |
1717 |
|
1718 |
for (i = 0; i < ARTIFACT_TRIES; i++) |
1719 |
{ |
1720 |
int roll = RANDOM () % al->total_chance; |
1721 |
|
1722 |
for (art = al->items; art != NULL; art = art->next) |
1723 |
{ |
1724 |
roll -= art->chance; |
1725 |
if (roll < 0) |
1726 |
break; |
1727 |
} |
1728 |
|
1729 |
if (art == NULL || roll >= 0) |
1730 |
{ |
1731 |
#if 1 |
1732 |
LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1733 |
#endif |
1734 |
return; |
1735 |
} |
1736 |
if (!strcmp (art->item->name, "NONE")) |
1737 |
return; |
1738 |
if (FABS (op->magic) < art->item->magic) |
1739 |
continue; /* Not magic enough to be this item */ |
1740 |
|
1741 |
/* Map difficulty not high enough */ |
1742 |
if (difficulty < art->difficulty) |
1743 |
continue; |
1744 |
|
1745 |
if (!legal_artifact_combination (op, art)) |
1746 |
{ |
1747 |
#ifdef TREASURE_VERBOSE |
1748 |
LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1749 |
#endif |
1750 |
continue; |
1751 |
} |
1752 |
give_artifact_abilities (op, art->item); |
1753 |
return; |
1754 |
} |
1755 |
} |
1756 |
|
1757 |
/* fix_flesh_item() - objects of type FLESH are similar to type |
1758 |
* FOOD, except they inherit properties (name, food value, etc). |
1759 |
* based on the original owner (or 'donor' if you like). -b.t. |
1760 |
*/ |
1761 |
|
1762 |
void |
1763 |
fix_flesh_item (object *item, object *donor) |
1764 |
{ |
1765 |
char tmpbuf[MAX_BUF]; |
1766 |
int i; |
1767 |
|
1768 |
if (item->type == FLESH && donor) |
1769 |
{ |
1770 |
/* change the name */ |
1771 |
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1772 |
item->name = tmpbuf; |
1773 |
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1774 |
item->name_pl = tmpbuf; |
1775 |
|
1776 |
/* weight is FLESH weight/100 * donor */ |
1777 |
if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1778 |
item->weight = 1; |
1779 |
|
1780 |
/* value is multiplied by level of donor */ |
1781 |
item->value *= isqrt (donor->level * 2); |
1782 |
|
1783 |
/* food value */ |
1784 |
item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1785 |
|
1786 |
/* flesh items inherit some abilities of donor, but not |
1787 |
* full effect. |
1788 |
*/ |
1789 |
for (i = 0; i < NROFATTACKS; i++) |
1790 |
item->resist[i] = donor->resist[i] / 2; |
1791 |
|
1792 |
/* item inherits donor's level (important for quezals) */ |
1793 |
item->level = donor->level; |
1794 |
|
1795 |
/* if donor has some attacktypes, the flesh is poisonous */ |
1796 |
if (donor->attacktype & AT_POISON) |
1797 |
item->type = POISON; |
1798 |
if (donor->attacktype & AT_ACID) |
1799 |
item->stats.hp = -1 * item->stats.food; |
1800 |
SET_FLAG (item, FLAG_NO_STEAL); |
1801 |
} |
1802 |
} |
1803 |
|
1804 |
/* special_potion() - so that old potion code is still done right. */ |
1805 |
|
1806 |
int |
1807 |
special_potion (object *op) |
1808 |
{ |
1809 |
|
1810 |
int i; |
1811 |
|
1812 |
if (op->attacktype) |
1813 |
return 1; |
1814 |
|
1815 |
if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1816 |
return 1; |
1817 |
|
1818 |
for (i = 0; i < NROFATTACKS; i++) |
1819 |
if (op->resist[i]) |
1820 |
return 1; |
1821 |
|
1822 |
return 0; |
1823 |
} |
1824 |
|
1825 |
void |
1826 |
free_treasurestruct (treasure *t) |
1827 |
{ |
1828 |
if (t->next) |
1829 |
free_treasurestruct (t->next); |
1830 |
if (t->next_yes) |
1831 |
free_treasurestruct (t->next_yes); |
1832 |
if (t->next_no) |
1833 |
free_treasurestruct (t->next_no); |
1834 |
|
1835 |
delete t; |
1836 |
} |
1837 |
|
1838 |
void |
1839 |
free_charlinks (linked_char *lc) |
1840 |
{ |
1841 |
if (lc->next) |
1842 |
free_charlinks (lc->next); |
1843 |
|
1844 |
delete lc; |
1845 |
} |
1846 |
|
1847 |
void |
1848 |
free_artifact (artifact * at) |
1849 |
{ |
1850 |
if (at->next) |
1851 |
free_artifact (at->next); |
1852 |
|
1853 |
if (at->allowed) |
1854 |
free_charlinks (at->allowed); |
1855 |
|
1856 |
at->item->destroy (1); |
1857 |
|
1858 |
delete at; |
1859 |
} |
1860 |
|
1861 |
void |
1862 |
free_artifactlist (artifactlist * al) |
1863 |
{ |
1864 |
artifactlist *nextal; |
1865 |
|
1866 |
for (al = first_artifactlist; al; al = nextal) |
1867 |
{ |
1868 |
nextal = al->next; |
1869 |
|
1870 |
if (al->items) |
1871 |
free_artifact (al->items); |
1872 |
|
1873 |
free (al); |
1874 |
} |
1875 |
} |
1876 |
|
1877 |
void |
1878 |
free_all_treasures (void) |
1879 |
{ |
1880 |
treasurelist *tl, *next; |
1881 |
|
1882 |
|
1883 |
for (tl = first_treasurelist; tl != NULL; tl = next) |
1884 |
{ |
1885 |
next = tl->next; |
1886 |
if (tl->items) |
1887 |
free_treasurestruct (tl->items); |
1888 |
delete tl; |
1889 |
} |
1890 |
free_artifactlist (first_artifactlist); |
1891 |
} |