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