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/* |
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* CrossFire, A Multiplayer game for X-windows |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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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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/* 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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extern char *spell_mapping[]; |
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|
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static treasurelist *first_treasurelist; |
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|
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static void change_treasure (treasure *t, object *op); /* overrule default values */ |
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|
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typedef std::tr1::unordered_map< |
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const char *, |
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treasurelist *, |
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str_hash, |
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str_equal, |
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slice_allocator< std::pair<const char *const, treasurelist *> >, |
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true |
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> tl_map_t; |
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|
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static tl_map_t tl_map; |
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|
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/* |
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* Searches for the given treasurelist |
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*/ |
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treasurelist * |
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treasurelist::find (const char *name) |
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{ |
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if (!name) |
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return 0; |
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|
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auto (i, tl_map.find (name)); |
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|
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if (i == tl_map.end ()) |
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return 0; |
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|
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return i->second; |
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} |
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|
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/* |
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* Searches for the given treasurelist in the globally linked list |
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* of treasurelists which has been built by load_treasures(). |
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*/ |
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treasurelist * |
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treasurelist::get (const char *name) |
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{ |
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treasurelist *tl = find (name); |
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|
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if (!tl) |
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{ |
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tl = new treasurelist; |
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|
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tl->name = name; |
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tl->next = first_treasurelist; |
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first_treasurelist = tl; |
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|
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tl_map.insert (std::make_pair (tl->name, tl)); |
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} |
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|
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return tl; |
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} |
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|
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//TODO: class method |
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void |
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clear (treasurelist *tl) |
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{ |
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if (tl->items) |
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{ |
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free_treasurestruct (tl->items); |
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tl->items = 0; |
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} |
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|
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tl->total_chance = 0; |
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} |
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|
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#ifdef TREASURE_DEBUG |
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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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|
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if (t->next) |
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check_treasurelist (t->next, tl); |
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|
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if (t->next_yes) |
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check_treasurelist (t->next_yes, tl); |
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|
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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 |
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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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static treasure * |
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read_treasure (object_thawer &f) |
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{ |
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treasure *t = new treasure; |
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|
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f.next (); |
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|
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for (;;) |
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{ |
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coroapi::cede_to_tick_every (10); |
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|
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switch (f.kw) |
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{ |
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case KW_arch: |
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t->item = archetype::get (f.get_str ()); |
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break; |
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|
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case KW_list: f.get (t->name); break; |
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case KW_change_name: f.get (t->change_arch.name); break; |
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case KW_change_title: f.get (t->change_arch.title); break; |
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case KW_change_slaying: f.get (t->change_arch.slaying); break; |
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case KW_chance: f.get (t->chance); break; |
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case KW_nrof: f.get (t->nrof); break; |
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case KW_magic: f.get (t->magic); break; |
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|
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case KW_yes: t->next_yes = read_treasure (f); continue; |
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case KW_no: t->next_no = read_treasure (f); continue; |
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|
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case KW_end: |
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f.next (); |
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return t; |
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|
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case KW_more: |
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t->next = read_treasure (f); |
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return t; |
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|
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default: |
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if (!f.parse_error ("treasurelist", t->name)) |
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return 0; |
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|
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return t; |
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} |
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|
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f.next (); |
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} |
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} |
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|
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/* |
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* Each treasure is parsed with the help of load_treasure(). |
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*/ |
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treasurelist * |
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treasurelist::read (object_thawer &f) |
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{ |
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assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
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|
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bool one = f.kw == KW_treasureone; |
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treasurelist *tl = treasurelist::get (f.get_str ()); |
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clear (tl); |
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tl->items = read_treasure (f); |
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if (!tl->items) |
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return 0; |
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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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tl->total_chance = 0; |
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|
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if (one) |
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{ |
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for (treasure *t = tl->items; t; t = t->next) |
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{ |
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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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|
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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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return tl; |
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} |
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|
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/* |
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* Generates the objects specified by the given treasure. |
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* It goes recursively through the rest of the linked list. |
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* If there is a certain percental chance for a treasure to be generated, |
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* this is taken into consideration. |
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* The second argument specifies for which object the treasure is |
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* being generated. |
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* If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
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* abilities. This is used by summon spells, thus no summoned monsters |
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* start with equipment, but only their abilities). |
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*/ |
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static void |
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put_treasure (object *op, object *creator, int flags) |
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{ |
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/* Bit of a hack - spells should never be put onto the map. The entire |
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* treasure stuff is a problem - there is no clear idea of knowing |
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* this is the original object, or if this is an object that should be created |
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* by another object. |
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*/ |
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if (flags & GT_ENVIRONMENT && op->type != SPELL) |
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{ |
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op->expand_tail (); |
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|
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if (ob_blocked (op, creator->map, creator->x, creator->y)) |
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op->destroy (); |
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else |
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{ |
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SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
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op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
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} |
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} |
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else |
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{ |
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op = creator->insert (op); |
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|
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if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
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monster_check_apply (creator, op); |
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|
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if (flags & GT_UPDATE_INV) |
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if (object *tmp = creator->in_player ()) |
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esrv_send_item (tmp, op); |
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} |
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} |
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|
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/* if there are change_xxx commands in the treasure, we include the changes |
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* in the generated object |
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*/ |
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static void |
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change_treasure (treasure *t, object *op) |
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{ |
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/* CMD: change_name xxxx */ |
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if (t->change_arch.name) |
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{ |
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op->name = t->change_arch.name; |
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op->name_pl = t->change_arch.name; |
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} |
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|
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if (t->change_arch.title) |
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op->title = t->change_arch.title; |
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|
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if (t->change_arch.slaying) |
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op->slaying = t->change_arch.slaying; |
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} |
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|
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static void |
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create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
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{ |
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if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
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{ |
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if (t->name) |
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{ |
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if (difficulty >= t->magic) |
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if (treasurelist *tl = treasurelist::find (t->name)) |
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create_treasure (tl, op, flag, difficulty, tries); |
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else |
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LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
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} |
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else |
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{ |
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if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
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{ |
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object *tmp = arch_to_object (t->item); |
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|
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if (t->nrof && tmp->nrof <= 1) |
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tmp->nrof = rndm (t->nrof) + 1; |
306 |
|
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fix_generated_item (tmp, op, difficulty, t->magic, flag); |
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change_treasure (t, tmp); |
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put_treasure (tmp, op, flag); |
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} |
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} |
312 |
|
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if (t->next_yes) |
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create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
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} |
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else if (t->next_no) |
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create_all_treasures (t->next_no, op, flag, difficulty, tries); |
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|
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if (t->next) |
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create_all_treasures (t->next, op, flag, difficulty, tries); |
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} |
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|
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static void |
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create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
325 |
{ |
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int value = rndm (tl->total_chance); |
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treasure *t; |
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|
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if (tries++ > 100) |
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{ |
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LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
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return; |
333 |
} |
334 |
|
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for (t = tl->items; t; t = t->next) |
336 |
{ |
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value -= t->chance; |
338 |
|
339 |
if (value < 0) |
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break; |
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} |
342 |
|
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if (!t || value >= 0) |
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cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
345 |
|
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if (t->name) |
347 |
{ |
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if (difficulty >= t->magic) |
349 |
{ |
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treasurelist *tl = treasurelist::find (t->name); |
351 |
if (tl) |
352 |
create_treasure (tl, op, flag, difficulty, tries); |
353 |
} |
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else if (t->nrof) |
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create_one_treasure (tl, op, flag, difficulty, tries); |
356 |
} |
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else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
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{ |
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if (object *tmp = arch_to_object (t->item)) |
360 |
{ |
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if (t->nrof && tmp->nrof <= 1) |
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tmp->nrof = rndm (t->nrof) + 1; |
363 |
|
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fix_generated_item (tmp, op, difficulty, t->magic, flag); |
365 |
change_treasure (t, tmp); |
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put_treasure (tmp, op, flag); |
367 |
} |
368 |
} |
369 |
} |
370 |
|
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/* This calls the appropriate treasure creation function. tries is passed |
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* to determine how many list transitions or attempts to create treasure |
373 |
* have been made. It is really in place to prevent infinite loops with |
374 |
* list transitions, or so that excessively good treasure will not be |
375 |
* created on weak maps, because it will exceed the number of allowed tries |
376 |
* to do that. |
377 |
*/ |
378 |
void |
379 |
create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
380 |
{ |
381 |
// empty treasurelists are legal |
382 |
if (!tl->items) |
383 |
return; |
384 |
|
385 |
if (tries++ > 100) |
386 |
{ |
387 |
LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
388 |
return; |
389 |
} |
390 |
|
391 |
if (tl->total_chance) |
392 |
create_one_treasure (tl, op, flag, difficulty, tries); |
393 |
else |
394 |
create_all_treasures (tl->items, op, flag, difficulty, tries); |
395 |
} |
396 |
|
397 |
/* This is similar to the old generate treasure function. However, |
398 |
* it instead takes a treasurelist. It is really just a wrapper around |
399 |
* create_treasure. We create a dummy object that the treasure gets |
400 |
* inserted into, and then return that treausre |
401 |
*/ |
402 |
object * |
403 |
generate_treasure (treasurelist *tl, int difficulty) |
404 |
{ |
405 |
difficulty = clamp (difficulty, 1, settings.max_level); |
406 |
|
407 |
object *ob = object::create (); |
408 |
|
409 |
create_treasure (tl, ob, 0, difficulty, 0); |
410 |
|
411 |
/* Don't want to free the object we are about to return */ |
412 |
object *tmp = ob->inv; |
413 |
if (tmp) |
414 |
tmp->remove (); |
415 |
|
416 |
if (ob->inv) |
417 |
LOG (llevError, "In generate treasure, created multiple objects.\n"); |
418 |
|
419 |
ob->destroy (); |
420 |
return tmp; |
421 |
} |
422 |
|
423 |
/* |
424 |
* This is a new way of calculating the chance for an item to have |
425 |
* a specific magical bonus. |
426 |
* The array has two arguments, the difficulty of the level, and the |
427 |
* magical bonus "wanted". |
428 |
*/ |
429 |
|
430 |
static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
431 |
// chance of magic difficulty |
432 |
// +0 +1 +2 +3 +4 |
433 |
{95, 2, 2, 1, 0}, // 1 |
434 |
{92, 5, 2, 1, 0}, // 2 |
435 |
{85, 10, 4, 1, 0}, // 3 |
436 |
{80, 14, 4, 2, 0}, // 4 |
437 |
{75, 17, 5, 2, 1}, // 5 |
438 |
{70, 18, 8, 3, 1}, // 6 |
439 |
{65, 21, 10, 3, 1}, // 7 |
440 |
{60, 22, 12, 4, 2}, // 8 |
441 |
{55, 25, 14, 4, 2}, // 9 |
442 |
{50, 27, 16, 5, 2}, // 10 |
443 |
{45, 28, 18, 6, 3}, // 11 |
444 |
{42, 28, 20, 7, 3}, // 12 |
445 |
{40, 27, 21, 8, 4}, // 13 |
446 |
{38, 25, 22, 10, 5}, // 14 |
447 |
{36, 23, 23, 12, 6}, // 15 |
448 |
{33, 21, 24, 14, 8}, // 16 |
449 |
{31, 19, 25, 16, 9}, // 17 |
450 |
{27, 15, 30, 18, 10}, // 18 |
451 |
{20, 12, 30, 25, 13}, // 19 |
452 |
{15, 10, 28, 30, 17}, // 20 |
453 |
{13, 9, 27, 28, 23}, // 21 |
454 |
{10, 8, 25, 28, 29}, // 22 |
455 |
{ 8, 7, 23, 26, 36}, // 23 |
456 |
{ 6, 6, 20, 22, 46}, // 24 |
457 |
{ 4, 5, 17, 18, 56}, // 25 |
458 |
{ 2, 4, 12, 14, 68}, // 26 |
459 |
{ 0, 3, 7, 10, 80}, // 27 |
460 |
{ 0, 0, 3, 7, 90}, // 28 |
461 |
{ 0, 0, 0, 3, 97}, // 29 |
462 |
{ 0, 0, 0, 0, 100}, // 30 |
463 |
{ 0, 0, 0, 0, 100}, // 31 |
464 |
}; |
465 |
|
466 |
/* calculate the appropriate level for wands staves and scrolls. |
467 |
* This code presumes that op has had its spell object created (in op->inv) |
468 |
* |
469 |
* elmex Wed Aug 9 17:44:59 CEST 2006: |
470 |
* Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
471 |
*/ |
472 |
int |
473 |
level_for_item (const object *op, int difficulty) |
474 |
{ |
475 |
int olevel = 0; |
476 |
|
477 |
if (!op->inv) |
478 |
{ |
479 |
LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
480 |
return 0; |
481 |
} |
482 |
|
483 |
olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
484 |
|
485 |
if (olevel <= 0) |
486 |
olevel = rndm (1, MIN (op->inv->level, 1)); |
487 |
|
488 |
if (olevel > MAXLEVEL) |
489 |
olevel = MAXLEVEL; |
490 |
|
491 |
return olevel; |
492 |
} |
493 |
|
494 |
/* |
495 |
* Based upon the specified difficulty and upon the difftomagic_list array, |
496 |
* a random magical bonus is returned. This is used when determine |
497 |
* the magical bonus created on specific maps. |
498 |
* |
499 |
* elmex Thu Aug 10 18:45:44 CEST 2006: |
500 |
* Scaling difficulty by max_level, as difficulty is a level and not some |
501 |
* weird integer between 1-31. |
502 |
* |
503 |
*/ |
504 |
int |
505 |
magic_from_difficulty (int difficulty) |
506 |
{ |
507 |
int percent = 0, magic = 0; |
508 |
int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
509 |
|
510 |
scaled_diff--; |
511 |
|
512 |
if (scaled_diff < 0) |
513 |
scaled_diff = 0; |
514 |
|
515 |
if (scaled_diff >= DIFFLEVELS) |
516 |
scaled_diff = DIFFLEVELS - 1; |
517 |
|
518 |
percent = rndm (100); |
519 |
|
520 |
for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
521 |
{ |
522 |
percent -= difftomagic_list[scaled_diff][magic]; |
523 |
|
524 |
if (percent < 0) |
525 |
break; |
526 |
} |
527 |
|
528 |
if (magic == (MAXMAGIC + 1)) |
529 |
{ |
530 |
LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
531 |
magic = 0; |
532 |
} |
533 |
|
534 |
magic = (rndm (3)) ? magic : -magic; |
535 |
/* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
536 |
|
537 |
return magic; |
538 |
} |
539 |
|
540 |
/* |
541 |
* Sets magical bonus in an object, and recalculates the effect on |
542 |
* the armour variable, and the effect on speed of armour. |
543 |
* This function doesn't work properly, should add use of archetypes |
544 |
* to make it truly absolute. |
545 |
*/ |
546 |
|
547 |
void |
548 |
set_abs_magic (object *op, int magic) |
549 |
{ |
550 |
if (!magic) |
551 |
return; |
552 |
|
553 |
op->magic = magic; |
554 |
if (op->arch) |
555 |
{ |
556 |
if (op->type == ARMOUR) |
557 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
558 |
|
559 |
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
560 |
magic = (-magic); |
561 |
op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
562 |
} |
563 |
else |
564 |
{ |
565 |
if (op->type == ARMOUR) |
566 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
567 |
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
568 |
magic = (-magic); |
569 |
op->weight = (op->weight * (100 - magic * 10)) / 100; |
570 |
} |
571 |
} |
572 |
|
573 |
/* |
574 |
* Sets a random magical bonus in the given object based upon |
575 |
* the given difficulty, and the given max possible bonus. |
576 |
*/ |
577 |
|
578 |
static void |
579 |
set_magic (int difficulty, object *op, int max_magic, int flags) |
580 |
{ |
581 |
int i; |
582 |
|
583 |
i = magic_from_difficulty (difficulty); |
584 |
if ((flags & GT_ONLY_GOOD) && i < 0) |
585 |
i = -i; |
586 |
if (i > max_magic) |
587 |
i = max_magic; |
588 |
set_abs_magic (op, i); |
589 |
if (i < 0) |
590 |
SET_FLAG (op, FLAG_CURSED); |
591 |
} |
592 |
|
593 |
/* |
594 |
* Randomly adds one magical ability to the given object. |
595 |
* Modified for Partial Resistance in many ways: |
596 |
* 1) Since rings can have multiple bonuses, if the same bonus |
597 |
* is rolled again, increase it - the bonuses now stack with |
598 |
* other bonuses previously rolled and ones the item might natively have. |
599 |
* 2) Add code to deal with new PR method. |
600 |
*/ |
601 |
void |
602 |
set_ring_bonus (object *op, int bonus) |
603 |
{ |
604 |
|
605 |
int r = rndm (bonus > 0 ? 25 : 11); |
606 |
|
607 |
if (op->type == AMULET) |
608 |
{ |
609 |
if (!(rndm (21))) |
610 |
r = 20 + rndm (2); |
611 |
else |
612 |
{ |
613 |
if (rndm (2)) |
614 |
r = 10; |
615 |
else |
616 |
r = 11 + rndm (9); |
617 |
} |
618 |
} |
619 |
|
620 |
switch (r) |
621 |
{ |
622 |
/* Redone by MSW 2000-11-26 to have much less code. Also, |
623 |
* bonuses and penalties will stack and add to existing values. |
624 |
* of the item. |
625 |
*/ |
626 |
case 0: |
627 |
case 1: |
628 |
case 2: |
629 |
case 3: |
630 |
case 4: |
631 |
case 5: |
632 |
case 6: |
633 |
set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
634 |
break; |
635 |
|
636 |
case 7: |
637 |
op->stats.dam += bonus; |
638 |
break; |
639 |
|
640 |
case 8: |
641 |
op->stats.wc += bonus; |
642 |
break; |
643 |
|
644 |
case 9: |
645 |
op->stats.food += bonus; /* hunger/sustenance */ |
646 |
break; |
647 |
|
648 |
case 10: |
649 |
op->stats.ac += bonus; |
650 |
break; |
651 |
|
652 |
/* Item that gives protections/vulnerabilities */ |
653 |
case 11: |
654 |
case 12: |
655 |
case 13: |
656 |
case 14: |
657 |
case 15: |
658 |
case 16: |
659 |
case 17: |
660 |
case 18: |
661 |
case 19: |
662 |
{ |
663 |
int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
664 |
|
665 |
/* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
666 |
val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
667 |
|
668 |
/* Cursed items need to have higher negative values to equal out with |
669 |
* positive values for how protections work out. Put another |
670 |
* little random element in since that they don't always end up with |
671 |
* even values. |
672 |
*/ |
673 |
if (bonus < 0) |
674 |
val = 2 * -val - rndm (b); |
675 |
if (val > 35) |
676 |
val = 35; /* Upper limit */ |
677 |
b = 0; |
678 |
|
679 |
while (op->resist[resist_table[resist]] != 0 && b < 4) |
680 |
resist = rndm (num_resist_table); |
681 |
|
682 |
if (b == 4) |
683 |
return; /* Not able to find a free resistance */ |
684 |
|
685 |
op->resist[resist_table[resist]] = val; |
686 |
/* We should probably do something more clever here to adjust value |
687 |
* based on how good a resistance we gave. |
688 |
*/ |
689 |
break; |
690 |
} |
691 |
case 20: |
692 |
if (op->type == AMULET) |
693 |
{ |
694 |
SET_FLAG (op, FLAG_REFL_SPELL); |
695 |
op->value *= 11; |
696 |
} |
697 |
else |
698 |
{ |
699 |
op->stats.hp = 1; /* regenerate hit points */ |
700 |
op->value *= 4; |
701 |
} |
702 |
break; |
703 |
|
704 |
case 21: |
705 |
if (op->type == AMULET) |
706 |
{ |
707 |
SET_FLAG (op, FLAG_REFL_MISSILE); |
708 |
op->value *= 9; |
709 |
} |
710 |
else |
711 |
{ |
712 |
op->stats.sp = 1; /* regenerate spell points */ |
713 |
op->value *= 3; |
714 |
} |
715 |
break; |
716 |
|
717 |
case 22: |
718 |
op->stats.exp += bonus; /* Speed! */ |
719 |
op->value = (op->value * 2) / 3; |
720 |
break; |
721 |
} |
722 |
|
723 |
if (bonus > 0) |
724 |
op->value *= 2 * bonus; |
725 |
else |
726 |
op->value = -(op->value * 2 * bonus) / 3; |
727 |
} |
728 |
|
729 |
/* |
730 |
* get_magic(diff) will return a random number between 0 and 4. |
731 |
* diff can be any value above 2. The higher the diff-variable, the |
732 |
* higher is the chance of returning a low number. |
733 |
* It is only used in fix_generated_treasure() to set bonuses on |
734 |
* rings and amulets. |
735 |
* Another scheme is used to calculate the magic of weapons and armours. |
736 |
*/ |
737 |
int |
738 |
get_magic (int diff) |
739 |
{ |
740 |
int i; |
741 |
|
742 |
if (diff < 3) |
743 |
diff = 3; |
744 |
|
745 |
for (i = 0; i < 4; i++) |
746 |
if (rndm (diff)) |
747 |
return i; |
748 |
|
749 |
return 4; |
750 |
} |
751 |
|
752 |
#define DICE2 (get_magic(2)==2?2:1) |
753 |
#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
754 |
|
755 |
/* |
756 |
* fix_generated_item(): This is called after an item is generated, in |
757 |
* order to set it up right. This produced magical bonuses, puts spells |
758 |
* into scrolls/books/wands, makes it unidentified, hides the value, etc. |
759 |
*/ |
760 |
|
761 |
/* 4/28/96 added creator object from which op may now inherit properties based on |
762 |
* op->type. Right now, which stuff the creator passes on is object type |
763 |
* dependant. I know this is a spagetti manuever, but is there a cleaner |
764 |
* way to do this? b.t. */ |
765 |
|
766 |
/* |
767 |
* ! (flags & GT_ENVIRONMENT): |
768 |
* Automatically calls fix_flesh_item(). |
769 |
* |
770 |
* flags: |
771 |
* GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's |
772 |
* value. |
773 |
* GT_MINIMAL: Does minimal processing on the object - just enough to make it |
774 |
* a working object - don't change magic, value, etc, but set it material |
775 |
* type as appropriate, for objects that need spell objects, set those, etc |
776 |
*/ |
777 |
void |
778 |
fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
779 |
{ |
780 |
int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
781 |
|
782 |
if (!creator || creator->type == op->type) |
783 |
creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
784 |
|
785 |
/* If we make an artifact, this information will be destroyed */ |
786 |
save_item_power = op->item_power; |
787 |
op->item_power = 0; |
788 |
|
789 |
if (op->randomitems && op->type != SPELL) |
790 |
{ |
791 |
create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
792 |
/* So the treasure doesn't get created again */ |
793 |
op->randomitems = 0; |
794 |
} |
795 |
|
796 |
if (difficulty < 1) |
797 |
difficulty = 1; |
798 |
|
799 |
if (INVOKE_OBJECT (ADD_BONUS, op, |
800 |
ARG_OBJECT (creator != op ? creator : 0), |
801 |
ARG_INT (difficulty), ARG_INT (max_magic), |
802 |
ARG_INT (flags))) |
803 |
return; |
804 |
|
805 |
if (!(flags & GT_MINIMAL)) |
806 |
{ |
807 |
if (op->arch == crown_arch) |
808 |
{ |
809 |
set_magic (difficulty, op, max_magic, flags); |
810 |
num_enchantments = calc_item_power (op, 1); |
811 |
generate_artifact (op, difficulty); |
812 |
} |
813 |
else |
814 |
{ |
815 |
if (!op->magic && max_magic) |
816 |
set_magic (difficulty, op, max_magic, flags); |
817 |
|
818 |
num_enchantments = calc_item_power (op, 1); |
819 |
|
820 |
if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
821 |
|| op->type == HORN |
822 |
|| difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
823 |
* used for shop_floors or treasures */ |
824 |
generate_artifact (op, difficulty); |
825 |
} |
826 |
|
827 |
/* Object was made an artifact. Calculate its item_power rating. |
828 |
* the item_power in the object is what the artfiact adds. |
829 |
*/ |
830 |
if (op->title) |
831 |
{ |
832 |
/* if save_item_power is set, then most likely we started with an |
833 |
* artifact and have added new abilities to it - this is rare, but |
834 |
* but I have seen things like 'strange rings of fire'. So just figure |
835 |
* out the power from the base power plus what this one adds. Note |
836 |
* that since item_power is not quite linear, this actually ends up |
837 |
* being somewhat of a bonus |
838 |
*/ |
839 |
if (save_item_power) |
840 |
op->item_power = save_item_power + get_power_from_ench (op->item_power); |
841 |
else |
842 |
op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
843 |
} |
844 |
else if (save_item_power) |
845 |
{ |
846 |
/* restore the item_power field to the object if we haven't changed it. |
847 |
* we don't care about num_enchantments - that will basically just |
848 |
* have calculated some value from the base attributes of the archetype. |
849 |
*/ |
850 |
op->item_power = save_item_power; |
851 |
} |
852 |
else |
853 |
{ |
854 |
/* item_power was zero. This is suspicious, as it may be because it |
855 |
* was never previously calculated. Let's compute a value and see if |
856 |
* it is non-zero. If it indeed is, then assign it as the new |
857 |
* item_power value. |
858 |
* - gros, 21th of July 2006. |
859 |
*/ |
860 |
op->item_power = calc_item_power (op, 0); |
861 |
save_item_power = op->item_power; /* Just in case it would get used |
862 |
* again below */ |
863 |
} |
864 |
} |
865 |
|
866 |
/* materialtype modifications. Note we allow this on artifacts. */ |
867 |
set_materialname (op, difficulty, NULL); |
868 |
|
869 |
if (flags & GT_MINIMAL) |
870 |
{ |
871 |
if (op->type == POTION) |
872 |
/* Handle healing and magic power potions */ |
873 |
if (op->stats.sp && !op->randomitems) |
874 |
{ |
875 |
object *tmp; |
876 |
|
877 |
tmp = get_archetype (spell_mapping[op->stats.sp]); |
878 |
insert_ob_in_ob (tmp, op); |
879 |
op->stats.sp = 0; |
880 |
} |
881 |
} |
882 |
else if (!op->title) /* Only modify object if not special */ |
883 |
switch (op->type) |
884 |
{ |
885 |
case WEAPON: |
886 |
case ARMOUR: |
887 |
case SHIELD: |
888 |
case HELMET: |
889 |
case CLOAK: |
890 |
if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
891 |
set_ring_bonus (op, -DICE2); |
892 |
break; |
893 |
|
894 |
case BRACERS: |
895 |
if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
896 |
{ |
897 |
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
898 |
if (!QUERY_FLAG (op, FLAG_CURSED)) |
899 |
op->value *= 3; |
900 |
} |
901 |
break; |
902 |
|
903 |
case POTION: |
904 |
{ |
905 |
int too_many_tries = 0, is_special = 0; |
906 |
|
907 |
/* Handle healing and magic power potions */ |
908 |
if (op->stats.sp && !op->randomitems) |
909 |
{ |
910 |
object *tmp; |
911 |
|
912 |
tmp = get_archetype (spell_mapping[op->stats.sp]); |
913 |
insert_ob_in_ob (tmp, op); |
914 |
op->stats.sp = 0; |
915 |
} |
916 |
|
917 |
while (!(is_special = special_potion (op)) && !op->inv) |
918 |
{ |
919 |
generate_artifact (op, difficulty); |
920 |
if (too_many_tries++ > 10) |
921 |
break; |
922 |
} |
923 |
|
924 |
/* don't want to change value for healing/magic power potions, |
925 |
* since the value set on those is already correct. |
926 |
*/ |
927 |
if (op->inv && op->randomitems) |
928 |
{ |
929 |
/* value multiplier is same as for scrolls */ |
930 |
op->value = (op->value * op->inv->value); |
931 |
op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
932 |
} |
933 |
else |
934 |
{ |
935 |
op->name = "potion"; |
936 |
op->name_pl = "potions"; |
937 |
} |
938 |
|
939 |
if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
940 |
SET_FLAG (op, FLAG_CURSED); |
941 |
break; |
942 |
} |
943 |
|
944 |
case AMULET: |
945 |
if (op->arch == amulet_arch) |
946 |
op->value *= 5; /* Since it's not just decoration */ |
947 |
|
948 |
case RING: |
949 |
if (op->arch == NULL) |
950 |
{ |
951 |
op->destroy (); |
952 |
op = 0; |
953 |
break; |
954 |
} |
955 |
|
956 |
if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
957 |
break; |
958 |
|
959 |
if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
960 |
SET_FLAG (op, FLAG_CURSED); |
961 |
|
962 |
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
963 |
|
964 |
if (op->type != RING) /* Amulets have only one ability */ |
965 |
break; |
966 |
|
967 |
if (!(rndm (4))) |
968 |
{ |
969 |
int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
970 |
|
971 |
if (d > 0) |
972 |
op->value *= 3; |
973 |
|
974 |
set_ring_bonus (op, d); |
975 |
|
976 |
if (!(rndm (4))) |
977 |
{ |
978 |
int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
979 |
|
980 |
if (d > 0) |
981 |
op->value *= 5; |
982 |
set_ring_bonus (op, d); |
983 |
} |
984 |
} |
985 |
|
986 |
if (GET_ANIM_ID (op)) |
987 |
SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
988 |
|
989 |
break; |
990 |
|
991 |
case BOOK: |
992 |
/* Is it an empty book?, if yes lets make a special· |
993 |
* msg for it, and tailor its properties based on the· |
994 |
* creator and/or map level we found it on. |
995 |
*/ |
996 |
if (!op->msg && rndm (10)) |
997 |
{ |
998 |
/* set the book level properly */ |
999 |
if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1000 |
{ |
1001 |
if (op->map && op->map->difficulty) |
1002 |
op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1003 |
else |
1004 |
op->level = rndm (20) + 1; |
1005 |
} |
1006 |
else |
1007 |
op->level = rndm (creator->level); |
1008 |
|
1009 |
tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1010 |
/* books w/ info are worth more! */ |
1011 |
op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1012 |
/* creator related stuff */ |
1013 |
|
1014 |
/* for library, chained books. Note that some monsters have no_pick |
1015 |
* set - we don't want to set no pick in that case. |
1016 |
*/ |
1017 |
if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1018 |
SET_FLAG (op, FLAG_NO_PICK); |
1019 |
if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1020 |
op->slaying = creator->slaying; |
1021 |
|
1022 |
/* add exp so reading it gives xp (once) */ |
1023 |
op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1024 |
} |
1025 |
break; |
1026 |
|
1027 |
case SPELLBOOK: |
1028 |
op->value = op->value * op->inv->value; |
1029 |
/* add exp so learning gives xp */ |
1030 |
op->level = op->inv->level; |
1031 |
op->stats.exp = op->value; |
1032 |
break; |
1033 |
|
1034 |
case WAND: |
1035 |
/* nrof in the treasure list is number of charges, |
1036 |
* not number of wands. So copy that into food (charges), |
1037 |
* and reset nrof. |
1038 |
*/ |
1039 |
op->stats.food = op->inv->nrof; |
1040 |
op->nrof = 1; |
1041 |
/* If the spell changes by level, choose a random level |
1042 |
* for it, and adjust price. If the spell doesn't |
1043 |
* change by level, just set the wand to the level of |
1044 |
* the spell, and value calculation is simpler. |
1045 |
*/ |
1046 |
if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1047 |
{ |
1048 |
op->level = level_for_item (op, difficulty); |
1049 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1050 |
} |
1051 |
else |
1052 |
{ |
1053 |
op->level = op->inv->level; |
1054 |
op->value = op->value * op->inv->value; |
1055 |
} |
1056 |
break; |
1057 |
|
1058 |
case ROD: |
1059 |
op->level = level_for_item (op, difficulty); |
1060 |
/* Add 50 to both level an divisor to keep prices a little more |
1061 |
* reasonable. Otherwise, a high level version of a low level |
1062 |
* spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
1063 |
* 10 time multiplier). This way, the value are a bit more reasonable. |
1064 |
*/ |
1065 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1066 |
/* maxhp is used to denote how many 'charges' the rod holds before */ |
1067 |
if (op->stats.maxhp) |
1068 |
op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1069 |
else |
1070 |
op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1071 |
|
1072 |
op->stats.hp = op->stats.maxhp; |
1073 |
break; |
1074 |
|
1075 |
case SCROLL: |
1076 |
op->level = level_for_item (op, difficulty); |
1077 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1078 |
|
1079 |
/* add exp so reading them properly gives xp */ |
1080 |
op->stats.exp = op->value / 5; |
1081 |
op->nrof = op->inv->nrof; |
1082 |
break; |
1083 |
|
1084 |
case RUNE: |
1085 |
trap_adjust (op, difficulty); |
1086 |
break; |
1087 |
|
1088 |
case TRAP: |
1089 |
trap_adjust (op, difficulty); |
1090 |
break; |
1091 |
} /* switch type */ |
1092 |
|
1093 |
if (flags & GT_STARTEQUIP) |
1094 |
{ |
1095 |
if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1096 |
SET_FLAG (op, FLAG_STARTEQUIP); |
1097 |
else if (op->type != MONEY) |
1098 |
op->value = 0; |
1099 |
} |
1100 |
|
1101 |
if (!(flags & GT_ENVIRONMENT)) |
1102 |
fix_flesh_item (op, creator); |
1103 |
} |
1104 |
|
1105 |
/* |
1106 |
* |
1107 |
* |
1108 |
* CODE DEALING WITH ARTIFACTS STARTS HERE |
1109 |
* |
1110 |
* |
1111 |
*/ |
1112 |
|
1113 |
/* |
1114 |
* Allocate and return the pointer to an empty artifactlist structure. |
1115 |
*/ |
1116 |
static artifactlist * |
1117 |
get_empty_artifactlist (void) |
1118 |
{ |
1119 |
return salloc0 <artifactlist> (); |
1120 |
} |
1121 |
|
1122 |
/* |
1123 |
* Allocate and return the pointer to an empty artifact structure. |
1124 |
*/ |
1125 |
static artifact * |
1126 |
get_empty_artifact (void) |
1127 |
{ |
1128 |
return salloc0 <artifact> (); |
1129 |
} |
1130 |
|
1131 |
/* |
1132 |
* Searches the artifact lists and returns one that has the same type |
1133 |
* of objects on it. |
1134 |
*/ |
1135 |
artifactlist * |
1136 |
find_artifactlist (int type) |
1137 |
{ |
1138 |
for (artifactlist *al = first_artifactlist; al; al = al->next) |
1139 |
if (al->type == type) |
1140 |
return al; |
1141 |
|
1142 |
return 0; |
1143 |
} |
1144 |
|
1145 |
/* |
1146 |
* For debugging purposes. Dumps all tables. |
1147 |
*/ |
1148 |
void |
1149 |
dump_artifacts (void) |
1150 |
{ |
1151 |
artifactlist *al; |
1152 |
artifact *art; |
1153 |
linked_char *next; |
1154 |
|
1155 |
fprintf (logfile, "\n"); |
1156 |
for (al = first_artifactlist; al != NULL; al = al->next) |
1157 |
{ |
1158 |
fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1159 |
for (art = al->items; art != NULL; art = art->next) |
1160 |
{ |
1161 |
fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1162 |
if (art->allowed != NULL) |
1163 |
{ |
1164 |
fprintf (logfile, "\tallowed combinations:"); |
1165 |
for (next = art->allowed; next != NULL; next = next->next) |
1166 |
fprintf (logfile, "%s,", &next->name); |
1167 |
fprintf (logfile, "\n"); |
1168 |
} |
1169 |
} |
1170 |
} |
1171 |
fprintf (logfile, "\n"); |
1172 |
} |
1173 |
|
1174 |
/* |
1175 |
* For debugging purposes. Dumps all treasures recursively (see below). |
1176 |
*/ |
1177 |
void |
1178 |
dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
1179 |
{ |
1180 |
treasurelist *tl; |
1181 |
int i; |
1182 |
|
1183 |
if (depth > 100) |
1184 |
return; |
1185 |
|
1186 |
while (t) |
1187 |
{ |
1188 |
if (t->name) |
1189 |
{ |
1190 |
for (i = 0; i < depth; i++) |
1191 |
fprintf (logfile, " "); |
1192 |
|
1193 |
fprintf (logfile, "{ (list: %s)\n", &t->name); |
1194 |
|
1195 |
tl = treasurelist::find (t->name); |
1196 |
if (tl) |
1197 |
dump_monster_treasure_rec (name, tl->items, depth + 2); |
1198 |
|
1199 |
for (i = 0; i < depth; i++) |
1200 |
fprintf (logfile, " "); |
1201 |
|
1202 |
fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1203 |
} |
1204 |
else |
1205 |
{ |
1206 |
for (i = 0; i < depth; i++) |
1207 |
fprintf (logfile, " "); |
1208 |
|
1209 |
if (t->item && t->item->clone.type == FLESH) |
1210 |
fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1211 |
else |
1212 |
fprintf (logfile, "%s\n", &t->item->clone.name); |
1213 |
} |
1214 |
|
1215 |
if (t->next_yes) |
1216 |
{ |
1217 |
for (i = 0; i < depth; i++) |
1218 |
fprintf (logfile, " "); |
1219 |
|
1220 |
fprintf (logfile, " (if yes)\n"); |
1221 |
dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1222 |
} |
1223 |
|
1224 |
if (t->next_no) |
1225 |
{ |
1226 |
for (i = 0; i < depth; i++) |
1227 |
fprintf (logfile, " "); |
1228 |
|
1229 |
fprintf (logfile, " (if no)\n"); |
1230 |
dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1231 |
} |
1232 |
|
1233 |
t = t->next; |
1234 |
} |
1235 |
} |
1236 |
|
1237 |
/* |
1238 |
* For debugging purposes. Dumps all treasures for a given monster. |
1239 |
* Created originally by Raphael Quinet for debugging the alchemy code. |
1240 |
*/ |
1241 |
void |
1242 |
dump_monster_treasure (const char *name) |
1243 |
{ |
1244 |
archetype *at; |
1245 |
int found; |
1246 |
|
1247 |
found = 0; |
1248 |
fprintf (logfile, "\n"); |
1249 |
|
1250 |
for (at = first_archetype; at != NULL; at = at->next) |
1251 |
if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1252 |
{ |
1253 |
fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1254 |
if (at->clone.randomitems != NULL) |
1255 |
dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1256 |
else |
1257 |
fprintf (logfile, "(nothing)\n"); |
1258 |
|
1259 |
fprintf (logfile, "\n"); |
1260 |
found++; |
1261 |
} |
1262 |
|
1263 |
if (found == 0) |
1264 |
fprintf (logfile, "No objects have the name %s!\n\n", name); |
1265 |
} |
1266 |
|
1267 |
/* |
1268 |
* Builds up the lists of artifacts from the file in the libdir. |
1269 |
*/ |
1270 |
void |
1271 |
init_artifacts (void) |
1272 |
{ |
1273 |
static int has_been_inited = 0; |
1274 |
char filename[MAX_BUF]; |
1275 |
artifact *art = NULL; |
1276 |
artifactlist *al; |
1277 |
|
1278 |
if (has_been_inited) |
1279 |
return; |
1280 |
else |
1281 |
has_been_inited = 1; |
1282 |
|
1283 |
sprintf (filename, "%s/artifacts", settings.datadir); |
1284 |
object_thawer f (filename); |
1285 |
|
1286 |
if (!f) |
1287 |
return; |
1288 |
|
1289 |
f.next (); |
1290 |
|
1291 |
for (;;) |
1292 |
{ |
1293 |
switch (f.kw) |
1294 |
{ |
1295 |
case KW_allowed: |
1296 |
if (!art) |
1297 |
art = get_empty_artifact (); |
1298 |
|
1299 |
{ |
1300 |
if (!strcmp (f.get_str (), "all")) |
1301 |
break; |
1302 |
|
1303 |
char *next, *cp = f.get_str (); |
1304 |
|
1305 |
do |
1306 |
{ |
1307 |
if ((next = strchr (cp, ','))) |
1308 |
*next++ = '\0'; |
1309 |
|
1310 |
linked_char *tmp = new linked_char; |
1311 |
|
1312 |
tmp->name = cp; |
1313 |
tmp->next = art->allowed; |
1314 |
art->allowed = tmp; |
1315 |
} |
1316 |
while ((cp = next)); |
1317 |
} |
1318 |
break; |
1319 |
|
1320 |
case KW_chance: |
1321 |
f.get (art->chance); |
1322 |
break; |
1323 |
|
1324 |
case KW_difficulty: |
1325 |
f.get (art->difficulty); |
1326 |
break; |
1327 |
|
1328 |
case KW_object: |
1329 |
{ |
1330 |
art->item = object::create (); |
1331 |
f.get (art->item->name); |
1332 |
f.next (); |
1333 |
|
1334 |
if (!art->item->parse_kv (f)) |
1335 |
LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1336 |
|
1337 |
al = find_artifactlist (art->item->type); |
1338 |
|
1339 |
if (!al) |
1340 |
{ |
1341 |
al = get_empty_artifactlist (); |
1342 |
al->type = art->item->type; |
1343 |
al->next = first_artifactlist; |
1344 |
first_artifactlist = al; |
1345 |
} |
1346 |
|
1347 |
art->next = al->items; |
1348 |
al->items = art; |
1349 |
art = 0; |
1350 |
} |
1351 |
continue; |
1352 |
|
1353 |
case KW_EOF: |
1354 |
goto done; |
1355 |
|
1356 |
default: |
1357 |
if (!f.parse_error ("artifacts file")) |
1358 |
cleanup ("artifacts file required"); |
1359 |
break; |
1360 |
} |
1361 |
|
1362 |
f.next (); |
1363 |
} |
1364 |
|
1365 |
done: |
1366 |
for (al = first_artifactlist; al; al = al->next) |
1367 |
{ |
1368 |
al->total_chance = 0; |
1369 |
|
1370 |
for (art = al->items; art; art = art->next) |
1371 |
{ |
1372 |
if (!art->chance) |
1373 |
LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1374 |
else |
1375 |
al->total_chance += art->chance; |
1376 |
} |
1377 |
#if 0 |
1378 |
LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1379 |
#endif |
1380 |
} |
1381 |
|
1382 |
LOG (llevDebug, "done.\n"); |
1383 |
} |
1384 |
|
1385 |
/* |
1386 |
* Used in artifact generation. The bonuses of the first object |
1387 |
* is modified by the bonuses of the second object. |
1388 |
*/ |
1389 |
void |
1390 |
add_abilities (object *op, object *change) |
1391 |
{ |
1392 |
int i, tmp; |
1393 |
|
1394 |
if (change->face != blank_face) |
1395 |
{ |
1396 |
#ifdef TREASURE_VERBOSE |
1397 |
LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1398 |
#endif |
1399 |
op->face = change->face; |
1400 |
} |
1401 |
|
1402 |
for (i = 0; i < NUM_STATS; i++) |
1403 |
change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1404 |
|
1405 |
op->attacktype |= change->attacktype; |
1406 |
op->path_attuned |= change->path_attuned; |
1407 |
op->path_repelled |= change->path_repelled; |
1408 |
op->path_denied |= change->path_denied; |
1409 |
op->move_type |= change->move_type; |
1410 |
op->stats.luck += change->stats.luck; |
1411 |
|
1412 |
if (QUERY_FLAG (change, FLAG_CURSED)) |
1413 |
SET_FLAG (op, FLAG_CURSED); |
1414 |
if (QUERY_FLAG (change, FLAG_DAMNED)) |
1415 |
SET_FLAG (op, FLAG_DAMNED); |
1416 |
if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1417 |
set_abs_magic (op, -op->magic); |
1418 |
|
1419 |
if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1420 |
SET_FLAG (op, FLAG_LIFESAVE); |
1421 |
if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
1422 |
SET_FLAG (op, FLAG_REFL_SPELL); |
1423 |
if (QUERY_FLAG (change, FLAG_STEALTH)) |
1424 |
SET_FLAG (op, FLAG_STEALTH); |
1425 |
if (QUERY_FLAG (change, FLAG_XRAYS)) |
1426 |
SET_FLAG (op, FLAG_XRAYS); |
1427 |
if (QUERY_FLAG (change, FLAG_BLIND)) |
1428 |
SET_FLAG (op, FLAG_BLIND); |
1429 |
if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
1430 |
SET_FLAG (op, FLAG_SEE_IN_DARK); |
1431 |
if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
1432 |
SET_FLAG (op, FLAG_REFL_MISSILE); |
1433 |
if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
1434 |
SET_FLAG (op, FLAG_MAKE_INVIS); |
1435 |
|
1436 |
if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1437 |
{ |
1438 |
CLEAR_FLAG (op, FLAG_ANIMATE); |
1439 |
/* so artifacts will join */ |
1440 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1441 |
op->speed = 0.0; |
1442 |
|
1443 |
op->set_speed (op->speed); |
1444 |
} |
1445 |
|
1446 |
if (change->nrof) |
1447 |
op->nrof = rndm (change->nrof) + 1; |
1448 |
|
1449 |
op->stats.exp += change->stats.exp; /* Speed modifier */ |
1450 |
op->stats.wc += change->stats.wc; |
1451 |
op->stats.ac += change->stats.ac; |
1452 |
|
1453 |
if (change->other_arch) |
1454 |
{ |
1455 |
/* Basically, for horns & potions, the other_arch field is the spell |
1456 |
* to cast. So convert that to into a spell and put it into |
1457 |
* this object. |
1458 |
*/ |
1459 |
if (op->type == HORN || op->type == POTION) |
1460 |
{ |
1461 |
object *tmp_obj; |
1462 |
|
1463 |
/* Remove any spells this object currently has in it */ |
1464 |
while (op->inv) |
1465 |
op->inv->destroy (); |
1466 |
|
1467 |
tmp_obj = arch_to_object (change->other_arch); |
1468 |
insert_ob_in_ob (tmp_obj, op); |
1469 |
} |
1470 |
/* No harm setting this for potions/horns */ |
1471 |
op->other_arch = change->other_arch; |
1472 |
} |
1473 |
|
1474 |
if (change->stats.hp < 0) |
1475 |
op->stats.hp = -change->stats.hp; |
1476 |
else |
1477 |
op->stats.hp += change->stats.hp; |
1478 |
|
1479 |
if (change->stats.maxhp < 0) |
1480 |
op->stats.maxhp = -change->stats.maxhp; |
1481 |
else |
1482 |
op->stats.maxhp += change->stats.maxhp; |
1483 |
|
1484 |
if (change->stats.sp < 0) |
1485 |
op->stats.sp = -change->stats.sp; |
1486 |
else |
1487 |
op->stats.sp += change->stats.sp; |
1488 |
|
1489 |
if (change->stats.maxsp < 0) |
1490 |
op->stats.maxsp = -change->stats.maxsp; |
1491 |
else |
1492 |
op->stats.maxsp += change->stats.maxsp; |
1493 |
|
1494 |
if (change->stats.food < 0) |
1495 |
op->stats.food = -(change->stats.food); |
1496 |
else |
1497 |
op->stats.food += change->stats.food; |
1498 |
|
1499 |
if (change->level < 0) |
1500 |
op->level = -(change->level); |
1501 |
else |
1502 |
op->level += change->level; |
1503 |
|
1504 |
if (change->gen_sp_armour < 0) |
1505 |
op->gen_sp_armour = -(change->gen_sp_armour); |
1506 |
else |
1507 |
op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1508 |
|
1509 |
op->item_power = change->item_power; |
1510 |
|
1511 |
for (i = 0; i < NROFATTACKS; i++) |
1512 |
if (change->resist[i]) |
1513 |
op->resist[i] += change->resist[i]; |
1514 |
|
1515 |
if (change->stats.dam) |
1516 |
{ |
1517 |
if (change->stats.dam < 0) |
1518 |
op->stats.dam = (-change->stats.dam); |
1519 |
else if (op->stats.dam) |
1520 |
{ |
1521 |
tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1522 |
if (tmp == op->stats.dam) |
1523 |
{ |
1524 |
if (change->stats.dam < 10) |
1525 |
op->stats.dam--; |
1526 |
else |
1527 |
op->stats.dam++; |
1528 |
} |
1529 |
else |
1530 |
op->stats.dam = tmp; |
1531 |
} |
1532 |
} |
1533 |
|
1534 |
if (change->weight) |
1535 |
{ |
1536 |
if (change->weight < 0) |
1537 |
op->weight = (-change->weight); |
1538 |
else |
1539 |
op->weight = (op->weight * (change->weight)) / 100; |
1540 |
} |
1541 |
|
1542 |
if (change->last_sp) |
1543 |
{ |
1544 |
if (change->last_sp < 0) |
1545 |
op->last_sp = (-change->last_sp); |
1546 |
else |
1547 |
op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1548 |
} |
1549 |
|
1550 |
if (change->gen_sp_armour) |
1551 |
{ |
1552 |
if (change->gen_sp_armour < 0) |
1553 |
op->gen_sp_armour = (-change->gen_sp_armour); |
1554 |
else |
1555 |
op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1556 |
} |
1557 |
|
1558 |
op->value *= change->value; |
1559 |
|
1560 |
if (change->materials) |
1561 |
op->materials = change->materials; |
1562 |
|
1563 |
if (change->materialname) |
1564 |
op->materialname = change->materialname; |
1565 |
|
1566 |
if (change->slaying) |
1567 |
op->slaying = change->slaying; |
1568 |
|
1569 |
if (change->race) |
1570 |
op->race = change->race; |
1571 |
|
1572 |
if (change->msg) |
1573 |
op->msg = change->msg; |
1574 |
} |
1575 |
|
1576 |
static int |
1577 |
legal_artifact_combination (object *op, artifact *art) |
1578 |
{ |
1579 |
int neg, success = 0; |
1580 |
linked_char *tmp; |
1581 |
const char *name; |
1582 |
|
1583 |
if (!art->allowed) |
1584 |
return 1; /* Ie, "all" */ |
1585 |
|
1586 |
for (tmp = art->allowed; tmp; tmp = tmp->next) |
1587 |
{ |
1588 |
#ifdef TREASURE_VERBOSE |
1589 |
LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1590 |
#endif |
1591 |
if (*tmp->name == '!') |
1592 |
name = tmp->name + 1, neg = 1; |
1593 |
else |
1594 |
name = tmp->name, neg = 0; |
1595 |
|
1596 |
/* If we match name, then return the opposite of 'neg' */ |
1597 |
if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1598 |
return !neg; |
1599 |
|
1600 |
/* Set success as true, since if the match was an inverse, it means |
1601 |
* everything is allowed except what we match |
1602 |
*/ |
1603 |
else if (neg) |
1604 |
success = 1; |
1605 |
} |
1606 |
|
1607 |
return success; |
1608 |
} |
1609 |
|
1610 |
/* |
1611 |
* Fixes the given object, giving it the abilities and titles |
1612 |
* it should have due to the second artifact-template. |
1613 |
*/ |
1614 |
|
1615 |
void |
1616 |
give_artifact_abilities (object *op, object *artifct) |
1617 |
{ |
1618 |
char new_name[MAX_BUF]; |
1619 |
|
1620 |
sprintf (new_name, "of %s", &artifct->name); |
1621 |
op->title = new_name; |
1622 |
add_abilities (op, artifct); /* Give out the bonuses */ |
1623 |
|
1624 |
#if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1625 |
{ |
1626 |
char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1627 |
|
1628 |
SET_FLAG (op, FLAG_IDENTIFIED); |
1629 |
LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1630 |
if (!identified) |
1631 |
CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1632 |
} |
1633 |
#endif |
1634 |
return; |
1635 |
} |
1636 |
|
1637 |
/* |
1638 |
* Decides randomly which artifact the object should be |
1639 |
* turned into. Makes sure that the item can become that |
1640 |
* artifact (means magic, difficulty, and Allowed fields properly). |
1641 |
* Then calls give_artifact_abilities in order to actually create |
1642 |
* the artifact. |
1643 |
*/ |
1644 |
|
1645 |
/* Give 1 re-roll attempt per artifact */ |
1646 |
#define ARTIFACT_TRIES 2 |
1647 |
|
1648 |
void |
1649 |
generate_artifact (object *op, int difficulty) |
1650 |
{ |
1651 |
artifactlist *al; |
1652 |
artifact *art; |
1653 |
int i; |
1654 |
|
1655 |
al = find_artifactlist (op->type); |
1656 |
|
1657 |
if (al == NULL) |
1658 |
{ |
1659 |
#if 0 /* This is too verbose, usually */ |
1660 |
LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1661 |
#endif |
1662 |
return; |
1663 |
} |
1664 |
|
1665 |
for (i = 0; i < ARTIFACT_TRIES; i++) |
1666 |
{ |
1667 |
int roll = rndm (al->total_chance); |
1668 |
|
1669 |
for (art = al->items; art; art = art->next) |
1670 |
{ |
1671 |
roll -= art->chance; |
1672 |
if (roll < 0) |
1673 |
break; |
1674 |
} |
1675 |
|
1676 |
if (art == NULL || roll >= 0) |
1677 |
{ |
1678 |
#if 1 |
1679 |
LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1680 |
#endif |
1681 |
return; |
1682 |
} |
1683 |
if (!strcmp (art->item->name, "NONE")) |
1684 |
return; |
1685 |
if (FABS (op->magic) < art->item->magic) |
1686 |
continue; /* Not magic enough to be this item */ |
1687 |
|
1688 |
/* Map difficulty not high enough */ |
1689 |
if (difficulty < art->difficulty) |
1690 |
continue; |
1691 |
|
1692 |
if (!legal_artifact_combination (op, art)) |
1693 |
{ |
1694 |
#ifdef TREASURE_VERBOSE |
1695 |
LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1696 |
#endif |
1697 |
continue; |
1698 |
} |
1699 |
|
1700 |
give_artifact_abilities (op, art->item); |
1701 |
return; |
1702 |
} |
1703 |
} |
1704 |
|
1705 |
/* fix_flesh_item() - objects of type FLESH are similar to type |
1706 |
* FOOD, except they inherit properties (name, food value, etc). |
1707 |
* based on the original owner (or 'donor' if you like). -b.t. |
1708 |
*/ |
1709 |
|
1710 |
void |
1711 |
fix_flesh_item (object *item, object *donor) |
1712 |
{ |
1713 |
char tmpbuf[MAX_BUF]; |
1714 |
int i; |
1715 |
|
1716 |
if (item->type == FLESH && donor) |
1717 |
{ |
1718 |
/* change the name */ |
1719 |
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1720 |
item->name = tmpbuf; |
1721 |
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1722 |
item->name_pl = tmpbuf; |
1723 |
|
1724 |
/* weight is FLESH weight/100 * donor */ |
1725 |
if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1726 |
item->weight = 1; |
1727 |
|
1728 |
/* value is multiplied by level of donor */ |
1729 |
item->value *= isqrt (donor->level * 2); |
1730 |
|
1731 |
/* food value */ |
1732 |
item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1733 |
|
1734 |
/* flesh items inherit some abilities of donor, but not |
1735 |
* full effect. |
1736 |
*/ |
1737 |
for (i = 0; i < NROFATTACKS; i++) |
1738 |
item->resist[i] = donor->resist[i] / 2; |
1739 |
|
1740 |
/* item inherits donor's level (important for quezals) */ |
1741 |
item->level = donor->level; |
1742 |
|
1743 |
/* if donor has some attacktypes, the flesh is poisonous */ |
1744 |
if (donor->attacktype & AT_POISON) |
1745 |
item->type = POISON; |
1746 |
if (donor->attacktype & AT_ACID) |
1747 |
item->stats.hp = -1 * item->stats.food; |
1748 |
SET_FLAG (item, FLAG_NO_STEAL); |
1749 |
} |
1750 |
} |
1751 |
|
1752 |
/* special_potion() - so that old potion code is still done right. */ |
1753 |
int |
1754 |
special_potion (object *op) |
1755 |
{ |
1756 |
if (op->attacktype) |
1757 |
return 1; |
1758 |
|
1759 |
if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1760 |
return 1; |
1761 |
|
1762 |
for (int i = 0; i < NROFATTACKS; i++) |
1763 |
if (op->resist[i]) |
1764 |
return 1; |
1765 |
|
1766 |
return 0; |
1767 |
} |
1768 |
|
1769 |
void |
1770 |
free_treasurestruct (treasure *t) |
1771 |
{ |
1772 |
if (t->next) free_treasurestruct (t->next); |
1773 |
if (t->next_yes) free_treasurestruct (t->next_yes); |
1774 |
if (t->next_no) free_treasurestruct (t->next_no); |
1775 |
|
1776 |
delete t; |
1777 |
} |
1778 |
|
1779 |
void |
1780 |
free_charlinks (linked_char *lc) |
1781 |
{ |
1782 |
if (lc->next) |
1783 |
free_charlinks (lc->next); |
1784 |
|
1785 |
delete lc; |
1786 |
} |
1787 |
|
1788 |
void |
1789 |
free_artifact (artifact *at) |
1790 |
{ |
1791 |
if (at->next) free_artifact (at->next); |
1792 |
if (at->allowed) free_charlinks (at->allowed); |
1793 |
|
1794 |
at->item->destroy (1); |
1795 |
|
1796 |
sfree (at); |
1797 |
} |
1798 |
|
1799 |
void |
1800 |
free_artifactlist (artifactlist *al) |
1801 |
{ |
1802 |
artifactlist *nextal; |
1803 |
|
1804 |
for (al = first_artifactlist; al; al = nextal) |
1805 |
{ |
1806 |
nextal = al->next; |
1807 |
|
1808 |
if (al->items) |
1809 |
free_artifact (al->items); |
1810 |
|
1811 |
sfree (al); |
1812 |
} |
1813 |
} |
1814 |
|
1815 |
void |
1816 |
free_all_treasures (void) |
1817 |
{ |
1818 |
treasurelist *tl, *next; |
1819 |
|
1820 |
for (tl = first_treasurelist; tl; tl = next) |
1821 |
{ |
1822 |
clear (tl); |
1823 |
|
1824 |
next = tl->next; |
1825 |
delete tl; |
1826 |
} |
1827 |
|
1828 |
free_artifactlist (first_artifactlist); |
1829 |
} |