1 |
/* |
2 |
* CrossFire, A Multiplayer game |
3 |
* |
4 |
* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 |
* Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (C) 1992 Frank Tore Johansen |
7 |
* |
8 |
* This program is free software; you can redistribute it and/or modify |
9 |
* it under the terms of the GNU General Public License as published by |
10 |
* the Free Software Foundation; either version 2 of the License, or |
11 |
* (at your option) any later version. |
12 |
* |
13 |
* This program is distributed in the hope that it will be useful, |
14 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
* GNU General Public License for more details. |
17 |
* |
18 |
* You should have received a copy of the GNU General Public License |
19 |
* along with this program; if not, write to the Free Software |
20 |
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 |
* |
22 |
* The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 |
*/ |
24 |
|
25 |
/* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 |
* It is useful for finding bugs in the treasures file. Since it only |
27 |
* slows the startup some (and not actual game play), it is by default |
28 |
* left on |
29 |
*/ |
30 |
#define TREASURE_DEBUG |
31 |
|
32 |
/* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
33 |
|
34 |
//#define TREASURE_VERBOSE |
35 |
|
36 |
#include <global.h> |
37 |
#include <treasure.h> |
38 |
#include <funcpoint.h> |
39 |
#include <loader.h> |
40 |
|
41 |
extern char *spell_mapping[]; |
42 |
|
43 |
static treasurelist *first_treasurelist; |
44 |
|
45 |
static void change_treasure (treasure *t, object *op); /* overrule default values */ |
46 |
|
47 |
typedef std::tr1::unordered_map< |
48 |
const char *, |
49 |
treasurelist *, |
50 |
str_hash, |
51 |
str_equal, |
52 |
slice_allocator< std::pair<const char *const, treasurelist *> >, |
53 |
true |
54 |
> tl_map_t; |
55 |
|
56 |
static tl_map_t tl_map; |
57 |
|
58 |
/* |
59 |
* Searches for the given treasurelist |
60 |
*/ |
61 |
treasurelist * |
62 |
treasurelist::find (const char *name) |
63 |
{ |
64 |
if (!name) |
65 |
return 0; |
66 |
|
67 |
auto (i, tl_map.find (name)); |
68 |
|
69 |
if (i == tl_map.end ()) |
70 |
return 0; |
71 |
|
72 |
return i->second; |
73 |
} |
74 |
|
75 |
/* |
76 |
* Searches for the given treasurelist in the globally linked list |
77 |
* of treasurelists which has been built by load_treasures(). |
78 |
*/ |
79 |
treasurelist * |
80 |
treasurelist::get (const char *name) |
81 |
{ |
82 |
treasurelist *tl = find (name); |
83 |
|
84 |
if (!tl) |
85 |
{ |
86 |
tl = new treasurelist; |
87 |
|
88 |
tl->name = name; |
89 |
tl->next = first_treasurelist; |
90 |
first_treasurelist = tl; |
91 |
|
92 |
tl_map.insert (std::make_pair (tl->name, tl)); |
93 |
} |
94 |
|
95 |
return tl; |
96 |
} |
97 |
|
98 |
//TODO: class method |
99 |
void |
100 |
clear (treasurelist *tl) |
101 |
{ |
102 |
if (tl->items) |
103 |
{ |
104 |
free_treasurestruct (tl->items); |
105 |
tl->items = 0; |
106 |
} |
107 |
|
108 |
tl->total_chance = 0; |
109 |
} |
110 |
|
111 |
#ifdef TREASURE_DEBUG |
112 |
/* recursived checks the linked list. Treasurelist is passed only |
113 |
* so that the treasure name can be printed out |
114 |
*/ |
115 |
static void |
116 |
check_treasurelist (const treasure *t, const treasurelist * tl) |
117 |
{ |
118 |
if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
119 |
LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
120 |
|
121 |
if (t->next) |
122 |
check_treasurelist (t->next, tl); |
123 |
|
124 |
if (t->next_yes) |
125 |
check_treasurelist (t->next_yes, tl); |
126 |
|
127 |
if (t->next_no) |
128 |
check_treasurelist (t->next_no, tl); |
129 |
} |
130 |
#endif |
131 |
|
132 |
/* |
133 |
* Reads the lib/treasure file from disk, and parses the contents |
134 |
* into an internal treasure structure (very linked lists) |
135 |
*/ |
136 |
static treasure * |
137 |
read_treasure (object_thawer &f) |
138 |
{ |
139 |
treasure *t = new treasure; |
140 |
|
141 |
f.next (); |
142 |
|
143 |
for (;;) |
144 |
{ |
145 |
coroapi::cede_to_tick_every (10); |
146 |
|
147 |
switch (f.kw) |
148 |
{ |
149 |
case KW_arch: |
150 |
t->item = archetype::get (f.get_str ()); |
151 |
break; |
152 |
|
153 |
case KW_list: f.get (t->name); break; |
154 |
case KW_change_name: f.get (t->change_arch.name); break; |
155 |
case KW_change_title: f.get (t->change_arch.title); break; |
156 |
case KW_change_slaying: f.get (t->change_arch.slaying); break; |
157 |
case KW_chance: f.get (t->chance); break; |
158 |
case KW_nrof: f.get (t->nrof); break; |
159 |
case KW_magic: f.get (t->magic); break; |
160 |
|
161 |
case KW_yes: t->next_yes = read_treasure (f); continue; |
162 |
case KW_no: t->next_no = read_treasure (f); continue; |
163 |
|
164 |
case KW_end: |
165 |
f.next (); |
166 |
return t; |
167 |
|
168 |
case KW_more: |
169 |
t->next = read_treasure (f); |
170 |
return t; |
171 |
|
172 |
default: |
173 |
if (!f.parse_error ("treasurelist", t->name)) |
174 |
return 0; |
175 |
|
176 |
return t; |
177 |
} |
178 |
|
179 |
f.next (); |
180 |
} |
181 |
} |
182 |
|
183 |
/* |
184 |
* Each treasure is parsed with the help of load_treasure(). |
185 |
*/ |
186 |
treasurelist * |
187 |
treasurelist::read (object_thawer &f) |
188 |
{ |
189 |
assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
190 |
|
191 |
bool one = f.kw == KW_treasureone; |
192 |
treasurelist *tl = treasurelist::get (f.get_str ()); |
193 |
clear (tl); |
194 |
tl->items = read_treasure (f); |
195 |
if (!tl->items) |
196 |
return 0; |
197 |
|
198 |
/* This is a one of the many items on the list should be generated. |
199 |
* Add up the chance total, and check to make sure the yes & no |
200 |
* fields of the treasures are not being used. |
201 |
*/ |
202 |
if (one) |
203 |
{ |
204 |
for (treasure *t = tl->items; t; t = t->next) |
205 |
{ |
206 |
if (t->next_yes || t->next_no) |
207 |
{ |
208 |
LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
209 |
LOG (llevError, " the next_yes or next_no field is set\n"); |
210 |
} |
211 |
|
212 |
tl->total_chance += t->chance; |
213 |
} |
214 |
} |
215 |
|
216 |
return tl; |
217 |
} |
218 |
|
219 |
/* |
220 |
* Generates the objects specified by the given treasure. |
221 |
* It goes recursively through the rest of the linked list. |
222 |
* If there is a certain percental chance for a treasure to be generated, |
223 |
* this is taken into consideration. |
224 |
* The second argument specifies for which object the treasure is |
225 |
* being generated. |
226 |
* If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
227 |
* abilities. This is used by summon spells, thus no summoned monsters |
228 |
* start with equipment, but only their abilities). |
229 |
*/ |
230 |
static void |
231 |
put_treasure (object *op, object *creator, int flags) |
232 |
{ |
233 |
if (flags & GT_ENVIRONMENT) |
234 |
{ |
235 |
/* Bit of a hack - spells should never be put onto the map. The entire |
236 |
* treasure stuff is a problem - there is no clear idea of knowing |
237 |
* this is the original object, or if this is an object that should be created |
238 |
* by another object. |
239 |
*/ |
240 |
//TODO: flag such as objects... as such (no drop, anybody?) |
241 |
if (op->type == SPELL) |
242 |
{ |
243 |
op->destroy (); |
244 |
return; |
245 |
} |
246 |
|
247 |
op->expand_tail (); |
248 |
|
249 |
if (ob_blocked (op, creator->map, creator->x, creator->y)) |
250 |
op->destroy (); |
251 |
else |
252 |
{ |
253 |
SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
254 |
op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
255 |
} |
256 |
} |
257 |
else |
258 |
{ |
259 |
op = creator->insert (op); |
260 |
|
261 |
if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
262 |
monster_check_apply (creator, op); |
263 |
|
264 |
if (flags & GT_UPDATE_INV) |
265 |
if (object *tmp = creator->in_player ()) |
266 |
esrv_send_item (tmp, op); |
267 |
} |
268 |
} |
269 |
|
270 |
/* if there are change_xxx commands in the treasure, we include the changes |
271 |
* in the generated object |
272 |
*/ |
273 |
static void |
274 |
change_treasure (treasure *t, object *op) |
275 |
{ |
276 |
/* CMD: change_name xxxx */ |
277 |
if (t->change_arch.name) |
278 |
{ |
279 |
op->name = t->change_arch.name; |
280 |
op->name_pl = t->change_arch.name; |
281 |
} |
282 |
|
283 |
if (t->change_arch.title) |
284 |
op->title = t->change_arch.title; |
285 |
|
286 |
if (t->change_arch.slaying) |
287 |
op->slaying = t->change_arch.slaying; |
288 |
} |
289 |
|
290 |
static void |
291 |
create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
292 |
{ |
293 |
if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
294 |
{ |
295 |
if (t->name) |
296 |
{ |
297 |
if (difficulty >= t->magic) |
298 |
if (treasurelist *tl = treasurelist::find (t->name)) |
299 |
create_treasure (tl, op, flag, difficulty, tries); |
300 |
else |
301 |
LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
302 |
} |
303 |
else |
304 |
{ |
305 |
if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
306 |
{ |
307 |
object *tmp = arch_to_object (t->item); |
308 |
|
309 |
if (t->nrof && tmp->nrof <= 1) |
310 |
tmp->nrof = rndm (t->nrof) + 1; |
311 |
|
312 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
313 |
change_treasure (t, tmp); |
314 |
put_treasure (tmp, op, flag); |
315 |
} |
316 |
} |
317 |
|
318 |
if (t->next_yes) |
319 |
create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
320 |
} |
321 |
else if (t->next_no) |
322 |
create_all_treasures (t->next_no, op, flag, difficulty, tries); |
323 |
|
324 |
if (t->next) |
325 |
create_all_treasures (t->next, op, flag, difficulty, tries); |
326 |
} |
327 |
|
328 |
static void |
329 |
create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
330 |
{ |
331 |
int value = rndm (tl->total_chance); |
332 |
treasure *t; |
333 |
|
334 |
if (tries++ > 100) |
335 |
{ |
336 |
LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
337 |
return; |
338 |
} |
339 |
|
340 |
for (t = tl->items; t; t = t->next) |
341 |
{ |
342 |
value -= t->chance; |
343 |
|
344 |
if (value < 0) |
345 |
break; |
346 |
} |
347 |
|
348 |
if (!t || value >= 0) |
349 |
cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
350 |
|
351 |
if (t->name) |
352 |
{ |
353 |
if (difficulty >= t->magic) |
354 |
{ |
355 |
treasurelist *tl = treasurelist::find (t->name); |
356 |
if (tl) |
357 |
create_treasure (tl, op, flag, difficulty, tries); |
358 |
} |
359 |
else if (t->nrof) |
360 |
create_one_treasure (tl, op, flag, difficulty, tries); |
361 |
} |
362 |
else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
363 |
{ |
364 |
if (object *tmp = arch_to_object (t->item)) |
365 |
{ |
366 |
if (t->nrof && tmp->nrof <= 1) |
367 |
tmp->nrof = rndm (t->nrof) + 1; |
368 |
|
369 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
370 |
change_treasure (t, tmp); |
371 |
put_treasure (tmp, op, flag); |
372 |
} |
373 |
} |
374 |
} |
375 |
|
376 |
void |
377 |
object::create_treasure (treasurelist *tl, int flags) |
378 |
{ |
379 |
::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
380 |
} |
381 |
|
382 |
/* This calls the appropriate treasure creation function. tries is passed |
383 |
* to determine how many list transitions or attempts to create treasure |
384 |
* have been made. It is really in place to prevent infinite loops with |
385 |
* list transitions, or so that excessively good treasure will not be |
386 |
* created on weak maps, because it will exceed the number of allowed tries |
387 |
* to do that. |
388 |
*/ |
389 |
void |
390 |
create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
391 |
{ |
392 |
// empty treasurelists are legal |
393 |
if (!tl->items) |
394 |
return; |
395 |
|
396 |
if (tries++ > 100) |
397 |
{ |
398 |
LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
399 |
return; |
400 |
} |
401 |
|
402 |
if (op->flag [FLAG_TREASURE_ENV]) |
403 |
{ |
404 |
// do not generate items when there already is something above the object |
405 |
if (op->flag [FLAG_IS_FLOOR] && op->above) |
406 |
return; |
407 |
|
408 |
flag |= GT_ENVIRONMENT; |
409 |
} |
410 |
|
411 |
if (tl->total_chance) |
412 |
create_one_treasure (tl, op, flag, difficulty, tries); |
413 |
else |
414 |
create_all_treasures (tl->items, op, flag, difficulty, tries); |
415 |
} |
416 |
|
417 |
/* This is similar to the old generate treasure function. However, |
418 |
* it instead takes a treasurelist. It is really just a wrapper around |
419 |
* create_treasure. We create a dummy object that the treasure gets |
420 |
* inserted into, and then return that treausre |
421 |
*/ |
422 |
object * |
423 |
generate_treasure (treasurelist *tl, int difficulty) |
424 |
{ |
425 |
difficulty = clamp (difficulty, 1, settings.max_level); |
426 |
|
427 |
object *ob = object::create (); |
428 |
|
429 |
create_treasure (tl, ob, 0, difficulty, 0); |
430 |
|
431 |
/* Don't want to free the object we are about to return */ |
432 |
object *tmp = ob->inv; |
433 |
if (tmp) |
434 |
tmp->remove (); |
435 |
|
436 |
if (ob->inv) |
437 |
LOG (llevError, "In generate treasure, created multiple objects.\n"); |
438 |
|
439 |
ob->destroy (); |
440 |
return tmp; |
441 |
} |
442 |
|
443 |
/* |
444 |
* This is a new way of calculating the chance for an item to have |
445 |
* a specific magical bonus. |
446 |
* The array has two arguments, the difficulty of the level, and the |
447 |
* magical bonus "wanted". |
448 |
*/ |
449 |
|
450 |
static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
451 |
// chance of magic difficulty |
452 |
// +0 +1 +2 +3 +4 |
453 |
{95, 2, 2, 1, 0}, // 1 |
454 |
{92, 5, 2, 1, 0}, // 2 |
455 |
{85, 10, 4, 1, 0}, // 3 |
456 |
{80, 14, 4, 2, 0}, // 4 |
457 |
{75, 17, 5, 2, 1}, // 5 |
458 |
{70, 18, 8, 3, 1}, // 6 |
459 |
{65, 21, 10, 3, 1}, // 7 |
460 |
{60, 22, 12, 4, 2}, // 8 |
461 |
{55, 25, 14, 4, 2}, // 9 |
462 |
{50, 27, 16, 5, 2}, // 10 |
463 |
{45, 28, 18, 6, 3}, // 11 |
464 |
{42, 28, 20, 7, 3}, // 12 |
465 |
{40, 27, 21, 8, 4}, // 13 |
466 |
{38, 25, 22, 10, 5}, // 14 |
467 |
{36, 23, 23, 12, 6}, // 15 |
468 |
{33, 21, 24, 14, 8}, // 16 |
469 |
{31, 19, 25, 16, 9}, // 17 |
470 |
{27, 15, 30, 18, 10}, // 18 |
471 |
{20, 12, 30, 25, 13}, // 19 |
472 |
{15, 10, 28, 30, 17}, // 20 |
473 |
{13, 9, 27, 28, 23}, // 21 |
474 |
{10, 8, 25, 28, 29}, // 22 |
475 |
{ 8, 7, 23, 26, 36}, // 23 |
476 |
{ 6, 6, 20, 22, 46}, // 24 |
477 |
{ 4, 5, 17, 18, 56}, // 25 |
478 |
{ 2, 4, 12, 14, 68}, // 26 |
479 |
{ 0, 3, 7, 10, 80}, // 27 |
480 |
{ 0, 0, 3, 7, 90}, // 28 |
481 |
{ 0, 0, 0, 3, 97}, // 29 |
482 |
{ 0, 0, 0, 0, 100}, // 30 |
483 |
{ 0, 0, 0, 0, 100}, // 31 |
484 |
}; |
485 |
|
486 |
/* calculate the appropriate level for wands staves and scrolls. |
487 |
* This code presumes that op has had its spell object created (in op->inv) |
488 |
* |
489 |
* elmex Wed Aug 9 17:44:59 CEST 2006: |
490 |
* Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
491 |
*/ |
492 |
int |
493 |
level_for_item (const object *op, int difficulty) |
494 |
{ |
495 |
int olevel = 0; |
496 |
|
497 |
if (!op->inv) |
498 |
{ |
499 |
LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
500 |
return 0; |
501 |
} |
502 |
|
503 |
olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
504 |
|
505 |
if (olevel <= 0) |
506 |
olevel = rndm (1, MIN (op->inv->level, 1)); |
507 |
|
508 |
if (olevel > MAXLEVEL) |
509 |
olevel = MAXLEVEL; |
510 |
|
511 |
return olevel; |
512 |
} |
513 |
|
514 |
/* |
515 |
* Based upon the specified difficulty and upon the difftomagic_list array, |
516 |
* a random magical bonus is returned. This is used when determine |
517 |
* the magical bonus created on specific maps. |
518 |
* |
519 |
* elmex Thu Aug 10 18:45:44 CEST 2006: |
520 |
* Scaling difficulty by max_level, as difficulty is a level and not some |
521 |
* weird integer between 1-31. |
522 |
* |
523 |
*/ |
524 |
int |
525 |
magic_from_difficulty (int difficulty) |
526 |
{ |
527 |
int percent = 0, magic = 0; |
528 |
int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
529 |
|
530 |
scaled_diff--; |
531 |
|
532 |
if (scaled_diff < 0) |
533 |
scaled_diff = 0; |
534 |
|
535 |
if (scaled_diff >= DIFFLEVELS) |
536 |
scaled_diff = DIFFLEVELS - 1; |
537 |
|
538 |
percent = rndm (100); |
539 |
|
540 |
for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
541 |
{ |
542 |
percent -= difftomagic_list[scaled_diff][magic]; |
543 |
|
544 |
if (percent < 0) |
545 |
break; |
546 |
} |
547 |
|
548 |
if (magic == (MAXMAGIC + 1)) |
549 |
{ |
550 |
LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
551 |
magic = 0; |
552 |
} |
553 |
|
554 |
magic = (rndm (3)) ? magic : -magic; |
555 |
/* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
556 |
|
557 |
return magic; |
558 |
} |
559 |
|
560 |
/* |
561 |
* Sets magical bonus in an object, and recalculates the effect on |
562 |
* the armour variable, and the effect on speed of armour. |
563 |
* This function doesn't work properly, should add use of archetypes |
564 |
* to make it truly absolute. |
565 |
*/ |
566 |
|
567 |
void |
568 |
set_abs_magic (object *op, int magic) |
569 |
{ |
570 |
if (!magic) |
571 |
return; |
572 |
|
573 |
op->magic = magic; |
574 |
if (op->arch) |
575 |
{ |
576 |
if (op->type == ARMOUR) |
577 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
578 |
|
579 |
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
580 |
magic = (-magic); |
581 |
op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
582 |
} |
583 |
else |
584 |
{ |
585 |
if (op->type == ARMOUR) |
586 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
587 |
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
588 |
magic = (-magic); |
589 |
op->weight = (op->weight * (100 - magic * 10)) / 100; |
590 |
} |
591 |
} |
592 |
|
593 |
/* |
594 |
* Sets a random magical bonus in the given object based upon |
595 |
* the given difficulty, and the given max possible bonus. |
596 |
*/ |
597 |
|
598 |
static void |
599 |
set_magic (int difficulty, object *op, int max_magic, int flags) |
600 |
{ |
601 |
int i; |
602 |
|
603 |
i = magic_from_difficulty (difficulty); |
604 |
if ((flags & GT_ONLY_GOOD) && i < 0) |
605 |
i = -i; |
606 |
if (i > max_magic) |
607 |
i = max_magic; |
608 |
set_abs_magic (op, i); |
609 |
if (i < 0) |
610 |
SET_FLAG (op, FLAG_CURSED); |
611 |
} |
612 |
|
613 |
/* |
614 |
* Randomly adds one magical ability to the given object. |
615 |
* Modified for Partial Resistance in many ways: |
616 |
* 1) Since rings can have multiple bonuses, if the same bonus |
617 |
* is rolled again, increase it - the bonuses now stack with |
618 |
* other bonuses previously rolled and ones the item might natively have. |
619 |
* 2) Add code to deal with new PR method. |
620 |
*/ |
621 |
void |
622 |
set_ring_bonus (object *op, int bonus) |
623 |
{ |
624 |
|
625 |
int r = rndm (bonus > 0 ? 25 : 11); |
626 |
|
627 |
if (op->type == AMULET) |
628 |
{ |
629 |
if (!(rndm (21))) |
630 |
r = 20 + rndm (2); |
631 |
else |
632 |
{ |
633 |
if (rndm (2)) |
634 |
r = 10; |
635 |
else |
636 |
r = 11 + rndm (9); |
637 |
} |
638 |
} |
639 |
|
640 |
switch (r) |
641 |
{ |
642 |
/* Redone by MSW 2000-11-26 to have much less code. Also, |
643 |
* bonuses and penalties will stack and add to existing values. |
644 |
* of the item. |
645 |
*/ |
646 |
case 0: |
647 |
case 1: |
648 |
case 2: |
649 |
case 3: |
650 |
case 4: |
651 |
case 5: |
652 |
case 6: |
653 |
set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
654 |
break; |
655 |
|
656 |
case 7: |
657 |
op->stats.dam += bonus; |
658 |
break; |
659 |
|
660 |
case 8: |
661 |
op->stats.wc += bonus; |
662 |
break; |
663 |
|
664 |
case 9: |
665 |
op->stats.food += bonus; /* hunger/sustenance */ |
666 |
break; |
667 |
|
668 |
case 10: |
669 |
op->stats.ac += bonus; |
670 |
break; |
671 |
|
672 |
/* Item that gives protections/vulnerabilities */ |
673 |
case 11: |
674 |
case 12: |
675 |
case 13: |
676 |
case 14: |
677 |
case 15: |
678 |
case 16: |
679 |
case 17: |
680 |
case 18: |
681 |
case 19: |
682 |
{ |
683 |
int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
684 |
|
685 |
/* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
686 |
val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
687 |
|
688 |
/* Cursed items need to have higher negative values to equal out with |
689 |
* positive values for how protections work out. Put another |
690 |
* little random element in since that they don't always end up with |
691 |
* even values. |
692 |
*/ |
693 |
if (bonus < 0) |
694 |
val = 2 * -val - rndm (b); |
695 |
if (val > 35) |
696 |
val = 35; /* Upper limit */ |
697 |
b = 0; |
698 |
|
699 |
while (op->resist[resist_table[resist]] != 0 && b < 4) |
700 |
resist = rndm (num_resist_table); |
701 |
|
702 |
if (b == 4) |
703 |
return; /* Not able to find a free resistance */ |
704 |
|
705 |
op->resist[resist_table[resist]] = val; |
706 |
/* We should probably do something more clever here to adjust value |
707 |
* based on how good a resistance we gave. |
708 |
*/ |
709 |
break; |
710 |
} |
711 |
case 20: |
712 |
if (op->type == AMULET) |
713 |
{ |
714 |
SET_FLAG (op, FLAG_REFL_SPELL); |
715 |
op->value *= 11; |
716 |
} |
717 |
else |
718 |
{ |
719 |
op->stats.hp = 1; /* regenerate hit points */ |
720 |
op->value *= 4; |
721 |
} |
722 |
break; |
723 |
|
724 |
case 21: |
725 |
if (op->type == AMULET) |
726 |
{ |
727 |
SET_FLAG (op, FLAG_REFL_MISSILE); |
728 |
op->value *= 9; |
729 |
} |
730 |
else |
731 |
{ |
732 |
op->stats.sp = 1; /* regenerate spell points */ |
733 |
op->value *= 3; |
734 |
} |
735 |
break; |
736 |
|
737 |
case 22: |
738 |
op->stats.exp += bonus; /* Speed! */ |
739 |
op->value = (op->value * 2) / 3; |
740 |
break; |
741 |
} |
742 |
|
743 |
if (bonus > 0) |
744 |
op->value *= 2 * bonus; |
745 |
else |
746 |
op->value = -(op->value * 2 * bonus) / 3; |
747 |
} |
748 |
|
749 |
/* |
750 |
* get_magic(diff) will return a random number between 0 and 4. |
751 |
* diff can be any value above 2. The higher the diff-variable, the |
752 |
* higher is the chance of returning a low number. |
753 |
* It is only used in fix_generated_treasure() to set bonuses on |
754 |
* rings and amulets. |
755 |
* Another scheme is used to calculate the magic of weapons and armours. |
756 |
*/ |
757 |
int |
758 |
get_magic (int diff) |
759 |
{ |
760 |
int i; |
761 |
|
762 |
if (diff < 3) |
763 |
diff = 3; |
764 |
|
765 |
for (i = 0; i < 4; i++) |
766 |
if (rndm (diff)) |
767 |
return i; |
768 |
|
769 |
return 4; |
770 |
} |
771 |
|
772 |
#define DICE2 (get_magic(2)==2?2:1) |
773 |
#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
774 |
|
775 |
/* |
776 |
* fix_generated_item(): This is called after an item is generated, in |
777 |
* order to set it up right. This produced magical bonuses, puts spells |
778 |
* into scrolls/books/wands, makes it unidentified, hides the value, etc. |
779 |
*/ |
780 |
|
781 |
/* 4/28/96 added creator object from which op may now inherit properties based on |
782 |
* op->type. Right now, which stuff the creator passes on is object type |
783 |
* dependant. I know this is a spagetti manuever, but is there a cleaner |
784 |
* way to do this? b.t. */ |
785 |
|
786 |
/* |
787 |
* ! (flags & GT_ENVIRONMENT): |
788 |
* Automatically calls fix_flesh_item(). |
789 |
* |
790 |
* flags: |
791 |
* GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's |
792 |
* value. |
793 |
* GT_MINIMAL: Does minimal processing on the object - just enough to make it |
794 |
* a working object - don't change magic, value, etc, but set it material |
795 |
* type as appropriate, for objects that need spell objects, set those, etc |
796 |
*/ |
797 |
void |
798 |
fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
799 |
{ |
800 |
int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
801 |
|
802 |
if (!creator || creator->type == op->type) |
803 |
creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
804 |
|
805 |
/* If we make an artifact, this information will be destroyed */ |
806 |
save_item_power = op->item_power; |
807 |
op->item_power = 0; |
808 |
|
809 |
if (op->randomitems && op->type != SPELL) |
810 |
{ |
811 |
create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
812 |
/* So the treasure doesn't get created again */ |
813 |
op->randomitems = 0; |
814 |
} |
815 |
|
816 |
if (difficulty < 1) |
817 |
difficulty = 1; |
818 |
|
819 |
if (INVOKE_OBJECT (ADD_BONUS, op, |
820 |
ARG_OBJECT (creator != op ? creator : 0), |
821 |
ARG_INT (difficulty), ARG_INT (max_magic), |
822 |
ARG_INT (flags))) |
823 |
return; |
824 |
|
825 |
if (!(flags & GT_MINIMAL)) |
826 |
{ |
827 |
if (op->arch == crown_arch) |
828 |
{ |
829 |
set_magic (difficulty, op, max_magic, flags); |
830 |
num_enchantments = calc_item_power (op, 1); |
831 |
generate_artifact (op, difficulty); |
832 |
} |
833 |
else |
834 |
{ |
835 |
if (!op->magic && max_magic) |
836 |
set_magic (difficulty, op, max_magic, flags); |
837 |
|
838 |
num_enchantments = calc_item_power (op, 1); |
839 |
|
840 |
if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
841 |
|| op->type == HORN |
842 |
|| difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
843 |
* used for shop_floors or treasures */ |
844 |
generate_artifact (op, difficulty); |
845 |
} |
846 |
|
847 |
/* Object was made an artifact. Calculate its item_power rating. |
848 |
* the item_power in the object is what the artfiact adds. |
849 |
*/ |
850 |
if (op->title) |
851 |
{ |
852 |
/* if save_item_power is set, then most likely we started with an |
853 |
* artifact and have added new abilities to it - this is rare, but |
854 |
* but I have seen things like 'strange rings of fire'. So just figure |
855 |
* out the power from the base power plus what this one adds. Note |
856 |
* that since item_power is not quite linear, this actually ends up |
857 |
* being somewhat of a bonus |
858 |
*/ |
859 |
if (save_item_power) |
860 |
op->item_power = save_item_power + get_power_from_ench (op->item_power); |
861 |
else |
862 |
op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
863 |
} |
864 |
else if (save_item_power) |
865 |
{ |
866 |
/* restore the item_power field to the object if we haven't changed it. |
867 |
* we don't care about num_enchantments - that will basically just |
868 |
* have calculated some value from the base attributes of the archetype. |
869 |
*/ |
870 |
op->item_power = save_item_power; |
871 |
} |
872 |
else |
873 |
{ |
874 |
/* item_power was zero. This is suspicious, as it may be because it |
875 |
* was never previously calculated. Let's compute a value and see if |
876 |
* it is non-zero. If it indeed is, then assign it as the new |
877 |
* item_power value. |
878 |
* - gros, 21th of July 2006. |
879 |
*/ |
880 |
op->item_power = calc_item_power (op, 0); |
881 |
save_item_power = op->item_power; /* Just in case it would get used |
882 |
* again below */ |
883 |
} |
884 |
} |
885 |
|
886 |
/* materialtype modifications. Note we allow this on artifacts. */ |
887 |
set_materialname (op, difficulty, NULL); |
888 |
|
889 |
if (flags & GT_MINIMAL) |
890 |
{ |
891 |
if (op->type == POTION) |
892 |
/* Handle healing and magic power potions */ |
893 |
if (op->stats.sp && !op->randomitems) |
894 |
{ |
895 |
object *tmp; |
896 |
|
897 |
tmp = get_archetype (spell_mapping[op->stats.sp]); |
898 |
insert_ob_in_ob (tmp, op); |
899 |
op->stats.sp = 0; |
900 |
} |
901 |
} |
902 |
else if (!op->title) /* Only modify object if not special */ |
903 |
switch (op->type) |
904 |
{ |
905 |
case WEAPON: |
906 |
case ARMOUR: |
907 |
case SHIELD: |
908 |
case HELMET: |
909 |
case CLOAK: |
910 |
if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
911 |
set_ring_bonus (op, -DICE2); |
912 |
break; |
913 |
|
914 |
case BRACERS: |
915 |
if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
916 |
{ |
917 |
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
918 |
if (!QUERY_FLAG (op, FLAG_CURSED)) |
919 |
op->value *= 3; |
920 |
} |
921 |
break; |
922 |
|
923 |
case POTION: |
924 |
{ |
925 |
int too_many_tries = 0, is_special = 0; |
926 |
|
927 |
/* Handle healing and magic power potions */ |
928 |
if (op->stats.sp && !op->randomitems) |
929 |
{ |
930 |
object *tmp; |
931 |
|
932 |
tmp = get_archetype (spell_mapping[op->stats.sp]); |
933 |
insert_ob_in_ob (tmp, op); |
934 |
op->stats.sp = 0; |
935 |
} |
936 |
|
937 |
while (!(is_special = special_potion (op)) && !op->inv) |
938 |
{ |
939 |
generate_artifact (op, difficulty); |
940 |
if (too_many_tries++ > 10) |
941 |
break; |
942 |
} |
943 |
|
944 |
/* don't want to change value for healing/magic power potions, |
945 |
* since the value set on those is already correct. |
946 |
*/ |
947 |
if (op->inv && op->randomitems) |
948 |
{ |
949 |
/* value multiplier is same as for scrolls */ |
950 |
op->value = (op->value * op->inv->value); |
951 |
op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
952 |
} |
953 |
else |
954 |
{ |
955 |
op->name = "potion"; |
956 |
op->name_pl = "potions"; |
957 |
} |
958 |
|
959 |
if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
960 |
SET_FLAG (op, FLAG_CURSED); |
961 |
break; |
962 |
} |
963 |
|
964 |
case AMULET: |
965 |
if (op->arch == amulet_arch) |
966 |
op->value *= 5; /* Since it's not just decoration */ |
967 |
|
968 |
case RING: |
969 |
if (op->arch == NULL) |
970 |
{ |
971 |
op->destroy (); |
972 |
op = 0; |
973 |
break; |
974 |
} |
975 |
|
976 |
if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
977 |
break; |
978 |
|
979 |
if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
980 |
SET_FLAG (op, FLAG_CURSED); |
981 |
|
982 |
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
983 |
|
984 |
if (op->type != RING) /* Amulets have only one ability */ |
985 |
break; |
986 |
|
987 |
if (!(rndm (4))) |
988 |
{ |
989 |
int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
990 |
|
991 |
if (d > 0) |
992 |
op->value *= 3; |
993 |
|
994 |
set_ring_bonus (op, d); |
995 |
|
996 |
if (!(rndm (4))) |
997 |
{ |
998 |
int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
999 |
|
1000 |
if (d > 0) |
1001 |
op->value *= 5; |
1002 |
set_ring_bonus (op, d); |
1003 |
} |
1004 |
} |
1005 |
|
1006 |
if (GET_ANIM_ID (op)) |
1007 |
SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1008 |
|
1009 |
break; |
1010 |
|
1011 |
case BOOK: |
1012 |
/* Is it an empty book?, if yes lets make a special· |
1013 |
* msg for it, and tailor its properties based on the· |
1014 |
* creator and/or map level we found it on. |
1015 |
*/ |
1016 |
if (!op->msg && rndm (10)) |
1017 |
{ |
1018 |
/* set the book level properly */ |
1019 |
if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1020 |
{ |
1021 |
if (op->map && op->map->difficulty) |
1022 |
op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1023 |
else |
1024 |
op->level = rndm (20) + 1; |
1025 |
} |
1026 |
else |
1027 |
op->level = rndm (creator->level); |
1028 |
|
1029 |
tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1030 |
/* books w/ info are worth more! */ |
1031 |
op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1032 |
/* creator related stuff */ |
1033 |
|
1034 |
/* for library, chained books. Note that some monsters have no_pick |
1035 |
* set - we don't want to set no pick in that case. |
1036 |
*/ |
1037 |
if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1038 |
SET_FLAG (op, FLAG_NO_PICK); |
1039 |
if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1040 |
op->slaying = creator->slaying; |
1041 |
|
1042 |
/* add exp so reading it gives xp (once) */ |
1043 |
op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1044 |
} |
1045 |
break; |
1046 |
|
1047 |
case SPELLBOOK: |
1048 |
op->value = op->value * op->inv->value; |
1049 |
/* add exp so learning gives xp */ |
1050 |
op->level = op->inv->level; |
1051 |
op->stats.exp = op->value; |
1052 |
break; |
1053 |
|
1054 |
case WAND: |
1055 |
/* nrof in the treasure list is number of charges, |
1056 |
* not number of wands. So copy that into food (charges), |
1057 |
* and reset nrof. |
1058 |
*/ |
1059 |
op->stats.food = op->inv->nrof; |
1060 |
op->nrof = 1; |
1061 |
/* If the spell changes by level, choose a random level |
1062 |
* for it, and adjust price. If the spell doesn't |
1063 |
* change by level, just set the wand to the level of |
1064 |
* the spell, and value calculation is simpler. |
1065 |
*/ |
1066 |
if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1067 |
{ |
1068 |
op->level = level_for_item (op, difficulty); |
1069 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1070 |
} |
1071 |
else |
1072 |
{ |
1073 |
op->level = op->inv->level; |
1074 |
op->value = op->value * op->inv->value; |
1075 |
} |
1076 |
break; |
1077 |
|
1078 |
case ROD: |
1079 |
op->level = level_for_item (op, difficulty); |
1080 |
/* Add 50 to both level an divisor to keep prices a little more |
1081 |
* reasonable. Otherwise, a high level version of a low level |
1082 |
* spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
1083 |
* 10 time multiplier). This way, the value are a bit more reasonable. |
1084 |
*/ |
1085 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1086 |
/* maxhp is used to denote how many 'charges' the rod holds before */ |
1087 |
if (op->stats.maxhp) |
1088 |
op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1089 |
else |
1090 |
op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1091 |
|
1092 |
op->stats.hp = op->stats.maxhp; |
1093 |
break; |
1094 |
|
1095 |
case SCROLL: |
1096 |
op->level = level_for_item (op, difficulty); |
1097 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1098 |
|
1099 |
/* add exp so reading them properly gives xp */ |
1100 |
op->stats.exp = op->value / 5; |
1101 |
op->nrof = op->inv->nrof; |
1102 |
break; |
1103 |
|
1104 |
case RUNE: |
1105 |
trap_adjust (op, difficulty); |
1106 |
break; |
1107 |
|
1108 |
case TRAP: |
1109 |
trap_adjust (op, difficulty); |
1110 |
break; |
1111 |
} /* switch type */ |
1112 |
|
1113 |
if (flags & GT_STARTEQUIP) |
1114 |
{ |
1115 |
if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1116 |
SET_FLAG (op, FLAG_STARTEQUIP); |
1117 |
else if (op->type != MONEY) |
1118 |
op->value = 0; |
1119 |
} |
1120 |
|
1121 |
if (!(flags & GT_ENVIRONMENT)) |
1122 |
fix_flesh_item (op, creator); |
1123 |
} |
1124 |
|
1125 |
/* |
1126 |
* |
1127 |
* |
1128 |
* CODE DEALING WITH ARTIFACTS STARTS HERE |
1129 |
* |
1130 |
* |
1131 |
*/ |
1132 |
|
1133 |
/* |
1134 |
* Allocate and return the pointer to an empty artifactlist structure. |
1135 |
*/ |
1136 |
static artifactlist * |
1137 |
get_empty_artifactlist (void) |
1138 |
{ |
1139 |
return salloc0 <artifactlist> (); |
1140 |
} |
1141 |
|
1142 |
/* |
1143 |
* Allocate and return the pointer to an empty artifact structure. |
1144 |
*/ |
1145 |
static artifact * |
1146 |
get_empty_artifact (void) |
1147 |
{ |
1148 |
return salloc0 <artifact> (); |
1149 |
} |
1150 |
|
1151 |
/* |
1152 |
* Searches the artifact lists and returns one that has the same type |
1153 |
* of objects on it. |
1154 |
*/ |
1155 |
artifactlist * |
1156 |
find_artifactlist (int type) |
1157 |
{ |
1158 |
for (artifactlist *al = first_artifactlist; al; al = al->next) |
1159 |
if (al->type == type) |
1160 |
return al; |
1161 |
|
1162 |
return 0; |
1163 |
} |
1164 |
|
1165 |
/* |
1166 |
* For debugging purposes. Dumps all tables. |
1167 |
*/ |
1168 |
void |
1169 |
dump_artifacts (void) |
1170 |
{ |
1171 |
artifactlist *al; |
1172 |
artifact *art; |
1173 |
linked_char *next; |
1174 |
|
1175 |
fprintf (logfile, "\n"); |
1176 |
for (al = first_artifactlist; al != NULL; al = al->next) |
1177 |
{ |
1178 |
fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1179 |
for (art = al->items; art != NULL; art = art->next) |
1180 |
{ |
1181 |
fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1182 |
if (art->allowed != NULL) |
1183 |
{ |
1184 |
fprintf (logfile, "\tallowed combinations:"); |
1185 |
for (next = art->allowed; next != NULL; next = next->next) |
1186 |
fprintf (logfile, "%s,", &next->name); |
1187 |
fprintf (logfile, "\n"); |
1188 |
} |
1189 |
} |
1190 |
} |
1191 |
fprintf (logfile, "\n"); |
1192 |
} |
1193 |
|
1194 |
/* |
1195 |
* For debugging purposes. Dumps all treasures recursively (see below). |
1196 |
*/ |
1197 |
void |
1198 |
dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
1199 |
{ |
1200 |
treasurelist *tl; |
1201 |
int i; |
1202 |
|
1203 |
if (depth > 100) |
1204 |
return; |
1205 |
|
1206 |
while (t) |
1207 |
{ |
1208 |
if (t->name) |
1209 |
{ |
1210 |
for (i = 0; i < depth; i++) |
1211 |
fprintf (logfile, " "); |
1212 |
|
1213 |
fprintf (logfile, "{ (list: %s)\n", &t->name); |
1214 |
|
1215 |
tl = treasurelist::find (t->name); |
1216 |
if (tl) |
1217 |
dump_monster_treasure_rec (name, tl->items, depth + 2); |
1218 |
|
1219 |
for (i = 0; i < depth; i++) |
1220 |
fprintf (logfile, " "); |
1221 |
|
1222 |
fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1223 |
} |
1224 |
else |
1225 |
{ |
1226 |
for (i = 0; i < depth; i++) |
1227 |
fprintf (logfile, " "); |
1228 |
|
1229 |
if (t->item && t->item->clone.type == FLESH) |
1230 |
fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1231 |
else |
1232 |
fprintf (logfile, "%s\n", &t->item->clone.name); |
1233 |
} |
1234 |
|
1235 |
if (t->next_yes) |
1236 |
{ |
1237 |
for (i = 0; i < depth; i++) |
1238 |
fprintf (logfile, " "); |
1239 |
|
1240 |
fprintf (logfile, " (if yes)\n"); |
1241 |
dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1242 |
} |
1243 |
|
1244 |
if (t->next_no) |
1245 |
{ |
1246 |
for (i = 0; i < depth; i++) |
1247 |
fprintf (logfile, " "); |
1248 |
|
1249 |
fprintf (logfile, " (if no)\n"); |
1250 |
dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1251 |
} |
1252 |
|
1253 |
t = t->next; |
1254 |
} |
1255 |
} |
1256 |
|
1257 |
/* |
1258 |
* For debugging purposes. Dumps all treasures for a given monster. |
1259 |
* Created originally by Raphael Quinet for debugging the alchemy code. |
1260 |
*/ |
1261 |
void |
1262 |
dump_monster_treasure (const char *name) |
1263 |
{ |
1264 |
archetype *at; |
1265 |
int found; |
1266 |
|
1267 |
found = 0; |
1268 |
fprintf (logfile, "\n"); |
1269 |
|
1270 |
for (at = first_archetype; at != NULL; at = at->next) |
1271 |
if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1272 |
{ |
1273 |
fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1274 |
if (at->clone.randomitems != NULL) |
1275 |
dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1276 |
else |
1277 |
fprintf (logfile, "(nothing)\n"); |
1278 |
|
1279 |
fprintf (logfile, "\n"); |
1280 |
found++; |
1281 |
} |
1282 |
|
1283 |
if (found == 0) |
1284 |
fprintf (logfile, "No objects have the name %s!\n\n", name); |
1285 |
} |
1286 |
|
1287 |
/* |
1288 |
* Builds up the lists of artifacts from the file in the libdir. |
1289 |
*/ |
1290 |
void |
1291 |
init_artifacts (void) |
1292 |
{ |
1293 |
static int has_been_inited = 0; |
1294 |
char filename[MAX_BUF]; |
1295 |
artifact *art = NULL; |
1296 |
artifactlist *al; |
1297 |
|
1298 |
if (has_been_inited) |
1299 |
return; |
1300 |
else |
1301 |
has_been_inited = 1; |
1302 |
|
1303 |
sprintf (filename, "%s/artifacts", settings.datadir); |
1304 |
object_thawer f (filename); |
1305 |
|
1306 |
if (!f) |
1307 |
return; |
1308 |
|
1309 |
f.next (); |
1310 |
|
1311 |
for (;;) |
1312 |
{ |
1313 |
switch (f.kw) |
1314 |
{ |
1315 |
case KW_allowed: |
1316 |
if (!art) |
1317 |
art = get_empty_artifact (); |
1318 |
|
1319 |
{ |
1320 |
if (!strcmp (f.get_str (), "all")) |
1321 |
break; |
1322 |
|
1323 |
char *next, *cp = f.get_str (); |
1324 |
|
1325 |
do |
1326 |
{ |
1327 |
if ((next = strchr (cp, ','))) |
1328 |
*next++ = '\0'; |
1329 |
|
1330 |
linked_char *tmp = new linked_char; |
1331 |
|
1332 |
tmp->name = cp; |
1333 |
tmp->next = art->allowed; |
1334 |
art->allowed = tmp; |
1335 |
} |
1336 |
while ((cp = next)); |
1337 |
} |
1338 |
break; |
1339 |
|
1340 |
case KW_chance: |
1341 |
f.get (art->chance); |
1342 |
break; |
1343 |
|
1344 |
case KW_difficulty: |
1345 |
f.get (art->difficulty); |
1346 |
break; |
1347 |
|
1348 |
case KW_object: |
1349 |
{ |
1350 |
art->item = object::create (); |
1351 |
f.get (art->item->name); |
1352 |
f.next (); |
1353 |
|
1354 |
if (!art->item->parse_kv (f)) |
1355 |
LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1356 |
|
1357 |
al = find_artifactlist (art->item->type); |
1358 |
|
1359 |
if (!al) |
1360 |
{ |
1361 |
al = get_empty_artifactlist (); |
1362 |
al->type = art->item->type; |
1363 |
al->next = first_artifactlist; |
1364 |
first_artifactlist = al; |
1365 |
} |
1366 |
|
1367 |
art->next = al->items; |
1368 |
al->items = art; |
1369 |
art = 0; |
1370 |
} |
1371 |
continue; |
1372 |
|
1373 |
case KW_EOF: |
1374 |
goto done; |
1375 |
|
1376 |
default: |
1377 |
if (!f.parse_error ("artifacts file")) |
1378 |
cleanup ("artifacts file required"); |
1379 |
break; |
1380 |
} |
1381 |
|
1382 |
f.next (); |
1383 |
} |
1384 |
|
1385 |
done: |
1386 |
for (al = first_artifactlist; al; al = al->next) |
1387 |
{ |
1388 |
al->total_chance = 0; |
1389 |
|
1390 |
for (art = al->items; art; art = art->next) |
1391 |
{ |
1392 |
if (!art->chance) |
1393 |
LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1394 |
else |
1395 |
al->total_chance += art->chance; |
1396 |
} |
1397 |
#if 0 |
1398 |
LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1399 |
#endif |
1400 |
} |
1401 |
|
1402 |
LOG (llevDebug, "done.\n"); |
1403 |
} |
1404 |
|
1405 |
/* |
1406 |
* Used in artifact generation. The bonuses of the first object |
1407 |
* is modified by the bonuses of the second object. |
1408 |
*/ |
1409 |
void |
1410 |
add_abilities (object *op, object *change) |
1411 |
{ |
1412 |
int i, tmp; |
1413 |
|
1414 |
if (change->face != blank_face) |
1415 |
{ |
1416 |
#ifdef TREASURE_VERBOSE |
1417 |
LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1418 |
#endif |
1419 |
op->face = change->face; |
1420 |
} |
1421 |
|
1422 |
for (i = 0; i < NUM_STATS; i++) |
1423 |
change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1424 |
|
1425 |
op->attacktype |= change->attacktype; |
1426 |
op->path_attuned |= change->path_attuned; |
1427 |
op->path_repelled |= change->path_repelled; |
1428 |
op->path_denied |= change->path_denied; |
1429 |
op->move_type |= change->move_type; |
1430 |
op->stats.luck += change->stats.luck; |
1431 |
|
1432 |
if (QUERY_FLAG (change, FLAG_CURSED)) |
1433 |
SET_FLAG (op, FLAG_CURSED); |
1434 |
if (QUERY_FLAG (change, FLAG_DAMNED)) |
1435 |
SET_FLAG (op, FLAG_DAMNED); |
1436 |
if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1437 |
set_abs_magic (op, -op->magic); |
1438 |
|
1439 |
if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1440 |
SET_FLAG (op, FLAG_LIFESAVE); |
1441 |
if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
1442 |
SET_FLAG (op, FLAG_REFL_SPELL); |
1443 |
if (QUERY_FLAG (change, FLAG_STEALTH)) |
1444 |
SET_FLAG (op, FLAG_STEALTH); |
1445 |
if (QUERY_FLAG (change, FLAG_XRAYS)) |
1446 |
SET_FLAG (op, FLAG_XRAYS); |
1447 |
if (QUERY_FLAG (change, FLAG_BLIND)) |
1448 |
SET_FLAG (op, FLAG_BLIND); |
1449 |
if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
1450 |
SET_FLAG (op, FLAG_SEE_IN_DARK); |
1451 |
if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
1452 |
SET_FLAG (op, FLAG_REFL_MISSILE); |
1453 |
if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
1454 |
SET_FLAG (op, FLAG_MAKE_INVIS); |
1455 |
|
1456 |
if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1457 |
{ |
1458 |
CLEAR_FLAG (op, FLAG_ANIMATE); |
1459 |
/* so artifacts will join */ |
1460 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1461 |
op->speed = 0.0; |
1462 |
|
1463 |
op->set_speed (op->speed); |
1464 |
} |
1465 |
|
1466 |
if (change->nrof) |
1467 |
op->nrof = rndm (change->nrof) + 1; |
1468 |
|
1469 |
op->stats.exp += change->stats.exp; /* Speed modifier */ |
1470 |
op->stats.wc += change->stats.wc; |
1471 |
op->stats.ac += change->stats.ac; |
1472 |
|
1473 |
if (change->other_arch) |
1474 |
{ |
1475 |
/* Basically, for horns & potions, the other_arch field is the spell |
1476 |
* to cast. So convert that to into a spell and put it into |
1477 |
* this object. |
1478 |
*/ |
1479 |
if (op->type == HORN || op->type == POTION) |
1480 |
{ |
1481 |
object *tmp_obj; |
1482 |
|
1483 |
/* Remove any spells this object currently has in it */ |
1484 |
while (op->inv) |
1485 |
op->inv->destroy (); |
1486 |
|
1487 |
tmp_obj = arch_to_object (change->other_arch); |
1488 |
insert_ob_in_ob (tmp_obj, op); |
1489 |
} |
1490 |
/* No harm setting this for potions/horns */ |
1491 |
op->other_arch = change->other_arch; |
1492 |
} |
1493 |
|
1494 |
if (change->stats.hp < 0) |
1495 |
op->stats.hp = -change->stats.hp; |
1496 |
else |
1497 |
op->stats.hp += change->stats.hp; |
1498 |
|
1499 |
if (change->stats.maxhp < 0) |
1500 |
op->stats.maxhp = -change->stats.maxhp; |
1501 |
else |
1502 |
op->stats.maxhp += change->stats.maxhp; |
1503 |
|
1504 |
if (change->stats.sp < 0) |
1505 |
op->stats.sp = -change->stats.sp; |
1506 |
else |
1507 |
op->stats.sp += change->stats.sp; |
1508 |
|
1509 |
if (change->stats.maxsp < 0) |
1510 |
op->stats.maxsp = -change->stats.maxsp; |
1511 |
else |
1512 |
op->stats.maxsp += change->stats.maxsp; |
1513 |
|
1514 |
if (change->stats.food < 0) |
1515 |
op->stats.food = -(change->stats.food); |
1516 |
else |
1517 |
op->stats.food += change->stats.food; |
1518 |
|
1519 |
if (change->level < 0) |
1520 |
op->level = -(change->level); |
1521 |
else |
1522 |
op->level += change->level; |
1523 |
|
1524 |
if (change->gen_sp_armour < 0) |
1525 |
op->gen_sp_armour = -(change->gen_sp_armour); |
1526 |
else |
1527 |
op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1528 |
|
1529 |
op->item_power = change->item_power; |
1530 |
|
1531 |
for (i = 0; i < NROFATTACKS; i++) |
1532 |
if (change->resist[i]) |
1533 |
op->resist[i] += change->resist[i]; |
1534 |
|
1535 |
if (change->stats.dam) |
1536 |
{ |
1537 |
if (change->stats.dam < 0) |
1538 |
op->stats.dam = (-change->stats.dam); |
1539 |
else if (op->stats.dam) |
1540 |
{ |
1541 |
tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1542 |
if (tmp == op->stats.dam) |
1543 |
{ |
1544 |
if (change->stats.dam < 10) |
1545 |
op->stats.dam--; |
1546 |
else |
1547 |
op->stats.dam++; |
1548 |
} |
1549 |
else |
1550 |
op->stats.dam = tmp; |
1551 |
} |
1552 |
} |
1553 |
|
1554 |
if (change->weight) |
1555 |
{ |
1556 |
if (change->weight < 0) |
1557 |
op->weight = (-change->weight); |
1558 |
else |
1559 |
op->weight = (op->weight * (change->weight)) / 100; |
1560 |
} |
1561 |
|
1562 |
if (change->last_sp) |
1563 |
{ |
1564 |
if (change->last_sp < 0) |
1565 |
op->last_sp = (-change->last_sp); |
1566 |
else |
1567 |
op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1568 |
} |
1569 |
|
1570 |
if (change->gen_sp_armour) |
1571 |
{ |
1572 |
if (change->gen_sp_armour < 0) |
1573 |
op->gen_sp_armour = (-change->gen_sp_armour); |
1574 |
else |
1575 |
op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1576 |
} |
1577 |
|
1578 |
op->value *= change->value; |
1579 |
|
1580 |
if (change->materials) |
1581 |
op->materials = change->materials; |
1582 |
|
1583 |
if (change->materialname) |
1584 |
op->materialname = change->materialname; |
1585 |
|
1586 |
if (change->slaying) |
1587 |
op->slaying = change->slaying; |
1588 |
|
1589 |
if (change->race) |
1590 |
op->race = change->race; |
1591 |
|
1592 |
if (change->msg) |
1593 |
op->msg = change->msg; |
1594 |
} |
1595 |
|
1596 |
static int |
1597 |
legal_artifact_combination (object *op, artifact *art) |
1598 |
{ |
1599 |
int neg, success = 0; |
1600 |
linked_char *tmp; |
1601 |
const char *name; |
1602 |
|
1603 |
if (!art->allowed) |
1604 |
return 1; /* Ie, "all" */ |
1605 |
|
1606 |
for (tmp = art->allowed; tmp; tmp = tmp->next) |
1607 |
{ |
1608 |
#ifdef TREASURE_VERBOSE |
1609 |
LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1610 |
#endif |
1611 |
if (*tmp->name == '!') |
1612 |
name = tmp->name + 1, neg = 1; |
1613 |
else |
1614 |
name = tmp->name, neg = 0; |
1615 |
|
1616 |
/* If we match name, then return the opposite of 'neg' */ |
1617 |
if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1618 |
return !neg; |
1619 |
|
1620 |
/* Set success as true, since if the match was an inverse, it means |
1621 |
* everything is allowed except what we match |
1622 |
*/ |
1623 |
else if (neg) |
1624 |
success = 1; |
1625 |
} |
1626 |
|
1627 |
return success; |
1628 |
} |
1629 |
|
1630 |
/* |
1631 |
* Fixes the given object, giving it the abilities and titles |
1632 |
* it should have due to the second artifact-template. |
1633 |
*/ |
1634 |
|
1635 |
void |
1636 |
give_artifact_abilities (object *op, object *artifct) |
1637 |
{ |
1638 |
char new_name[MAX_BUF]; |
1639 |
|
1640 |
sprintf (new_name, "of %s", &artifct->name); |
1641 |
op->title = new_name; |
1642 |
add_abilities (op, artifct); /* Give out the bonuses */ |
1643 |
|
1644 |
#if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1645 |
{ |
1646 |
char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1647 |
|
1648 |
SET_FLAG (op, FLAG_IDENTIFIED); |
1649 |
LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1650 |
if (!identified) |
1651 |
CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1652 |
} |
1653 |
#endif |
1654 |
return; |
1655 |
} |
1656 |
|
1657 |
/* |
1658 |
* Decides randomly which artifact the object should be |
1659 |
* turned into. Makes sure that the item can become that |
1660 |
* artifact (means magic, difficulty, and Allowed fields properly). |
1661 |
* Then calls give_artifact_abilities in order to actually create |
1662 |
* the artifact. |
1663 |
*/ |
1664 |
|
1665 |
/* Give 1 re-roll attempt per artifact */ |
1666 |
#define ARTIFACT_TRIES 2 |
1667 |
|
1668 |
void |
1669 |
generate_artifact (object *op, int difficulty) |
1670 |
{ |
1671 |
artifactlist *al; |
1672 |
artifact *art; |
1673 |
int i; |
1674 |
|
1675 |
al = find_artifactlist (op->type); |
1676 |
|
1677 |
if (al == NULL) |
1678 |
{ |
1679 |
#if 0 /* This is too verbose, usually */ |
1680 |
LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1681 |
#endif |
1682 |
return; |
1683 |
} |
1684 |
|
1685 |
for (i = 0; i < ARTIFACT_TRIES; i++) |
1686 |
{ |
1687 |
int roll = rndm (al->total_chance); |
1688 |
|
1689 |
for (art = al->items; art; art = art->next) |
1690 |
{ |
1691 |
roll -= art->chance; |
1692 |
if (roll < 0) |
1693 |
break; |
1694 |
} |
1695 |
|
1696 |
if (art == NULL || roll >= 0) |
1697 |
{ |
1698 |
#if 1 |
1699 |
LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1700 |
#endif |
1701 |
return; |
1702 |
} |
1703 |
if (!strcmp (art->item->name, "NONE")) |
1704 |
return; |
1705 |
if (FABS (op->magic) < art->item->magic) |
1706 |
continue; /* Not magic enough to be this item */ |
1707 |
|
1708 |
/* Map difficulty not high enough */ |
1709 |
if (difficulty < art->difficulty) |
1710 |
continue; |
1711 |
|
1712 |
if (!legal_artifact_combination (op, art)) |
1713 |
{ |
1714 |
#ifdef TREASURE_VERBOSE |
1715 |
LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1716 |
#endif |
1717 |
continue; |
1718 |
} |
1719 |
|
1720 |
give_artifact_abilities (op, art->item); |
1721 |
return; |
1722 |
} |
1723 |
} |
1724 |
|
1725 |
/* fix_flesh_item() - objects of type FLESH are similar to type |
1726 |
* FOOD, except they inherit properties (name, food value, etc). |
1727 |
* based on the original owner (or 'donor' if you like). -b.t. |
1728 |
*/ |
1729 |
|
1730 |
void |
1731 |
fix_flesh_item (object *item, object *donor) |
1732 |
{ |
1733 |
char tmpbuf[MAX_BUF]; |
1734 |
int i; |
1735 |
|
1736 |
if (item->type == FLESH && donor) |
1737 |
{ |
1738 |
/* change the name */ |
1739 |
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1740 |
item->name = tmpbuf; |
1741 |
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1742 |
item->name_pl = tmpbuf; |
1743 |
|
1744 |
/* weight is FLESH weight/100 * donor */ |
1745 |
if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1746 |
item->weight = 1; |
1747 |
|
1748 |
/* value is multiplied by level of donor */ |
1749 |
item->value *= isqrt (donor->level * 2); |
1750 |
|
1751 |
/* food value */ |
1752 |
item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1753 |
|
1754 |
/* flesh items inherit some abilities of donor, but not |
1755 |
* full effect. |
1756 |
*/ |
1757 |
for (i = 0; i < NROFATTACKS; i++) |
1758 |
item->resist[i] = donor->resist[i] / 2; |
1759 |
|
1760 |
/* item inherits donor's level (important for quezals) */ |
1761 |
item->level = donor->level; |
1762 |
|
1763 |
/* if donor has some attacktypes, the flesh is poisonous */ |
1764 |
if (donor->attacktype & AT_POISON) |
1765 |
item->type = POISON; |
1766 |
if (donor->attacktype & AT_ACID) |
1767 |
item->stats.hp = -1 * item->stats.food; |
1768 |
SET_FLAG (item, FLAG_NO_STEAL); |
1769 |
} |
1770 |
} |
1771 |
|
1772 |
/* special_potion() - so that old potion code is still done right. */ |
1773 |
int |
1774 |
special_potion (object *op) |
1775 |
{ |
1776 |
if (op->attacktype) |
1777 |
return 1; |
1778 |
|
1779 |
if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1780 |
return 1; |
1781 |
|
1782 |
for (int i = 0; i < NROFATTACKS; i++) |
1783 |
if (op->resist[i]) |
1784 |
return 1; |
1785 |
|
1786 |
return 0; |
1787 |
} |
1788 |
|
1789 |
void |
1790 |
free_treasurestruct (treasure *t) |
1791 |
{ |
1792 |
if (t->next) free_treasurestruct (t->next); |
1793 |
if (t->next_yes) free_treasurestruct (t->next_yes); |
1794 |
if (t->next_no) free_treasurestruct (t->next_no); |
1795 |
|
1796 |
delete t; |
1797 |
} |
1798 |
|
1799 |
void |
1800 |
free_charlinks (linked_char *lc) |
1801 |
{ |
1802 |
if (lc->next) |
1803 |
free_charlinks (lc->next); |
1804 |
|
1805 |
delete lc; |
1806 |
} |
1807 |
|
1808 |
void |
1809 |
free_artifact (artifact *at) |
1810 |
{ |
1811 |
if (at->next) free_artifact (at->next); |
1812 |
if (at->allowed) free_charlinks (at->allowed); |
1813 |
|
1814 |
at->item->destroy (1); |
1815 |
|
1816 |
sfree (at); |
1817 |
} |
1818 |
|
1819 |
void |
1820 |
free_artifactlist (artifactlist *al) |
1821 |
{ |
1822 |
artifactlist *nextal; |
1823 |
|
1824 |
for (al = first_artifactlist; al; al = nextal) |
1825 |
{ |
1826 |
nextal = al->next; |
1827 |
|
1828 |
if (al->items) |
1829 |
free_artifact (al->items); |
1830 |
|
1831 |
sfree (al); |
1832 |
} |
1833 |
} |
1834 |
|
1835 |
void |
1836 |
free_all_treasures (void) |
1837 |
{ |
1838 |
treasurelist *tl, *next; |
1839 |
|
1840 |
for (tl = first_treasurelist; tl; tl = next) |
1841 |
{ |
1842 |
clear (tl); |
1843 |
|
1844 |
next = tl->next; |
1845 |
delete tl; |
1846 |
} |
1847 |
|
1848 |
free_artifactlist (first_artifactlist); |
1849 |
} |