1 |
|
2 |
/* |
3 |
* static char *rcs_treasure_c = |
4 |
* "$Id: treasure.C,v 1.5 2006-08-30 06:06:27 root Exp $"; |
5 |
*/ |
6 |
|
7 |
/* |
8 |
CrossFire, A Multiplayer game for X-windows |
9 |
|
10 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
11 |
Copyright (C) 1992 Frank Tore Johansen |
12 |
|
13 |
This program is free software; you can redistribute it and/or modify |
14 |
it under the terms of the GNU General Public License as published by |
15 |
the Free Software Foundation; either version 2 of the License, or |
16 |
(at your option) any later version. |
17 |
|
18 |
This program is distributed in the hope that it will be useful, |
19 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 |
GNU General Public License for more details. |
22 |
|
23 |
You should have received a copy of the GNU General Public License |
24 |
along with this program; if not, write to the Free Software |
25 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 |
|
27 |
The authors can be reached via e-mail at crossfire-devel@real-time.com |
28 |
*/ |
29 |
|
30 |
#define ALLOWED_COMBINATION |
31 |
|
32 |
/* TREASURE_DEBUG does some checking on the treasurelists after loading. |
33 |
* It is useful for finding bugs in the treasures file. Since it only |
34 |
* slows the startup some (and not actual game play), it is by default |
35 |
* left on |
36 |
*/ |
37 |
#define TREASURE_DEBUG |
38 |
|
39 |
/* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
40 |
/* #define TREASURE_VERBOSE */ |
41 |
|
42 |
#include <global.h> |
43 |
#include <treasure.h> |
44 |
#include <funcpoint.h> |
45 |
#include <loader.h> |
46 |
|
47 |
|
48 |
static void change_treasure(treasure *t, object *op); /* overrule default values */ |
49 |
extern char *spell_mapping[]; |
50 |
|
51 |
/* |
52 |
* Initialize global archtype pointers: |
53 |
*/ |
54 |
|
55 |
void init_archetype_pointers() { |
56 |
int prev_warn = warn_archetypes; |
57 |
warn_archetypes = 1; |
58 |
if (ring_arch == NULL) |
59 |
ring_arch = find_archetype("ring"); |
60 |
if (amulet_arch == NULL) |
61 |
amulet_arch = find_archetype("amulet"); |
62 |
if (staff_arch == NULL) |
63 |
staff_arch = find_archetype("staff"); |
64 |
if (crown_arch == NULL) |
65 |
crown_arch = find_archetype("crown"); |
66 |
warn_archetypes = prev_warn; |
67 |
} |
68 |
|
69 |
/* |
70 |
* Allocate and return the pointer to an empty treasurelist structure. |
71 |
*/ |
72 |
|
73 |
static treasurelist *get_empty_treasurelist(void) { |
74 |
treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist)); |
75 |
if(tl==NULL) |
76 |
fatal(OUT_OF_MEMORY); |
77 |
memset(tl, 0, sizeof(treasurelist)); |
78 |
return tl; |
79 |
} |
80 |
|
81 |
/* |
82 |
* Allocate and return the pointer to an empty treasure structure. |
83 |
*/ |
84 |
|
85 |
static treasure *get_empty_treasure(void) { |
86 |
treasure *t = (treasure *) calloc(1,sizeof(treasure)); |
87 |
if(t==NULL) |
88 |
fatal(OUT_OF_MEMORY); |
89 |
t->item=NULL; |
90 |
t->name=NULL; |
91 |
t->next=NULL; |
92 |
t->next_yes=NULL; |
93 |
t->next_no=NULL; |
94 |
t->chance=100; |
95 |
t->magic=0; |
96 |
t->nrof=0; |
97 |
return t; |
98 |
} |
99 |
|
100 |
/* |
101 |
* Reads the lib/treasure file from disk, and parses the contents |
102 |
* into an internal treasure structure (very linked lists) |
103 |
*/ |
104 |
|
105 |
static treasure *load_treasure(FILE *fp, int *line) { |
106 |
char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
107 |
treasure *t=get_empty_treasure(); |
108 |
int value; |
109 |
|
110 |
nroftreasures++; |
111 |
while(fgets(buf,MAX_BUF,fp)!=NULL) { |
112 |
(*line)++; |
113 |
|
114 |
if(*buf=='#') |
115 |
continue; |
116 |
if((cp=strchr(buf,'\n'))!=NULL) |
117 |
*cp='\0'; |
118 |
cp=buf; |
119 |
while(isspace(*cp)) /* Skip blanks */ |
120 |
cp++; |
121 |
|
122 |
if(sscanf(cp,"arch %s",variable)) { |
123 |
if((t->item=find_archetype(variable))==NULL) |
124 |
LOG(llevError,"Treasure lacks archetype: %s\n",variable); |
125 |
} else if (sscanf(cp, "list %s", variable)) |
126 |
t->name = add_string(variable); |
127 |
else if (sscanf(cp, "change_name %s", variable)) |
128 |
t->change_arch.name = add_string(variable); |
129 |
else if (sscanf(cp, "change_title %s", variable)) |
130 |
t->change_arch.title = add_string(variable); |
131 |
else if (sscanf(cp, "change_slaying %s", variable)) |
132 |
t->change_arch.slaying = add_string(variable); |
133 |
else if(sscanf(cp,"chance %d",&value)) |
134 |
t->chance=(uint8) value; |
135 |
else if(sscanf(cp,"nrof %d",&value)) |
136 |
t->nrof=(uint16) value; |
137 |
else if(sscanf(cp,"magic %d",&value)) |
138 |
t->magic=(uint8) value; |
139 |
else if(!strcmp(cp,"yes")) |
140 |
t->next_yes=load_treasure(fp, line); |
141 |
else if(!strcmp(cp,"no")) |
142 |
t->next_no=load_treasure(fp, line); |
143 |
else if(!strcmp(cp,"end")) |
144 |
return t; |
145 |
else if(!strcmp(cp,"more")) { |
146 |
t->next=load_treasure(fp, line); |
147 |
return t; |
148 |
} else |
149 |
LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n", |
150 |
cp,t->name?t->name:"null", *line); |
151 |
} |
152 |
LOG(llevError,"treasure lacks 'end'.\n"); |
153 |
return t; |
154 |
} |
155 |
|
156 |
#ifdef TREASURE_DEBUG |
157 |
/* recursived checks the linked list. Treasurelist is passed only |
158 |
* so that the treasure name can be printed out |
159 |
*/ |
160 |
static void check_treasurelist(const treasure *t, const treasurelist *tl) |
161 |
{ |
162 |
if (t->item==NULL && t->name==NULL) |
163 |
LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name); |
164 |
if (t->chance>=100 && t->next_yes && (t->next || t->next_no)) |
165 |
LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", |
166 |
tl->name); |
167 |
/* find_treasurelist will print out its own error message */ |
168 |
if (t->name && *t->name) |
169 |
(void) find_treasurelist(t->name); |
170 |
if (t->next) check_treasurelist(t->next, tl); |
171 |
if (t->next_yes) check_treasurelist(t->next_yes,tl); |
172 |
if (t->next_no) check_treasurelist(t->next_no, tl); |
173 |
} |
174 |
#endif |
175 |
|
176 |
/* |
177 |
* Opens LIBDIR/treasure and reads all treasure-declarations from it. |
178 |
* Each treasure is parsed with the help of load_treasure(). |
179 |
*/ |
180 |
|
181 |
void load_treasures(void) { |
182 |
FILE *fp; |
183 |
char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
184 |
treasurelist *previous=NULL; |
185 |
treasure *t; |
186 |
int comp, line=0; |
187 |
|
188 |
sprintf(filename,"%s/%s",settings.datadir,settings.treasures); |
189 |
if((fp=open_and_uncompress(filename,0,&comp))==NULL) { |
190 |
LOG(llevError,"Can't open treasure file.\n"); |
191 |
return; |
192 |
} |
193 |
while(fgets(buf,MAX_BUF,fp)!=NULL) { |
194 |
line++; |
195 |
if(*buf=='#') |
196 |
continue; |
197 |
|
198 |
if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) { |
199 |
treasurelist *tl=get_empty_treasurelist(); |
200 |
tl->name=add_string(name); |
201 |
if(previous==NULL) |
202 |
first_treasurelist=tl; |
203 |
else |
204 |
previous->next=tl; |
205 |
previous=tl; |
206 |
tl->items=load_treasure(fp, &line); |
207 |
|
208 |
/* This is a one of the many items on the list should be generated. |
209 |
* Add up the chance total, and check to make sure the yes & no |
210 |
* fields of the treasures are not being used. |
211 |
*/ |
212 |
if (!strncmp(buf,"treasureone",11)) { |
213 |
for (t=tl->items; t!=NULL; t=t->next) { |
214 |
#ifdef TREASURE_DEBUG |
215 |
if (t->next_yes || t->next_no) { |
216 |
LOG(llevError,"Treasure %s is one item, but on treasure %s\n", |
217 |
tl->name, t->item ? t->item->name : t->name); |
218 |
LOG(llevError," the next_yes or next_no field is set\n"); |
219 |
} |
220 |
#endif |
221 |
tl->total_chance += t->chance; |
222 |
} |
223 |
} |
224 |
} else |
225 |
LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
226 |
} |
227 |
close_and_delete(fp, comp); |
228 |
|
229 |
#ifdef TREASURE_DEBUG |
230 |
/* Perform some checks on how valid the treasure data actually is. |
231 |
* verify that list transitions work (ie, the list that it is supposed |
232 |
* to transition to exists). Also, verify that at least the name |
233 |
* or archetype is set for each treasure element. |
234 |
*/ |
235 |
for (previous=first_treasurelist; previous!=NULL; previous=previous->next) |
236 |
check_treasurelist(previous->items, previous); |
237 |
#endif |
238 |
} |
239 |
|
240 |
/* |
241 |
* Searches for the given treasurelist in the globally linked list |
242 |
* of treasurelists which has been built by load_treasures(). |
243 |
*/ |
244 |
|
245 |
treasurelist *find_treasurelist(const char *name) { |
246 |
const char *tmp=find_string(name); |
247 |
treasurelist *tl; |
248 |
|
249 |
/* Special cases - randomitems of none is to override default. If |
250 |
* first_treasurelist is null, it means we are on the first pass of |
251 |
* of loading archetyps, so for now, just return - second pass will |
252 |
* init these values. |
253 |
*/ |
254 |
if (!strcmp(name,"none") || (!first_treasurelist)) return NULL; |
255 |
if(tmp!=NULL) |
256 |
for(tl=first_treasurelist;tl!=NULL;tl=tl->next) |
257 |
if(tmp==tl->name) |
258 |
return tl; |
259 |
LOG(llevError,"Couldn't find treasurelist %s\n",name); |
260 |
return NULL; |
261 |
} |
262 |
|
263 |
|
264 |
/* |
265 |
* Generates the objects specified by the given treasure. |
266 |
* It goes recursively through the rest of the linked list. |
267 |
* If there is a certain percental chance for a treasure to be generated, |
268 |
* this is taken into consideration. |
269 |
* The second argument specifies for which object the treasure is |
270 |
* being generated. |
271 |
* If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
272 |
* abilities. This is used by summon spells, thus no summoned monsters |
273 |
* start with equipment, but only their abilities). |
274 |
*/ |
275 |
|
276 |
|
277 |
static void put_treasure (object *op, object *creator, int flags) |
278 |
{ |
279 |
object *tmp; |
280 |
|
281 |
/* Bit of a hack - spells should never be put onto the map. The entire |
282 |
* treasure stuff is a problem - there is no clear idea of knowing |
283 |
* this is the original object, or if this is an object that should be created |
284 |
* by another object. |
285 |
*/ |
286 |
if (flags & GT_ENVIRONMENT && op->type != SPELL) { |
287 |
op->x = creator->x; |
288 |
op->y = creator->y; |
289 |
SET_FLAG(op, FLAG_OBJ_ORIGINAL); |
290 |
insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON); |
291 |
} else { |
292 |
op = insert_ob_in_ob (op, creator); |
293 |
if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
294 |
monster_check_apply(creator, op); |
295 |
if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
296 |
esrv_send_item(tmp, op); |
297 |
} |
298 |
} |
299 |
|
300 |
/* if there are change_xxx commands in the treasure, we include the changes |
301 |
* in the generated object |
302 |
*/ |
303 |
static void change_treasure(treasure *t, object *op) |
304 |
{ |
305 |
/* CMD: change_name xxxx */ |
306 |
if(t->change_arch.name) |
307 |
{ |
308 |
FREE_AND_COPY(op->name, t->change_arch.name); |
309 |
/* not great, but better than something that is completely wrong */ |
310 |
FREE_AND_COPY(op->name_pl, t->change_arch.name); |
311 |
} |
312 |
|
313 |
if(t->change_arch.title) |
314 |
{ |
315 |
if(op->title) |
316 |
free_string(op->title); |
317 |
op->title = add_string(t->change_arch.title); |
318 |
} |
319 |
|
320 |
if(t->change_arch.slaying) |
321 |
{ |
322 |
if(op->slaying) |
323 |
free_string(op->slaying); |
324 |
op->slaying = add_string(t->change_arch.slaying); |
325 |
} |
326 |
|
327 |
} |
328 |
|
329 |
void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { |
330 |
object *tmp; |
331 |
|
332 |
|
333 |
if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) { |
334 |
if (t->name) { |
335 |
if (strcmp(t->name,"NONE") && difficulty>=t->magic) |
336 |
create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); |
337 |
} |
338 |
else { |
339 |
if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) { |
340 |
tmp=arch_to_object(t->item); |
341 |
if(t->nrof&&tmp->nrof<=1) |
342 |
tmp->nrof = RANDOM()%((int) t->nrof) + 1; |
343 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
344 |
change_treasure(t, tmp); |
345 |
put_treasure (tmp, op, flag); |
346 |
} |
347 |
} |
348 |
if(t->next_yes!=NULL) |
349 |
create_all_treasures(t->next_yes,op,flag,difficulty, tries); |
350 |
} else |
351 |
if(t->next_no!=NULL) |
352 |
create_all_treasures(t->next_no,op,flag,difficulty,tries); |
353 |
if(t->next!=NULL) |
354 |
create_all_treasures(t->next,op,flag,difficulty, tries); |
355 |
} |
356 |
|
357 |
void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, |
358 |
int tries) |
359 |
{ |
360 |
int value = RANDOM() % tl->total_chance; |
361 |
treasure *t; |
362 |
|
363 |
if (tries++>100) { |
364 |
LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
365 |
return; |
366 |
} |
367 |
for (t=tl->items; t!=NULL; t=t->next) { |
368 |
value -= t->chance; |
369 |
if (value<0) break; |
370 |
} |
371 |
|
372 |
if (!t || value>=0) { |
373 |
LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
374 |
abort(); |
375 |
return; |
376 |
} |
377 |
if (t->name) { |
378 |
if (!strcmp(t->name,"NONE")) return; |
379 |
if (difficulty>=t->magic) |
380 |
create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); |
381 |
else if (t->nrof) |
382 |
create_one_treasure(tl, op, flag, difficulty, tries); |
383 |
return; |
384 |
} |
385 |
if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) { |
386 |
object *tmp=arch_to_object(t->item); |
387 |
if (!tmp) return; |
388 |
if(t->nrof && tmp->nrof<=1) |
389 |
tmp->nrof = RANDOM()%((int) t->nrof) + 1; |
390 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
391 |
change_treasure(t, tmp); |
392 |
put_treasure (tmp, op, flag); |
393 |
} |
394 |
} |
395 |
|
396 |
/* This calls the appropriate treasure creation function. tries is passed |
397 |
* to determine how many list transitions or attempts to create treasure |
398 |
* have been made. It is really in place to prevent infinite loops with |
399 |
* list transitions, or so that excessively good treasure will not be |
400 |
* created on weak maps, because it will exceed the number of allowed tries |
401 |
* to do that. |
402 |
*/ |
403 |
void create_treasure(treasurelist *t, object *op, int flag, int difficulty, |
404 |
int tries) |
405 |
{ |
406 |
|
407 |
if (tries++>100) { |
408 |
LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n"); |
409 |
return; |
410 |
} |
411 |
if (t->total_chance) |
412 |
create_one_treasure(t, op, flag,difficulty, tries); |
413 |
else |
414 |
create_all_treasures(t->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 *generate_treasure(treasurelist *t, int difficulty) |
423 |
{ |
424 |
object *ob = get_object(), *tmp; |
425 |
|
426 |
create_treasure(t, ob, 0, difficulty, 0); |
427 |
|
428 |
/* Don't want to free the object we are about to return */ |
429 |
tmp = ob->inv; |
430 |
if (tmp!=NULL) remove_ob(tmp); |
431 |
if (ob->inv) { |
432 |
LOG(llevError,"In generate treasure, created multiple objects.\n"); |
433 |
} |
434 |
free_object(ob); |
435 |
return tmp; |
436 |
} |
437 |
|
438 |
/* |
439 |
* This is a new way of calculating the chance for an item to have |
440 |
* a specific magical bonus. |
441 |
* The array has two arguments, the difficulty of the level, and the |
442 |
* magical bonus "wanted". |
443 |
*/ |
444 |
|
445 |
static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = |
446 |
{ |
447 |
/*chance of magic difficulty*/ |
448 |
/* +0 +1 +2 +3 +4 */ |
449 |
{ 95, 2, 2, 1, 0 }, /*1*/ |
450 |
{ 92, 5, 2, 1, 0 }, /*2*/ |
451 |
{ 85,10, 4, 1, 0 }, /*3*/ |
452 |
{ 80,14, 4, 2, 0 }, /*4*/ |
453 |
{ 75,17, 5, 2, 1 }, /*5*/ |
454 |
{ 70,18, 8, 3, 1 }, /*6*/ |
455 |
{ 65,21,10, 3, 1 }, /*7*/ |
456 |
{ 60,22,12, 4, 2 }, /*8*/ |
457 |
{ 55,25,14, 4, 2 }, /*9*/ |
458 |
{ 50,27,16, 5, 2 }, /*10*/ |
459 |
{ 45,28,18, 6, 3 }, /*11*/ |
460 |
{ 42,28,20, 7, 3 }, /*12*/ |
461 |
{ 40,27,21, 8, 4 }, /*13*/ |
462 |
{ 38,25,22,10, 5 }, /*14*/ |
463 |
{ 36,23,23,12, 6 }, /*15*/ |
464 |
{ 33,21,24,14, 8 }, /*16*/ |
465 |
{ 31,19,25,16, 9 }, /*17*/ |
466 |
{ 27,15,30,18,10 }, /*18*/ |
467 |
{ 20,12,30,25,13 }, /*19*/ |
468 |
{ 15,10,28,30,17 }, /*20*/ |
469 |
{ 13, 9,27,28,23 }, /*21*/ |
470 |
{ 10, 8,25,28,29 }, /*22*/ |
471 |
{ 8, 7,23,26,36 }, /*23*/ |
472 |
{ 6, 6,20,22,46 }, /*24*/ |
473 |
{ 4, 5,17,18,56 }, /*25*/ |
474 |
{ 2, 4,12,14,68 }, /*26*/ |
475 |
{ 0, 3, 7,10,80 }, /*27*/ |
476 |
{ 0, 0, 3, 7,90 }, /*28*/ |
477 |
{ 0, 0, 0, 3,97 }, /*29*/ |
478 |
{ 0, 0, 0, 0,100}, /*30*/ |
479 |
{ 0, 0, 0, 0,100}, /*31*/ |
480 |
}; |
481 |
|
482 |
|
483 |
/* calculate the appropriate level for wands staves and scrolls. |
484 |
* This code presumes that op has had its spell object created (in op->inv) |
485 |
* |
486 |
* elmex Wed Aug 9 17:44:59 CEST 2006: |
487 |
* Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
488 |
*/ |
489 |
|
490 |
int level_for_item (const object *op, int difficulty) |
491 |
{ |
492 |
int mult = 0, olevel = 0; |
493 |
|
494 |
if (!op->inv) |
495 |
{ |
496 |
LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name); |
497 |
return 0; |
498 |
} |
499 |
|
500 |
olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
501 |
|
502 |
if (olevel <= 0) |
503 |
olevel = rndm (1, MIN (op->inv->level, 1)); |
504 |
|
505 |
if (olevel > MAXLEVEL) |
506 |
olevel = MAXLEVEL; |
507 |
|
508 |
return olevel; |
509 |
} |
510 |
|
511 |
/* |
512 |
* Based upon the specified difficulty and upon the difftomagic_list array, |
513 |
* a random magical bonus is returned. This is used when determine |
514 |
* the magical bonus created on specific maps. |
515 |
* |
516 |
* elmex Thu Aug 10 18:45:44 CEST 2006: |
517 |
* Scaling difficulty by max_level, as difficulty is a level and not some |
518 |
* weird integer between 1-31. |
519 |
* |
520 |
*/ |
521 |
|
522 |
int magic_from_difficulty(int difficulty) |
523 |
{ |
524 |
int percent = 0, magic = 0; |
525 |
int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
526 |
|
527 |
scaled_diff--; |
528 |
|
529 |
if(scaled_diff < 0) |
530 |
scaled_diff = 0; |
531 |
|
532 |
if (scaled_diff >= DIFFLEVELS) |
533 |
scaled_diff = DIFFLEVELS-1; |
534 |
|
535 |
percent = RANDOM()%100; |
536 |
|
537 |
for(magic = 0; magic < (MAXMAGIC + 1); magic++) |
538 |
{ |
539 |
percent -= difftomagic_list[scaled_diff][magic]; |
540 |
|
541 |
if (percent < 0) |
542 |
break; |
543 |
} |
544 |
|
545 |
if (magic == (MAXMAGIC + 1)) |
546 |
{ |
547 |
LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
548 |
magic = 0; |
549 |
} |
550 |
|
551 |
magic = (RANDOM() % 3) ? magic : -magic; |
552 |
/* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
553 |
|
554 |
return magic; |
555 |
} |
556 |
|
557 |
/* |
558 |
* Sets magical bonus in an object, and recalculates the effect on |
559 |
* the armour variable, and the effect on speed of armour. |
560 |
* This function doesn't work properly, should add use of archetypes |
561 |
* to make it truly absolute. |
562 |
*/ |
563 |
|
564 |
void set_abs_magic(object *op, int magic) { |
565 |
if(!magic) |
566 |
return; |
567 |
|
568 |
op->magic=magic; |
569 |
if (op->arch) { |
570 |
if (op->type == ARMOUR) |
571 |
ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; |
572 |
|
573 |
if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ |
574 |
magic = (-magic); |
575 |
op->weight = (op->arch->clone.weight*(100-magic*10))/100; |
576 |
} else { |
577 |
if(op->type==ARMOUR) |
578 |
ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100; |
579 |
if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ |
580 |
magic = (-magic); |
581 |
op->weight=(op->weight*(100-magic*10))/100; |
582 |
} |
583 |
} |
584 |
|
585 |
/* |
586 |
* Sets a random magical bonus in the given object based upon |
587 |
* the given difficulty, and the given max possible bonus. |
588 |
*/ |
589 |
|
590 |
static void set_magic (int difficulty, object *op, int max_magic, int flags) |
591 |
{ |
592 |
int i; |
593 |
i = magic_from_difficulty(difficulty); |
594 |
if ((flags & GT_ONLY_GOOD) && i < 0) |
595 |
i = -i; |
596 |
if(i > max_magic) |
597 |
i = max_magic; |
598 |
set_abs_magic(op,i); |
599 |
if (i < 0) |
600 |
SET_FLAG(op, FLAG_CURSED); |
601 |
} |
602 |
|
603 |
/* |
604 |
* Randomly adds one magical ability to the given object. |
605 |
* Modified for Partial Resistance in many ways: |
606 |
* 1) Since rings can have multiple bonuses, if the same bonus |
607 |
* is rolled again, increase it - the bonuses now stack with |
608 |
* other bonuses previously rolled and ones the item might natively have. |
609 |
* 2) Add code to deal with new PR method. |
610 |
*/ |
611 |
|
612 |
void set_ring_bonus(object *op,int bonus) { |
613 |
|
614 |
int r=RANDOM()%(bonus>0?25:11); |
615 |
|
616 |
if(op->type==AMULET) { |
617 |
if(!(RANDOM()%21)) |
618 |
r=20+RANDOM()%2; |
619 |
else { |
620 |
if(RANDOM()&2) |
621 |
r=10; |
622 |
else |
623 |
r=11+RANDOM()%9; |
624 |
} |
625 |
} |
626 |
|
627 |
switch(r) { |
628 |
/* Redone by MSW 2000-11-26 to have much less code. Also, |
629 |
* bonuses and penalties will stack and add to existing values. |
630 |
* of the item. |
631 |
*/ |
632 |
case 0: |
633 |
case 1: |
634 |
case 2: |
635 |
case 3: |
636 |
case 4: |
637 |
case 5: |
638 |
case 6: |
639 |
set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r))); |
640 |
break; |
641 |
|
642 |
case 7: |
643 |
op->stats.dam+=bonus; |
644 |
break; |
645 |
|
646 |
case 8: |
647 |
op->stats.wc+=bonus; |
648 |
break; |
649 |
|
650 |
case 9: |
651 |
op->stats.food+=bonus; /* hunger/sustenance */ |
652 |
break; |
653 |
|
654 |
case 10: |
655 |
op->stats.ac+=bonus; |
656 |
break; |
657 |
|
658 |
/* Item that gives protections/vulnerabilities */ |
659 |
case 11: |
660 |
case 12: |
661 |
case 13: |
662 |
case 14: |
663 |
case 15: |
664 |
case 16: |
665 |
case 17: |
666 |
case 18: |
667 |
case 19: |
668 |
{ |
669 |
int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table; |
670 |
|
671 |
/* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
672 |
val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b; |
673 |
|
674 |
/* Cursed items need to have higher negative values to equal out with |
675 |
* positive values for how protections work out. Put another |
676 |
* little random element in since that they don't always end up with |
677 |
* even values. |
678 |
*/ |
679 |
if (bonus<0) val = 2*-val - RANDOM() % b; |
680 |
if (val>35) val=35; /* Upper limit */ |
681 |
b=0; |
682 |
while (op->resist[resist_table[resist]]!=0 && b<4) { |
683 |
resist=RANDOM() % num_resist_table; |
684 |
} |
685 |
if (b==4) return; /* Not able to find a free resistance */ |
686 |
op->resist[resist_table[resist]] = val; |
687 |
/* We should probably do something more clever here to adjust value |
688 |
* based on how good a resistance we gave. |
689 |
*/ |
690 |
break; |
691 |
} |
692 |
case 20: |
693 |
if(op->type==AMULET) { |
694 |
SET_FLAG(op,FLAG_REFL_SPELL); |
695 |
op->value*=11; |
696 |
} else { |
697 |
op->stats.hp=1; /* regenerate hit points */ |
698 |
op->value*=4; |
699 |
} |
700 |
break; |
701 |
|
702 |
case 21: |
703 |
if(op->type==AMULET) { |
704 |
SET_FLAG(op,FLAG_REFL_MISSILE); |
705 |
op->value*=9; |
706 |
} else { |
707 |
op->stats.sp=1; /* regenerate spell points */ |
708 |
op->value*=3; |
709 |
} |
710 |
break; |
711 |
|
712 |
case 22: |
713 |
op->stats.exp+=bonus; /* Speed! */ |
714 |
op->value=(op->value*2)/3; |
715 |
break; |
716 |
} |
717 |
if(bonus>0) |
718 |
op->value*=2*bonus; |
719 |
else |
720 |
op->value= -(op->value*2*bonus)/3; |
721 |
} |
722 |
|
723 |
/* |
724 |
* get_magic(diff) will return a random number between 0 and 4. |
725 |
* diff can be any value above 2. The higher the diff-variable, the |
726 |
* higher is the chance of returning a low number. |
727 |
* It is only used in fix_generated_treasure() to set bonuses on |
728 |
* rings and amulets. |
729 |
* Another scheme is used to calculate the magic of weapons and armours. |
730 |
*/ |
731 |
|
732 |
int get_magic(int diff) { |
733 |
int i; |
734 |
if(diff<3) |
735 |
diff=3; |
736 |
for(i=0;i<4;i++) |
737 |
if(RANDOM()%diff) return i; |
738 |
return 4; |
739 |
} |
740 |
|
741 |
#define DICE2 (get_magic(2)==2?2:1) |
742 |
#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
743 |
|
744 |
/* |
745 |
* fix_generated_item(): This is called after an item is generated, in |
746 |
* order to set it up right. This produced magical bonuses, puts spells |
747 |
* into scrolls/books/wands, makes it unidentified, hides the value, etc. |
748 |
*/ |
749 |
/* 4/28/96 added creator object from which op may now inherit properties based on |
750 |
* op->type. Right now, which stuff the creator passes on is object type |
751 |
* dependant. I know this is a spagetti manuever, but is there a cleaner |
752 |
* way to do this? b.t. */ |
753 |
/* |
754 |
* ! (flags & GT_ENVIRONMENT): |
755 |
* Automatically calls fix_flesh_item(). |
756 |
* |
757 |
* flags: |
758 |
* GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's |
759 |
* value. |
760 |
* GT_MINIMAL: Does minimal processing on the object - just enough to make it |
761 |
* a working object - don't change magic, value, etc, but set it material |
762 |
* type as appropriate, for objects that need spell objects, set those, etc |
763 |
*/ |
764 |
|
765 |
void fix_generated_item (object * op, object * creator, int difficulty, |
766 |
int max_magic, int flags) |
767 |
{ |
768 |
int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
769 |
|
770 |
if (!creator || creator->type == op->type) |
771 |
creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
772 |
|
773 |
/* If we make an artifact, this information will be destroyed */ |
774 |
save_item_power = op->item_power; |
775 |
op->item_power = 0; |
776 |
|
777 |
if (op->randomitems && op->type != SPELL) |
778 |
{ |
779 |
create_treasure (op->randomitems, op, flags, difficulty, 0); |
780 |
if (!op->inv) |
781 |
LOG (llevDebug, |
782 |
"fix_generated_item: Unable to generate treasure for %s\n", |
783 |
op->name); |
784 |
|
785 |
/* So the treasure doesn't get created again */ |
786 |
op->randomitems = NULL; |
787 |
} |
788 |
|
789 |
if (difficulty < 1) |
790 |
difficulty = 1; |
791 |
|
792 |
if (!(flags & GT_MINIMAL)) |
793 |
{ |
794 |
if (op->arch == crown_arch) |
795 |
{ |
796 |
set_magic (difficulty, op, max_magic, flags); |
797 |
num_enchantments = calc_item_power (op, 1); |
798 |
generate_artifact (op, difficulty); |
799 |
} |
800 |
else |
801 |
{ |
802 |
if (!op->magic && max_magic) |
803 |
set_magic (difficulty, op, max_magic, flags); |
804 |
|
805 |
num_enchantments = calc_item_power (op, 1); |
806 |
|
807 |
if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) |
808 |
|| op->type == HORN |
809 |
|| difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
810 |
* used for shop_floors or treasures */ |
811 |
generate_artifact (op, difficulty); |
812 |
} |
813 |
|
814 |
/* Object was made an artifact. Calculate its item_power rating. |
815 |
* the item_power in the object is what the artfiact adds. |
816 |
*/ |
817 |
if (op->title) |
818 |
{ |
819 |
/* if save_item_power is set, then most likely we started with an |
820 |
* artifact and have added new abilities to it - this is rare, but |
821 |
* but I have seen things like 'strange rings of fire'. So just figure |
822 |
* out the power from the base power plus what this one adds. Note |
823 |
* that since item_power is not quite linear, this actually ends up |
824 |
* being somewhat of a bonus |
825 |
*/ |
826 |
if (save_item_power) |
827 |
op->item_power = |
828 |
save_item_power + get_power_from_ench (op->item_power); |
829 |
else |
830 |
op->item_power = |
831 |
get_power_from_ench (op->item_power + num_enchantments); |
832 |
} |
833 |
else if (save_item_power) |
834 |
{ |
835 |
/* restore the item_power field to the object if we haven't changed it. |
836 |
* we don't care about num_enchantments - that will basically just |
837 |
* have calculated some value from the base attributes of the archetype. |
838 |
*/ |
839 |
op->item_power = save_item_power; |
840 |
} |
841 |
else |
842 |
{ |
843 |
/* item_power was zero. This is suspicious, as it may be because it |
844 |
* was never previously calculated. Let's compute a value and see if |
845 |
* it is non-zero. If it indeed is, then assign it as the new |
846 |
* item_power value. |
847 |
* - gros, 21th of July 2006. |
848 |
*/ |
849 |
op->item_power = calc_item_power(op,0); |
850 |
save_item_power = op->item_power; /* Just in case it would get used |
851 |
* again below */ |
852 |
} |
853 |
} |
854 |
|
855 |
/* materialtype modifications. Note we allow this on artifacts. */ |
856 |
set_materialname (op, difficulty, NULL); |
857 |
|
858 |
if (flags & GT_MINIMAL) |
859 |
{ |
860 |
if (op->type == POTION) |
861 |
/* Handle healing and magic power potions */ |
862 |
if (op->stats.sp && !op->randomitems) |
863 |
{ |
864 |
object *tmp; |
865 |
|
866 |
tmp = get_archetype (spell_mapping[op->stats.sp]); |
867 |
insert_ob_in_ob (tmp, op); |
868 |
op->stats.sp = 0; |
869 |
} |
870 |
} |
871 |
else if (!op->title) /* Only modify object if not special */ |
872 |
switch (op->type) |
873 |
{ |
874 |
case WEAPON: |
875 |
case ARMOUR: |
876 |
case SHIELD: |
877 |
case HELMET: |
878 |
case CLOAK: |
879 |
if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
880 |
set_ring_bonus (op, -DICE2); |
881 |
break; |
882 |
|
883 |
case BRACERS: |
884 |
if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
885 |
{ |
886 |
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
887 |
if (!QUERY_FLAG (op, FLAG_CURSED)) |
888 |
op->value *= 3; |
889 |
} |
890 |
break; |
891 |
|
892 |
case POTION: |
893 |
{ |
894 |
int too_many_tries = 0, is_special = 0; |
895 |
|
896 |
/* Handle healing and magic power potions */ |
897 |
if (op->stats.sp && !op->randomitems) |
898 |
{ |
899 |
object *tmp; |
900 |
|
901 |
tmp = get_archetype (spell_mapping[op->stats.sp]); |
902 |
insert_ob_in_ob (tmp, op); |
903 |
op->stats.sp = 0; |
904 |
} |
905 |
|
906 |
while (!(is_special = special_potion (op)) && !op->inv) |
907 |
{ |
908 |
generate_artifact (op, difficulty); |
909 |
if (too_many_tries++ > 10) |
910 |
break; |
911 |
} |
912 |
|
913 |
/* don't want to change value for healing/magic power potions, |
914 |
* since the value set on those is already correct. |
915 |
*/ |
916 |
if (op->inv && op->randomitems) |
917 |
{ |
918 |
/* value multiplier is same as for scrolls */ |
919 |
op->value = (op->value * op->inv->value); |
920 |
op->level = |
921 |
op->inv->level / 2 + RANDOM () % difficulty |
922 |
+ RANDOM () % difficulty; |
923 |
} |
924 |
else |
925 |
{ |
926 |
FREE_AND_COPY (op->name, "potion"); |
927 |
FREE_AND_COPY (op->name_pl, "potions"); |
928 |
} |
929 |
if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
930 |
SET_FLAG (op, FLAG_CURSED); |
931 |
break; |
932 |
} |
933 |
|
934 |
case AMULET: |
935 |
if (op->arch == amulet_arch) |
936 |
op->value *= 5; /* Since it's not just decoration */ |
937 |
|
938 |
case RING: |
939 |
if (op->arch == NULL) |
940 |
{ |
941 |
remove_ob (op); |
942 |
free_object (op); |
943 |
op = NULL; |
944 |
break; |
945 |
} |
946 |
|
947 |
if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
948 |
break; |
949 |
|
950 |
if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
951 |
SET_FLAG (op, FLAG_CURSED); |
952 |
|
953 |
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
954 |
|
955 |
if (op->type != RING) /* Amulets have only one ability */ |
956 |
break; |
957 |
|
958 |
if (!(RANDOM () % 4)) |
959 |
{ |
960 |
int d = (RANDOM () % 2 |
961 |
|| QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
962 |
|
963 |
if (d > 0) |
964 |
op->value *= 3; |
965 |
|
966 |
set_ring_bonus (op, d); |
967 |
|
968 |
if (!(RANDOM () % 4)) |
969 |
{ |
970 |
int d = (RANDOM () % 3 |
971 |
|| QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
972 |
if (d > 0) |
973 |
op->value *= 5; |
974 |
set_ring_bonus (op, d); |
975 |
} |
976 |
} |
977 |
|
978 |
if (GET_ANIM_ID (op)) |
979 |
SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
980 |
|
981 |
break; |
982 |
|
983 |
case BOOK: |
984 |
/* Is it an empty book?, if yes lets make a special· |
985 |
* msg for it, and tailor its properties based on the· |
986 |
* creator and/or map level we found it on. |
987 |
*/ |
988 |
if (!op->msg && RANDOM () % 10) |
989 |
{ |
990 |
/* set the book level properly */ |
991 |
if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
992 |
{ |
993 |
if (op->map && op->map->difficulty) |
994 |
op->level = |
995 |
RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
996 |
else |
997 |
op->level = RANDOM () % 20 + 1; |
998 |
} |
999 |
else |
1000 |
op->level = RANDOM () % creator->level; |
1001 |
|
1002 |
tailor_readable_ob (op, |
1003 |
(creator |
1004 |
&& creator->stats.sp) ? creator->stats. |
1005 |
sp : -1); |
1006 |
/* books w/ info are worth more! */ |
1007 |
op->value *= |
1008 |
((op->level > |
1009 |
10 ? op->level : (op->level + |
1010 |
1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1011 |
/* creator related stuff */ |
1012 |
|
1013 |
/* for library, chained books. Note that some monsters have no_pick |
1014 |
* set - we don't want to set no pick in that case. |
1015 |
*/ |
1016 |
if (QUERY_FLAG (creator, FLAG_NO_PICK) && |
1017 |
!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 = add_string (creator->slaying); |
1021 |
|
1022 |
/* add exp so reading it gives xp (once) */ |
1023 |
op->stats.exp = |
1024 |
op->value > 10000 ? op->value / 5 : op->value / 10; |
1025 |
} |
1026 |
break; |
1027 |
|
1028 |
case SPELLBOOK: |
1029 |
op->value = op->value * op->inv->value; |
1030 |
/* add exp so learning gives xp */ |
1031 |
op->level = op->inv->level; |
1032 |
op->stats.exp = op->value; |
1033 |
break; |
1034 |
|
1035 |
case WAND: |
1036 |
/* nrof in the treasure list is number of charges, |
1037 |
* not number of wands. So copy that into food (charges), |
1038 |
* and reset nrof. |
1039 |
*/ |
1040 |
op->stats.food = op->inv->nrof; |
1041 |
op->nrof = 1; |
1042 |
/* If the spell changes by level, choose a random level |
1043 |
* for it, and adjust price. If the spell doesn't |
1044 |
* change by level, just set the wand to the level of |
1045 |
* the spell, and value calculation is simpler. |
1046 |
*/ |
1047 |
if (op->inv->duration_modifier || op->inv->dam_modifier || |
1048 |
op->inv->range_modifier) |
1049 |
{ |
1050 |
op->level = level_for_item (op, difficulty); |
1051 |
op->value = op->value * op->inv->value * (op->level + 50) / |
1052 |
(op->inv->level + 50); |
1053 |
} |
1054 |
else |
1055 |
{ |
1056 |
op->level = op->inv->level; |
1057 |
op->value = op->value * op->inv->value; |
1058 |
} |
1059 |
break; |
1060 |
|
1061 |
case ROD: |
1062 |
op->level = level_for_item (op, difficulty); |
1063 |
/* Add 50 to both level an divisor to keep prices a little more |
1064 |
* reasonable. Otherwise, a high level version of a low level |
1065 |
* spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
1066 |
* 10 time multiplier). This way, the value are a bit more reasonable. |
1067 |
*/ |
1068 |
op->value = |
1069 |
op->value * op->inv->value * (op->level + 50) / (op->inv->level + |
1070 |
50); |
1071 |
/* maxhp is used to denote how many 'charges' the rod holds before */ |
1072 |
if (op->stats.maxhp) |
1073 |
op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1074 |
else |
1075 |
op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1076 |
|
1077 |
op->stats.hp = op->stats.maxhp; |
1078 |
break; |
1079 |
|
1080 |
case SCROLL: |
1081 |
op->level = level_for_item (op, difficulty); |
1082 |
op->value = |
1083 |
op->value * op->inv->value |
1084 |
* (op->level + 50) / (op->inv->level + 50); |
1085 |
|
1086 |
/* add exp so reading them properly gives xp */ |
1087 |
op->stats.exp = op->value / 5; |
1088 |
op->nrof = op->inv->nrof; |
1089 |
break; |
1090 |
|
1091 |
case RUNE: |
1092 |
trap_adjust (op, difficulty); |
1093 |
break; |
1094 |
|
1095 |
case TRAP: |
1096 |
trap_adjust (op, difficulty); |
1097 |
break; |
1098 |
} /* switch type */ |
1099 |
|
1100 |
if (flags & GT_STARTEQUIP) |
1101 |
{ |
1102 |
if (op->nrof < 2 && op->type != CONTAINER |
1103 |
&& op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1104 |
SET_FLAG (op, FLAG_STARTEQUIP); |
1105 |
else if (op->type != MONEY) |
1106 |
op->value = 0; |
1107 |
} |
1108 |
|
1109 |
if (!(flags & GT_ENVIRONMENT)) |
1110 |
fix_flesh_item (op, creator); |
1111 |
} |
1112 |
|
1113 |
/* |
1114 |
* |
1115 |
* |
1116 |
* CODE DEALING WITH ARTIFACTS STARTS HERE |
1117 |
* |
1118 |
* |
1119 |
*/ |
1120 |
|
1121 |
/* |
1122 |
* Allocate and return the pointer to an empty artifactlist structure. |
1123 |
*/ |
1124 |
|
1125 |
static artifactlist *get_empty_artifactlist(void) { |
1126 |
artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist)); |
1127 |
if(tl==NULL) |
1128 |
fatal(OUT_OF_MEMORY); |
1129 |
tl->next=NULL; |
1130 |
tl->items=NULL; |
1131 |
tl->total_chance=0; |
1132 |
return tl; |
1133 |
} |
1134 |
|
1135 |
/* |
1136 |
* Allocate and return the pointer to an empty artifact structure. |
1137 |
*/ |
1138 |
|
1139 |
static artifact *get_empty_artifact(void) { |
1140 |
artifact *t = (artifact *) malloc(sizeof(artifact)); |
1141 |
if(t==NULL) |
1142 |
fatal(OUT_OF_MEMORY); |
1143 |
t->item=NULL; |
1144 |
t->next=NULL; |
1145 |
t->chance=0; |
1146 |
t->difficulty=0; |
1147 |
t->allowed = NULL; |
1148 |
return t; |
1149 |
} |
1150 |
|
1151 |
/* |
1152 |
* Searches the artifact lists and returns one that has the same type |
1153 |
* of objects on it. |
1154 |
*/ |
1155 |
|
1156 |
artifactlist *find_artifactlist(int type) { |
1157 |
artifactlist *al; |
1158 |
|
1159 |
for (al=first_artifactlist; al!=NULL; al=al->next) |
1160 |
if (al->type == type) return al; |
1161 |
return NULL; |
1162 |
} |
1163 |
|
1164 |
/* |
1165 |
* For debugging purposes. Dumps all tables. |
1166 |
*/ |
1167 |
|
1168 |
void dump_artifacts(void) { |
1169 |
artifactlist *al; |
1170 |
artifact *art; |
1171 |
linked_char *next; |
1172 |
|
1173 |
fprintf(logfile,"\n"); |
1174 |
for (al=first_artifactlist; al!=NULL; al=al->next) { |
1175 |
fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1176 |
for (art=al->items; art!=NULL; art=art->next) { |
1177 |
fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n", |
1178 |
art->item->name, art->difficulty, art->chance); |
1179 |
if (art->allowed !=NULL) { |
1180 |
fprintf(logfile,"\tAllowed combinations:"); |
1181 |
for (next=art->allowed; next!=NULL; next=next->next) |
1182 |
fprintf(logfile, "%s,", next->name); |
1183 |
fprintf(logfile,"\n"); |
1184 |
} |
1185 |
} |
1186 |
} |
1187 |
fprintf(logfile,"\n"); |
1188 |
} |
1189 |
|
1190 |
/* |
1191 |
* For debugging purposes. Dumps all treasures recursively (see below). |
1192 |
*/ |
1193 |
void dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
1194 |
{ |
1195 |
treasurelist *tl; |
1196 |
int i; |
1197 |
|
1198 |
if (depth > 100) |
1199 |
return; |
1200 |
while (t != NULL) |
1201 |
{ |
1202 |
if (t->name != NULL) |
1203 |
{ |
1204 |
for (i = 0; i < depth; i++) |
1205 |
fprintf (logfile, " "); |
1206 |
fprintf (logfile, "{ (list: %s)\n", t->name); |
1207 |
tl = find_treasurelist (t->name); |
1208 |
dump_monster_treasure_rec (name, tl->items, depth + 2); |
1209 |
for (i = 0; i < depth; i++) |
1210 |
fprintf (logfile, " "); |
1211 |
fprintf (logfile, "} (end of list: %s)\n", t->name); |
1212 |
} |
1213 |
else |
1214 |
{ |
1215 |
for (i = 0; i < depth; i++) |
1216 |
fprintf (logfile, " "); |
1217 |
if (t->item->clone.type == FLESH) |
1218 |
fprintf (logfile, "%s's %s\n", name, t->item->clone.name); |
1219 |
else |
1220 |
fprintf (logfile, "%s\n", t->item->clone.name); |
1221 |
} |
1222 |
if (t->next_yes != NULL) |
1223 |
{ |
1224 |
for (i = 0; i < depth; i++) |
1225 |
fprintf (logfile, " "); |
1226 |
fprintf (logfile, " (if yes)\n"); |
1227 |
dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1228 |
} |
1229 |
if (t->next_no != NULL) |
1230 |
{ |
1231 |
for (i = 0; i < depth; i++) |
1232 |
fprintf (logfile, " "); |
1233 |
fprintf (logfile, " (if no)\n"); |
1234 |
dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1235 |
} |
1236 |
t = t->next; |
1237 |
} |
1238 |
} |
1239 |
|
1240 |
/* |
1241 |
* For debugging purposes. Dumps all treasures for a given monster. |
1242 |
* Created originally by Raphael Quinet for debugging the alchemy code. |
1243 |
*/ |
1244 |
|
1245 |
void dump_monster_treasure (const char *name) |
1246 |
{ |
1247 |
archetype *at; |
1248 |
int found; |
1249 |
|
1250 |
found = 0; |
1251 |
fprintf (logfile, "\n"); |
1252 |
for (at = first_archetype; at != NULL; at = at->next) |
1253 |
if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1254 |
{ |
1255 |
fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name, |
1256 |
at->name); |
1257 |
if (at->clone.randomitems != NULL) |
1258 |
dump_monster_treasure_rec (at->clone.name, |
1259 |
at->clone.randomitems->items, 1); |
1260 |
else |
1261 |
fprintf (logfile, "(nothing)\n"); |
1262 |
fprintf (logfile, "\n"); |
1263 |
found++; |
1264 |
} |
1265 |
if (found == 0) |
1266 |
fprintf (logfile, "No objects have the name %s!\n\n", name); |
1267 |
} |
1268 |
|
1269 |
/* |
1270 |
* Builds up the lists of artifacts from the file in the libdir. |
1271 |
*/ |
1272 |
|
1273 |
void init_artifacts(void) { |
1274 |
static int has_been_inited=0; |
1275 |
char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1276 |
artifact *art=NULL; |
1277 |
linked_char *tmp; |
1278 |
int value, comp; |
1279 |
artifactlist *al; |
1280 |
|
1281 |
if (has_been_inited) return; |
1282 |
else has_been_inited = 1; |
1283 |
|
1284 |
sprintf(filename, "%s/artifacts", settings.datadir); |
1285 |
object_thawer thawer (filename); |
1286 |
|
1287 |
if (!thawer) |
1288 |
return; |
1289 |
|
1290 |
while (fgets(buf, HUGE_BUF, thawer)!=NULL) { |
1291 |
if (*buf=='#') continue; |
1292 |
if((cp=strchr(buf,'\n'))!=NULL) |
1293 |
*cp='\0'; |
1294 |
cp=buf; |
1295 |
while(*cp==' ') /* Skip blanks */ |
1296 |
cp++; |
1297 |
if (*cp=='\0') continue; |
1298 |
|
1299 |
if (!strncmp(cp, "Allowed", 7)) { |
1300 |
if (art==NULL) { |
1301 |
art=get_empty_artifact(); |
1302 |
nrofartifacts++; |
1303 |
} |
1304 |
cp = strchr(cp,' ') + 1; |
1305 |
if (!strcmp(cp,"all")) continue; |
1306 |
|
1307 |
do { |
1308 |
nrofallowedstr++; |
1309 |
if ((next=strchr(cp, ','))!=NULL) |
1310 |
*(next++) = '\0'; |
1311 |
tmp = (linked_char*) malloc(sizeof(linked_char)); |
1312 |
tmp->name = add_string(cp); |
1313 |
tmp->next = art->allowed; |
1314 |
art->allowed = tmp; |
1315 |
} while ((cp=next)!=NULL); |
1316 |
} |
1317 |
else if (sscanf(cp, "chance %d", &value)) |
1318 |
art->chance = (uint16) value; |
1319 |
else if (sscanf(cp, "difficulty %d", &value)) |
1320 |
art->difficulty = (uint8) value; |
1321 |
else if (!strncmp(cp, "Object",6)) { |
1322 |
art->item = (object *) calloc(1, sizeof(object)); |
1323 |
reset_object(art->item); |
1324 |
if (!load_object(thawer, art->item,LO_LINEMODE,0)) |
1325 |
LOG(llevError,"Init_Artifacts: Could not load object.\n"); |
1326 |
art->item->name = add_string((strchr(cp, ' ')+1)); |
1327 |
al=find_artifactlist(art->item->type); |
1328 |
if (al==NULL) { |
1329 |
al = get_empty_artifactlist(); |
1330 |
al->type = art->item->type; |
1331 |
al->next = first_artifactlist; |
1332 |
first_artifactlist = al; |
1333 |
} |
1334 |
art->next = al->items; |
1335 |
al->items = art; |
1336 |
art = NULL; |
1337 |
} |
1338 |
else |
1339 |
LOG(llevError,"Unknown input in artifact file: %s\n", buf); |
1340 |
} |
1341 |
|
1342 |
for (al=first_artifactlist; al!=NULL; al=al->next) { |
1343 |
for (art=al->items; art!=NULL; art=art->next) { |
1344 |
if (!art->chance) |
1345 |
LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name); |
1346 |
else |
1347 |
al->total_chance += art->chance; |
1348 |
} |
1349 |
#if 0 |
1350 |
LOG(llevDebug,"Artifact list type %d has %d total chance\n", |
1351 |
al->type, al->total_chance); |
1352 |
#endif |
1353 |
} |
1354 |
|
1355 |
LOG(llevDebug,"done.\n"); |
1356 |
} |
1357 |
|
1358 |
|
1359 |
/* |
1360 |
* Used in artifact generation. The bonuses of the first object |
1361 |
* is modified by the bonuses of the second object. |
1362 |
*/ |
1363 |
|
1364 |
void add_abilities(object *op, object *change) { |
1365 |
int i,j, tmp; |
1366 |
|
1367 |
if (change->face != blank_face) { |
1368 |
#ifdef TREASURE_VERBOSE |
1369 |
LOG(llevDebug, "FACE: %d\n", change->face->number); |
1370 |
#endif |
1371 |
op->face = change->face; |
1372 |
} |
1373 |
for (i = 0; i < NUM_STATS; i++) |
1374 |
change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); |
1375 |
|
1376 |
op->attacktype |= change->attacktype; |
1377 |
op->path_attuned |= change->path_attuned; |
1378 |
op->path_repelled |= change->path_repelled; |
1379 |
op->path_denied |= change->path_denied; |
1380 |
op->move_type |= change->move_type; |
1381 |
op->stats.luck += change->stats.luck; |
1382 |
|
1383 |
if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); |
1384 |
if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); |
1385 |
if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED)) |
1386 |
&& op->magic > 0) |
1387 |
set_abs_magic(op, -op->magic); |
1388 |
|
1389 |
if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); |
1390 |
if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); |
1391 |
if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); |
1392 |
if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); |
1393 |
if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); |
1394 |
if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); |
1395 |
if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); |
1396 |
if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS); |
1397 |
|
1398 |
if (QUERY_FLAG(change,FLAG_STAND_STILL)) { |
1399 |
CLEAR_FLAG(op,FLAG_ANIMATE); |
1400 |
/* so artifacts will join */ |
1401 |
if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0; |
1402 |
update_ob_speed(op); |
1403 |
} |
1404 |
if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1; |
1405 |
op->stats.exp += change->stats.exp; /* Speed modifier */ |
1406 |
op->stats.wc += change->stats.wc; |
1407 |
op->stats.ac += change->stats.ac; |
1408 |
|
1409 |
if (change->other_arch) { |
1410 |
/* Basically, for horns & potions, the other_arch field is the spell |
1411 |
* to cast. So convert that to into a spell and put it into |
1412 |
* this object. |
1413 |
*/ |
1414 |
if (op->type == HORN || op->type == POTION) { |
1415 |
object *tmp_obj; |
1416 |
/* Remove any spells this object currently has in it */ |
1417 |
while (op->inv) { |
1418 |
tmp_obj = op->inv; |
1419 |
remove_ob(tmp_obj); |
1420 |
free_object(tmp_obj); |
1421 |
} |
1422 |
tmp_obj = arch_to_object(change->other_arch); |
1423 |
insert_ob_in_ob(tmp_obj, op); |
1424 |
} |
1425 |
/* No harm setting this for potions/horns */ |
1426 |
op->other_arch = change->other_arch; |
1427 |
} |
1428 |
|
1429 |
if (change->stats.hp < 0) |
1430 |
op->stats.hp = -change->stats.hp; |
1431 |
else |
1432 |
op->stats.hp += change->stats.hp; |
1433 |
if (change->stats.maxhp < 0) |
1434 |
op->stats.maxhp = -change->stats.maxhp; |
1435 |
else |
1436 |
op->stats.maxhp += change->stats.maxhp; |
1437 |
if (change->stats.sp < 0) |
1438 |
op->stats.sp = -change->stats.sp; |
1439 |
else |
1440 |
op->stats.sp += change->stats.sp; |
1441 |
if (change->stats.maxsp < 0) |
1442 |
op->stats.maxsp = -change->stats.maxsp; |
1443 |
else |
1444 |
op->stats.maxsp += change->stats.maxsp; |
1445 |
if (change->stats.food < 0) |
1446 |
op->stats.food = -(change->stats.food); |
1447 |
else |
1448 |
op->stats.food += change->stats.food; |
1449 |
if (change->level < 0) |
1450 |
op->level = -(change->level); |
1451 |
else |
1452 |
op->level += change->level; |
1453 |
|
1454 |
if (change->gen_sp_armour < 0) |
1455 |
op->gen_sp_armour = -(change->gen_sp_armour); |
1456 |
else |
1457 |
op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1458 |
|
1459 |
op->item_power = change->item_power; |
1460 |
|
1461 |
for (i=0; i<NROFATTACKS; i++) { |
1462 |
if (change->resist[i]) { |
1463 |
op->resist[i] += change->resist[i]; |
1464 |
} |
1465 |
} |
1466 |
if (change->stats.dam) { |
1467 |
if (change->stats.dam < 0) |
1468 |
op->stats.dam = (-change->stats.dam); |
1469 |
else if (op->stats.dam) { |
1470 |
tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10); |
1471 |
if (tmp == op->stats.dam) { |
1472 |
if (change->stats.dam < 10) |
1473 |
op->stats.dam--; |
1474 |
else |
1475 |
op->stats.dam++; |
1476 |
} |
1477 |
else |
1478 |
op->stats.dam = tmp; |
1479 |
} |
1480 |
} |
1481 |
if (change->weight) { |
1482 |
if (change->weight < 0) |
1483 |
op->weight = (-change->weight); |
1484 |
else |
1485 |
op->weight = (op->weight * (change->weight)) / 100; |
1486 |
} |
1487 |
if (change->last_sp) { |
1488 |
if (change->last_sp < 0) |
1489 |
op->last_sp = (-change->last_sp); |
1490 |
else |
1491 |
op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100); |
1492 |
} |
1493 |
if (change->gen_sp_armour) { |
1494 |
if (change->gen_sp_armour < 0) |
1495 |
op->gen_sp_armour = (-change->gen_sp_armour); |
1496 |
else |
1497 |
op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour)) |
1498 |
/ (int)100); |
1499 |
} |
1500 |
op->value *= change->value; |
1501 |
|
1502 |
if(change->material) op->material = change->material; |
1503 |
|
1504 |
if (change->materialname) { |
1505 |
if (op->materialname) |
1506 |
free_string(op->materialname); |
1507 |
op->materialname = add_refcount(change->materialname); |
1508 |
} |
1509 |
|
1510 |
if (change->slaying) { |
1511 |
if (op->slaying) |
1512 |
free_string(op->slaying); |
1513 |
op->slaying = add_refcount(change->slaying); |
1514 |
} |
1515 |
if (change->race) { |
1516 |
if (op->race) |
1517 |
free_string(op->race); |
1518 |
op->race = add_refcount(change->race); |
1519 |
} |
1520 |
if (change->msg) { |
1521 |
if (op->msg) |
1522 |
free_string(op->msg); |
1523 |
op->msg = add_refcount(change->msg); |
1524 |
} |
1525 |
/* GROS: Added support for event_... in artifact file */ |
1526 |
for(j=0;j<NR_EVENTS;j++) { |
1527 |
event *evt; |
1528 |
event *evt2; |
1529 |
event *evtn; |
1530 |
event *evtp; |
1531 |
|
1532 |
evt = find_event(change,j); |
1533 |
evt2= find_event(op,j); |
1534 |
|
1535 |
if ((evt) && (evt->hook)) { |
1536 |
if ((evt2)&&(evt2->hook)) { |
1537 |
free_string(evt2->hook); |
1538 |
free_string(evt2->plugin); |
1539 |
free_string(evt2->options); |
1540 |
evtp = NULL; |
1541 |
evtn = evt2->next; |
1542 |
if (evt2 == op->events) { |
1543 |
free(evt2); |
1544 |
op->events = evtn; |
1545 |
} |
1546 |
else { |
1547 |
evtp = op->events; |
1548 |
while (evtp->next != evt2) |
1549 |
evtp = evtp->next; |
1550 |
free(evt2); |
1551 |
evtp->next = evtn; |
1552 |
} |
1553 |
} |
1554 |
else if (evt2 == NULL) { |
1555 |
if (op->events == NULL) { |
1556 |
evt2 = (event *)malloc(sizeof(event)); |
1557 |
op->events = evt2; |
1558 |
} |
1559 |
else { |
1560 |
evtp = op->events; |
1561 |
while (evtp->next != NULL) |
1562 |
evtp = evtp->next; |
1563 |
evtp->next = (event *)malloc(sizeof(event)); |
1564 |
evt2 = evtp->next; |
1565 |
} |
1566 |
} |
1567 |
evt2->next = NULL; |
1568 |
evt2->hook = add_refcount(evt->hook); |
1569 |
evt2->plugin = add_refcount(evt->plugin); |
1570 |
evt2->type = j; |
1571 |
|
1572 |
if (evt->options) |
1573 |
evt2->options = add_refcount(evt->options); |
1574 |
else |
1575 |
evt2->options = NULL; |
1576 |
} |
1577 |
} |
1578 |
} |
1579 |
|
1580 |
static int legal_artifact_combination(object *op, artifact *art) { |
1581 |
int neg, success = 0; |
1582 |
linked_char *tmp; |
1583 |
const char *name; |
1584 |
|
1585 |
if (art->allowed == (linked_char *) NULL) |
1586 |
return 1; /* Ie, "all" */ |
1587 |
for (tmp = art->allowed; tmp; tmp = tmp->next) { |
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 |
return success; |
1607 |
} |
1608 |
|
1609 |
/* |
1610 |
* Fixes the given object, giving it the abilities and titles |
1611 |
* it should have due to the second artifact-template. |
1612 |
*/ |
1613 |
|
1614 |
void give_artifact_abilities(object *op, object *artifct) { |
1615 |
char new_name[MAX_BUF]; |
1616 |
|
1617 |
sprintf(new_name, "of %s", artifct->name); |
1618 |
if (op->title) |
1619 |
free_string(op->title); |
1620 |
op->title = add_string(new_name); |
1621 |
add_abilities(op, artifct); /* Give out the bonuses */ |
1622 |
|
1623 |
#if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1624 |
{ |
1625 |
char identified = QUERY_FLAG(op, FLAG_IDENTIFIED); |
1626 |
SET_FLAG(op, FLAG_IDENTIFIED); |
1627 |
LOG(llevDebug, "Generated artifact %s %s [%s]\n", |
1628 |
op->name, op->title, describe_item(op, NULL)); |
1629 |
if (!identified) |
1630 |
CLEAR_FLAG(op, FLAG_IDENTIFIED); |
1631 |
} |
1632 |
#endif |
1633 |
return; |
1634 |
} |
1635 |
|
1636 |
/* |
1637 |
* Decides randomly which artifact the object should be |
1638 |
* turned into. Makes sure that the item can become that |
1639 |
* artifact (means magic, difficulty, and Allowed fields properly). |
1640 |
* Then calls give_artifact_abilities in order to actually create |
1641 |
* the artifact. |
1642 |
*/ |
1643 |
|
1644 |
/* Give 1 re-roll attempt per artifact */ |
1645 |
#define ARTIFACT_TRIES 2 |
1646 |
|
1647 |
void generate_artifact(object *op, int difficulty) { |
1648 |
artifactlist *al; |
1649 |
artifact *art; |
1650 |
int i; |
1651 |
|
1652 |
al = find_artifactlist(op->type); |
1653 |
|
1654 |
if (al==NULL) { |
1655 |
#if 0 /* This is too verbose, usually */ |
1656 |
LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1657 |
#endif |
1658 |
return; |
1659 |
} |
1660 |
|
1661 |
for (i = 0; i < ARTIFACT_TRIES; i++) { |
1662 |
int roll = RANDOM()% al->total_chance; |
1663 |
|
1664 |
for (art=al->items; art!=NULL; art=art->next) { |
1665 |
roll -= art->chance; |
1666 |
if (roll<0) break; |
1667 |
} |
1668 |
|
1669 |
if (art == NULL || roll>=0) { |
1670 |
#if 1 |
1671 |
LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", |
1672 |
op->type); |
1673 |
#endif |
1674 |
return; |
1675 |
} |
1676 |
if (!strcmp(art->item->name,"NONE")) |
1677 |
return; |
1678 |
if (FABS(op->magic) < art->item->magic) |
1679 |
continue; /* Not magic enough to be this item */ |
1680 |
|
1681 |
/* Map difficulty not high enough */ |
1682 |
if (difficulty<art->difficulty) |
1683 |
continue; |
1684 |
|
1685 |
if (!legal_artifact_combination(op, art)) { |
1686 |
#ifdef TREASURE_VERBOSE |
1687 |
LOG(llevDebug, "%s of %s was not a legal combination.\n", |
1688 |
op->name, art->item->name); |
1689 |
#endif |
1690 |
continue; |
1691 |
} |
1692 |
give_artifact_abilities(op, art->item); |
1693 |
return; |
1694 |
} |
1695 |
} |
1696 |
|
1697 |
/* fix_flesh_item() - objects of type FLESH are similar to type |
1698 |
* FOOD, except they inherit properties (name, food value, etc). |
1699 |
* based on the original owner (or 'donor' if you like). -b.t. |
1700 |
*/ |
1701 |
|
1702 |
void fix_flesh_item(object *item, object *donor) { |
1703 |
char tmpbuf[MAX_BUF]; |
1704 |
int i; |
1705 |
|
1706 |
if(item->type==FLESH && donor) { |
1707 |
/* change the name */ |
1708 |
sprintf(tmpbuf,"%s's %s",donor->name,item->name); |
1709 |
FREE_AND_COPY(item->name, tmpbuf); |
1710 |
sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl); |
1711 |
FREE_AND_COPY(item->name_pl, tmpbuf); |
1712 |
|
1713 |
/* weight is FLESH weight/100 * donor */ |
1714 |
if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0) |
1715 |
item->weight=1; |
1716 |
|
1717 |
/* value is multiplied by level of donor */ |
1718 |
item->value *= isqrt(donor->level*2); |
1719 |
|
1720 |
/* food value */ |
1721 |
item->stats.food += (donor->stats.hp/100) + donor->stats.Con; |
1722 |
|
1723 |
/* flesh items inherit some abilities of donor, but not |
1724 |
* full effect. |
1725 |
*/ |
1726 |
for (i=0; i<NROFATTACKS; i++) |
1727 |
item->resist[i] = donor->resist[i]/2; |
1728 |
|
1729 |
/* item inherits donor's level (important for quezals) */ |
1730 |
item->level = donor->level; |
1731 |
|
1732 |
/* if donor has some attacktypes, the flesh is poisonous */ |
1733 |
if(donor->attacktype&AT_POISON) |
1734 |
item->type=POISON; |
1735 |
if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; |
1736 |
SET_FLAG(item,FLAG_NO_STEAL); |
1737 |
} |
1738 |
} |
1739 |
|
1740 |
/* special_potion() - so that old potion code is still done right. */ |
1741 |
|
1742 |
int special_potion (object *op) { |
1743 |
|
1744 |
int i; |
1745 |
|
1746 |
if(op->attacktype) return 1; |
1747 |
|
1748 |
if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow |
1749 |
|| op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1; |
1750 |
|
1751 |
for (i=0; i<NROFATTACKS; i++) |
1752 |
if (op->resist[i]) return 1; |
1753 |
|
1754 |
return 0; |
1755 |
} |
1756 |
|
1757 |
void free_treasurestruct(treasure *t) |
1758 |
{ |
1759 |
if (t->next) free_treasurestruct(t->next); |
1760 |
if (t->next_yes) free_treasurestruct(t->next_yes); |
1761 |
if (t->next_no) free_treasurestruct(t->next_no); |
1762 |
free(t); |
1763 |
} |
1764 |
|
1765 |
void free_charlinks(linked_char *lc) |
1766 |
{ |
1767 |
if (lc->next) free_charlinks(lc->next); |
1768 |
free(lc); |
1769 |
} |
1770 |
|
1771 |
void free_artifact(artifact *at) |
1772 |
{ |
1773 |
|
1774 |
if (at->next) free_artifact(at->next); |
1775 |
if (at->allowed) free_charlinks(at->allowed); |
1776 |
if (at->item) { |
1777 |
if (at->item->name) free_string(at->item->name); |
1778 |
if (at->item->name_pl) free_string(at->item->name_pl); |
1779 |
if (at->item->msg) free_string(at->item->msg); |
1780 |
if (at->item->title) free_string(at->item->title); |
1781 |
free(at->item); |
1782 |
} |
1783 |
free(at); |
1784 |
} |
1785 |
|
1786 |
void free_artifactlist(artifactlist *al) |
1787 |
{ |
1788 |
artifactlist *nextal; |
1789 |
for (al=first_artifactlist; al!=NULL; al=nextal) { |
1790 |
nextal=al->next; |
1791 |
if (al->items) { |
1792 |
free_artifact(al->items); |
1793 |
} |
1794 |
free(al); |
1795 |
} |
1796 |
} |
1797 |
|
1798 |
void free_all_treasures(void) { |
1799 |
treasurelist *tl, *next; |
1800 |
|
1801 |
|
1802 |
for (tl=first_treasurelist; tl!=NULL; tl=next) { |
1803 |
next=tl->next; |
1804 |
if (tl->name) free_string(tl->name); |
1805 |
if (tl->items) free_treasurestruct(tl->items); |
1806 |
free(tl); |
1807 |
} |
1808 |
free_artifactlist(first_artifactlist); |
1809 |
} |