1 |
|
2 |
/* |
3 |
* static char *rcs_treasure_c = |
4 |
* "$Id: treasure.C,v 1.8 2006-09-03 08:05:39 root Exp $"; |
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*/ |
6 |
|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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#define ALLOWED_COMBINATION |
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|
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/* TREASURE_DEBUG does some checking on the treasurelists after loading. |
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* It is useful for finding bugs in the treasures file. Since it only |
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* slows the startup some (and not actual game play), it is by default |
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* left on |
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*/ |
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#define TREASURE_DEBUG |
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|
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/* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
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/* #define TREASURE_VERBOSE */ |
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|
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#include <global.h> |
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#include <treasure.h> |
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#include <funcpoint.h> |
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#include <loader.h> |
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|
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|
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static void change_treasure (treasure * t, object * op); /* overrule default values */ |
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extern char *spell_mapping[]; |
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|
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/* |
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* Initialize global archtype pointers: |
53 |
*/ |
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|
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void |
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init_archetype_pointers () |
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{ |
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int prev_warn = warn_archetypes; |
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warn_archetypes = 1; |
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if (ring_arch == NULL) |
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ring_arch = find_archetype ("ring"); |
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if (amulet_arch == NULL) |
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amulet_arch = find_archetype ("amulet"); |
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if (staff_arch == NULL) |
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staff_arch = find_archetype ("staff"); |
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if (crown_arch == NULL) |
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crown_arch = find_archetype ("crown"); |
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warn_archetypes = prev_warn; |
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} |
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|
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/* |
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* Allocate and return the pointer to an empty treasurelist structure. |
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*/ |
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|
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static treasurelist * |
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get_empty_treasurelist (void) |
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{ |
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return new treasurelist; |
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} |
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|
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/* |
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* Allocate and return the pointer to an empty treasure structure. |
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*/ |
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//TODO: make this a constructor |
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static treasure * |
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get_empty_treasure (void) |
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{ |
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treasure *t = new treasure; |
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|
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t->chance = 100; |
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|
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return t; |
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} |
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|
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/* |
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* Reads the lib/treasure file from disk, and parses the contents |
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* into an internal treasure structure (very linked lists) |
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*/ |
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|
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static treasure * |
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load_treasure (FILE * fp, int *line) |
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{ |
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char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
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treasure *t = get_empty_treasure (); |
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int value; |
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|
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nroftreasures++; |
108 |
while (fgets (buf, MAX_BUF, fp) != NULL) |
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{ |
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(*line)++; |
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|
112 |
if (*buf == '#') |
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continue; |
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if ((cp = strchr (buf, '\n')) != NULL) |
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*cp = '\0'; |
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cp = buf; |
117 |
while (isspace (*cp)) /* Skip blanks */ |
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cp++; |
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|
120 |
if (sscanf (cp, "arch %s", variable)) |
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{ |
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if ((t->item = find_archetype (variable)) == NULL) |
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LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
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} |
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else if (sscanf (cp, "list %s", variable)) |
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t->name = variable; |
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else if (sscanf (cp, "change_name %s", variable)) |
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t->change_arch.name = variable; |
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else if (sscanf (cp, "change_title %s", variable)) |
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t->change_arch.title = variable; |
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else if (sscanf (cp, "change_slaying %s", variable)) |
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t->change_arch.slaying = variable; |
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else if (sscanf (cp, "chance %d", &value)) |
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t->chance = (uint8) value; |
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else if (sscanf (cp, "nrof %d", &value)) |
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t->nrof = (uint16) value; |
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else if (sscanf (cp, "magic %d", &value)) |
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t->magic = (uint8) value; |
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else if (!strcmp (cp, "yes")) |
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t->next_yes = load_treasure (fp, line); |
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else if (!strcmp (cp, "no")) |
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t->next_no = load_treasure (fp, line); |
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else if (!strcmp (cp, "end")) |
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return t; |
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else if (!strcmp (cp, "more")) |
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{ |
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t->next = load_treasure (fp, line); |
148 |
return t; |
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} |
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else |
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LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
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} |
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LOG (llevError, "treasure lacks 'end'.\n"); |
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return t; |
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} |
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|
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#ifdef TREASURE_DEBUG |
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/* recursived checks the linked list. Treasurelist is passed only |
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* so that the treasure name can be printed out |
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*/ |
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static void |
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check_treasurelist (const treasure * t, const treasurelist * tl) |
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{ |
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if (t->item == NULL && t->name == NULL) |
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LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
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if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
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LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
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/* find_treasurelist will print out its own error message */ |
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if (t->name && *t->name) |
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(void) find_treasurelist (t->name); |
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if (t->next) |
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check_treasurelist (t->next, tl); |
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if (t->next_yes) |
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check_treasurelist (t->next_yes, tl); |
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if (t->next_no) |
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check_treasurelist (t->next_no, tl); |
177 |
} |
178 |
#endif |
179 |
|
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/* |
181 |
* Opens LIBDIR/treasure and reads all treasure-declarations from it. |
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* Each treasure is parsed with the help of load_treasure(). |
183 |
*/ |
184 |
|
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void |
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load_treasures (void) |
187 |
{ |
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FILE *fp; |
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char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
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treasurelist *previous = NULL; |
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treasure *t; |
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int comp, line = 0; |
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|
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sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
195 |
if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
196 |
{ |
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LOG (llevError, "Can't open treasure file.\n"); |
198 |
return; |
199 |
} |
200 |
while (fgets (buf, MAX_BUF, fp) != NULL) |
201 |
{ |
202 |
line++; |
203 |
if (*buf == '#') |
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continue; |
205 |
|
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if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
207 |
{ |
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treasurelist *tl = get_empty_treasurelist (); |
209 |
tl->name = name; |
210 |
if (previous == NULL) |
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first_treasurelist = tl; |
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else |
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previous->next = tl; |
214 |
previous = tl; |
215 |
tl->items = load_treasure (fp, &line); |
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|
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/* This is a one of the many items on the list should be generated. |
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* Add up the chance total, and check to make sure the yes & no |
219 |
* fields of the treasures are not being used. |
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*/ |
221 |
if (!strncmp (buf, "treasureone", 11)) |
222 |
{ |
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for (t = tl->items; t != NULL; t = t->next) |
224 |
{ |
225 |
#ifdef TREASURE_DEBUG |
226 |
if (t->next_yes || t->next_no) |
227 |
{ |
228 |
LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
229 |
LOG (llevError, " the next_yes or next_no field is set\n"); |
230 |
} |
231 |
#endif |
232 |
tl->total_chance += t->chance; |
233 |
} |
234 |
} |
235 |
} |
236 |
else |
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LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
238 |
} |
239 |
close_and_delete (fp, comp); |
240 |
|
241 |
#ifdef TREASURE_DEBUG |
242 |
/* Perform some checks on how valid the treasure data actually is. |
243 |
* verify that list transitions work (ie, the list that it is supposed |
244 |
* to transition to exists). Also, verify that at least the name |
245 |
* or archetype is set for each treasure element. |
246 |
*/ |
247 |
for (previous = first_treasurelist; previous != NULL; previous = previous->next) |
248 |
check_treasurelist (previous->items, previous); |
249 |
#endif |
250 |
} |
251 |
|
252 |
/* |
253 |
* Searches for the given treasurelist in the globally linked list |
254 |
* of treasurelists which has been built by load_treasures(). |
255 |
*/ |
256 |
|
257 |
treasurelist * |
258 |
find_treasurelist (const char *name) |
259 |
{ |
260 |
const char *tmp = shstr::find (name); |
261 |
treasurelist *tl; |
262 |
|
263 |
/* Special cases - randomitems of none is to override default. If |
264 |
* first_treasurelist is null, it means we are on the first pass of |
265 |
* of loading archetyps, so for now, just return - second pass will |
266 |
* init these values. |
267 |
*/ |
268 |
if (!name || !*name) |
269 |
return NULL; |
270 |
|
271 |
if (tmp != NULL) |
272 |
for (tl = first_treasurelist; tl != NULL; tl = tl->next) |
273 |
{ |
274 |
if (tmp == tl->name) |
275 |
return tl; |
276 |
} |
277 |
|
278 |
if (first_treasurelist) |
279 |
LOG (llevError, "Couldn't find treasurelist %s(%s)\n", name, tmp); |
280 |
|
281 |
return NULL; |
282 |
} |
283 |
|
284 |
|
285 |
/* |
286 |
* Generates the objects specified by the given treasure. |
287 |
* It goes recursively through the rest of the linked list. |
288 |
* If there is a certain percental chance for a treasure to be generated, |
289 |
* this is taken into consideration. |
290 |
* The second argument specifies for which object the treasure is |
291 |
* being generated. |
292 |
* If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
293 |
* abilities. This is used by summon spells, thus no summoned monsters |
294 |
* start with equipment, but only their abilities). |
295 |
*/ |
296 |
|
297 |
|
298 |
static void |
299 |
put_treasure (object * op, object * creator, int flags) |
300 |
{ |
301 |
object *tmp; |
302 |
|
303 |
/* Bit of a hack - spells should never be put onto the map. The entire |
304 |
* treasure stuff is a problem - there is no clear idea of knowing |
305 |
* this is the original object, or if this is an object that should be created |
306 |
* by another object. |
307 |
*/ |
308 |
if (flags & GT_ENVIRONMENT && op->type != SPELL) |
309 |
{ |
310 |
op->x = creator->x; |
311 |
op->y = creator->y; |
312 |
SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
313 |
insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
314 |
} |
315 |
else |
316 |
{ |
317 |
op = insert_ob_in_ob (op, creator); |
318 |
if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
319 |
monster_check_apply (creator, op); |
320 |
if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
321 |
esrv_send_item (tmp, op); |
322 |
} |
323 |
} |
324 |
|
325 |
/* if there are change_xxx commands in the treasure, we include the changes |
326 |
* in the generated object |
327 |
*/ |
328 |
static void |
329 |
change_treasure (treasure * t, object * op) |
330 |
{ |
331 |
/* CMD: change_name xxxx */ |
332 |
if (t->change_arch.name) |
333 |
{ |
334 |
op->name = t->change_arch.name; |
335 |
op->name_pl = t->change_arch.name; |
336 |
} |
337 |
|
338 |
if (t->change_arch.title) |
339 |
op->title = t->change_arch.title; |
340 |
|
341 |
if (t->change_arch.slaying) |
342 |
op->slaying = t->change_arch.slaying; |
343 |
} |
344 |
|
345 |
void |
346 |
create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) |
347 |
{ |
348 |
object *tmp; |
349 |
|
350 |
|
351 |
if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
352 |
{ |
353 |
if (t->name) |
354 |
{ |
355 |
if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
356 |
create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
357 |
} |
358 |
else |
359 |
{ |
360 |
if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
361 |
{ |
362 |
tmp = arch_to_object (t->item); |
363 |
if (t->nrof && tmp->nrof <= 1) |
364 |
tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
365 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
366 |
change_treasure (t, tmp); |
367 |
put_treasure (tmp, op, flag); |
368 |
} |
369 |
} |
370 |
if (t->next_yes != NULL) |
371 |
create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
372 |
} |
373 |
else if (t->next_no != NULL) |
374 |
create_all_treasures (t->next_no, op, flag, difficulty, tries); |
375 |
if (t->next != NULL) |
376 |
create_all_treasures (t->next, op, flag, difficulty, tries); |
377 |
} |
378 |
|
379 |
void |
380 |
create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) |
381 |
{ |
382 |
int value = RANDOM () % tl->total_chance; |
383 |
treasure *t; |
384 |
|
385 |
if (tries++ > 100) |
386 |
{ |
387 |
LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
388 |
return; |
389 |
} |
390 |
for (t = tl->items; t != NULL; t = t->next) |
391 |
{ |
392 |
value -= t->chance; |
393 |
if (value < 0) |
394 |
break; |
395 |
} |
396 |
|
397 |
if (!t || value >= 0) |
398 |
{ |
399 |
LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
400 |
abort (); |
401 |
return; |
402 |
} |
403 |
if (t->name) |
404 |
{ |
405 |
if (!strcmp (t->name, "NONE")) |
406 |
return; |
407 |
if (difficulty >= t->magic) |
408 |
create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
409 |
else if (t->nrof) |
410 |
create_one_treasure (tl, op, flag, difficulty, tries); |
411 |
return; |
412 |
} |
413 |
if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
414 |
{ |
415 |
object *tmp = arch_to_object (t->item); |
416 |
if (!tmp) |
417 |
return; |
418 |
if (t->nrof && tmp->nrof <= 1) |
419 |
tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
420 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
421 |
change_treasure (t, tmp); |
422 |
put_treasure (tmp, op, flag); |
423 |
} |
424 |
} |
425 |
|
426 |
/* This calls the appropriate treasure creation function. tries is passed |
427 |
* to determine how many list transitions or attempts to create treasure |
428 |
* have been made. It is really in place to prevent infinite loops with |
429 |
* list transitions, or so that excessively good treasure will not be |
430 |
* created on weak maps, because it will exceed the number of allowed tries |
431 |
* to do that. |
432 |
*/ |
433 |
void |
434 |
create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) |
435 |
{ |
436 |
|
437 |
if (tries++ > 100) |
438 |
{ |
439 |
LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
440 |
return; |
441 |
} |
442 |
if (t->total_chance) |
443 |
create_one_treasure (t, op, flag, difficulty, tries); |
444 |
else |
445 |
create_all_treasures (t->items, op, flag, difficulty, tries); |
446 |
} |
447 |
|
448 |
/* This is similar to the old generate treasure function. However, |
449 |
* it instead takes a treasurelist. It is really just a wrapper around |
450 |
* create_treasure. We create a dummy object that the treasure gets |
451 |
* inserted into, and then return that treausre |
452 |
*/ |
453 |
object * |
454 |
generate_treasure (treasurelist * t, int difficulty) |
455 |
{ |
456 |
object *ob = get_object (), *tmp; |
457 |
|
458 |
create_treasure (t, ob, 0, difficulty, 0); |
459 |
|
460 |
/* Don't want to free the object we are about to return */ |
461 |
tmp = ob->inv; |
462 |
if (tmp != NULL) |
463 |
remove_ob (tmp); |
464 |
if (ob->inv) |
465 |
{ |
466 |
LOG (llevError, "In generate treasure, created multiple objects.\n"); |
467 |
} |
468 |
free_object (ob); |
469 |
return tmp; |
470 |
} |
471 |
|
472 |
/* |
473 |
* This is a new way of calculating the chance for an item to have |
474 |
* a specific magical bonus. |
475 |
* The array has two arguments, the difficulty of the level, and the |
476 |
* magical bonus "wanted". |
477 |
*/ |
478 |
|
479 |
static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
480 |
/*chance of magic difficulty*/ |
481 |
/* +0 +1 +2 +3 +4 */ |
482 |
{95, 2, 2, 1, 0}, /*1 */ |
483 |
{92, 5, 2, 1, 0}, /*2 */ |
484 |
{85, 10, 4, 1, 0}, /*3 */ |
485 |
{80, 14, 4, 2, 0}, /*4 */ |
486 |
{75, 17, 5, 2, 1}, /*5 */ |
487 |
{70, 18, 8, 3, 1}, /*6 */ |
488 |
{65, 21, 10, 3, 1}, /*7 */ |
489 |
{60, 22, 12, 4, 2}, /*8 */ |
490 |
{55, 25, 14, 4, 2}, /*9 */ |
491 |
{50, 27, 16, 5, 2}, /*10 */ |
492 |
{45, 28, 18, 6, 3}, /*11 */ |
493 |
{42, 28, 20, 7, 3}, /*12 */ |
494 |
{40, 27, 21, 8, 4}, /*13 */ |
495 |
{38, 25, 22, 10, 5}, /*14 */ |
496 |
{36, 23, 23, 12, 6}, /*15 */ |
497 |
{33, 21, 24, 14, 8}, /*16 */ |
498 |
{31, 19, 25, 16, 9}, /*17 */ |
499 |
{27, 15, 30, 18, 10}, /*18 */ |
500 |
{20, 12, 30, 25, 13}, /*19 */ |
501 |
{15, 10, 28, 30, 17}, /*20 */ |
502 |
{13, 9, 27, 28, 23}, /*21 */ |
503 |
{10, 8, 25, 28, 29}, /*22 */ |
504 |
{8, 7, 23, 26, 36}, /*23 */ |
505 |
{6, 6, 20, 22, 46}, /*24 */ |
506 |
{4, 5, 17, 18, 56}, /*25 */ |
507 |
{2, 4, 12, 14, 68}, /*26 */ |
508 |
{0, 3, 7, 10, 80}, /*27 */ |
509 |
{0, 0, 3, 7, 90}, /*28 */ |
510 |
{0, 0, 0, 3, 97}, /*29 */ |
511 |
{0, 0, 0, 0, 100}, /*30 */ |
512 |
{0, 0, 0, 0, 100}, /*31 */ |
513 |
}; |
514 |
|
515 |
|
516 |
/* calculate the appropriate level for wands staves and scrolls. |
517 |
* This code presumes that op has had its spell object created (in op->inv) |
518 |
* |
519 |
* elmex Wed Aug 9 17:44:59 CEST 2006: |
520 |
* Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
521 |
*/ |
522 |
|
523 |
int |
524 |
level_for_item (const object * op, int difficulty) |
525 |
{ |
526 |
int mult = 0, olevel = 0; |
527 |
|
528 |
if (!op->inv) |
529 |
{ |
530 |
LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
531 |
return 0; |
532 |
} |
533 |
|
534 |
olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
535 |
|
536 |
if (olevel <= 0) |
537 |
olevel = rndm (1, MIN (op->inv->level, 1)); |
538 |
|
539 |
if (olevel > MAXLEVEL) |
540 |
olevel = MAXLEVEL; |
541 |
|
542 |
return olevel; |
543 |
} |
544 |
|
545 |
/* |
546 |
* Based upon the specified difficulty and upon the difftomagic_list array, |
547 |
* a random magical bonus is returned. This is used when determine |
548 |
* the magical bonus created on specific maps. |
549 |
* |
550 |
* elmex Thu Aug 10 18:45:44 CEST 2006: |
551 |
* Scaling difficulty by max_level, as difficulty is a level and not some |
552 |
* weird integer between 1-31. |
553 |
* |
554 |
*/ |
555 |
|
556 |
int |
557 |
magic_from_difficulty (int difficulty) |
558 |
{ |
559 |
int percent = 0, magic = 0; |
560 |
int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
561 |
|
562 |
scaled_diff--; |
563 |
|
564 |
if (scaled_diff < 0) |
565 |
scaled_diff = 0; |
566 |
|
567 |
if (scaled_diff >= DIFFLEVELS) |
568 |
scaled_diff = DIFFLEVELS - 1; |
569 |
|
570 |
percent = RANDOM () % 100; |
571 |
|
572 |
for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
573 |
{ |
574 |
percent -= difftomagic_list[scaled_diff][magic]; |
575 |
|
576 |
if (percent < 0) |
577 |
break; |
578 |
} |
579 |
|
580 |
if (magic == (MAXMAGIC + 1)) |
581 |
{ |
582 |
LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
583 |
magic = 0; |
584 |
} |
585 |
|
586 |
magic = (RANDOM () % 3) ? magic : -magic; |
587 |
/* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
588 |
|
589 |
return magic; |
590 |
} |
591 |
|
592 |
/* |
593 |
* Sets magical bonus in an object, and recalculates the effect on |
594 |
* the armour variable, and the effect on speed of armour. |
595 |
* This function doesn't work properly, should add use of archetypes |
596 |
* to make it truly absolute. |
597 |
*/ |
598 |
|
599 |
void |
600 |
set_abs_magic (object * op, int magic) |
601 |
{ |
602 |
if (!magic) |
603 |
return; |
604 |
|
605 |
op->magic = magic; |
606 |
if (op->arch) |
607 |
{ |
608 |
if (op->type == ARMOUR) |
609 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
610 |
|
611 |
if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
612 |
magic = (-magic); |
613 |
op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
614 |
} |
615 |
else |
616 |
{ |
617 |
if (op->type == ARMOUR) |
618 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
619 |
if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
620 |
magic = (-magic); |
621 |
op->weight = (op->weight * (100 - magic * 10)) / 100; |
622 |
} |
623 |
} |
624 |
|
625 |
/* |
626 |
* Sets a random magical bonus in the given object based upon |
627 |
* the given difficulty, and the given max possible bonus. |
628 |
*/ |
629 |
|
630 |
static void |
631 |
set_magic (int difficulty, object * op, int max_magic, int flags) |
632 |
{ |
633 |
int i; |
634 |
i = magic_from_difficulty (difficulty); |
635 |
if ((flags & GT_ONLY_GOOD) && i < 0) |
636 |
i = -i; |
637 |
if (i > max_magic) |
638 |
i = max_magic; |
639 |
set_abs_magic (op, i); |
640 |
if (i < 0) |
641 |
SET_FLAG (op, FLAG_CURSED); |
642 |
} |
643 |
|
644 |
/* |
645 |
* Randomly adds one magical ability to the given object. |
646 |
* Modified for Partial Resistance in many ways: |
647 |
* 1) Since rings can have multiple bonuses, if the same bonus |
648 |
* is rolled again, increase it - the bonuses now stack with |
649 |
* other bonuses previously rolled and ones the item might natively have. |
650 |
* 2) Add code to deal with new PR method. |
651 |
*/ |
652 |
|
653 |
void |
654 |
set_ring_bonus (object * op, int bonus) |
655 |
{ |
656 |
|
657 |
int r = RANDOM () % (bonus > 0 ? 25 : 11); |
658 |
|
659 |
if (op->type == AMULET) |
660 |
{ |
661 |
if (!(RANDOM () % 21)) |
662 |
r = 20 + RANDOM () % 2; |
663 |
else |
664 |
{ |
665 |
if (RANDOM () & 2) |
666 |
r = 10; |
667 |
else |
668 |
r = 11 + RANDOM () % 9; |
669 |
} |
670 |
} |
671 |
|
672 |
switch (r) |
673 |
{ |
674 |
/* Redone by MSW 2000-11-26 to have much less code. Also, |
675 |
* bonuses and penalties will stack and add to existing values. |
676 |
* of the item. |
677 |
*/ |
678 |
case 0: |
679 |
case 1: |
680 |
case 2: |
681 |
case 3: |
682 |
case 4: |
683 |
case 5: |
684 |
case 6: |
685 |
set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
686 |
break; |
687 |
|
688 |
case 7: |
689 |
op->stats.dam += bonus; |
690 |
break; |
691 |
|
692 |
case 8: |
693 |
op->stats.wc += bonus; |
694 |
break; |
695 |
|
696 |
case 9: |
697 |
op->stats.food += bonus; /* hunger/sustenance */ |
698 |
break; |
699 |
|
700 |
case 10: |
701 |
op->stats.ac += bonus; |
702 |
break; |
703 |
|
704 |
/* Item that gives protections/vulnerabilities */ |
705 |
case 11: |
706 |
case 12: |
707 |
case 13: |
708 |
case 14: |
709 |
case 15: |
710 |
case 16: |
711 |
case 17: |
712 |
case 18: |
713 |
case 19: |
714 |
{ |
715 |
int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
716 |
|
717 |
/* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
718 |
val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
719 |
|
720 |
/* Cursed items need to have higher negative values to equal out with |
721 |
* positive values for how protections work out. Put another |
722 |
* little random element in since that they don't always end up with |
723 |
* even values. |
724 |
*/ |
725 |
if (bonus < 0) |
726 |
val = 2 * -val - RANDOM () % b; |
727 |
if (val > 35) |
728 |
val = 35; /* Upper limit */ |
729 |
b = 0; |
730 |
while (op->resist[resist_table[resist]] != 0 && b < 4) |
731 |
{ |
732 |
resist = RANDOM () % num_resist_table; |
733 |
} |
734 |
if (b == 4) |
735 |
return; /* Not able to find a free resistance */ |
736 |
op->resist[resist_table[resist]] = val; |
737 |
/* We should probably do something more clever here to adjust value |
738 |
* based on how good a resistance we gave. |
739 |
*/ |
740 |
break; |
741 |
} |
742 |
case 20: |
743 |
if (op->type == AMULET) |
744 |
{ |
745 |
SET_FLAG (op, FLAG_REFL_SPELL); |
746 |
op->value *= 11; |
747 |
} |
748 |
else |
749 |
{ |
750 |
op->stats.hp = 1; /* regenerate hit points */ |
751 |
op->value *= 4; |
752 |
} |
753 |
break; |
754 |
|
755 |
case 21: |
756 |
if (op->type == AMULET) |
757 |
{ |
758 |
SET_FLAG (op, FLAG_REFL_MISSILE); |
759 |
op->value *= 9; |
760 |
} |
761 |
else |
762 |
{ |
763 |
op->stats.sp = 1; /* regenerate spell points */ |
764 |
op->value *= 3; |
765 |
} |
766 |
break; |
767 |
|
768 |
case 22: |
769 |
op->stats.exp += bonus; /* Speed! */ |
770 |
op->value = (op->value * 2) / 3; |
771 |
break; |
772 |
} |
773 |
if (bonus > 0) |
774 |
op->value *= 2 * bonus; |
775 |
else |
776 |
op->value = -(op->value * 2 * bonus) / 3; |
777 |
} |
778 |
|
779 |
/* |
780 |
* get_magic(diff) will return a random number between 0 and 4. |
781 |
* diff can be any value above 2. The higher the diff-variable, the |
782 |
* higher is the chance of returning a low number. |
783 |
* It is only used in fix_generated_treasure() to set bonuses on |
784 |
* rings and amulets. |
785 |
* Another scheme is used to calculate the magic of weapons and armours. |
786 |
*/ |
787 |
|
788 |
int |
789 |
get_magic (int diff) |
790 |
{ |
791 |
int i; |
792 |
if (diff < 3) |
793 |
diff = 3; |
794 |
for (i = 0; i < 4; i++) |
795 |
if (RANDOM () % diff) |
796 |
return i; |
797 |
return 4; |
798 |
} |
799 |
|
800 |
#define DICE2 (get_magic(2)==2?2:1) |
801 |
#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
802 |
|
803 |
/* |
804 |
* fix_generated_item(): This is called after an item is generated, in |
805 |
* order to set it up right. This produced magical bonuses, puts spells |
806 |
* into scrolls/books/wands, makes it unidentified, hides the value, etc. |
807 |
*/ |
808 |
/* 4/28/96 added creator object from which op may now inherit properties based on |
809 |
* op->type. Right now, which stuff the creator passes on is object type |
810 |
* dependant. I know this is a spagetti manuever, but is there a cleaner |
811 |
* way to do this? b.t. */ |
812 |
/* |
813 |
* ! (flags & GT_ENVIRONMENT): |
814 |
* Automatically calls fix_flesh_item(). |
815 |
* |
816 |
* flags: |
817 |
* GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's |
818 |
* value. |
819 |
* GT_MINIMAL: Does minimal processing on the object - just enough to make it |
820 |
* a working object - don't change magic, value, etc, but set it material |
821 |
* type as appropriate, for objects that need spell objects, set those, etc |
822 |
*/ |
823 |
|
824 |
void |
825 |
fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) |
826 |
{ |
827 |
int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
828 |
|
829 |
if (!creator || creator->type == op->type) |
830 |
creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
831 |
|
832 |
/* If we make an artifact, this information will be destroyed */ |
833 |
save_item_power = op->item_power; |
834 |
op->item_power = 0; |
835 |
|
836 |
if (op->randomitems && op->type != SPELL) |
837 |
{ |
838 |
create_treasure (op->randomitems, op, flags, difficulty, 0); |
839 |
if (!op->inv) |
840 |
LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
841 |
|
842 |
/* So the treasure doesn't get created again */ |
843 |
op->randomitems = NULL; |
844 |
} |
845 |
|
846 |
if (difficulty < 1) |
847 |
difficulty = 1; |
848 |
|
849 |
if (!(flags & GT_MINIMAL)) |
850 |
{ |
851 |
if (op->arch == crown_arch) |
852 |
{ |
853 |
set_magic (difficulty, op, max_magic, flags); |
854 |
num_enchantments = calc_item_power (op, 1); |
855 |
generate_artifact (op, difficulty); |
856 |
} |
857 |
else |
858 |
{ |
859 |
if (!op->magic && max_magic) |
860 |
set_magic (difficulty, op, max_magic, flags); |
861 |
|
862 |
num_enchantments = calc_item_power (op, 1); |
863 |
|
864 |
if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
865 |
* used for shop_floors or treasures */ |
866 |
generate_artifact (op, difficulty); |
867 |
} |
868 |
|
869 |
/* Object was made an artifact. Calculate its item_power rating. |
870 |
* the item_power in the object is what the artfiact adds. |
871 |
*/ |
872 |
if (op->title) |
873 |
{ |
874 |
/* if save_item_power is set, then most likely we started with an |
875 |
* artifact and have added new abilities to it - this is rare, but |
876 |
* but I have seen things like 'strange rings of fire'. So just figure |
877 |
* out the power from the base power plus what this one adds. Note |
878 |
* that since item_power is not quite linear, this actually ends up |
879 |
* being somewhat of a bonus |
880 |
*/ |
881 |
if (save_item_power) |
882 |
op->item_power = save_item_power + get_power_from_ench (op->item_power); |
883 |
else |
884 |
op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
885 |
} |
886 |
else if (save_item_power) |
887 |
{ |
888 |
/* restore the item_power field to the object if we haven't changed it. |
889 |
* we don't care about num_enchantments - that will basically just |
890 |
* have calculated some value from the base attributes of the archetype. |
891 |
*/ |
892 |
op->item_power = save_item_power; |
893 |
} |
894 |
else |
895 |
{ |
896 |
/* item_power was zero. This is suspicious, as it may be because it |
897 |
* was never previously calculated. Let's compute a value and see if |
898 |
* it is non-zero. If it indeed is, then assign it as the new |
899 |
* item_power value. |
900 |
* - gros, 21th of July 2006. |
901 |
*/ |
902 |
op->item_power = calc_item_power (op, 0); |
903 |
save_item_power = op->item_power; /* Just in case it would get used |
904 |
* again below */ |
905 |
} |
906 |
} |
907 |
|
908 |
/* materialtype modifications. Note we allow this on artifacts. */ |
909 |
set_materialname (op, difficulty, NULL); |
910 |
|
911 |
if (flags & GT_MINIMAL) |
912 |
{ |
913 |
if (op->type == POTION) |
914 |
/* Handle healing and magic power potions */ |
915 |
if (op->stats.sp && !op->randomitems) |
916 |
{ |
917 |
object *tmp; |
918 |
|
919 |
tmp = get_archetype (spell_mapping[op->stats.sp]); |
920 |
insert_ob_in_ob (tmp, op); |
921 |
op->stats.sp = 0; |
922 |
} |
923 |
} |
924 |
else if (!op->title) /* Only modify object if not special */ |
925 |
switch (op->type) |
926 |
{ |
927 |
case WEAPON: |
928 |
case ARMOUR: |
929 |
case SHIELD: |
930 |
case HELMET: |
931 |
case CLOAK: |
932 |
if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
933 |
set_ring_bonus (op, -DICE2); |
934 |
break; |
935 |
|
936 |
case BRACERS: |
937 |
if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
938 |
{ |
939 |
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
940 |
if (!QUERY_FLAG (op, FLAG_CURSED)) |
941 |
op->value *= 3; |
942 |
} |
943 |
break; |
944 |
|
945 |
case POTION: |
946 |
{ |
947 |
int too_many_tries = 0, is_special = 0; |
948 |
|
949 |
/* Handle healing and magic power potions */ |
950 |
if (op->stats.sp && !op->randomitems) |
951 |
{ |
952 |
object *tmp; |
953 |
|
954 |
tmp = get_archetype (spell_mapping[op->stats.sp]); |
955 |
insert_ob_in_ob (tmp, op); |
956 |
op->stats.sp = 0; |
957 |
} |
958 |
|
959 |
while (!(is_special = special_potion (op)) && !op->inv) |
960 |
{ |
961 |
generate_artifact (op, difficulty); |
962 |
if (too_many_tries++ > 10) |
963 |
break; |
964 |
} |
965 |
|
966 |
/* don't want to change value for healing/magic power potions, |
967 |
* since the value set on those is already correct. |
968 |
*/ |
969 |
if (op->inv && op->randomitems) |
970 |
{ |
971 |
/* value multiplier is same as for scrolls */ |
972 |
op->value = (op->value * op->inv->value); |
973 |
op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
974 |
} |
975 |
else |
976 |
{ |
977 |
op->name = "potion"; |
978 |
op->name_pl = "potions"; |
979 |
} |
980 |
|
981 |
if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
982 |
SET_FLAG (op, FLAG_CURSED); |
983 |
break; |
984 |
} |
985 |
|
986 |
case AMULET: |
987 |
if (op->arch == amulet_arch) |
988 |
op->value *= 5; /* Since it's not just decoration */ |
989 |
|
990 |
case RING: |
991 |
if (op->arch == NULL) |
992 |
{ |
993 |
remove_ob (op); |
994 |
free_object (op); |
995 |
op = NULL; |
996 |
break; |
997 |
} |
998 |
|
999 |
if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
1000 |
break; |
1001 |
|
1002 |
if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
1003 |
SET_FLAG (op, FLAG_CURSED); |
1004 |
|
1005 |
set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1006 |
|
1007 |
if (op->type != RING) /* Amulets have only one ability */ |
1008 |
break; |
1009 |
|
1010 |
if (!(RANDOM () % 4)) |
1011 |
{ |
1012 |
int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1013 |
|
1014 |
if (d > 0) |
1015 |
op->value *= 3; |
1016 |
|
1017 |
set_ring_bonus (op, d); |
1018 |
|
1019 |
if (!(RANDOM () % 4)) |
1020 |
{ |
1021 |
int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1022 |
if (d > 0) |
1023 |
op->value *= 5; |
1024 |
set_ring_bonus (op, d); |
1025 |
} |
1026 |
} |
1027 |
|
1028 |
if (GET_ANIM_ID (op)) |
1029 |
SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1030 |
|
1031 |
break; |
1032 |
|
1033 |
case BOOK: |
1034 |
/* Is it an empty book?, if yes lets make a special· |
1035 |
* msg for it, and tailor its properties based on the· |
1036 |
* creator and/or map level we found it on. |
1037 |
*/ |
1038 |
if (!op->msg && RANDOM () % 10) |
1039 |
{ |
1040 |
/* set the book level properly */ |
1041 |
if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1042 |
{ |
1043 |
if (op->map && op->map->difficulty) |
1044 |
op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1045 |
else |
1046 |
op->level = RANDOM () % 20 + 1; |
1047 |
} |
1048 |
else |
1049 |
op->level = RANDOM () % creator->level; |
1050 |
|
1051 |
tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1052 |
/* books w/ info are worth more! */ |
1053 |
op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1054 |
/* creator related stuff */ |
1055 |
|
1056 |
/* for library, chained books. Note that some monsters have no_pick |
1057 |
* set - we don't want to set no pick in that case. |
1058 |
*/ |
1059 |
if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
1060 |
SET_FLAG (op, FLAG_NO_PICK); |
1061 |
if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1062 |
op->slaying = creator->slaying; |
1063 |
|
1064 |
/* add exp so reading it gives xp (once) */ |
1065 |
op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1066 |
} |
1067 |
break; |
1068 |
|
1069 |
case SPELLBOOK: |
1070 |
op->value = op->value * op->inv->value; |
1071 |
/* add exp so learning gives xp */ |
1072 |
op->level = op->inv->level; |
1073 |
op->stats.exp = op->value; |
1074 |
break; |
1075 |
|
1076 |
case WAND: |
1077 |
/* nrof in the treasure list is number of charges, |
1078 |
* not number of wands. So copy that into food (charges), |
1079 |
* and reset nrof. |
1080 |
*/ |
1081 |
op->stats.food = op->inv->nrof; |
1082 |
op->nrof = 1; |
1083 |
/* If the spell changes by level, choose a random level |
1084 |
* for it, and adjust price. If the spell doesn't |
1085 |
* change by level, just set the wand to the level of |
1086 |
* the spell, and value calculation is simpler. |
1087 |
*/ |
1088 |
if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1089 |
{ |
1090 |
op->level = level_for_item (op, difficulty); |
1091 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1092 |
} |
1093 |
else |
1094 |
{ |
1095 |
op->level = op->inv->level; |
1096 |
op->value = op->value * op->inv->value; |
1097 |
} |
1098 |
break; |
1099 |
|
1100 |
case ROD: |
1101 |
op->level = level_for_item (op, difficulty); |
1102 |
/* Add 50 to both level an divisor to keep prices a little more |
1103 |
* reasonable. Otherwise, a high level version of a low level |
1104 |
* spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
1105 |
* 10 time multiplier). This way, the value are a bit more reasonable. |
1106 |
*/ |
1107 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1108 |
/* maxhp is used to denote how many 'charges' the rod holds before */ |
1109 |
if (op->stats.maxhp) |
1110 |
op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1111 |
else |
1112 |
op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1113 |
|
1114 |
op->stats.hp = op->stats.maxhp; |
1115 |
break; |
1116 |
|
1117 |
case SCROLL: |
1118 |
op->level = level_for_item (op, difficulty); |
1119 |
op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1120 |
|
1121 |
/* add exp so reading them properly gives xp */ |
1122 |
op->stats.exp = op->value / 5; |
1123 |
op->nrof = op->inv->nrof; |
1124 |
break; |
1125 |
|
1126 |
case RUNE: |
1127 |
trap_adjust (op, difficulty); |
1128 |
break; |
1129 |
|
1130 |
case TRAP: |
1131 |
trap_adjust (op, difficulty); |
1132 |
break; |
1133 |
} /* switch type */ |
1134 |
|
1135 |
if (flags & GT_STARTEQUIP) |
1136 |
{ |
1137 |
if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1138 |
SET_FLAG (op, FLAG_STARTEQUIP); |
1139 |
else if (op->type != MONEY) |
1140 |
op->value = 0; |
1141 |
} |
1142 |
|
1143 |
if (!(flags & GT_ENVIRONMENT)) |
1144 |
fix_flesh_item (op, creator); |
1145 |
} |
1146 |
|
1147 |
/* |
1148 |
* |
1149 |
* |
1150 |
* CODE DEALING WITH ARTIFACTS STARTS HERE |
1151 |
* |
1152 |
* |
1153 |
*/ |
1154 |
|
1155 |
/* |
1156 |
* Allocate and return the pointer to an empty artifactlist structure. |
1157 |
*/ |
1158 |
|
1159 |
static artifactlist * |
1160 |
get_empty_artifactlist (void) |
1161 |
{ |
1162 |
artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1163 |
if (tl == NULL) |
1164 |
fatal (OUT_OF_MEMORY); |
1165 |
tl->next = NULL; |
1166 |
tl->items = NULL; |
1167 |
tl->total_chance = 0; |
1168 |
return tl; |
1169 |
} |
1170 |
|
1171 |
/* |
1172 |
* Allocate and return the pointer to an empty artifact structure. |
1173 |
*/ |
1174 |
|
1175 |
static artifact * |
1176 |
get_empty_artifact (void) |
1177 |
{ |
1178 |
artifact *t = (artifact *) malloc (sizeof (artifact)); |
1179 |
if (t == NULL) |
1180 |
fatal (OUT_OF_MEMORY); |
1181 |
t->item = NULL; |
1182 |
t->next = NULL; |
1183 |
t->chance = 0; |
1184 |
t->difficulty = 0; |
1185 |
t->allowed = NULL; |
1186 |
return t; |
1187 |
} |
1188 |
|
1189 |
/* |
1190 |
* Searches the artifact lists and returns one that has the same type |
1191 |
* of objects on it. |
1192 |
*/ |
1193 |
|
1194 |
artifactlist * |
1195 |
find_artifactlist (int type) |
1196 |
{ |
1197 |
artifactlist *al; |
1198 |
|
1199 |
for (al = first_artifactlist; al != NULL; al = al->next) |
1200 |
if (al->type == type) |
1201 |
return al; |
1202 |
return NULL; |
1203 |
} |
1204 |
|
1205 |
/* |
1206 |
* For debugging purposes. Dumps all tables. |
1207 |
*/ |
1208 |
|
1209 |
void |
1210 |
dump_artifacts (void) |
1211 |
{ |
1212 |
artifactlist *al; |
1213 |
artifact *art; |
1214 |
linked_char *next; |
1215 |
|
1216 |
fprintf (logfile, "\n"); |
1217 |
for (al = first_artifactlist; al != NULL; al = al->next) |
1218 |
{ |
1219 |
fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
1220 |
for (art = al->items; art != NULL; art = art->next) |
1221 |
{ |
1222 |
fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
1223 |
if (art->allowed != NULL) |
1224 |
{ |
1225 |
fprintf (logfile, "\tAllowed combinations:"); |
1226 |
for (next = art->allowed; next != NULL; next = next->next) |
1227 |
fprintf (logfile, "%s,", &next->name); |
1228 |
fprintf (logfile, "\n"); |
1229 |
} |
1230 |
} |
1231 |
} |
1232 |
fprintf (logfile, "\n"); |
1233 |
} |
1234 |
|
1235 |
/* |
1236 |
* For debugging purposes. Dumps all treasures recursively (see below). |
1237 |
*/ |
1238 |
void |
1239 |
dump_monster_treasure_rec (const char *name, treasure * t, int depth) |
1240 |
{ |
1241 |
treasurelist *tl; |
1242 |
int i; |
1243 |
|
1244 |
if (depth > 100) |
1245 |
return; |
1246 |
while (t != NULL) |
1247 |
{ |
1248 |
if (t->name != NULL) |
1249 |
{ |
1250 |
for (i = 0; i < depth; i++) |
1251 |
fprintf (logfile, " "); |
1252 |
fprintf (logfile, "{ (list: %s)\n", &t->name); |
1253 |
tl = find_treasurelist (t->name); |
1254 |
dump_monster_treasure_rec (name, tl->items, depth + 2); |
1255 |
for (i = 0; i < depth; i++) |
1256 |
fprintf (logfile, " "); |
1257 |
fprintf (logfile, "} (end of list: %s)\n", &t->name); |
1258 |
} |
1259 |
else |
1260 |
{ |
1261 |
for (i = 0; i < depth; i++) |
1262 |
fprintf (logfile, " "); |
1263 |
if (t->item->clone.type == FLESH) |
1264 |
fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
1265 |
else |
1266 |
fprintf (logfile, "%s\n", &t->item->clone.name); |
1267 |
} |
1268 |
if (t->next_yes != NULL) |
1269 |
{ |
1270 |
for (i = 0; i < depth; i++) |
1271 |
fprintf (logfile, " "); |
1272 |
fprintf (logfile, " (if yes)\n"); |
1273 |
dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
1274 |
} |
1275 |
if (t->next_no != NULL) |
1276 |
{ |
1277 |
for (i = 0; i < depth; i++) |
1278 |
fprintf (logfile, " "); |
1279 |
fprintf (logfile, " (if no)\n"); |
1280 |
dump_monster_treasure_rec (name, t->next_no, depth + 1); |
1281 |
} |
1282 |
t = t->next; |
1283 |
} |
1284 |
} |
1285 |
|
1286 |
/* |
1287 |
* For debugging purposes. Dumps all treasures for a given monster. |
1288 |
* Created originally by Raphael Quinet for debugging the alchemy code. |
1289 |
*/ |
1290 |
|
1291 |
void |
1292 |
dump_monster_treasure (const char *name) |
1293 |
{ |
1294 |
archetype *at; |
1295 |
int found; |
1296 |
|
1297 |
found = 0; |
1298 |
fprintf (logfile, "\n"); |
1299 |
for (at = first_archetype; at != NULL; at = at->next) |
1300 |
if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
1301 |
{ |
1302 |
fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
1303 |
if (at->clone.randomitems != NULL) |
1304 |
dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
1305 |
else |
1306 |
fprintf (logfile, "(nothing)\n"); |
1307 |
fprintf (logfile, "\n"); |
1308 |
found++; |
1309 |
} |
1310 |
if (found == 0) |
1311 |
fprintf (logfile, "No objects have the name %s!\n\n", name); |
1312 |
} |
1313 |
|
1314 |
/* |
1315 |
* Builds up the lists of artifacts from the file in the libdir. |
1316 |
*/ |
1317 |
|
1318 |
void |
1319 |
init_artifacts (void) |
1320 |
{ |
1321 |
static int has_been_inited = 0; |
1322 |
char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1323 |
artifact *art = NULL; |
1324 |
linked_char *tmp; |
1325 |
int value, comp; |
1326 |
artifactlist *al; |
1327 |
|
1328 |
if (has_been_inited) |
1329 |
return; |
1330 |
else |
1331 |
has_been_inited = 1; |
1332 |
|
1333 |
sprintf (filename, "%s/artifacts", settings.datadir); |
1334 |
object_thawer thawer (filename); |
1335 |
|
1336 |
if (!thawer) |
1337 |
return; |
1338 |
|
1339 |
while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1340 |
{ |
1341 |
if (*buf == '#') |
1342 |
continue; |
1343 |
if ((cp = strchr (buf, '\n')) != NULL) |
1344 |
*cp = '\0'; |
1345 |
cp = buf; |
1346 |
while (*cp == ' ') /* Skip blanks */ |
1347 |
cp++; |
1348 |
if (*cp == '\0') |
1349 |
continue; |
1350 |
|
1351 |
if (!strncmp (cp, "Allowed", 7)) |
1352 |
{ |
1353 |
if (art == NULL) |
1354 |
{ |
1355 |
art = get_empty_artifact (); |
1356 |
nrofartifacts++; |
1357 |
} |
1358 |
cp = strchr (cp, ' ') + 1; |
1359 |
if (!strcmp (cp, "all")) |
1360 |
continue; |
1361 |
|
1362 |
do |
1363 |
{ |
1364 |
nrofallowedstr++; |
1365 |
if ((next = strchr (cp, ',')) != NULL) |
1366 |
*(next++) = '\0'; |
1367 |
tmp = new linked_char; |
1368 |
tmp->name = cp; |
1369 |
tmp->next = art->allowed; |
1370 |
art->allowed = tmp; |
1371 |
} |
1372 |
while ((cp = next) != NULL); |
1373 |
} |
1374 |
else if (sscanf (cp, "chance %d", &value)) |
1375 |
art->chance = (uint16) value; |
1376 |
else if (sscanf (cp, "difficulty %d", &value)) |
1377 |
art->difficulty = (uint8) value; |
1378 |
else if (!strncmp (cp, "Object", 6)) |
1379 |
{ |
1380 |
art->item = (object *) calloc (1, sizeof (object)); |
1381 |
reset_object (art->item); |
1382 |
if (!load_object (thawer, art->item, LO_LINEMODE, 0)) |
1383 |
LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1384 |
art->item->name = strchr (cp, ' ') + 1; |
1385 |
al = find_artifactlist (art->item->type); |
1386 |
if (al == NULL) |
1387 |
{ |
1388 |
al = get_empty_artifactlist (); |
1389 |
al->type = art->item->type; |
1390 |
al->next = first_artifactlist; |
1391 |
first_artifactlist = al; |
1392 |
} |
1393 |
art->next = al->items; |
1394 |
al->items = art; |
1395 |
art = NULL; |
1396 |
} |
1397 |
else |
1398 |
LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
1399 |
} |
1400 |
|
1401 |
for (al = first_artifactlist; al != NULL; al = al->next) |
1402 |
{ |
1403 |
for (art = al->items; art != NULL; art = art->next) |
1404 |
{ |
1405 |
if (!art->chance) |
1406 |
LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1407 |
else |
1408 |
al->total_chance += art->chance; |
1409 |
} |
1410 |
#if 0 |
1411 |
LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1412 |
#endif |
1413 |
} |
1414 |
|
1415 |
LOG (llevDebug, "done.\n"); |
1416 |
} |
1417 |
|
1418 |
|
1419 |
/* |
1420 |
* Used in artifact generation. The bonuses of the first object |
1421 |
* is modified by the bonuses of the second object. |
1422 |
*/ |
1423 |
|
1424 |
void |
1425 |
add_abilities (object * op, object * change) |
1426 |
{ |
1427 |
int i, j, tmp; |
1428 |
|
1429 |
if (change->face != blank_face) |
1430 |
{ |
1431 |
#ifdef TREASURE_VERBOSE |
1432 |
LOG (llevDebug, "FACE: %d\n", change->face->number); |
1433 |
#endif |
1434 |
op->face = change->face; |
1435 |
} |
1436 |
|
1437 |
for (i = 0; i < NUM_STATS; i++) |
1438 |
change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1439 |
|
1440 |
op->attacktype |= change->attacktype; |
1441 |
op->path_attuned |= change->path_attuned; |
1442 |
op->path_repelled |= change->path_repelled; |
1443 |
op->path_denied |= change->path_denied; |
1444 |
op->move_type |= change->move_type; |
1445 |
op->stats.luck += change->stats.luck; |
1446 |
|
1447 |
if (QUERY_FLAG (change, FLAG_CURSED)) |
1448 |
SET_FLAG (op, FLAG_CURSED); |
1449 |
if (QUERY_FLAG (change, FLAG_DAMNED)) |
1450 |
SET_FLAG (op, FLAG_DAMNED); |
1451 |
if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1452 |
set_abs_magic (op, -op->magic); |
1453 |
|
1454 |
if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1455 |
SET_FLAG (op, FLAG_LIFESAVE); |
1456 |
if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
1457 |
SET_FLAG (op, FLAG_REFL_SPELL); |
1458 |
if (QUERY_FLAG (change, FLAG_STEALTH)) |
1459 |
SET_FLAG (op, FLAG_STEALTH); |
1460 |
if (QUERY_FLAG (change, FLAG_XRAYS)) |
1461 |
SET_FLAG (op, FLAG_XRAYS); |
1462 |
if (QUERY_FLAG (change, FLAG_BLIND)) |
1463 |
SET_FLAG (op, FLAG_BLIND); |
1464 |
if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
1465 |
SET_FLAG (op, FLAG_SEE_IN_DARK); |
1466 |
if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
1467 |
SET_FLAG (op, FLAG_REFL_MISSILE); |
1468 |
if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
1469 |
SET_FLAG (op, FLAG_MAKE_INVIS); |
1470 |
|
1471 |
if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1472 |
{ |
1473 |
CLEAR_FLAG (op, FLAG_ANIMATE); |
1474 |
/* so artifacts will join */ |
1475 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1476 |
op->speed = 0.0; |
1477 |
update_ob_speed (op); |
1478 |
} |
1479 |
|
1480 |
if (change->nrof) |
1481 |
op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1482 |
|
1483 |
op->stats.exp += change->stats.exp; /* Speed modifier */ |
1484 |
op->stats.wc += change->stats.wc; |
1485 |
op->stats.ac += change->stats.ac; |
1486 |
|
1487 |
if (change->other_arch) |
1488 |
{ |
1489 |
/* Basically, for horns & potions, the other_arch field is the spell |
1490 |
* to cast. So convert that to into a spell and put it into |
1491 |
* this object. |
1492 |
*/ |
1493 |
if (op->type == HORN || op->type == POTION) |
1494 |
{ |
1495 |
object *tmp_obj; |
1496 |
/* Remove any spells this object currently has in it */ |
1497 |
while (op->inv) |
1498 |
{ |
1499 |
tmp_obj = op->inv; |
1500 |
remove_ob (tmp_obj); |
1501 |
free_object (tmp_obj); |
1502 |
} |
1503 |
|
1504 |
tmp_obj = arch_to_object (change->other_arch); |
1505 |
insert_ob_in_ob (tmp_obj, op); |
1506 |
} |
1507 |
/* No harm setting this for potions/horns */ |
1508 |
op->other_arch = change->other_arch; |
1509 |
} |
1510 |
|
1511 |
if (change->stats.hp < 0) |
1512 |
op->stats.hp = -change->stats.hp; |
1513 |
else |
1514 |
op->stats.hp += change->stats.hp; |
1515 |
|
1516 |
if (change->stats.maxhp < 0) |
1517 |
op->stats.maxhp = -change->stats.maxhp; |
1518 |
else |
1519 |
op->stats.maxhp += change->stats.maxhp; |
1520 |
|
1521 |
if (change->stats.sp < 0) |
1522 |
op->stats.sp = -change->stats.sp; |
1523 |
else |
1524 |
op->stats.sp += change->stats.sp; |
1525 |
|
1526 |
if (change->stats.maxsp < 0) |
1527 |
op->stats.maxsp = -change->stats.maxsp; |
1528 |
else |
1529 |
op->stats.maxsp += change->stats.maxsp; |
1530 |
|
1531 |
if (change->stats.food < 0) |
1532 |
op->stats.food = -(change->stats.food); |
1533 |
else |
1534 |
op->stats.food += change->stats.food; |
1535 |
|
1536 |
if (change->level < 0) |
1537 |
op->level = -(change->level); |
1538 |
else |
1539 |
op->level += change->level; |
1540 |
|
1541 |
if (change->gen_sp_armour < 0) |
1542 |
op->gen_sp_armour = -(change->gen_sp_armour); |
1543 |
else |
1544 |
op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1545 |
|
1546 |
op->item_power = change->item_power; |
1547 |
|
1548 |
for (i = 0; i < NROFATTACKS; i++) |
1549 |
{ |
1550 |
if (change->resist[i]) |
1551 |
{ |
1552 |
op->resist[i] += change->resist[i]; |
1553 |
} |
1554 |
} |
1555 |
|
1556 |
if (change->stats.dam) |
1557 |
{ |
1558 |
if (change->stats.dam < 0) |
1559 |
op->stats.dam = (-change->stats.dam); |
1560 |
else if (op->stats.dam) |
1561 |
{ |
1562 |
tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1563 |
if (tmp == op->stats.dam) |
1564 |
{ |
1565 |
if (change->stats.dam < 10) |
1566 |
op->stats.dam--; |
1567 |
else |
1568 |
op->stats.dam++; |
1569 |
} |
1570 |
else |
1571 |
op->stats.dam = tmp; |
1572 |
} |
1573 |
} |
1574 |
|
1575 |
if (change->weight) |
1576 |
{ |
1577 |
if (change->weight < 0) |
1578 |
op->weight = (-change->weight); |
1579 |
else |
1580 |
op->weight = (op->weight * (change->weight)) / 100; |
1581 |
} |
1582 |
|
1583 |
if (change->last_sp) |
1584 |
{ |
1585 |
if (change->last_sp < 0) |
1586 |
op->last_sp = (-change->last_sp); |
1587 |
else |
1588 |
op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1589 |
} |
1590 |
|
1591 |
if (change->gen_sp_armour) |
1592 |
{ |
1593 |
if (change->gen_sp_armour < 0) |
1594 |
op->gen_sp_armour = (-change->gen_sp_armour); |
1595 |
else |
1596 |
op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1597 |
} |
1598 |
|
1599 |
op->value *= change->value; |
1600 |
|
1601 |
if (change->material) |
1602 |
op->material = change->material; |
1603 |
|
1604 |
if (change->materialname) |
1605 |
op->materialname = change->materialname; |
1606 |
|
1607 |
if (change->slaying) |
1608 |
op->slaying = change->slaying; |
1609 |
|
1610 |
if (change->race) |
1611 |
op->race = change->race; |
1612 |
|
1613 |
if (change->msg) |
1614 |
op->msg = change->msg; |
1615 |
} |
1616 |
|
1617 |
static int |
1618 |
legal_artifact_combination (object * op, artifact * art) |
1619 |
{ |
1620 |
int neg, success = 0; |
1621 |
linked_char *tmp; |
1622 |
const char *name; |
1623 |
|
1624 |
if (art->allowed == (linked_char *) NULL) |
1625 |
return 1; /* Ie, "all" */ |
1626 |
for (tmp = art->allowed; tmp; tmp = tmp->next) |
1627 |
{ |
1628 |
#ifdef TREASURE_VERBOSE |
1629 |
LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1630 |
#endif |
1631 |
if (*tmp->name == '!') |
1632 |
name = tmp->name + 1, neg = 1; |
1633 |
else |
1634 |
name = tmp->name, neg = 0; |
1635 |
|
1636 |
/* If we match name, then return the opposite of 'neg' */ |
1637 |
if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1638 |
return !neg; |
1639 |
|
1640 |
/* Set success as true, since if the match was an inverse, it means |
1641 |
* everything is allowed except what we match |
1642 |
*/ |
1643 |
else if (neg) |
1644 |
success = 1; |
1645 |
} |
1646 |
return success; |
1647 |
} |
1648 |
|
1649 |
/* |
1650 |
* Fixes the given object, giving it the abilities and titles |
1651 |
* it should have due to the second artifact-template. |
1652 |
*/ |
1653 |
|
1654 |
void |
1655 |
give_artifact_abilities (object * op, object * artifct) |
1656 |
{ |
1657 |
char new_name[MAX_BUF]; |
1658 |
|
1659 |
sprintf (new_name, "of %s", &artifct->name); |
1660 |
op->title = new_name; |
1661 |
add_abilities (op, artifct); /* Give out the bonuses */ |
1662 |
|
1663 |
#if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1664 |
{ |
1665 |
char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1666 |
SET_FLAG (op, FLAG_IDENTIFIED); |
1667 |
LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1668 |
if (!identified) |
1669 |
CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1670 |
} |
1671 |
#endif |
1672 |
return; |
1673 |
} |
1674 |
|
1675 |
/* |
1676 |
* Decides randomly which artifact the object should be |
1677 |
* turned into. Makes sure that the item can become that |
1678 |
* artifact (means magic, difficulty, and Allowed fields properly). |
1679 |
* Then calls give_artifact_abilities in order to actually create |
1680 |
* the artifact. |
1681 |
*/ |
1682 |
|
1683 |
/* Give 1 re-roll attempt per artifact */ |
1684 |
#define ARTIFACT_TRIES 2 |
1685 |
|
1686 |
void |
1687 |
generate_artifact (object * op, int difficulty) |
1688 |
{ |
1689 |
artifactlist *al; |
1690 |
artifact *art; |
1691 |
int i; |
1692 |
|
1693 |
al = find_artifactlist (op->type); |
1694 |
|
1695 |
if (al == NULL) |
1696 |
{ |
1697 |
#if 0 /* This is too verbose, usually */ |
1698 |
LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1699 |
#endif |
1700 |
return; |
1701 |
} |
1702 |
|
1703 |
for (i = 0; i < ARTIFACT_TRIES; i++) |
1704 |
{ |
1705 |
int roll = RANDOM () % al->total_chance; |
1706 |
|
1707 |
for (art = al->items; art != NULL; art = art->next) |
1708 |
{ |
1709 |
roll -= art->chance; |
1710 |
if (roll < 0) |
1711 |
break; |
1712 |
} |
1713 |
|
1714 |
if (art == NULL || roll >= 0) |
1715 |
{ |
1716 |
#if 1 |
1717 |
LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1718 |
#endif |
1719 |
return; |
1720 |
} |
1721 |
if (!strcmp (art->item->name, "NONE")) |
1722 |
return; |
1723 |
if (FABS (op->magic) < art->item->magic) |
1724 |
continue; /* Not magic enough to be this item */ |
1725 |
|
1726 |
/* Map difficulty not high enough */ |
1727 |
if (difficulty < art->difficulty) |
1728 |
continue; |
1729 |
|
1730 |
if (!legal_artifact_combination (op, art)) |
1731 |
{ |
1732 |
#ifdef TREASURE_VERBOSE |
1733 |
LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1734 |
#endif |
1735 |
continue; |
1736 |
} |
1737 |
give_artifact_abilities (op, art->item); |
1738 |
return; |
1739 |
} |
1740 |
} |
1741 |
|
1742 |
/* fix_flesh_item() - objects of type FLESH are similar to type |
1743 |
* FOOD, except they inherit properties (name, food value, etc). |
1744 |
* based on the original owner (or 'donor' if you like). -b.t. |
1745 |
*/ |
1746 |
|
1747 |
void |
1748 |
fix_flesh_item (object * item, object * donor) |
1749 |
{ |
1750 |
char tmpbuf[MAX_BUF]; |
1751 |
int i; |
1752 |
|
1753 |
if (item->type == FLESH && donor) |
1754 |
{ |
1755 |
/* change the name */ |
1756 |
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; |
1757 |
sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; |
1758 |
|
1759 |
/* weight is FLESH weight/100 * donor */ |
1760 |
if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1761 |
item->weight = 1; |
1762 |
|
1763 |
/* value is multiplied by level of donor */ |
1764 |
item->value *= isqrt (donor->level * 2); |
1765 |
|
1766 |
/* food value */ |
1767 |
item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1768 |
|
1769 |
/* flesh items inherit some abilities of donor, but not |
1770 |
* full effect. |
1771 |
*/ |
1772 |
for (i = 0; i < NROFATTACKS; i++) |
1773 |
item->resist[i] = donor->resist[i] / 2; |
1774 |
|
1775 |
/* item inherits donor's level (important for quezals) */ |
1776 |
item->level = donor->level; |
1777 |
|
1778 |
/* if donor has some attacktypes, the flesh is poisonous */ |
1779 |
if (donor->attacktype & AT_POISON) |
1780 |
item->type = POISON; |
1781 |
if (donor->attacktype & AT_ACID) |
1782 |
item->stats.hp = -1 * item->stats.food; |
1783 |
SET_FLAG (item, FLAG_NO_STEAL); |
1784 |
} |
1785 |
} |
1786 |
|
1787 |
/* special_potion() - so that old potion code is still done right. */ |
1788 |
|
1789 |
int |
1790 |
special_potion (object * op) |
1791 |
{ |
1792 |
|
1793 |
int i; |
1794 |
|
1795 |
if (op->attacktype) |
1796 |
return 1; |
1797 |
|
1798 |
if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
1799 |
return 1; |
1800 |
|
1801 |
for (i = 0; i < NROFATTACKS; i++) |
1802 |
if (op->resist[i]) |
1803 |
return 1; |
1804 |
|
1805 |
return 0; |
1806 |
} |
1807 |
|
1808 |
void |
1809 |
free_treasurestruct (treasure * t) |
1810 |
{ |
1811 |
if (t->next) |
1812 |
free_treasurestruct (t->next); |
1813 |
if (t->next_yes) |
1814 |
free_treasurestruct (t->next_yes); |
1815 |
if (t->next_no) |
1816 |
free_treasurestruct (t->next_no); |
1817 |
|
1818 |
delete t; |
1819 |
} |
1820 |
|
1821 |
void |
1822 |
free_charlinks (linked_char * lc) |
1823 |
{ |
1824 |
if (lc->next) |
1825 |
free_charlinks (lc->next); |
1826 |
|
1827 |
delete lc; |
1828 |
} |
1829 |
|
1830 |
void |
1831 |
free_artifact (artifact * at) |
1832 |
{ |
1833 |
|
1834 |
if (at->next) |
1835 |
free_artifact (at->next); |
1836 |
if (at->allowed) |
1837 |
free_charlinks (at->allowed); |
1838 |
|
1839 |
delete at->item; |
1840 |
|
1841 |
delete at; |
1842 |
} |
1843 |
|
1844 |
void |
1845 |
free_artifactlist (artifactlist * al) |
1846 |
{ |
1847 |
artifactlist *nextal; |
1848 |
for (al = first_artifactlist; al != NULL; al = nextal) |
1849 |
{ |
1850 |
nextal = al->next; |
1851 |
if (al->items) |
1852 |
{ |
1853 |
free_artifact (al->items); |
1854 |
} |
1855 |
free (al); |
1856 |
} |
1857 |
} |
1858 |
|
1859 |
void |
1860 |
free_all_treasures (void) |
1861 |
{ |
1862 |
treasurelist *tl, *next; |
1863 |
|
1864 |
|
1865 |
for (tl = first_treasurelist; tl != NULL; tl = next) |
1866 |
{ |
1867 |
next = tl->next; |
1868 |
if (tl->items) |
1869 |
free_treasurestruct (tl->items); |
1870 |
delete tl; |
1871 |
} |
1872 |
free_artifactlist (first_artifactlist); |
1873 |
} |