1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
5 |
* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 |
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
7 |
* Copyright (©) 1992 Frank Tore Johansen |
8 |
* |
9 |
* Deliantra is free software: you can redistribute it and/or modify it under |
10 |
* the terms of the Affero GNU General Public License as published by the |
11 |
* Free Software Foundation, either version 3 of the License, or (at your |
12 |
* option) any later version. |
13 |
* |
14 |
* This program is distributed in the hope that it will be useful, |
15 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
16 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
17 |
* GNU General Public License for more details. |
18 |
* |
19 |
* You should have received a copy of the Affero GNU General Public License |
20 |
* and the GNU General Public License along with this program. If not, see |
21 |
* <http://www.gnu.org/licenses/>. |
22 |
* |
23 |
* The authors can be reached via e-mail to <support@deliantra.net> |
24 |
*/ |
25 |
|
26 |
/* TREASURE_DEBUG does some checking on the treasurelists after loading. |
27 |
* It is useful for finding bugs in the treasures file. Since it only |
28 |
* slows the startup some (and not actual game play), it is by default |
29 |
* left on |
30 |
*/ |
31 |
#define TREASURE_DEBUG |
32 |
|
33 |
/* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
34 |
|
35 |
//#define TREASURE_VERBOSE |
36 |
|
37 |
#include <global.h> |
38 |
#include <treasure.h> |
39 |
|
40 |
#include <flat_hash_map.hpp> |
41 |
|
42 |
// used only by treasure.C, does not handle null arch ptrs |
43 |
#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name) |
44 |
|
45 |
extern char *spell_mapping[]; |
46 |
|
47 |
static treasurelist *first_treasurelist; |
48 |
|
49 |
static void change_treasure (treasure *t, object *op); /* overrule default values */ |
50 |
|
51 |
typedef ska::flat_hash_map |
52 |
< |
53 |
const char *, |
54 |
treasurelist *, |
55 |
str_hash, |
56 |
str_equal, |
57 |
slice_allocator< std::pair<const char *const, treasurelist *> > |
58 |
> tl_map_t; |
59 |
|
60 |
static tl_map_t tl_map; |
61 |
|
62 |
//TODO: class method |
63 |
static void free_treasurestruct (treasure *t); // bleh desu |
64 |
static void |
65 |
clear (treasurelist *tl) |
66 |
{ |
67 |
if (tl->items) |
68 |
{ |
69 |
free_treasurestruct (tl->items); |
70 |
tl->items = 0; |
71 |
} |
72 |
|
73 |
tl->total_chance = 0; |
74 |
} |
75 |
|
76 |
/* |
77 |
* Searches for the given treasurelist |
78 |
*/ |
79 |
treasurelist * |
80 |
treasurelist::find (const char *name) |
81 |
{ |
82 |
if (!name) |
83 |
return 0; |
84 |
|
85 |
auto (i, tl_map.find (name)); |
86 |
|
87 |
if (i == tl_map.end ()) |
88 |
return 0; |
89 |
|
90 |
return i->second; |
91 |
} |
92 |
|
93 |
/* |
94 |
* Searches for the given treasurelist in the globally linked list |
95 |
* of treasurelists which has been built by load_treasures(). |
96 |
*/ |
97 |
treasurelist * |
98 |
treasurelist::get (const char *name) |
99 |
{ |
100 |
treasurelist *tl = find (name); |
101 |
|
102 |
if (!tl) |
103 |
{ |
104 |
tl = new treasurelist; |
105 |
|
106 |
tl->name = name; |
107 |
tl->next = first_treasurelist; |
108 |
first_treasurelist = tl; |
109 |
|
110 |
tl_map.insert (std::make_pair (tl->name, tl)); |
111 |
} |
112 |
|
113 |
return tl; |
114 |
} |
115 |
|
116 |
#ifdef TREASURE_DEBUG |
117 |
/* recursived checks the linked list. Treasurelist is passed only |
118 |
* so that the treasure name can be printed out |
119 |
*/ |
120 |
static void |
121 |
check_treasurelist (const treasure *t, const treasurelist * tl) |
122 |
{ |
123 |
if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
124 |
LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); |
125 |
|
126 |
if (t->next) |
127 |
check_treasurelist (t->next, tl); |
128 |
|
129 |
if (t->next_yes) |
130 |
check_treasurelist (t->next_yes, tl); |
131 |
|
132 |
if (t->next_no) |
133 |
check_treasurelist (t->next_no, tl); |
134 |
} |
135 |
#endif |
136 |
|
137 |
/* |
138 |
* Reads the lib/treasure file from disk, and parses the contents |
139 |
* into an internal treasure structure (very linked lists) |
140 |
*/ |
141 |
static treasure * |
142 |
read_treasure (object_thawer &f) |
143 |
{ |
144 |
treasure *t = new treasure; |
145 |
|
146 |
f.next (); |
147 |
|
148 |
for (;;) |
149 |
{ |
150 |
coroapi::cede_to_tick (); |
151 |
|
152 |
switch (f.kw) |
153 |
{ |
154 |
case KW_arch: |
155 |
t->item = archetype::find (f.get_str ()); |
156 |
|
157 |
if (!t->item) |
158 |
{ |
159 |
f.parse_warn ("treasure references unknown archetype"); |
160 |
t->item = archetype::empty; |
161 |
} |
162 |
|
163 |
break; |
164 |
|
165 |
case KW_list: f.get (t->name); break; |
166 |
case KW_change_name: f.get (t->change_arch.name); break; |
167 |
case KW_change_title: f.get (t->change_arch.title); break; |
168 |
case KW_change_slaying: f.get (t->change_arch.slaying); break; |
169 |
case KW_chance: f.get (t->chance); break; |
170 |
case KW_nrof: f.get (t->nrof); break; |
171 |
case KW_magic: f.get (t->magic); break; |
172 |
|
173 |
case KW_yes: t->next_yes = read_treasure (f); continue; |
174 |
case KW_no: t->next_no = read_treasure (f); continue; |
175 |
|
176 |
case KW_end: |
177 |
f.next (); |
178 |
return t; |
179 |
|
180 |
case KW_more: |
181 |
t->next = read_treasure (f); |
182 |
return t; |
183 |
|
184 |
default: |
185 |
if (!f.parse_error ("treasurelist", t->name)) |
186 |
goto error; |
187 |
|
188 |
return t; |
189 |
} |
190 |
|
191 |
f.next (); |
192 |
} |
193 |
|
194 |
// not reached |
195 |
|
196 |
error: |
197 |
delete t; |
198 |
return 0; |
199 |
} |
200 |
|
201 |
/* |
202 |
* Each treasure is parsed with the help of load_treasure(). |
203 |
*/ |
204 |
treasurelist * |
205 |
treasurelist::read (object_thawer &f) |
206 |
{ |
207 |
assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
208 |
|
209 |
bool one = f.kw == KW_treasureone; |
210 |
treasurelist *tl = treasurelist::get (f.get_str ()); |
211 |
clear (tl); |
212 |
tl->items = read_treasure (f); |
213 |
if (!tl->items) |
214 |
return 0; |
215 |
|
216 |
/* This is a one of the many items on the list should be generated. |
217 |
* Add up the chance total, and check to make sure the yes & no |
218 |
* fields of the treasures are not being used. |
219 |
*/ |
220 |
if (one) |
221 |
{ |
222 |
for (treasure *t = tl->items; t; t = t->next) |
223 |
{ |
224 |
if (t->next_yes || t->next_no) |
225 |
{ |
226 |
LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
227 |
LOG (llevError, " the next_yes or next_no field is set\n"); |
228 |
} |
229 |
|
230 |
tl->total_chance += t->chance; |
231 |
} |
232 |
} |
233 |
|
234 |
return tl; |
235 |
} |
236 |
|
237 |
/* |
238 |
* Generates the objects specified by the given treasure. |
239 |
* It goes recursively through the rest of the linked list. |
240 |
* If there is a certain percental chance for a treasure to be generated, |
241 |
* this is taken into consideration. |
242 |
* The second argument specifies for which object the treasure is |
243 |
* being generated. |
244 |
* If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
245 |
* abilities. This is used by summon spells, thus no summoned monsters |
246 |
* start with equipment, but only their abilities). |
247 |
*/ |
248 |
static void |
249 |
put_treasure (object *op, object *creator, int flags) |
250 |
{ |
251 |
if (flags & GT_ENVIRONMENT) |
252 |
{ |
253 |
/* Bit of a hack - spells should never be put onto the map. The entire |
254 |
* treasure stuff is a problem - there is no clear idea of knowing |
255 |
* this is the original object, or if this is an object that should be created |
256 |
* by another object. |
257 |
*/ |
258 |
//TODO: flag such as objects... as such (no drop, anybody?) |
259 |
if (op->type == SPELL) |
260 |
{ |
261 |
op->destroy (); |
262 |
return; |
263 |
} |
264 |
|
265 |
op->expand_tail (); |
266 |
|
267 |
if (!creator->is_on_map () |
268 |
|| (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
269 |
op->destroy (); |
270 |
else |
271 |
{ |
272 |
op->flag [FLAG_OBJ_ORIGINAL] = true; |
273 |
op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
274 |
} |
275 |
} |
276 |
else |
277 |
{ |
278 |
op = creator->insert (op); |
279 |
|
280 |
if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
281 |
monster_check_apply (creator, op); |
282 |
} |
283 |
} |
284 |
|
285 |
/* if there are change_xxx commands in the treasure, we include the changes |
286 |
* in the generated object |
287 |
*/ |
288 |
static void |
289 |
change_treasure (treasure *t, object *op) |
290 |
{ |
291 |
/* CMD: change_name xxxx */ |
292 |
if (t->change_arch.name) |
293 |
{ |
294 |
op->name = t->change_arch.name; |
295 |
op->name_pl = t->change_arch.name; |
296 |
} |
297 |
|
298 |
if (t->change_arch.title) |
299 |
op->title = t->change_arch.title; |
300 |
|
301 |
if (t->change_arch.slaying) |
302 |
op->slaying = t->change_arch.slaying; |
303 |
} |
304 |
|
305 |
static void |
306 |
create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
307 |
{ |
308 |
if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
309 |
{ |
310 |
if (t->name) |
311 |
{ |
312 |
if (difficulty >= t->magic) |
313 |
if (treasurelist *tl = treasurelist::find (t->name)) |
314 |
create_treasure (tl, op, flag, difficulty, tries); |
315 |
else |
316 |
LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
317 |
} |
318 |
else |
319 |
{ |
320 |
if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
321 |
{ |
322 |
object *tmp = t->item->instance (); |
323 |
|
324 |
if (t->nrof && tmp->nrof <= 1) |
325 |
tmp->nrof = rndm (t->nrof) + 1; |
326 |
|
327 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
328 |
change_treasure (t, tmp); |
329 |
put_treasure (tmp, op, flag); |
330 |
} |
331 |
} |
332 |
|
333 |
if (t->next_yes) |
334 |
create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
335 |
} |
336 |
else if (t->next_no) |
337 |
create_all_treasures (t->next_no, op, flag, difficulty, tries); |
338 |
|
339 |
if (t->next) |
340 |
create_all_treasures (t->next, op, flag, difficulty, tries); |
341 |
} |
342 |
|
343 |
static void |
344 |
create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
345 |
{ |
346 |
int value = rndm (tl->total_chance); |
347 |
treasure *t; |
348 |
|
349 |
if (tries++ > 100) |
350 |
{ |
351 |
LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
352 |
return; |
353 |
} |
354 |
|
355 |
for (t = tl->items; t; t = t->next) |
356 |
{ |
357 |
value -= t->chance; |
358 |
|
359 |
if (value < 0) |
360 |
break; |
361 |
} |
362 |
|
363 |
if (!t || value >= 0) |
364 |
cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
365 |
|
366 |
if (t->name) |
367 |
{ |
368 |
if (difficulty >= t->magic) |
369 |
{ |
370 |
treasurelist *tl = treasurelist::find (t->name); |
371 |
if (tl) |
372 |
create_treasure (tl, op, flag, difficulty, tries); |
373 |
} |
374 |
else if (t->nrof) |
375 |
create_one_treasure (tl, op, flag, difficulty, tries); |
376 |
} |
377 |
else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
378 |
{ |
379 |
if (object *tmp = t->item->instance ()) |
380 |
{ |
381 |
if (t->nrof && tmp->nrof <= 1) |
382 |
tmp->nrof = rndm (t->nrof) + 1; |
383 |
|
384 |
fix_generated_item (tmp, op, difficulty, t->magic, flag); |
385 |
change_treasure (t, tmp); |
386 |
put_treasure (tmp, op, flag); |
387 |
} |
388 |
} |
389 |
} |
390 |
|
391 |
void |
392 |
object::create_treasure (treasurelist *tl, int flags) |
393 |
{ |
394 |
::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
395 |
} |
396 |
|
397 |
/* This calls the appropriate treasure creation function. tries is passed |
398 |
* to determine how many list transitions or attempts to create treasure |
399 |
* have been made. It is really in place to prevent infinite loops with |
400 |
* list transitions, or so that excessively good treasure will not be |
401 |
* created on weak maps, because it will exceed the number of allowed tries |
402 |
* to do that. |
403 |
*/ |
404 |
void |
405 |
create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
406 |
{ |
407 |
// empty treasurelists are legal |
408 |
if (!tl->items) |
409 |
return; |
410 |
|
411 |
if (tries++ > 100) |
412 |
{ |
413 |
LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
414 |
return; |
415 |
} |
416 |
|
417 |
if (op->flag [FLAG_TREASURE_ENV]) |
418 |
{ |
419 |
// do not generate items when there already is something above the object |
420 |
if (op->flag [FLAG_IS_FLOOR] && op->above) |
421 |
return; |
422 |
|
423 |
flag |= GT_ENVIRONMENT; |
424 |
} |
425 |
|
426 |
if (tl->total_chance) |
427 |
create_one_treasure (tl, op, flag, difficulty, tries); |
428 |
else |
429 |
create_all_treasures (tl->items, op, flag, difficulty, tries); |
430 |
} |
431 |
|
432 |
/* This is similar to the old generate treasure function. However, |
433 |
* it instead takes a treasurelist. It is really just a wrapper around |
434 |
* create_treasure. We create a dummy object that the treasure gets |
435 |
* inserted into, and then return that treausre |
436 |
*/ |
437 |
object * |
438 |
generate_treasure (treasurelist *tl, int difficulty) |
439 |
{ |
440 |
difficulty = clamp (difficulty, 1, settings.max_level); |
441 |
|
442 |
object *ob = object::create (); |
443 |
|
444 |
create_treasure (tl, ob, 0, difficulty, 0); |
445 |
|
446 |
/* Don't want to free the object we are about to return */ |
447 |
object *tmp = ob->inv; |
448 |
if (tmp) |
449 |
tmp->remove (); |
450 |
|
451 |
if (ob->inv) |
452 |
LOG (llevError, "In generate treasure, created multiple objects.\n"); |
453 |
|
454 |
ob->destroy (); |
455 |
|
456 |
return tmp; |
457 |
} |
458 |
|
459 |
/* |
460 |
* This is a new way of calculating the chance for an item to have |
461 |
* a specific magical bonus. |
462 |
* The array has two arguments, the difficulty of the level, and the |
463 |
* magical bonus "wanted". |
464 |
*/ |
465 |
|
466 |
static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
467 |
// chance of magic difficulty |
468 |
// +0 +1 +2 +3 +4 |
469 |
{95, 2, 2, 1, 0}, // 1 |
470 |
{92, 5, 2, 1, 0}, // 2 |
471 |
{85, 10, 4, 1, 0}, // 3 |
472 |
{80, 14, 4, 2, 0}, // 4 |
473 |
{75, 17, 5, 2, 1}, // 5 |
474 |
{70, 18, 8, 3, 1}, // 6 |
475 |
{65, 21, 10, 3, 1}, // 7 |
476 |
{60, 22, 12, 4, 2}, // 8 |
477 |
{55, 25, 14, 4, 2}, // 9 |
478 |
{50, 27, 16, 5, 2}, // 10 |
479 |
{45, 28, 18, 6, 3}, // 11 |
480 |
{42, 28, 20, 7, 3}, // 12 |
481 |
{40, 27, 21, 8, 4}, // 13 |
482 |
{38, 25, 22, 10, 5}, // 14 |
483 |
{36, 23, 23, 12, 6}, // 15 |
484 |
{33, 21, 24, 14, 8}, // 16 |
485 |
{31, 19, 25, 16, 9}, // 17 |
486 |
{27, 15, 30, 18, 10}, // 18 |
487 |
{20, 12, 30, 25, 13}, // 19 |
488 |
{15, 10, 28, 30, 17}, // 20 |
489 |
{13, 9, 27, 28, 23}, // 21 |
490 |
{10, 8, 25, 28, 29}, // 22 |
491 |
{ 8, 7, 23, 26, 36}, // 23 |
492 |
{ 6, 6, 20, 22, 46}, // 24 |
493 |
{ 4, 5, 17, 18, 56}, // 25 |
494 |
{ 2, 4, 12, 14, 68}, // 26 |
495 |
{ 0, 3, 7, 10, 80}, // 27 |
496 |
{ 0, 0, 3, 7, 90}, // 28 |
497 |
{ 0, 0, 0, 3, 97}, // 29 |
498 |
{ 0, 0, 0, 0, 100}, // 30 |
499 |
{ 0, 0, 0, 0, 100}, // 31 |
500 |
}; |
501 |
|
502 |
/* calculate the appropriate level for wands staves and scrolls. |
503 |
* This code presumes that op has had its spell object created (in op->inv) |
504 |
* |
505 |
* elmex Wed Aug 9 17:44:59 CEST 2006: |
506 |
* Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
507 |
*/ |
508 |
static int |
509 |
level_for_item (const object *op, int difficulty) |
510 |
{ |
511 |
if (!op->inv) |
512 |
{ |
513 |
LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
514 |
return 0; |
515 |
} |
516 |
|
517 |
int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
518 |
|
519 |
if (olevel <= 0) |
520 |
olevel = rndm (1, op->inv->level); |
521 |
|
522 |
return min (olevel, MAXLEVEL_TREASURE); |
523 |
} |
524 |
|
525 |
/* |
526 |
* Based upon the specified difficulty and upon the difftomagic_list array, |
527 |
* a random magical bonus is returned. This is used when determine |
528 |
* the magical bonus created on specific maps. |
529 |
* |
530 |
* elmex Thu Aug 10 18:45:44 CEST 2006: |
531 |
* Scaling difficulty by max_level, as difficulty is a level and not some |
532 |
* weird integer between 1-31. |
533 |
* |
534 |
*/ |
535 |
static int |
536 |
magic_from_difficulty (int difficulty) |
537 |
{ |
538 |
int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
539 |
scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
540 |
|
541 |
int percent = rndm (100); |
542 |
int magic; |
543 |
|
544 |
for (magic = 0; magic <= MAXMAGIC; magic++) |
545 |
{ |
546 |
percent -= difftomagic_list[scaled_diff][magic]; |
547 |
|
548 |
if (percent < 0) |
549 |
break; |
550 |
} |
551 |
|
552 |
if (magic > MAXMAGIC) |
553 |
{ |
554 |
LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
555 |
magic = 0; |
556 |
} |
557 |
|
558 |
magic = (rndm (3)) ? magic : -magic; |
559 |
/* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
560 |
|
561 |
return magic; |
562 |
} |
563 |
|
564 |
/* |
565 |
* Sets magical bonus in an object, and recalculates the effect on |
566 |
* the armour variable, and the effect on speed of armour. |
567 |
* This function doesn't work properly, should add use of archetypes |
568 |
* to make it truly absolute. |
569 |
*/ |
570 |
void |
571 |
set_abs_magic (object *op, int magic) |
572 |
{ |
573 |
if (!magic) |
574 |
return; |
575 |
|
576 |
op->magic = magic; |
577 |
if (op->arch) |
578 |
{ |
579 |
if (op->type == ARMOUR) |
580 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
581 |
|
582 |
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
583 |
magic = (-magic); |
584 |
|
585 |
op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
586 |
} |
587 |
else |
588 |
{ |
589 |
if (op->type == ARMOUR) |
590 |
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
591 |
|
592 |
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
593 |
magic = (-magic); |
594 |
|
595 |
op->weight = (op->weight * (100 - magic * 10)) / 100; |
596 |
} |
597 |
} |
598 |
|
599 |
/* |
600 |
* Sets a random magical bonus in the given object based upon |
601 |
* the given difficulty, and the given max possible bonus. |
602 |
*/ |
603 |
|
604 |
static void |
605 |
set_magic (int difficulty, object *op, int max_magic, int flags) |
606 |
{ |
607 |
int i = magic_from_difficulty (difficulty); |
608 |
|
609 |
if ((flags & GT_ONLY_GOOD) && i < 0) |
610 |
i = -i; |
611 |
|
612 |
i = min (i, max_magic); |
613 |
|
614 |
set_abs_magic (op, i); |
615 |
if (i < 0) |
616 |
op->set_flag (FLAG_CURSED); |
617 |
} |
618 |
|
619 |
/* |
620 |
* Randomly adds one magical ability to the given object. |
621 |
* Modified for Partial Resistance in many ways: |
622 |
* 1) Since rings can have multiple bonuses, if the same bonus |
623 |
* is rolled again, increase it - the bonuses now stack with |
624 |
* other bonuses previously rolled and ones the item might natively have. |
625 |
* 2) Add code to deal with new PR method. |
626 |
*/ |
627 |
static void |
628 |
set_ring_bonus (object *op, int bonus) |
629 |
{ |
630 |
int r = rndm (bonus > 0 ? 25 : 11); |
631 |
|
632 |
if (op->type == AMULET) |
633 |
if (!rndm (21)) |
634 |
r = 20 + rndm (2); |
635 |
else if (rndm (2)) |
636 |
r = 10; |
637 |
else |
638 |
r = 11 + rndm (9); |
639 |
|
640 |
switch (r) |
641 |
{ |
642 |
/* Redone by MSW 2000-11-26 to have much less code. Also, |
643 |
* bonuses and penalties will stack and add to existing values. |
644 |
* of the item. |
645 |
*/ |
646 |
case 0: |
647 |
case 1: |
648 |
case 2: |
649 |
case 3: |
650 |
case 4: |
651 |
case 5: |
652 |
case 6: |
653 |
op->stats.stat (r) += bonus; |
654 |
break; |
655 |
|
656 |
case 7: |
657 |
op->stats.dam += bonus; |
658 |
break; |
659 |
|
660 |
case 8: |
661 |
op->stats.wc += bonus; |
662 |
break; |
663 |
|
664 |
case 9: |
665 |
op->stats.food += bonus; /* hunger/sustenance */ |
666 |
break; |
667 |
|
668 |
case 10: |
669 |
op->stats.ac += bonus; |
670 |
break; |
671 |
|
672 |
/* Item that gives protections/vulnerabilities */ |
673 |
case 11: |
674 |
case 12: |
675 |
case 13: |
676 |
case 14: |
677 |
case 15: |
678 |
case 16: |
679 |
case 17: |
680 |
case 18: |
681 |
case 19: |
682 |
{ |
683 |
int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
684 |
|
685 |
/* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
686 |
val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
687 |
|
688 |
/* Cursed items need to have higher negative values to equal out with |
689 |
* positive values for how protections work out. Put another |
690 |
* little random element in since that they don't always end up with |
691 |
* even values. |
692 |
*/ |
693 |
if (bonus < 0) |
694 |
val = 2 * -val - rndm (b); |
695 |
|
696 |
val = min (35, val); /* Upper limit */ |
697 |
|
698 |
b = 0; |
699 |
|
700 |
while (op->resist[resist_table[resist]] != 0 && b < 4) |
701 |
resist = rndm (num_resist_table); |
702 |
|
703 |
if (b == 4) |
704 |
return; /* Not able to find a free resistance */ |
705 |
|
706 |
op->resist[resist_table[resist]] = val; |
707 |
/* We should probably do something more clever here to adjust value |
708 |
* based on how good a resistance we gave. |
709 |
*/ |
710 |
break; |
711 |
} |
712 |
case 20: |
713 |
if (op->type == AMULET) |
714 |
{ |
715 |
op->set_flag (FLAG_REFL_SPELL); |
716 |
op->value *= 11; |
717 |
} |
718 |
else |
719 |
{ |
720 |
op->stats.hp = 1; /* regenerate hit points */ |
721 |
op->value *= 4; |
722 |
} |
723 |
break; |
724 |
|
725 |
case 21: |
726 |
if (op->type == AMULET) |
727 |
{ |
728 |
op->set_flag (FLAG_REFL_MISSILE); |
729 |
op->value *= 9; |
730 |
} |
731 |
else |
732 |
{ |
733 |
op->stats.sp = 1; /* regenerate spell points */ |
734 |
op->value *= 3; |
735 |
} |
736 |
break; |
737 |
|
738 |
case 22: |
739 |
op->stats.exp += bonus; /* Speed! */ |
740 |
op->value = op->value * 2 / 3; |
741 |
break; |
742 |
} |
743 |
|
744 |
if (bonus > 0) |
745 |
op->value = 2 * op->value * bonus; |
746 |
else |
747 |
op->value = -2 * op->value * bonus / 3; |
748 |
} |
749 |
|
750 |
/* |
751 |
* get_magic(diff) will return a random number between 0 and 4. |
752 |
* diff can be any value above 2. The higher the diff-variable, the |
753 |
* higher is the chance of returning a low number. |
754 |
* It is only used in fix_generated_treasure() to set bonuses on |
755 |
* rings and amulets. |
756 |
* Another scheme is used to calculate the magic of weapons and armours. |
757 |
*/ |
758 |
static int |
759 |
get_magic (int diff) |
760 |
{ |
761 |
diff = min (3, diff); |
762 |
|
763 |
for (int i = 0; i < 4; i++) |
764 |
if (rndm (diff)) |
765 |
return i; |
766 |
|
767 |
return 4; |
768 |
} |
769 |
|
770 |
/* special_potion() - so that old potion code is still done right. */ |
771 |
static int |
772 |
special_potion (object *op) |
773 |
{ |
774 |
if (op->attacktype) |
775 |
return 1; |
776 |
|
777 |
if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
778 |
return 1; |
779 |
|
780 |
for (int i = 0; i < NROFATTACKS; i++) |
781 |
if (op->resist[i]) |
782 |
return 1; |
783 |
|
784 |
return 0; |
785 |
} |
786 |
|
787 |
static double |
788 |
value_factor_from_spell_item (object *spell, object *item) |
789 |
{ |
790 |
double factor = |
791 |
pow ((spell->value > 0 ? spell->value : 1) |
792 |
* spell->level, 1.5); |
793 |
|
794 |
if (item) // this if for: wands/staffs/rods: |
795 |
{ |
796 |
/* Old crossfire comment ahead: |
797 |
* Add 50 to both level an divisor to keep prices a little more |
798 |
* reasonable. Otherwise, a high level version of a low level |
799 |
* spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
800 |
* 10 time multiplier). This way, the value are a bit more reasonable. |
801 |
*/ |
802 |
|
803 |
factor *= item->level + 50; |
804 |
factor /= item->inv->level + 50; |
805 |
} |
806 |
|
807 |
return factor; |
808 |
} |
809 |
|
810 |
#define DICE2 (get_magic(2) == 2 ? 2 : 1) |
811 |
#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
812 |
|
813 |
/* |
814 |
* fix_generated_item(): This is called after an item is generated, in |
815 |
* order to set it up right. This produced magical bonuses, puts spells |
816 |
* into scrolls/books/wands, makes it unidentified, hides the value, etc. |
817 |
*/ |
818 |
|
819 |
/* 4/28/96 added creator object from which op may now inherit properties based on |
820 |
* op->type. Right now, which stuff the creator passes on is object type |
821 |
* dependant. I know this is a spagetti manuever, but is there a cleaner |
822 |
* way to do this? b.t. */ |
823 |
|
824 |
/* |
825 |
* ! (flags & GT_ENVIRONMENT): |
826 |
* Automatically calls fix_flesh_item(). |
827 |
* |
828 |
* flags: |
829 |
* GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's |
830 |
* value. |
831 |
* GT_MINIMAL: Does minimal processing on the object - just enough to make it |
832 |
* a working object - don't change magic, value, etc, but set it material |
833 |
* type as appropriate, for objects that need spell objects, set those, etc |
834 |
*/ |
835 |
void |
836 |
fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
837 |
{ |
838 |
int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
839 |
|
840 |
if (!creator || creator->type == op->type) |
841 |
creator = op; /*safety & to prevent polymorphed objects giving attributes */ |
842 |
|
843 |
/* If we make an artifact, this information will be destroyed */ |
844 |
save_item_power = op->item_power; |
845 |
op->item_power = 0; |
846 |
|
847 |
if (op->randomitems && op->type != SPELL) |
848 |
{ |
849 |
create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
850 |
/* So the treasure doesn't get created again */ |
851 |
op->randomitems = 0; |
852 |
} |
853 |
|
854 |
max_it (difficulty, 1); |
855 |
|
856 |
if (INVOKE_OBJECT (ADD_BONUS, op, |
857 |
ARG_OBJECT (creator != op ? creator : 0), |
858 |
ARG_INT (difficulty), ARG_INT (max_magic), |
859 |
ARG_INT (flags))) |
860 |
return; |
861 |
|
862 |
if (!(flags & GT_MINIMAL)) |
863 |
{ |
864 |
if (IS_ARCH (op->arch, crown)) |
865 |
{ |
866 |
set_magic (difficulty, op, max_magic, flags); |
867 |
num_enchantments = calc_item_power (op, 1); |
868 |
generate_artifact (op, difficulty); |
869 |
} |
870 |
else |
871 |
{ |
872 |
if (!op->magic && max_magic) |
873 |
set_magic (difficulty, op, max_magic, flags); |
874 |
|
875 |
num_enchantments = calc_item_power (op, 1); |
876 |
|
877 |
if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
878 |
|| op->type == HORN |
879 |
|| difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
880 |
generate_artifact (op, difficulty); |
881 |
} |
882 |
|
883 |
/* Object was made an artifact. Calculate its item_power rating. |
884 |
* the item_power in the object is what the artfiact adds. |
885 |
*/ |
886 |
if (op->title) |
887 |
{ |
888 |
/* if save_item_power is set, then most likely we started with an |
889 |
* artifact and have added new abilities to it - this is rare, but |
890 |
* but I have seen things like 'strange rings of fire'. So just figure |
891 |
* out the power from the base power plus what this one adds. Note |
892 |
* that since item_power is not quite linear, this actually ends up |
893 |
* being somewhat of a bonus |
894 |
*/ |
895 |
if (save_item_power) |
896 |
op->item_power = save_item_power + get_power_from_ench (op->item_power); |
897 |
else |
898 |
op->item_power = get_power_from_ench (op->item_power + num_enchantments); |
899 |
} |
900 |
else if (save_item_power) |
901 |
{ |
902 |
/* restore the item_power field to the object if we haven't changed it. |
903 |
* we don't care about num_enchantments - that will basically just |
904 |
* have calculated some value from the base attributes of the archetype. |
905 |
*/ |
906 |
op->item_power = save_item_power; |
907 |
} |
908 |
else |
909 |
{ |
910 |
/* item_power was zero. This is suspicious, as it may be because it |
911 |
* was never previously calculated. Let's compute a value and see if |
912 |
* it is non-zero. If it indeed is, then assign it as the new |
913 |
* item_power value. |
914 |
* - gros, 21th of July 2006. |
915 |
*/ |
916 |
op->item_power = calc_item_power (op, 0); |
917 |
save_item_power = op->item_power; /* Just in case it would get used |
918 |
* again below */ |
919 |
} |
920 |
} |
921 |
|
922 |
/* materialtype modifications. Note we allow this on artifacts. */ |
923 |
select_material (op, difficulty); |
924 |
|
925 |
if (flags & GT_MINIMAL) |
926 |
{ |
927 |
if (op->type == POTION) |
928 |
/* Handle healing and magic power potions */ |
929 |
if (op->stats.sp && !op->randomitems) |
930 |
{ |
931 |
object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
932 |
insert_ob_in_ob (tmp, op); |
933 |
op->stats.sp = 0; |
934 |
} |
935 |
} |
936 |
else if (!op->title) /* Only modify object if not special */ |
937 |
switch (op->type) |
938 |
{ |
939 |
case WEAPON: |
940 |
case ARMOUR: |
941 |
case SHIELD: |
942 |
case HELMET: |
943 |
case CLOAK: |
944 |
if (op->flag [FLAG_CURSED] && !(rndm (4))) |
945 |
set_ring_bonus (op, -DICE2); |
946 |
break; |
947 |
|
948 |
case BRACERS: |
949 |
if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
950 |
{ |
951 |
set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
952 |
if (!op->flag [FLAG_CURSED]) |
953 |
op->value *= 3; |
954 |
} |
955 |
break; |
956 |
|
957 |
case POTION: |
958 |
{ |
959 |
int too_many_tries = 0; |
960 |
|
961 |
/* Handle healing and magic power potions */ |
962 |
if (op->stats.sp && !op->randomitems) |
963 |
{ |
964 |
object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
965 |
insert_ob_in_ob (tmp, op); |
966 |
op->stats.sp = 0; |
967 |
} |
968 |
|
969 |
while (!special_potion (op) && !op->inv) |
970 |
{ |
971 |
generate_artifact (op, difficulty); |
972 |
if (too_many_tries++ > 10) |
973 |
break; |
974 |
} |
975 |
|
976 |
/* don't want to change value for healing/magic power potions, |
977 |
* since the value set on those is already correct. |
978 |
*/ |
979 |
if (op->inv && op->randomitems) |
980 |
{ |
981 |
/* value multiplier is same as for scrolls */ |
982 |
op->value *= op->inv->value; |
983 |
op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
984 |
} |
985 |
else |
986 |
{ |
987 |
op->name = shstr_potion; |
988 |
op->name_pl = shstr_potions; |
989 |
} |
990 |
|
991 |
if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
992 |
op->set_flag (FLAG_CURSED); |
993 |
|
994 |
break; |
995 |
} |
996 |
|
997 |
case AMULET: |
998 |
if (IS_ARCH (op->arch, amulet)) |
999 |
op->value *= 5; /* Since it's not just decoration */ |
1000 |
|
1001 |
case RING: |
1002 |
if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
1003 |
break; |
1004 |
|
1005 |
if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1006 |
op->set_flag (FLAG_CURSED); |
1007 |
|
1008 |
set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
1009 |
|
1010 |
if (op->type != RING) /* Amulets have only one ability */ |
1011 |
break; |
1012 |
|
1013 |
if (!rndm (4)) |
1014 |
{ |
1015 |
int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1016 |
|
1017 |
if (d > 0) |
1018 |
op->value *= 3; |
1019 |
|
1020 |
set_ring_bonus (op, d); |
1021 |
|
1022 |
if (!rndm (4)) |
1023 |
{ |
1024 |
int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1025 |
|
1026 |
if (d > 0) |
1027 |
op->value *= 5; |
1028 |
|
1029 |
set_ring_bonus (op, d); |
1030 |
} |
1031 |
} |
1032 |
|
1033 |
if (op->animation_id) |
1034 |
op->set_anim_frame (rndm (op->anim_frames ())); |
1035 |
|
1036 |
break; |
1037 |
|
1038 |
case BOOK: |
1039 |
/* Is it an empty book?, if yes lets make a special· |
1040 |
* msg for it, and tailor its properties based on the· |
1041 |
* creator and/or map level we found it on. |
1042 |
*/ |
1043 |
if (!op->msg && rndm (10)) |
1044 |
{ |
1045 |
/* set the book level properly */ |
1046 |
if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1047 |
{ |
1048 |
if (op->map && op->map->difficulty) |
1049 |
op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1050 |
else |
1051 |
op->level = rndm (20) + 1; |
1052 |
} |
1053 |
else |
1054 |
op->level = rndm (creator->level); |
1055 |
|
1056 |
tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1057 |
/* books w/ info are worth more! */ |
1058 |
op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1059 |
|
1060 |
/* add exp so reading it gives xp (once) */ |
1061 |
op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1062 |
} |
1063 |
|
1064 |
/* creator related stuff */ |
1065 |
|
1066 |
/* for library, chained books. Note that some monsters have no_pick |
1067 |
* set - we don't want to set no pick in that case. |
1068 |
*/ |
1069 |
if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
1070 |
op->set_flag (FLAG_NO_PICK); |
1071 |
if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1072 |
op->slaying = creator->slaying; |
1073 |
break; |
1074 |
|
1075 |
case SPELLBOOK: |
1076 |
op->value *= value_factor_from_spell_item (op->inv, 0); |
1077 |
|
1078 |
/* add exp so learning gives xp */ |
1079 |
op->level = op->inv->level; |
1080 |
op->stats.exp = op->value; |
1081 |
break; |
1082 |
|
1083 |
case WAND: |
1084 |
/* nrof in the treasure list is number of charges, |
1085 |
* not number of wands. So copy that into food (charges), |
1086 |
* and reset nrof. |
1087 |
*/ |
1088 |
op->stats.food = op->inv->nrof; |
1089 |
op->nrof = 1; |
1090 |
/* If the spell changes by level, choose a random level |
1091 |
* for it. |
1092 |
*/ |
1093 |
if (op->inv->duration_modifier |
1094 |
|| op->inv->dam_modifier |
1095 |
|| op->inv->range_modifier) |
1096 |
op->level = level_for_item (op, difficulty); |
1097 |
else |
1098 |
op->level = op->inv->level; |
1099 |
|
1100 |
op->value *= value_factor_from_spell_item (op->inv, op); |
1101 |
break; |
1102 |
|
1103 |
case ROD: |
1104 |
op->level = level_for_item (op, difficulty); |
1105 |
op->value *= value_factor_from_spell_item (op->inv, op); |
1106 |
|
1107 |
/* maxhp is used to denote how many 'charges' the rod holds before */ |
1108 |
if (op->stats.maxhp) |
1109 |
op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1110 |
else |
1111 |
op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1112 |
|
1113 |
op->stats.hp = op->stats.maxhp; |
1114 |
break; |
1115 |
|
1116 |
case SCROLL: |
1117 |
op->level = level_for_item (op, difficulty); |
1118 |
op->value *= value_factor_from_spell_item (op->inv, op); |
1119 |
|
1120 |
/* add exp so reading them properly gives xp */ |
1121 |
op->stats.exp = op->value / 5; |
1122 |
op->nrof = op->inv->nrof; |
1123 |
break; |
1124 |
|
1125 |
case RUNE: |
1126 |
trap_adjust (op, difficulty); |
1127 |
break; |
1128 |
|
1129 |
case TRAP: |
1130 |
trap_adjust (op, difficulty); |
1131 |
break; |
1132 |
} /* switch type */ |
1133 |
|
1134 |
if (flags & GT_STARTEQUIP) |
1135 |
{ |
1136 |
if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1137 |
op->set_flag (FLAG_STARTEQUIP); |
1138 |
else if (op->type != MONEY) |
1139 |
op->value = 0; |
1140 |
} |
1141 |
|
1142 |
if (!(flags & GT_ENVIRONMENT)) |
1143 |
fix_flesh_item (op, creator); |
1144 |
} |
1145 |
|
1146 |
/* |
1147 |
* |
1148 |
* |
1149 |
* CODE DEALING WITH ARTIFACTS STARTS HERE |
1150 |
* |
1151 |
* |
1152 |
*/ |
1153 |
|
1154 |
/* |
1155 |
* Allocate and return the pointer to an empty artifactlist structure. |
1156 |
*/ |
1157 |
static artifactlist * |
1158 |
get_empty_artifactlist () |
1159 |
{ |
1160 |
return salloc0<artifactlist> (); |
1161 |
} |
1162 |
|
1163 |
/* |
1164 |
* Allocate and return the pointer to an empty artifact structure. |
1165 |
*/ |
1166 |
static artifact * |
1167 |
get_empty_artifact () |
1168 |
{ |
1169 |
return salloc0<artifact> (); |
1170 |
} |
1171 |
|
1172 |
/* |
1173 |
* Searches the artifact lists and returns one that has the same type |
1174 |
* of objects on it. |
1175 |
*/ |
1176 |
artifactlist * |
1177 |
find_artifactlist (int type) |
1178 |
{ |
1179 |
for (artifactlist *al = first_artifactlist; al; al = al->next) |
1180 |
if (al->type == type) |
1181 |
return al; |
1182 |
|
1183 |
return 0; |
1184 |
} |
1185 |
|
1186 |
/* |
1187 |
* Builds up the lists of artifacts from the file in the libdir. |
1188 |
*/ |
1189 |
void |
1190 |
init_artifacts () |
1191 |
{ |
1192 |
static int has_been_inited = 0; |
1193 |
artifact *art = NULL; |
1194 |
artifactlist *al; |
1195 |
|
1196 |
if (has_been_inited) |
1197 |
return; |
1198 |
else |
1199 |
has_been_inited = 1; |
1200 |
|
1201 |
object_thawer f (settings.datadir, "artifacts"); |
1202 |
|
1203 |
if (!f) |
1204 |
return; |
1205 |
|
1206 |
for (;;) |
1207 |
{ |
1208 |
switch (f.kw) |
1209 |
{ |
1210 |
case KW_allowed: |
1211 |
if (!art) |
1212 |
art = get_empty_artifact (); |
1213 |
|
1214 |
{ |
1215 |
if (!strcmp (f.get_str (), "all")) |
1216 |
break; |
1217 |
|
1218 |
const char *cp = f.get_str (); |
1219 |
char *next; |
1220 |
do |
1221 |
{ |
1222 |
if ((next = (char *)strchr (cp, ','))) |
1223 |
*next++ = '\0'; |
1224 |
|
1225 |
linked_char *tmp = new linked_char; |
1226 |
|
1227 |
tmp->name = cp; |
1228 |
tmp->next = art->allowed; |
1229 |
art->allowed = tmp; |
1230 |
} |
1231 |
while ((cp = next)); |
1232 |
} |
1233 |
break; |
1234 |
|
1235 |
case KW_chance: |
1236 |
f.get (art->chance); |
1237 |
break; |
1238 |
|
1239 |
case KW_difficulty: |
1240 |
f.get (art->difficulty); |
1241 |
break; |
1242 |
|
1243 |
case KW_object: |
1244 |
{ |
1245 |
art->item = object::create (); |
1246 |
f.get (art->item->name); |
1247 |
f.next (); |
1248 |
|
1249 |
if (!art->item->parse_kv (f)) |
1250 |
LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1251 |
|
1252 |
al = find_artifactlist (art->item->type); |
1253 |
|
1254 |
if (!al) |
1255 |
{ |
1256 |
al = get_empty_artifactlist (); |
1257 |
al->type = art->item->type; |
1258 |
al->next = first_artifactlist; |
1259 |
first_artifactlist = al; |
1260 |
} |
1261 |
|
1262 |
art->next = al->items; |
1263 |
al->items = art; |
1264 |
art = 0; |
1265 |
} |
1266 |
continue; |
1267 |
|
1268 |
case KW_EOF: |
1269 |
goto done; |
1270 |
|
1271 |
default: |
1272 |
if (!f.parse_error ("artifacts file")) |
1273 |
cleanup ("artifacts file required"); |
1274 |
break; |
1275 |
} |
1276 |
|
1277 |
f.next (); |
1278 |
} |
1279 |
|
1280 |
done: |
1281 |
for (al = first_artifactlist; al; al = al->next) |
1282 |
{ |
1283 |
al->total_chance = 0; |
1284 |
|
1285 |
for (art = al->items; art; art = art->next) |
1286 |
{ |
1287 |
if (!art->chance) |
1288 |
LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1289 |
else |
1290 |
al->total_chance += art->chance; |
1291 |
} |
1292 |
#if 0 |
1293 |
LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1294 |
#endif |
1295 |
} |
1296 |
} |
1297 |
|
1298 |
/* |
1299 |
* Used in artifact generation. The bonuses of the first object |
1300 |
* is modified by the bonuses of the second object. |
1301 |
*/ |
1302 |
void |
1303 |
add_abilities (object *op, object *change) |
1304 |
{ |
1305 |
if (change->face != blank_face) |
1306 |
op->face = change->face; |
1307 |
|
1308 |
for (int i = 0; i < NUM_STATS; i++) |
1309 |
change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1310 |
|
1311 |
op->attacktype |= change->attacktype; |
1312 |
op->path_attuned |= change->path_attuned; |
1313 |
op->path_repelled |= change->path_repelled; |
1314 |
op->path_denied |= change->path_denied; |
1315 |
op->move_type |= change->move_type; |
1316 |
op->stats.luck += change->stats.luck; |
1317 |
|
1318 |
static const struct copyflags : object::flags_t |
1319 |
{ |
1320 |
copyflags () |
1321 |
{ |
1322 |
set (FLAG_CURSED); |
1323 |
set (FLAG_DAMNED); |
1324 |
set (FLAG_LIFESAVE); |
1325 |
set (FLAG_REFL_SPELL); |
1326 |
set (FLAG_STEALTH); |
1327 |
set (FLAG_XRAYS); |
1328 |
set (FLAG_BLIND); |
1329 |
set (FLAG_SEE_IN_DARK); |
1330 |
set (FLAG_REFL_MISSILE); |
1331 |
set (FLAG_MAKE_INVIS); |
1332 |
} |
1333 |
} copyflags; |
1334 |
|
1335 |
// we might want to just copy, but or'ing is what the original code did |
1336 |
op->flag |= change->flag & copyflags; |
1337 |
|
1338 |
if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1339 |
set_abs_magic (op, -op->magic); |
1340 |
|
1341 |
if (change->flag [FLAG_STAND_STILL]) |
1342 |
{ |
1343 |
op->clr_flag (FLAG_ANIMATE); |
1344 |
|
1345 |
/* so artifacts will join */ |
1346 |
if (!op->flag [FLAG_ALIVE]) |
1347 |
op->speed = 0.; |
1348 |
|
1349 |
op->set_speed (op->speed); |
1350 |
} |
1351 |
|
1352 |
if (change->nrof) |
1353 |
op->nrof = rndm (change->nrof) + 1; |
1354 |
|
1355 |
op->stats.exp += change->stats.exp; /* Speed modifier */ |
1356 |
op->stats.wc += change->stats.wc; |
1357 |
op->stats.ac += change->stats.ac; |
1358 |
|
1359 |
if (change->other_arch) |
1360 |
{ |
1361 |
/* Basically, for horns & potions, the other_arch field is the spell |
1362 |
* to cast. So convert that to into a spell and put it into |
1363 |
* this object. |
1364 |
*/ |
1365 |
if (op->type == HORN || op->type == POTION) |
1366 |
{ |
1367 |
/* Remove any spells this object currently has in it */ |
1368 |
op->destroy_inv (false); |
1369 |
|
1370 |
object *tmp = change->other_arch->instance (); |
1371 |
insert_ob_in_ob (tmp, op); |
1372 |
} |
1373 |
|
1374 |
/* No harm setting this for potions/horns */ |
1375 |
op->other_arch = change->other_arch; |
1376 |
} |
1377 |
|
1378 |
if (change->stats.hp < 0) |
1379 |
op->stats.hp = -change->stats.hp; |
1380 |
else |
1381 |
op->stats.hp += change->stats.hp; |
1382 |
|
1383 |
if (change->stats.maxhp < 0) |
1384 |
op->stats.maxhp = -change->stats.maxhp; |
1385 |
else |
1386 |
op->stats.maxhp += change->stats.maxhp; |
1387 |
|
1388 |
if (change->stats.sp < 0) |
1389 |
op->stats.sp = -change->stats.sp; |
1390 |
else |
1391 |
op->stats.sp += change->stats.sp; |
1392 |
|
1393 |
if (change->stats.maxsp < 0) |
1394 |
op->stats.maxsp = -change->stats.maxsp; |
1395 |
else |
1396 |
op->stats.maxsp += change->stats.maxsp; |
1397 |
|
1398 |
if (change->stats.food < 0) |
1399 |
op->stats.food = -change->stats.food; |
1400 |
else |
1401 |
op->stats.food += change->stats.food; |
1402 |
|
1403 |
if (change->level < 0) |
1404 |
op->level = -change->level; |
1405 |
else |
1406 |
op->level += change->level; |
1407 |
|
1408 |
if (change->gen_sp_armour < 0) |
1409 |
op->gen_sp_armour = -change->gen_sp_armour; |
1410 |
else |
1411 |
op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1412 |
|
1413 |
op->item_power = change->item_power; |
1414 |
|
1415 |
for (int i = 0; i < NROFATTACKS; i++) |
1416 |
op->resist[i] += change->resist[i]; |
1417 |
|
1418 |
if (change->stats.dam) |
1419 |
{ |
1420 |
if (change->stats.dam < 0) |
1421 |
op->stats.dam = -change->stats.dam; |
1422 |
else if (op->stats.dam) |
1423 |
{ |
1424 |
int tmp = op->stats.dam * change->stats.dam / 10; |
1425 |
|
1426 |
if (tmp == op->stats.dam) |
1427 |
{ |
1428 |
if (change->stats.dam < 10) |
1429 |
op->stats.dam--; |
1430 |
else |
1431 |
op->stats.dam++; |
1432 |
} |
1433 |
else |
1434 |
op->stats.dam = tmp; |
1435 |
} |
1436 |
} |
1437 |
|
1438 |
if (change->weight) |
1439 |
{ |
1440 |
if (change->weight < 0) |
1441 |
op->weight = -change->weight; |
1442 |
else |
1443 |
op->weight = op->weight * change->weight / 100; |
1444 |
} |
1445 |
|
1446 |
if (change->last_sp) |
1447 |
{ |
1448 |
if (change->last_sp < 0) |
1449 |
op->last_sp = -change->last_sp; |
1450 |
else |
1451 |
op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1452 |
} |
1453 |
|
1454 |
if (change->gen_sp_armour) |
1455 |
{ |
1456 |
if (change->gen_sp_armour < 0) |
1457 |
op->gen_sp_armour = -change->gen_sp_armour; |
1458 |
else |
1459 |
op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1460 |
} |
1461 |
|
1462 |
op->value *= change->value; |
1463 |
|
1464 |
if (change->materials) |
1465 |
op->materials = change->materials; |
1466 |
|
1467 |
if (change->material != MATERIAL_NULL) |
1468 |
op->material = change->material; |
1469 |
|
1470 |
if (change->slaying) |
1471 |
op->slaying = change->slaying; |
1472 |
|
1473 |
if (change->race) |
1474 |
op->race = change->race; |
1475 |
|
1476 |
if (change->msg) |
1477 |
op->msg = change->msg; |
1478 |
} |
1479 |
|
1480 |
static int |
1481 |
legal_artifact_combination (object *op, artifact *art) |
1482 |
{ |
1483 |
int neg, success = 0; |
1484 |
linked_char *tmp; |
1485 |
const char *name; |
1486 |
|
1487 |
if (!art->allowed) |
1488 |
return 1; /* Ie, "all" */ |
1489 |
|
1490 |
for (tmp = art->allowed; tmp; tmp = tmp->next) |
1491 |
{ |
1492 |
#ifdef TREASURE_VERBOSE |
1493 |
LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1494 |
#endif |
1495 |
if (*tmp->name == '!') |
1496 |
name = tmp->name + 1, neg = 1; |
1497 |
else |
1498 |
name = tmp->name, neg = 0; |
1499 |
|
1500 |
/* If we match name, then return the opposite of 'neg' */ |
1501 |
if (!strcmp (name, op->arch->archname)) |
1502 |
return !neg; |
1503 |
|
1504 |
/* Set success as true, since if the match was an inverse, it means |
1505 |
* everything is allowed except what we match |
1506 |
*/ |
1507 |
else if (neg) |
1508 |
success = 1; |
1509 |
} |
1510 |
|
1511 |
return success; |
1512 |
} |
1513 |
|
1514 |
/* |
1515 |
* Fixes the given object, giving it the abilities and titles |
1516 |
* it should have due to the second artifact-template. |
1517 |
*/ |
1518 |
|
1519 |
void |
1520 |
give_artifact_abilities (object *op, object *artifct) |
1521 |
{ |
1522 |
op->title = format ("of %s", &artifct->name); |
1523 |
|
1524 |
add_abilities (op, artifct); /* Give out the bonuses */ |
1525 |
|
1526 |
#if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1527 |
{ |
1528 |
char identified = op->flag [FLAG_IDENTIFIED]; |
1529 |
|
1530 |
op->set_flag (FLAG_IDENTIFIED); |
1531 |
LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1532 |
if (!identified) |
1533 |
op->clr_flag (FLAG_IDENTIFIED); |
1534 |
} |
1535 |
#endif |
1536 |
return; |
1537 |
} |
1538 |
|
1539 |
/* |
1540 |
* Decides randomly which artifact the object should be |
1541 |
* turned into. Makes sure that the item can become that |
1542 |
* artifact (means magic, difficulty, and Allowed fields properly). |
1543 |
* Then calls give_artifact_abilities in order to actually create |
1544 |
* the artifact. |
1545 |
*/ |
1546 |
|
1547 |
/* Give 1 re-roll attempt per artifact */ |
1548 |
#define ARTIFACT_TRIES 2 |
1549 |
|
1550 |
void |
1551 |
generate_artifact (object *op, int difficulty) |
1552 |
{ |
1553 |
artifact *art; |
1554 |
|
1555 |
artifactlist *al = find_artifactlist (op->type); |
1556 |
|
1557 |
if (al == NULL) |
1558 |
{ |
1559 |
#if 0 /* This is too verbose, usually */ |
1560 |
LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1561 |
#endif |
1562 |
return; |
1563 |
} |
1564 |
|
1565 |
for (int i = 0; i < ARTIFACT_TRIES; i++) |
1566 |
{ |
1567 |
int roll = rndm (al->total_chance); |
1568 |
|
1569 |
for (art = al->items; art; art = art->next) |
1570 |
{ |
1571 |
roll -= art->chance; |
1572 |
if (roll < 0) |
1573 |
break; |
1574 |
} |
1575 |
|
1576 |
if (art == NULL || roll >= 0) |
1577 |
{ |
1578 |
#if 1 |
1579 |
LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1580 |
#endif |
1581 |
return; |
1582 |
} |
1583 |
|
1584 |
if (art->item->name == shstr_NONE) |
1585 |
return; |
1586 |
|
1587 |
if (fabs (op->magic) < art->item->magic) |
1588 |
continue; /* Not magic enough to be this item */ |
1589 |
|
1590 |
/* Map difficulty not high enough */ |
1591 |
if (difficulty < art->difficulty) |
1592 |
continue; |
1593 |
|
1594 |
if (!legal_artifact_combination (op, art)) |
1595 |
{ |
1596 |
#ifdef TREASURE_VERBOSE |
1597 |
LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1598 |
#endif |
1599 |
continue; |
1600 |
} |
1601 |
|
1602 |
give_artifact_abilities (op, art->item); |
1603 |
return; |
1604 |
} |
1605 |
} |
1606 |
|
1607 |
/* fix_flesh_item() - objects of type FLESH are similar to type |
1608 |
* FOOD, except they inherit properties (name, food value, etc). |
1609 |
* based on the original owner (or 'donor' if you like). -b.t. |
1610 |
*/ |
1611 |
|
1612 |
void |
1613 |
fix_flesh_item (object *item, object *donor) |
1614 |
{ |
1615 |
if (item->type == FLESH && donor) |
1616 |
{ |
1617 |
/* change the name */ |
1618 |
item->name = format ("%s's %s", &donor->name, &item->name); |
1619 |
item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1620 |
|
1621 |
/* weight is FLESH weight/100 * donor */ |
1622 |
item->weight = max (1, item->weight * donor->weight / 100); |
1623 |
|
1624 |
/* value is multiplied by level of donor */ |
1625 |
item->value *= isqrt (donor->level * 2); |
1626 |
|
1627 |
/* food value */ |
1628 |
item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1629 |
|
1630 |
/* flesh items inherit some abilities of donor, but not |
1631 |
* full effect. |
1632 |
*/ |
1633 |
for (int i = 0; i < NROFATTACKS; i++) |
1634 |
item->resist[i] = donor->resist[i] / 2; |
1635 |
|
1636 |
/* item inherits donor's level (important for quezals) */ |
1637 |
item->level = donor->level; |
1638 |
|
1639 |
/* if donor has some attacktypes, the flesh is poisonous */ |
1640 |
if (donor->attacktype & AT_POISON) |
1641 |
item->type = POISON; |
1642 |
|
1643 |
if (donor->attacktype & AT_ACID) |
1644 |
item->stats.hp = -item->stats.food; |
1645 |
|
1646 |
item->set_flag (FLAG_NO_STEAL); |
1647 |
} |
1648 |
} |
1649 |
|
1650 |
static void |
1651 |
free_treasurestruct (treasure *t) |
1652 |
{ |
1653 |
if (t->next) free_treasurestruct (t->next); |
1654 |
if (t->next_yes) free_treasurestruct (t->next_yes); |
1655 |
if (t->next_no) free_treasurestruct (t->next_no); |
1656 |
|
1657 |
delete t; |
1658 |
} |
1659 |
|
1660 |
static void |
1661 |
free_charlinks (linked_char *lc) |
1662 |
{ |
1663 |
if (lc->next) |
1664 |
free_charlinks (lc->next); |
1665 |
|
1666 |
delete lc; |
1667 |
} |
1668 |
|
1669 |
static void |
1670 |
free_artifact (artifact *at) |
1671 |
{ |
1672 |
if (at->next) free_artifact (at->next); |
1673 |
if (at->allowed) free_charlinks (at->allowed); |
1674 |
|
1675 |
at->item->destroy (); |
1676 |
|
1677 |
sfree (at); |
1678 |
} |
1679 |
|