1 | |
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2 | /* |
1 | /* |
3 | * static char *rcs_treasure_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: treasure.C,v 1.16 2006/09/10 16:00:23 root Exp $"; |
3 | * |
5 | */ |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
14 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
16 | (at your option) any later version. |
11 | * option) any later version. |
17 | |
12 | * |
18 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
22 | |
17 | * |
23 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
24 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
26 | |
21 | * |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
28 | */ |
23 | */ |
29 | |
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30 | #define ALLOWED_COMBINATION |
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31 | |
24 | |
32 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
33 | * It is useful for finding bugs in the treasures file. Since it only |
26 | * It is useful for finding bugs in the treasures file. Since it only |
34 | * slows the startup some (and not actual game play), it is by default |
27 | * slows the startup some (and not actual game play), it is by default |
35 | * left on |
28 | * left on |
36 | */ |
29 | */ |
37 | #define TREASURE_DEBUG |
30 | #define TREASURE_DEBUG |
38 | |
31 | |
39 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
32 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
40 | |
33 | |
41 | /* #define TREASURE_VERBOSE */ |
34 | //#define TREASURE_VERBOSE |
42 | |
35 | |
43 | #include <global.h> |
36 | #include <global.h> |
44 | #include <treasure.h> |
37 | #include <treasure.h> |
45 | #include <funcpoint.h> |
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46 | #include <loader.h> |
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47 | |
38 | |
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39 | extern char *spell_mapping[]; |
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40 | |
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41 | static treasurelist *first_treasurelist; |
48 | |
42 | |
49 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
43 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
50 | extern char *spell_mapping[]; |
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51 | |
44 | |
52 | /* |
45 | typedef std::tr1::unordered_map< |
53 | * Initialize global archtype pointers: |
46 | const char *, |
54 | */ |
47 | treasurelist *, |
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48 | str_hash, |
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49 | str_equal, |
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50 | slice_allocator< std::pair<const char *const, treasurelist *> > |
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51 | > tl_map_t; |
55 | |
52 | |
56 | void |
53 | static tl_map_t tl_map; |
57 | init_archetype_pointers () |
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58 | { |
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59 | int prev_warn = warn_archetypes; |
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60 | |
54 | |
61 | warn_archetypes = 1; |
55 | //TODO: class method |
62 | if (ring_arch == NULL) |
56 | static void free_treasurestruct (treasure *t); // bleh desu |
63 | ring_arch = find_archetype ("ring"); |
57 | static void |
64 | if (amulet_arch == NULL) |
58 | clear (treasurelist *tl) |
65 | amulet_arch = find_archetype ("amulet"); |
59 | { |
66 | if (staff_arch == NULL) |
60 | if (tl->items) |
67 | staff_arch = find_archetype ("staff"); |
61 | { |
68 | if (crown_arch == NULL) |
62 | free_treasurestruct (tl->items); |
69 | crown_arch = find_archetype ("crown"); |
63 | tl->items = 0; |
70 | warn_archetypes = prev_warn; |
64 | } |
71 | } |
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72 | |
65 | |
73 | /* |
66 | tl->total_chance = 0; |
74 | * Allocate and return the pointer to an empty treasurelist structure. |
67 | } |
75 | */ |
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76 | |
68 | |
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69 | /* |
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70 | * Searches for the given treasurelist |
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71 | */ |
77 | static treasurelist * |
72 | treasurelist * |
78 | get_empty_treasurelist (void) |
73 | treasurelist::find (const char *name) |
79 | { |
74 | { |
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75 | if (!name) |
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76 | return 0; |
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77 | |
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78 | auto (i, tl_map.find (name)); |
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79 | |
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80 | if (i == tl_map.end ()) |
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81 | return 0; |
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82 | |
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83 | return i->second; |
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84 | } |
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85 | |
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86 | /* |
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87 | * Searches for the given treasurelist in the globally linked list |
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88 | * of treasurelists which has been built by load_treasures(). |
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89 | */ |
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90 | treasurelist * |
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91 | treasurelist::get (const char *name) |
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92 | { |
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93 | treasurelist *tl = find (name); |
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94 | |
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95 | if (!tl) |
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96 | { |
80 | return new treasurelist; |
97 | tl = new treasurelist; |
81 | } |
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82 | |
98 | |
83 | /* |
99 | tl->name = name; |
84 | * Allocate and return the pointer to an empty treasure structure. |
100 | tl->next = first_treasurelist; |
85 | */ |
101 | first_treasurelist = tl; |
86 | //TODO: make this a constructor |
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87 | static treasure * |
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88 | get_empty_treasure (void) |
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89 | { |
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90 | treasure *t = new treasure; |
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91 | |
102 | |
92 | t->chance = 100; |
103 | tl_map.insert (std::make_pair (tl->name, tl)); |
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104 | } |
93 | |
105 | |
94 | return t; |
106 | return tl; |
95 | } |
107 | } |
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108 | |
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109 | #ifdef TREASURE_DEBUG |
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110 | /* recursived checks the linked list. Treasurelist is passed only |
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111 | * so that the treasure name can be printed out |
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112 | */ |
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113 | static void |
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114 | check_treasurelist (const treasure *t, const treasurelist * tl) |
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115 | { |
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116 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
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117 | 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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118 | |
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119 | if (t->next) |
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120 | check_treasurelist (t->next, tl); |
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121 | |
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122 | if (t->next_yes) |
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123 | check_treasurelist (t->next_yes, tl); |
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124 | |
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125 | if (t->next_no) |
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126 | check_treasurelist (t->next_no, tl); |
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127 | } |
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128 | #endif |
96 | |
129 | |
97 | /* |
130 | /* |
98 | * Reads the lib/treasure file from disk, and parses the contents |
131 | * Reads the lib/treasure file from disk, and parses the contents |
99 | * into an internal treasure structure (very linked lists) |
132 | * into an internal treasure structure (very linked lists) |
100 | */ |
133 | */ |
101 | |
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102 | static treasure * |
134 | static treasure * |
103 | load_treasure (FILE * fp, int *line) |
135 | read_treasure (object_thawer &f) |
104 | { |
136 | { |
105 | char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
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106 | treasure *t = get_empty_treasure (); |
137 | treasure *t = new treasure; |
107 | int value; |
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108 | |
138 | |
109 | nroftreasures++; |
139 | f.next (); |
110 | while (fgets (buf, MAX_BUF, fp) != NULL) |
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111 | { |
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112 | (*line)++; |
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113 | |
140 | |
114 | if (*buf == '#') |
141 | for (;;) |
115 | continue; |
142 | { |
116 | if ((cp = strchr (buf, '\n')) != NULL) |
143 | coroapi::cede_to_tick (); |
117 | *cp = '\0'; |
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118 | cp = buf; |
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119 | while (isspace (*cp)) /* Skip blanks */ |
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120 | cp++; |
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121 | |
144 | |
122 | if (sscanf (cp, "arch %s", variable)) |
145 | switch (f.kw) |
123 | { |
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124 | if ((t->item = find_archetype (variable)) == NULL) |
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125 | LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
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126 | } |
146 | { |
127 | else if (sscanf (cp, "list %s", variable)) |
147 | case KW_arch: |
128 | t->name = variable; |
148 | t->item = archetype::find (f.get_str ()); |
129 | else if (sscanf (cp, "change_name %s", variable)) |
149 | |
130 | t->change_arch.name = variable; |
150 | if (!t->item) |
131 | else if (sscanf (cp, "change_title %s", variable)) |
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132 | t->change_arch.title = variable; |
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133 | else if (sscanf (cp, "change_slaying %s", variable)) |
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134 | t->change_arch.slaying = variable; |
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135 | else if (sscanf (cp, "chance %d", &value)) |
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136 | t->chance = (uint8) value; |
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137 | else if (sscanf (cp, "nrof %d", &value)) |
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138 | t->nrof = (uint16) value; |
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139 | else if (sscanf (cp, "magic %d", &value)) |
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140 | t->magic = (uint8) value; |
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141 | else if (!strcmp (cp, "yes")) |
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142 | t->next_yes = load_treasure (fp, line); |
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143 | else if (!strcmp (cp, "no")) |
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144 | t->next_no = load_treasure (fp, line); |
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145 | else if (!strcmp (cp, "end")) |
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146 | return t; |
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147 | else if (!strcmp (cp, "more")) |
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148 | { |
151 | { |
149 | t->next = load_treasure (fp, line); |
152 | f.parse_warn ("treasure references unknown archetype"); |
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153 | t->item = archetype::empty; |
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154 | } |
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155 | |
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156 | break; |
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157 | |
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158 | case KW_list: f.get (t->name); break; |
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159 | case KW_change_name: f.get (t->change_arch.name); break; |
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160 | case KW_change_title: f.get (t->change_arch.title); break; |
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161 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
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162 | case KW_chance: f.get (t->chance); break; |
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163 | case KW_nrof: f.get (t->nrof); break; |
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164 | case KW_magic: f.get (t->magic); break; |
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165 | |
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166 | case KW_yes: t->next_yes = read_treasure (f); continue; |
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167 | case KW_no: t->next_no = read_treasure (f); continue; |
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168 | |
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169 | case KW_end: |
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170 | f.next (); |
150 | return t; |
171 | return t; |
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172 | |
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173 | case KW_more: |
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174 | t->next = read_treasure (f); |
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175 | return t; |
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176 | |
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177 | default: |
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178 | if (!f.parse_error ("treasurelist", t->name)) |
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179 | goto error; |
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180 | |
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181 | return t; |
151 | } |
182 | } |
152 | else |
183 | |
153 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
184 | f.next (); |
154 | } |
185 | } |
155 | LOG (llevError, "treasure lacks 'end'.\n"); |
186 | |
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187 | // not reached |
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188 | |
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189 | error: |
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190 | delete t; |
156 | return t; |
191 | return 0; |
157 | } |
192 | } |
158 | |
193 | |
159 | #ifdef TREASURE_DEBUG |
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160 | |
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161 | /* recursived checks the linked list. Treasurelist is passed only |
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162 | * so that the treasure name can be printed out |
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163 | */ |
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164 | static void |
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165 | check_treasurelist (const treasure *t, const treasurelist * tl) |
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166 | { |
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167 | if (t->item == NULL && t->name == NULL) |
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168 | LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
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169 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
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170 | 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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171 | /* find_treasurelist will print out its own error message */ |
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172 | if (t->name && *t->name) |
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173 | (void) find_treasurelist (t->name); |
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174 | if (t->next) |
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175 | check_treasurelist (t->next, tl); |
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176 | if (t->next_yes) |
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177 | check_treasurelist (t->next_yes, tl); |
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178 | if (t->next_no) |
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179 | check_treasurelist (t->next_no, tl); |
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180 | } |
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181 | #endif |
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182 | |
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183 | /* |
194 | /* |
184 | * Opens LIBDIR/treasure and reads all treasure-declarations from it. |
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185 | * Each treasure is parsed with the help of load_treasure(). |
195 | * Each treasure is parsed with the help of load_treasure(). |
186 | */ |
196 | */ |
187 | |
197 | treasurelist * |
188 | void |
198 | treasurelist::read (object_thawer &f) |
189 | load_treasures (void) |
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190 | { |
199 | { |
191 | FILE *fp; |
200 | assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
192 | char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
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193 | treasurelist *previous = NULL; |
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194 | treasure *t; |
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195 | int comp, line = 0; |
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196 | |
201 | |
197 | sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
202 | bool one = f.kw == KW_treasureone; |
198 | if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
203 | treasurelist *tl = treasurelist::get (f.get_str ()); |
199 | { |
204 | clear (tl); |
200 | LOG (llevError, "Can't open treasure file.\n"); |
205 | tl->items = read_treasure (f); |
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206 | if (!tl->items) |
201 | return; |
207 | return 0; |
202 | } |
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203 | while (fgets (buf, MAX_BUF, fp) != NULL) |
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204 | { |
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205 | line++; |
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206 | if (*buf == '#') |
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207 | continue; |
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208 | |
208 | |
209 | if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
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210 | { |
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211 | treasurelist *tl = get_empty_treasurelist (); |
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212 | |
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213 | tl->name = name; |
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214 | if (previous == NULL) |
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215 | first_treasurelist = tl; |
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216 | else |
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217 | previous->next = tl; |
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218 | previous = tl; |
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219 | tl->items = load_treasure (fp, &line); |
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220 | |
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221 | /* This is a one of the many items on the list should be generated. |
209 | /* This is a one of the many items on the list should be generated. |
222 | * Add up the chance total, and check to make sure the yes & no |
210 | * Add up the chance total, and check to make sure the yes & no |
223 | * fields of the treasures are not being used. |
211 | * fields of the treasures are not being used. |
224 | */ |
212 | */ |
225 | if (!strncmp (buf, "treasureone", 11)) |
213 | if (one) |
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214 | { |
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215 | for (treasure *t = tl->items; t; t = t->next) |
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216 | { |
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217 | if (t->next_yes || t->next_no) |
226 | { |
218 | { |
227 | for (t = tl->items; t != NULL; t = t->next) |
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228 | { |
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229 | #ifdef TREASURE_DEBUG |
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230 | if (t->next_yes || t->next_no) |
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231 | { |
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232 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
219 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
233 | LOG (llevError, " the next_yes or next_no field is set\n"); |
220 | LOG (llevError, " the next_yes or next_no field is set\n"); |
234 | } |
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235 | #endif |
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236 | tl->total_chance += t->chance; |
|
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237 | } |
|
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238 | } |
221 | } |
239 | } |
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240 | else |
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241 | LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
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242 | } |
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243 | close_and_delete (fp, comp); |
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244 | |
222 | |
245 | #ifdef TREASURE_DEBUG |
223 | tl->total_chance += t->chance; |
246 | /* Perform some checks on how valid the treasure data actually is. |
224 | } |
247 | * verify that list transitions work (ie, the list that it is supposed |
225 | } |
248 | * to transition to exists). Also, verify that at least the name |
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249 | * or archetype is set for each treasure element. |
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250 | */ |
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251 | for (previous = first_treasurelist; previous != NULL; previous = previous->next) |
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252 | check_treasurelist (previous->items, previous); |
|
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253 | #endif |
|
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254 | } |
|
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255 | |
226 | |
256 | /* |
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257 | * Searches for the given treasurelist in the globally linked list |
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258 | * of treasurelists which has been built by load_treasures(). |
|
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259 | */ |
|
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260 | |
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261 | treasurelist * |
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262 | find_treasurelist (const char *name) |
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263 | { |
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264 | /* Special cases - randomitems of NULL is to override default. If |
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265 | * first_treasurelist is null, it means we are on the first pass of |
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266 | * of loading archetypes, so for now, just return - second pass will |
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267 | * init these values. |
|
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268 | */ |
|
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269 | if (!name) |
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270 | return 0; |
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271 | |
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272 | if (const char *tmp = shstr::find (name)) |
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273 | for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next) |
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274 | if (tmp == tl->name) |
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275 | return tl; |
|
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276 | |
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277 | if (first_treasurelist) |
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278 | LOG (llevError, "Couldn't find treasurelist %s\n", name); |
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279 | |
|
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280 | return 0; |
227 | return tl; |
281 | } |
228 | } |
282 | |
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283 | |
229 | |
284 | /* |
230 | /* |
285 | * Generates the objects specified by the given treasure. |
231 | * Generates the objects specified by the given treasure. |
286 | * It goes recursively through the rest of the linked list. |
232 | * It goes recursively through the rest of the linked list. |
287 | * If there is a certain percental chance for a treasure to be generated, |
233 | * If there is a certain percental chance for a treasure to be generated, |
… | |
… | |
290 | * being generated. |
236 | * being generated. |
291 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
237 | * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only |
292 | * abilities. This is used by summon spells, thus no summoned monsters |
238 | * abilities. This is used by summon spells, thus no summoned monsters |
293 | * start with equipment, but only their abilities). |
239 | * start with equipment, but only their abilities). |
294 | */ |
240 | */ |
295 | |
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296 | |
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297 | static void |
241 | static void |
298 | put_treasure (object *op, object *creator, int flags) |
242 | put_treasure (object *op, object *creator, int flags) |
299 | { |
243 | { |
300 | object *tmp; |
244 | if (flags & GT_ENVIRONMENT) |
301 | |
245 | { |
302 | /* Bit of a hack - spells should never be put onto the map. The entire |
246 | /* Bit of a hack - spells should never be put onto the map. The entire |
303 | * treasure stuff is a problem - there is no clear idea of knowing |
247 | * treasure stuff is a problem - there is no clear idea of knowing |
304 | * this is the original object, or if this is an object that should be created |
248 | * this is the original object, or if this is an object that should be created |
305 | * by another object. |
249 | * by another object. |
306 | */ |
250 | */ |
307 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
251 | //TODO: flag such as objects... as such (no drop, anybody?) |
308 | { |
252 | if (op->type == SPELL) |
309 | op->x = creator->x; |
253 | { |
310 | op->y = creator->y; |
254 | op->destroy (); |
311 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
255 | return; |
|
|
256 | } |
|
|
257 | |
|
|
258 | op->expand_tail (); |
|
|
259 | |
|
|
260 | if (!creator->is_on_map () |
|
|
261 | || (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
|
|
262 | op->destroy (); |
|
|
263 | else |
|
|
264 | { |
|
|
265 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
312 | insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
266 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
267 | } |
313 | } |
268 | } |
314 | else |
269 | else |
315 | { |
270 | { |
316 | op = insert_ob_in_ob (op, creator); |
271 | op = creator->insert (op); |
|
|
272 | |
317 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
273 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
318 | monster_check_apply (creator, op); |
274 | monster_check_apply (creator, op); |
319 | if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) |
|
|
320 | esrv_send_item (tmp, op); |
|
|
321 | } |
275 | } |
322 | } |
276 | } |
323 | |
277 | |
324 | /* if there are change_xxx commands in the treasure, we include the changes |
278 | /* if there are change_xxx commands in the treasure, we include the changes |
325 | * in the generated object |
279 | * in the generated object |
… | |
… | |
339 | |
293 | |
340 | if (t->change_arch.slaying) |
294 | if (t->change_arch.slaying) |
341 | op->slaying = t->change_arch.slaying; |
295 | op->slaying = t->change_arch.slaying; |
342 | } |
296 | } |
343 | |
297 | |
344 | void |
298 | static void |
345 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
299 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
346 | { |
300 | { |
347 | object *tmp; |
|
|
348 | |
|
|
349 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
301 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
350 | { |
302 | { |
351 | if (t->name) |
303 | if (t->name) |
352 | { |
304 | { |
353 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
305 | if (difficulty >= t->magic) |
|
|
306 | if (treasurelist *tl = treasurelist::find (t->name)) |
354 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
307 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
308 | else |
|
|
309 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
355 | } |
310 | } |
356 | else |
311 | else |
357 | { |
312 | { |
358 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
313 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
359 | { |
314 | { |
360 | tmp = arch_to_object (t->item); |
315 | object *tmp = t->item->instance (); |
|
|
316 | |
361 | if (t->nrof && tmp->nrof <= 1) |
317 | if (t->nrof && tmp->nrof <= 1) |
362 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
318 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
319 | |
363 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
320 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
364 | change_treasure (t, tmp); |
321 | change_treasure (t, tmp); |
365 | put_treasure (tmp, op, flag); |
322 | put_treasure (tmp, op, flag); |
366 | } |
323 | } |
367 | } |
324 | } |
368 | |
325 | |
369 | if (t->next_yes != NULL) |
326 | if (t->next_yes) |
370 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
327 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
371 | } |
328 | } |
372 | else if (t->next_no != NULL) |
329 | else if (t->next_no) |
373 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
330 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
374 | |
331 | |
375 | if (t->next != NULL) |
332 | if (t->next) |
376 | create_all_treasures (t->next, op, flag, difficulty, tries); |
333 | create_all_treasures (t->next, op, flag, difficulty, tries); |
377 | } |
334 | } |
378 | |
335 | |
379 | void |
336 | static void |
380 | create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) |
337 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
381 | { |
338 | { |
382 | int value = RANDOM () % tl->total_chance; |
339 | int value = rndm (tl->total_chance); |
383 | treasure *t; |
340 | treasure *t; |
384 | |
341 | |
385 | if (tries++ > 100) |
342 | if (tries++ > 100) |
386 | { |
343 | { |
387 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
344 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
388 | return; |
345 | return; |
389 | } |
346 | } |
390 | |
347 | |
391 | for (t = tl->items; t != NULL; t = t->next) |
348 | for (t = tl->items; t; t = t->next) |
392 | { |
349 | { |
393 | value -= t->chance; |
350 | value -= t->chance; |
394 | |
351 | |
395 | if (value < 0) |
352 | if (value < 0) |
396 | break; |
353 | break; |
397 | } |
354 | } |
398 | |
355 | |
399 | if (!t || value >= 0) |
356 | if (!t || value >= 0) |
400 | { |
|
|
401 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
357 | cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
402 | abort (); |
|
|
403 | return; |
|
|
404 | } |
|
|
405 | |
358 | |
406 | if (t->name) |
359 | if (t->name) |
407 | { |
360 | { |
408 | if (!strcmp (t->name, "NONE")) |
|
|
409 | return; |
|
|
410 | |
|
|
411 | if (difficulty >= t->magic) |
361 | if (difficulty >= t->magic) |
|
|
362 | { |
|
|
363 | treasurelist *tl = treasurelist::find (t->name); |
|
|
364 | if (tl) |
412 | create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); |
365 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
366 | } |
413 | else if (t->nrof) |
367 | else if (t->nrof) |
414 | create_one_treasure (tl, op, flag, difficulty, tries); |
368 | create_one_treasure (tl, op, flag, difficulty, tries); |
415 | |
|
|
416 | return; |
|
|
417 | } |
369 | } |
418 | |
|
|
419 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
370 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
420 | { |
371 | { |
421 | object *tmp = arch_to_object (t->item); |
372 | if (object *tmp = t->item->instance ()) |
422 | |
373 | { |
423 | if (!tmp) |
|
|
424 | return; |
|
|
425 | |
|
|
426 | if (t->nrof && tmp->nrof <= 1) |
374 | if (t->nrof && tmp->nrof <= 1) |
427 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
375 | tmp->nrof = rndm (t->nrof) + 1; |
428 | |
376 | |
429 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
377 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
430 | change_treasure (t, tmp); |
378 | change_treasure (t, tmp); |
431 | put_treasure (tmp, op, flag); |
379 | put_treasure (tmp, op, flag); |
|
|
380 | } |
432 | } |
381 | } |
|
|
382 | } |
|
|
383 | |
|
|
384 | void |
|
|
385 | object::create_treasure (treasurelist *tl, int flags) |
|
|
386 | { |
|
|
387 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
433 | } |
388 | } |
434 | |
389 | |
435 | /* This calls the appropriate treasure creation function. tries is passed |
390 | /* This calls the appropriate treasure creation function. tries is passed |
436 | * to determine how many list transitions or attempts to create treasure |
391 | * to determine how many list transitions or attempts to create treasure |
437 | * have been made. It is really in place to prevent infinite loops with |
392 | * have been made. It is really in place to prevent infinite loops with |
438 | * list transitions, or so that excessively good treasure will not be |
393 | * list transitions, or so that excessively good treasure will not be |
439 | * created on weak maps, because it will exceed the number of allowed tries |
394 | * created on weak maps, because it will exceed the number of allowed tries |
440 | * to do that. |
395 | * to do that. |
441 | */ |
396 | */ |
442 | void |
397 | void |
443 | create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) |
398 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
444 | { |
399 | { |
|
|
400 | // empty treasurelists are legal |
|
|
401 | if (!tl->items) |
|
|
402 | return; |
445 | |
403 | |
446 | if (tries++ > 100) |
404 | if (tries++ > 100) |
447 | { |
405 | { |
448 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
406 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
449 | return; |
407 | return; |
450 | } |
408 | } |
|
|
409 | |
|
|
410 | if (op->flag [FLAG_TREASURE_ENV]) |
|
|
411 | { |
|
|
412 | // do not generate items when there already is something above the object |
|
|
413 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
|
|
414 | return; |
|
|
415 | |
|
|
416 | flag |= GT_ENVIRONMENT; |
|
|
417 | } |
|
|
418 | |
451 | if (t->total_chance) |
419 | if (tl->total_chance) |
452 | create_one_treasure (t, op, flag, difficulty, tries); |
420 | create_one_treasure (tl, op, flag, difficulty, tries); |
453 | else |
421 | else |
454 | create_all_treasures (t->items, op, flag, difficulty, tries); |
422 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
455 | } |
423 | } |
456 | |
424 | |
457 | /* This is similar to the old generate treasure function. However, |
425 | /* This is similar to the old generate treasure function. However, |
458 | * it instead takes a treasurelist. It is really just a wrapper around |
426 | * it instead takes a treasurelist. It is really just a wrapper around |
459 | * create_treasure. We create a dummy object that the treasure gets |
427 | * create_treasure. We create a dummy object that the treasure gets |
460 | * inserted into, and then return that treausre |
428 | * inserted into, and then return that treausre |
461 | */ |
429 | */ |
462 | object * |
430 | object * |
463 | generate_treasure (treasurelist * t, int difficulty) |
431 | generate_treasure (treasurelist *tl, int difficulty) |
464 | { |
432 | { |
465 | object *ob = get_object (), *tmp; |
433 | difficulty = clamp (difficulty, 1, settings.max_level); |
466 | |
434 | |
|
|
435 | object *ob = object::create (); |
|
|
436 | |
467 | create_treasure (t, ob, 0, difficulty, 0); |
437 | create_treasure (tl, ob, 0, difficulty, 0); |
468 | |
438 | |
469 | /* Don't want to free the object we are about to return */ |
439 | /* Don't want to free the object we are about to return */ |
470 | tmp = ob->inv; |
440 | object *tmp = ob->inv; |
471 | if (tmp != NULL) |
441 | if (tmp) |
472 | remove_ob (tmp); |
442 | tmp->remove (); |
|
|
443 | |
473 | if (ob->inv) |
444 | if (ob->inv) |
474 | { |
|
|
475 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
445 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
476 | } |
446 | |
477 | free_object (ob); |
447 | ob->destroy (); |
|
|
448 | |
478 | return tmp; |
449 | return tmp; |
479 | } |
450 | } |
480 | |
451 | |
481 | /* |
452 | /* |
482 | * This is a new way of calculating the chance for an item to have |
453 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
484 | * The array has two arguments, the difficulty of the level, and the |
455 | * The array has two arguments, the difficulty of the level, and the |
485 | * magical bonus "wanted". |
456 | * magical bonus "wanted". |
486 | */ |
457 | */ |
487 | |
458 | |
488 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
459 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
489 | |
|
|
490 | /*chance of magic difficulty*/ |
460 | // chance of magic difficulty |
491 | |
|
|
492 | /* +0 +1 +2 +3 +4 */ |
461 | // +0 +1 +2 +3 +4 |
493 | {95, 2, 2, 1, 0}, /*1 */ |
462 | {95, 2, 2, 1, 0}, // 1 |
494 | {92, 5, 2, 1, 0}, /*2 */ |
463 | {92, 5, 2, 1, 0}, // 2 |
495 | {85, 10, 4, 1, 0}, /*3 */ |
464 | {85, 10, 4, 1, 0}, // 3 |
496 | {80, 14, 4, 2, 0}, /*4 */ |
465 | {80, 14, 4, 2, 0}, // 4 |
497 | {75, 17, 5, 2, 1}, /*5 */ |
466 | {75, 17, 5, 2, 1}, // 5 |
498 | {70, 18, 8, 3, 1}, /*6 */ |
467 | {70, 18, 8, 3, 1}, // 6 |
499 | {65, 21, 10, 3, 1}, /*7 */ |
468 | {65, 21, 10, 3, 1}, // 7 |
500 | {60, 22, 12, 4, 2}, /*8 */ |
469 | {60, 22, 12, 4, 2}, // 8 |
501 | {55, 25, 14, 4, 2}, /*9 */ |
470 | {55, 25, 14, 4, 2}, // 9 |
502 | {50, 27, 16, 5, 2}, /*10 */ |
471 | {50, 27, 16, 5, 2}, // 10 |
503 | {45, 28, 18, 6, 3}, /*11 */ |
472 | {45, 28, 18, 6, 3}, // 11 |
504 | {42, 28, 20, 7, 3}, /*12 */ |
473 | {42, 28, 20, 7, 3}, // 12 |
505 | {40, 27, 21, 8, 4}, /*13 */ |
474 | {40, 27, 21, 8, 4}, // 13 |
506 | {38, 25, 22, 10, 5}, /*14 */ |
475 | {38, 25, 22, 10, 5}, // 14 |
507 | {36, 23, 23, 12, 6}, /*15 */ |
476 | {36, 23, 23, 12, 6}, // 15 |
508 | {33, 21, 24, 14, 8}, /*16 */ |
477 | {33, 21, 24, 14, 8}, // 16 |
509 | {31, 19, 25, 16, 9}, /*17 */ |
478 | {31, 19, 25, 16, 9}, // 17 |
510 | {27, 15, 30, 18, 10}, /*18 */ |
479 | {27, 15, 30, 18, 10}, // 18 |
511 | {20, 12, 30, 25, 13}, /*19 */ |
480 | {20, 12, 30, 25, 13}, // 19 |
512 | {15, 10, 28, 30, 17}, /*20 */ |
481 | {15, 10, 28, 30, 17}, // 20 |
513 | {13, 9, 27, 28, 23}, /*21 */ |
482 | {13, 9, 27, 28, 23}, // 21 |
514 | {10, 8, 25, 28, 29}, /*22 */ |
483 | {10, 8, 25, 28, 29}, // 22 |
515 | {8, 7, 23, 26, 36}, /*23 */ |
484 | { 8, 7, 23, 26, 36}, // 23 |
516 | {6, 6, 20, 22, 46}, /*24 */ |
485 | { 6, 6, 20, 22, 46}, // 24 |
517 | {4, 5, 17, 18, 56}, /*25 */ |
486 | { 4, 5, 17, 18, 56}, // 25 |
518 | {2, 4, 12, 14, 68}, /*26 */ |
487 | { 2, 4, 12, 14, 68}, // 26 |
519 | {0, 3, 7, 10, 80}, /*27 */ |
488 | { 0, 3, 7, 10, 80}, // 27 |
520 | {0, 0, 3, 7, 90}, /*28 */ |
489 | { 0, 0, 3, 7, 90}, // 28 |
521 | {0, 0, 0, 3, 97}, /*29 */ |
490 | { 0, 0, 0, 3, 97}, // 29 |
522 | {0, 0, 0, 0, 100}, /*30 */ |
491 | { 0, 0, 0, 0, 100}, // 30 |
523 | {0, 0, 0, 0, 100}, /*31 */ |
492 | { 0, 0, 0, 0, 100}, // 31 |
524 | }; |
493 | }; |
525 | |
|
|
526 | |
494 | |
527 | /* calculate the appropriate level for wands staves and scrolls. |
495 | /* calculate the appropriate level for wands staves and scrolls. |
528 | * This code presumes that op has had its spell object created (in op->inv) |
496 | * This code presumes that op has had its spell object created (in op->inv) |
529 | * |
497 | * |
530 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
498 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
531 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
499 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
532 | */ |
500 | */ |
533 | |
501 | static int |
534 | int |
|
|
535 | level_for_item (const object *op, int difficulty) |
502 | level_for_item (const object *op, int difficulty) |
536 | { |
503 | { |
537 | int olevel = 0; |
|
|
538 | |
|
|
539 | if (!op->inv) |
504 | if (!op->inv) |
540 | { |
505 | { |
541 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
506 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
542 | return 0; |
507 | return 0; |
543 | } |
508 | } |
544 | |
509 | |
545 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
510 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
546 | |
511 | |
547 | if (olevel <= 0) |
512 | if (olevel <= 0) |
548 | olevel = rndm (1, MIN (op->inv->level, 1)); |
513 | olevel = rndm (1, op->inv->level); |
549 | |
514 | |
550 | if (olevel > MAXLEVEL) |
515 | return min (olevel, MAXLEVEL); |
551 | olevel = MAXLEVEL; |
|
|
552 | |
|
|
553 | return olevel; |
|
|
554 | } |
516 | } |
555 | |
517 | |
556 | /* |
518 | /* |
557 | * Based upon the specified difficulty and upon the difftomagic_list array, |
519 | * Based upon the specified difficulty and upon the difftomagic_list array, |
558 | * a random magical bonus is returned. This is used when determine |
520 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
561 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
523 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
562 | * Scaling difficulty by max_level, as difficulty is a level and not some |
524 | * Scaling difficulty by max_level, as difficulty is a level and not some |
563 | * weird integer between 1-31. |
525 | * weird integer between 1-31. |
564 | * |
526 | * |
565 | */ |
527 | */ |
566 | |
528 | static int |
567 | int |
|
|
568 | magic_from_difficulty (int difficulty) |
529 | magic_from_difficulty (int difficulty) |
569 | { |
530 | { |
570 | int percent = 0, magic = 0; |
531 | int percent = 0, magic = 0; |
571 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
532 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
572 | |
533 | |
… | |
… | |
576 | scaled_diff = 0; |
537 | scaled_diff = 0; |
577 | |
538 | |
578 | if (scaled_diff >= DIFFLEVELS) |
539 | if (scaled_diff >= DIFFLEVELS) |
579 | scaled_diff = DIFFLEVELS - 1; |
540 | scaled_diff = DIFFLEVELS - 1; |
580 | |
541 | |
581 | percent = RANDOM () % 100; |
542 | percent = rndm (100); |
582 | |
543 | |
583 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
544 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
584 | { |
545 | { |
585 | percent -= difftomagic_list[scaled_diff][magic]; |
546 | percent -= difftomagic_list[scaled_diff][magic]; |
586 | |
547 | |
… | |
… | |
592 | { |
553 | { |
593 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
554 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
594 | magic = 0; |
555 | magic = 0; |
595 | } |
556 | } |
596 | |
557 | |
597 | magic = (RANDOM () % 3) ? magic : -magic; |
558 | magic = (rndm (3)) ? magic : -magic; |
598 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
559 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
599 | |
560 | |
600 | return magic; |
561 | return magic; |
601 | } |
562 | } |
602 | |
563 | |
… | |
… | |
615 | |
576 | |
616 | op->magic = magic; |
577 | op->magic = magic; |
617 | if (op->arch) |
578 | if (op->arch) |
618 | { |
579 | { |
619 | if (op->type == ARMOUR) |
580 | if (op->type == ARMOUR) |
620 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
581 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
621 | |
582 | |
622 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
583 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
623 | magic = (-magic); |
584 | magic = (-magic); |
|
|
585 | |
624 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
586 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
625 | } |
587 | } |
626 | else |
588 | else |
627 | { |
589 | { |
628 | if (op->type == ARMOUR) |
590 | if (op->type == ARMOUR) |
629 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
591 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
592 | |
630 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
593 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
631 | magic = (-magic); |
594 | magic = (-magic); |
|
|
595 | |
632 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
596 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
633 | } |
597 | } |
634 | } |
598 | } |
635 | |
599 | |
636 | /* |
600 | /* |
… | |
… | |
648 | i = -i; |
612 | i = -i; |
649 | if (i > max_magic) |
613 | if (i > max_magic) |
650 | i = max_magic; |
614 | i = max_magic; |
651 | set_abs_magic (op, i); |
615 | set_abs_magic (op, i); |
652 | if (i < 0) |
616 | if (i < 0) |
653 | SET_FLAG (op, FLAG_CURSED); |
617 | op->set_flag (FLAG_CURSED); |
654 | } |
618 | } |
655 | |
619 | |
656 | /* |
620 | /* |
657 | * Randomly adds one magical ability to the given object. |
621 | * Randomly adds one magical ability to the given object. |
658 | * Modified for Partial Resistance in many ways: |
622 | * Modified for Partial Resistance in many ways: |
659 | * 1) Since rings can have multiple bonuses, if the same bonus |
623 | * 1) Since rings can have multiple bonuses, if the same bonus |
660 | * is rolled again, increase it - the bonuses now stack with |
624 | * is rolled again, increase it - the bonuses now stack with |
661 | * other bonuses previously rolled and ones the item might natively have. |
625 | * other bonuses previously rolled and ones the item might natively have. |
662 | * 2) Add code to deal with new PR method. |
626 | * 2) Add code to deal with new PR method. |
663 | */ |
627 | */ |
664 | |
628 | static void |
665 | void |
|
|
666 | set_ring_bonus (object *op, int bonus) |
629 | set_ring_bonus (object *op, int bonus) |
667 | { |
630 | { |
668 | |
|
|
669 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
631 | int r = rndm (bonus > 0 ? 25 : 11); |
670 | |
632 | |
671 | if (op->type == AMULET) |
633 | if (op->type == AMULET) |
672 | { |
634 | { |
673 | if (!(RANDOM () % 21)) |
635 | if (!(rndm (21))) |
674 | r = 20 + RANDOM () % 2; |
636 | r = 20 + rndm (2); |
675 | else |
637 | else |
676 | { |
638 | { |
677 | if (RANDOM () & 2) |
639 | if (rndm (2)) |
678 | r = 10; |
640 | r = 10; |
679 | else |
641 | else |
680 | r = 11 + RANDOM () % 9; |
642 | r = 11 + rndm (9); |
681 | } |
643 | } |
682 | } |
644 | } |
683 | |
645 | |
684 | switch (r) |
646 | switch (r) |
685 | { |
647 | { |
… | |
… | |
692 | case 2: |
654 | case 2: |
693 | case 3: |
655 | case 3: |
694 | case 4: |
656 | case 4: |
695 | case 5: |
657 | case 5: |
696 | case 6: |
658 | case 6: |
697 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
659 | op->stats.stat (r) += bonus; |
698 | break; |
660 | break; |
699 | |
661 | |
700 | case 7: |
662 | case 7: |
701 | op->stats.dam += bonus; |
663 | op->stats.dam += bonus; |
702 | break; |
664 | break; |
… | |
… | |
722 | case 16: |
684 | case 16: |
723 | case 17: |
685 | case 17: |
724 | case 18: |
686 | case 18: |
725 | case 19: |
687 | case 19: |
726 | { |
688 | { |
727 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
689 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
728 | |
690 | |
729 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
691 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
730 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
692 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
731 | |
693 | |
732 | /* Cursed items need to have higher negative values to equal out with |
694 | /* Cursed items need to have higher negative values to equal out with |
733 | * positive values for how protections work out. Put another |
695 | * positive values for how protections work out. Put another |
734 | * little random element in since that they don't always end up with |
696 | * little random element in since that they don't always end up with |
735 | * even values. |
697 | * even values. |
736 | */ |
698 | */ |
737 | if (bonus < 0) |
699 | if (bonus < 0) |
738 | val = 2 * -val - RANDOM () % b; |
700 | val = 2 * -val - rndm (b); |
739 | if (val > 35) |
701 | if (val > 35) |
740 | val = 35; /* Upper limit */ |
702 | val = 35; /* Upper limit */ |
741 | b = 0; |
703 | b = 0; |
|
|
704 | |
742 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
705 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
743 | { |
|
|
744 | resist = RANDOM () % num_resist_table; |
706 | resist = rndm (num_resist_table); |
745 | } |
707 | |
746 | if (b == 4) |
708 | if (b == 4) |
747 | return; /* Not able to find a free resistance */ |
709 | return; /* Not able to find a free resistance */ |
|
|
710 | |
748 | op->resist[resist_table[resist]] = val; |
711 | op->resist[resist_table[resist]] = val; |
749 | /* We should probably do something more clever here to adjust value |
712 | /* We should probably do something more clever here to adjust value |
750 | * based on how good a resistance we gave. |
713 | * based on how good a resistance we gave. |
751 | */ |
714 | */ |
752 | break; |
715 | break; |
753 | } |
716 | } |
754 | case 20: |
717 | case 20: |
755 | if (op->type == AMULET) |
718 | if (op->type == AMULET) |
756 | { |
719 | { |
757 | SET_FLAG (op, FLAG_REFL_SPELL); |
720 | op->set_flag (FLAG_REFL_SPELL); |
758 | op->value *= 11; |
721 | op->value *= 11; |
759 | } |
722 | } |
760 | else |
723 | else |
761 | { |
724 | { |
762 | op->stats.hp = 1; /* regenerate hit points */ |
725 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
765 | break; |
728 | break; |
766 | |
729 | |
767 | case 21: |
730 | case 21: |
768 | if (op->type == AMULET) |
731 | if (op->type == AMULET) |
769 | { |
732 | { |
770 | SET_FLAG (op, FLAG_REFL_MISSILE); |
733 | op->set_flag (FLAG_REFL_MISSILE); |
771 | op->value *= 9; |
734 | op->value *= 9; |
772 | } |
735 | } |
773 | else |
736 | else |
774 | { |
737 | { |
775 | op->stats.sp = 1; /* regenerate spell points */ |
738 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
780 | case 22: |
743 | case 22: |
781 | op->stats.exp += bonus; /* Speed! */ |
744 | op->stats.exp += bonus; /* Speed! */ |
782 | op->value = (op->value * 2) / 3; |
745 | op->value = (op->value * 2) / 3; |
783 | break; |
746 | break; |
784 | } |
747 | } |
|
|
748 | |
785 | if (bonus > 0) |
749 | if (bonus > 0) |
786 | op->value *= 2 * bonus; |
750 | op->value *= 2 * bonus; |
787 | else |
751 | else |
788 | op->value = -(op->value * 2 * bonus) / 3; |
752 | op->value = -(op->value * 2 * bonus) / 3; |
789 | } |
753 | } |
… | |
… | |
794 | * higher is the chance of returning a low number. |
758 | * higher is the chance of returning a low number. |
795 | * It is only used in fix_generated_treasure() to set bonuses on |
759 | * It is only used in fix_generated_treasure() to set bonuses on |
796 | * rings and amulets. |
760 | * rings and amulets. |
797 | * Another scheme is used to calculate the magic of weapons and armours. |
761 | * Another scheme is used to calculate the magic of weapons and armours. |
798 | */ |
762 | */ |
799 | |
763 | static int |
800 | int |
|
|
801 | get_magic (int diff) |
764 | get_magic (int diff) |
802 | { |
765 | { |
803 | int i; |
766 | int i; |
804 | |
767 | |
805 | if (diff < 3) |
768 | if (diff < 3) |
806 | diff = 3; |
769 | diff = 3; |
|
|
770 | |
807 | for (i = 0; i < 4; i++) |
771 | for (i = 0; i < 4; i++) |
808 | if (RANDOM () % diff) |
772 | if (rndm (diff)) |
809 | return i; |
773 | return i; |
|
|
774 | |
810 | return 4; |
775 | return 4; |
811 | } |
776 | } |
812 | |
777 | |
|
|
778 | /* special_potion() - so that old potion code is still done right. */ |
|
|
779 | static int |
|
|
780 | special_potion (object *op) |
|
|
781 | { |
|
|
782 | if (op->attacktype) |
|
|
783 | return 1; |
|
|
784 | |
|
|
785 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
786 | return 1; |
|
|
787 | |
|
|
788 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
789 | if (op->resist[i]) |
|
|
790 | return 1; |
|
|
791 | |
|
|
792 | return 0; |
|
|
793 | } |
|
|
794 | |
813 | #define DICE2 (get_magic(2)==2?2:1) |
795 | #define DICE2 (get_magic(2)==2?2:1) |
814 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
796 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
815 | |
797 | |
816 | /* |
798 | /* |
817 | * fix_generated_item(): This is called after an item is generated, in |
799 | * fix_generated_item(): This is called after an item is generated, in |
818 | * order to set it up right. This produced magical bonuses, puts spells |
800 | * order to set it up right. This produced magical bonuses, puts spells |
819 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
801 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
… | |
… | |
833 | * value. |
815 | * value. |
834 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
816 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
835 | * a working object - don't change magic, value, etc, but set it material |
817 | * a working object - don't change magic, value, etc, but set it material |
836 | * type as appropriate, for objects that need spell objects, set those, etc |
818 | * type as appropriate, for objects that need spell objects, set those, etc |
837 | */ |
819 | */ |
838 | |
|
|
839 | void |
820 | void |
840 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
821 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
841 | { |
822 | { |
842 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
823 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
843 | |
824 | |
… | |
… | |
848 | save_item_power = op->item_power; |
829 | save_item_power = op->item_power; |
849 | op->item_power = 0; |
830 | op->item_power = 0; |
850 | |
831 | |
851 | if (op->randomitems && op->type != SPELL) |
832 | if (op->randomitems && op->type != SPELL) |
852 | { |
833 | { |
853 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
834 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
854 | if (!op->inv) |
|
|
855 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
|
|
856 | |
|
|
857 | /* So the treasure doesn't get created again */ |
835 | /* So the treasure doesn't get created again */ |
858 | op->randomitems = NULL; |
836 | op->randomitems = 0; |
859 | } |
837 | } |
860 | |
838 | |
861 | if (difficulty < 1) |
839 | max_it (difficulty, 1); |
862 | difficulty = 1; |
840 | |
|
|
841 | if (INVOKE_OBJECT (ADD_BONUS, op, |
|
|
842 | ARG_OBJECT (creator != op ? creator : 0), |
|
|
843 | ARG_INT (difficulty), ARG_INT (max_magic), |
|
|
844 | ARG_INT (flags))) |
|
|
845 | return; |
863 | |
846 | |
864 | if (!(flags & GT_MINIMAL)) |
847 | if (!(flags & GT_MINIMAL)) |
865 | { |
848 | { |
866 | if (op->arch == crown_arch) |
849 | if (IS_ARCH (op->arch, crown)) |
867 | { |
850 | { |
868 | set_magic (difficulty, op, max_magic, flags); |
851 | set_magic (difficulty, op, max_magic, flags); |
869 | num_enchantments = calc_item_power (op, 1); |
852 | num_enchantments = calc_item_power (op, 1); |
870 | generate_artifact (op, difficulty); |
853 | generate_artifact (op, difficulty); |
871 | } |
854 | } |
… | |
… | |
874 | if (!op->magic && max_magic) |
857 | if (!op->magic && max_magic) |
875 | set_magic (difficulty, op, max_magic, flags); |
858 | set_magic (difficulty, op, max_magic, flags); |
876 | |
859 | |
877 | num_enchantments = calc_item_power (op, 1); |
860 | num_enchantments = calc_item_power (op, 1); |
878 | |
861 | |
879 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
862 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
880 | * used for shop_floors or treasures */ |
863 | || op->type == HORN |
|
|
864 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
881 | generate_artifact (op, difficulty); |
865 | generate_artifact (op, difficulty); |
882 | } |
866 | } |
883 | |
867 | |
884 | /* Object was made an artifact. Calculate its item_power rating. |
868 | /* Object was made an artifact. Calculate its item_power rating. |
885 | * the item_power in the object is what the artfiact adds. |
869 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
919 | * again below */ |
903 | * again below */ |
920 | } |
904 | } |
921 | } |
905 | } |
922 | |
906 | |
923 | /* materialtype modifications. Note we allow this on artifacts. */ |
907 | /* materialtype modifications. Note we allow this on artifacts. */ |
924 | set_materialname (op, difficulty, NULL); |
908 | select_material (op, difficulty); |
925 | |
909 | |
926 | if (flags & GT_MINIMAL) |
910 | if (flags & GT_MINIMAL) |
927 | { |
911 | { |
928 | if (op->type == POTION) |
912 | if (op->type == POTION) |
929 | /* Handle healing and magic power potions */ |
913 | /* Handle healing and magic power potions */ |
930 | if (op->stats.sp && !op->randomitems) |
914 | if (op->stats.sp && !op->randomitems) |
931 | { |
915 | { |
932 | object *tmp; |
|
|
933 | |
|
|
934 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
916 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
935 | insert_ob_in_ob (tmp, op); |
917 | insert_ob_in_ob (tmp, op); |
936 | op->stats.sp = 0; |
918 | op->stats.sp = 0; |
937 | } |
919 | } |
938 | } |
920 | } |
939 | else if (!op->title) /* Only modify object if not special */ |
921 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
942 | case WEAPON: |
924 | case WEAPON: |
943 | case ARMOUR: |
925 | case ARMOUR: |
944 | case SHIELD: |
926 | case SHIELD: |
945 | case HELMET: |
927 | case HELMET: |
946 | case CLOAK: |
928 | case CLOAK: |
947 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
929 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
948 | set_ring_bonus (op, -DICE2); |
930 | set_ring_bonus (op, -DICE2); |
949 | break; |
931 | break; |
950 | |
932 | |
951 | case BRACERS: |
933 | case BRACERS: |
952 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
934 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
953 | { |
935 | { |
954 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
936 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
955 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
937 | if (!op->flag [FLAG_CURSED]) |
956 | op->value *= 3; |
938 | op->value *= 3; |
957 | } |
939 | } |
958 | break; |
940 | break; |
959 | |
941 | |
960 | case POTION: |
942 | case POTION: |
… | |
… | |
962 | int too_many_tries = 0, is_special = 0; |
944 | int too_many_tries = 0, is_special = 0; |
963 | |
945 | |
964 | /* Handle healing and magic power potions */ |
946 | /* Handle healing and magic power potions */ |
965 | if (op->stats.sp && !op->randomitems) |
947 | if (op->stats.sp && !op->randomitems) |
966 | { |
948 | { |
967 | object *tmp; |
|
|
968 | |
|
|
969 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
949 | object *tmp = get_archetype (spell_mapping[op->stats.sp]); |
970 | insert_ob_in_ob (tmp, op); |
950 | insert_ob_in_ob (tmp, op); |
971 | op->stats.sp = 0; |
951 | op->stats.sp = 0; |
972 | } |
952 | } |
973 | |
953 | |
974 | while (!(is_special = special_potion (op)) && !op->inv) |
954 | while (!(is_special = special_potion (op)) && !op->inv) |
… | |
… | |
982 | * since the value set on those is already correct. |
962 | * since the value set on those is already correct. |
983 | */ |
963 | */ |
984 | if (op->inv && op->randomitems) |
964 | if (op->inv && op->randomitems) |
985 | { |
965 | { |
986 | /* value multiplier is same as for scrolls */ |
966 | /* value multiplier is same as for scrolls */ |
987 | op->value = (op->value * op->inv->value); |
967 | op->value *= op->inv->value; |
988 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
968 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
989 | } |
969 | } |
990 | else |
970 | else |
991 | { |
971 | { |
992 | op->name = "potion"; |
972 | op->name = "potion"; |
993 | op->name_pl = "potions"; |
973 | op->name_pl = "potions"; |
994 | } |
974 | } |
995 | |
975 | |
996 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
976 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
997 | SET_FLAG (op, FLAG_CURSED); |
977 | op->set_flag (FLAG_CURSED); |
|
|
978 | |
998 | break; |
979 | break; |
999 | } |
980 | } |
1000 | |
981 | |
1001 | case AMULET: |
982 | case AMULET: |
1002 | if (op->arch == amulet_arch) |
983 | if (IS_ARCH (op->arch, amulet)) |
1003 | op->value *= 5; /* Since it's not just decoration */ |
984 | op->value *= 5; /* Since it's not just decoration */ |
1004 | |
985 | |
1005 | case RING: |
986 | case RING: |
1006 | if (op->arch == NULL) |
|
|
1007 | { |
|
|
1008 | remove_ob (op); |
|
|
1009 | free_object (op); |
|
|
1010 | op = NULL; |
|
|
1011 | break; |
|
|
1012 | } |
|
|
1013 | |
|
|
1014 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
987 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
1015 | break; |
988 | break; |
1016 | |
989 | |
1017 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
990 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1018 | SET_FLAG (op, FLAG_CURSED); |
991 | op->set_flag (FLAG_CURSED); |
1019 | |
992 | |
1020 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
993 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
1021 | |
994 | |
1022 | if (op->type != RING) /* Amulets have only one ability */ |
995 | if (op->type != RING) /* Amulets have only one ability */ |
1023 | break; |
996 | break; |
1024 | |
997 | |
1025 | if (!(RANDOM () % 4)) |
998 | if (!(rndm (4))) |
1026 | { |
999 | { |
1027 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1000 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1028 | |
1001 | |
1029 | if (d > 0) |
1002 | if (d > 0) |
1030 | op->value *= 3; |
1003 | op->value *= 3; |
1031 | |
1004 | |
1032 | set_ring_bonus (op, d); |
1005 | set_ring_bonus (op, d); |
1033 | |
1006 | |
1034 | if (!(RANDOM () % 4)) |
1007 | if (!(rndm (4))) |
1035 | { |
1008 | { |
1036 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1009 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1037 | |
1010 | |
1038 | if (d > 0) |
1011 | if (d > 0) |
1039 | op->value *= 5; |
1012 | op->value *= 5; |
1040 | set_ring_bonus (op, d); |
1013 | set_ring_bonus (op, d); |
1041 | } |
1014 | } |
1042 | } |
1015 | } |
1043 | |
1016 | |
1044 | if (GET_ANIM_ID (op)) |
1017 | if (op->animation_id) |
1045 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1018 | op->set_anim_frame (rndm (op->anim_frames ())); |
1046 | |
1019 | |
1047 | break; |
1020 | break; |
1048 | |
1021 | |
1049 | case BOOK: |
1022 | case BOOK: |
1050 | /* Is it an empty book?, if yes lets make a special· |
1023 | /* Is it an empty book?, if yes lets make a special· |
1051 | * msg for it, and tailor its properties based on the· |
1024 | * msg for it, and tailor its properties based on the· |
1052 | * creator and/or map level we found it on. |
1025 | * creator and/or map level we found it on. |
1053 | */ |
1026 | */ |
1054 | if (!op->msg && RANDOM () % 10) |
1027 | if (!op->msg && rndm (10)) |
1055 | { |
1028 | { |
1056 | /* set the book level properly */ |
1029 | /* set the book level properly */ |
1057 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1030 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1058 | { |
1031 | { |
1059 | if (op->map && op->map->difficulty) |
1032 | if (op->map && op->map->difficulty) |
1060 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1033 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1061 | else |
1034 | else |
1062 | op->level = RANDOM () % 20 + 1; |
1035 | op->level = rndm (20) + 1; |
1063 | } |
1036 | } |
1064 | else |
1037 | else |
1065 | op->level = RANDOM () % creator->level; |
1038 | op->level = rndm (creator->level); |
1066 | |
1039 | |
1067 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1040 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1068 | /* books w/ info are worth more! */ |
1041 | /* books w/ info are worth more! */ |
1069 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1042 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1070 | /* creator related stuff */ |
|
|
1071 | |
|
|
1072 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1073 | * set - we don't want to set no pick in that case. |
|
|
1074 | */ |
|
|
1075 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1076 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1077 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1078 | op->slaying = creator->slaying; |
|
|
1079 | |
1043 | |
1080 | /* add exp so reading it gives xp (once) */ |
1044 | /* add exp so reading it gives xp (once) */ |
1081 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1045 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1082 | } |
1046 | } |
|
|
1047 | |
|
|
1048 | /* creator related stuff */ |
|
|
1049 | |
|
|
1050 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1051 | * set - we don't want to set no pick in that case. |
|
|
1052 | */ |
|
|
1053 | if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
|
|
1054 | op->set_flag (FLAG_NO_PICK); |
|
|
1055 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1056 | op->slaying = creator->slaying; |
1083 | break; |
1057 | break; |
1084 | |
1058 | |
1085 | case SPELLBOOK: |
1059 | case SPELLBOOK: |
1086 | op->value = op->value * op->inv->value; |
1060 | op->value = op->value * op->inv->value; |
1087 | /* add exp so learning gives xp */ |
1061 | /* add exp so learning gives xp */ |
… | |
… | |
1121 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1095 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1122 | */ |
1096 | */ |
1123 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1097 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1124 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1098 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1125 | if (op->stats.maxhp) |
1099 | if (op->stats.maxhp) |
1126 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1100 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1127 | else |
1101 | else |
1128 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1102 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1129 | |
1103 | |
1130 | op->stats.hp = op->stats.maxhp; |
1104 | op->stats.hp = op->stats.maxhp; |
1131 | break; |
1105 | break; |
1132 | |
1106 | |
1133 | case SCROLL: |
1107 | case SCROLL: |
… | |
… | |
1148 | break; |
1122 | break; |
1149 | } /* switch type */ |
1123 | } /* switch type */ |
1150 | |
1124 | |
1151 | if (flags & GT_STARTEQUIP) |
1125 | if (flags & GT_STARTEQUIP) |
1152 | { |
1126 | { |
1153 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1127 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1154 | SET_FLAG (op, FLAG_STARTEQUIP); |
1128 | op->set_flag (FLAG_STARTEQUIP); |
1155 | else if (op->type != MONEY) |
1129 | else if (op->type != MONEY) |
1156 | op->value = 0; |
1130 | op->value = 0; |
1157 | } |
1131 | } |
1158 | |
1132 | |
1159 | if (!(flags & GT_ENVIRONMENT)) |
1133 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1169 | */ |
1143 | */ |
1170 | |
1144 | |
1171 | /* |
1145 | /* |
1172 | * Allocate and return the pointer to an empty artifactlist structure. |
1146 | * Allocate and return the pointer to an empty artifactlist structure. |
1173 | */ |
1147 | */ |
1174 | |
|
|
1175 | static artifactlist * |
1148 | static artifactlist * |
1176 | get_empty_artifactlist (void) |
1149 | get_empty_artifactlist () |
1177 | { |
1150 | { |
1178 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1151 | return salloc0<artifactlist> (); |
1179 | |
|
|
1180 | if (tl == NULL) |
|
|
1181 | fatal (OUT_OF_MEMORY); |
|
|
1182 | tl->next = NULL; |
|
|
1183 | tl->items = NULL; |
|
|
1184 | tl->total_chance = 0; |
|
|
1185 | return tl; |
|
|
1186 | } |
1152 | } |
1187 | |
1153 | |
1188 | /* |
1154 | /* |
1189 | * Allocate and return the pointer to an empty artifact structure. |
1155 | * Allocate and return the pointer to an empty artifact structure. |
1190 | */ |
1156 | */ |
1191 | |
|
|
1192 | static artifact * |
1157 | static artifact * |
1193 | get_empty_artifact (void) |
1158 | get_empty_artifact () |
1194 | { |
1159 | { |
1195 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1160 | return salloc0<artifact> (); |
1196 | |
|
|
1197 | if (t == NULL) |
|
|
1198 | fatal (OUT_OF_MEMORY); |
|
|
1199 | t->item = NULL; |
|
|
1200 | t->next = NULL; |
|
|
1201 | t->chance = 0; |
|
|
1202 | t->difficulty = 0; |
|
|
1203 | t->allowed = NULL; |
|
|
1204 | return t; |
|
|
1205 | } |
1161 | } |
1206 | |
1162 | |
1207 | /* |
1163 | /* |
1208 | * Searches the artifact lists and returns one that has the same type |
1164 | * Searches the artifact lists and returns one that has the same type |
1209 | * of objects on it. |
1165 | * of objects on it. |
1210 | */ |
1166 | */ |
1211 | |
|
|
1212 | artifactlist * |
1167 | artifactlist * |
1213 | find_artifactlist (int type) |
1168 | find_artifactlist (int type) |
1214 | { |
1169 | { |
1215 | artifactlist *al; |
|
|
1216 | |
|
|
1217 | for (al = first_artifactlist; al != NULL; al = al->next) |
1170 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1218 | if (al->type == type) |
1171 | if (al->type == type) |
1219 | return al; |
1172 | return al; |
|
|
1173 | |
1220 | return NULL; |
1174 | return 0; |
1221 | } |
1175 | } |
1222 | |
1176 | |
1223 | /* |
1177 | /* |
1224 | * For debugging purposes. Dumps all tables. |
1178 | * Builds up the lists of artifacts from the file in the libdir. |
1225 | */ |
1179 | */ |
1226 | |
|
|
1227 | void |
1180 | void |
1228 | dump_artifacts (void) |
|
|
1229 | { |
|
|
1230 | artifactlist *al; |
|
|
1231 | artifact *art; |
|
|
1232 | linked_char *next; |
|
|
1233 | |
|
|
1234 | fprintf (logfile, "\n"); |
|
|
1235 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1236 | { |
|
|
1237 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1238 | for (art = al->items; art != NULL; art = art->next) |
|
|
1239 | { |
|
|
1240 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1241 | if (art->allowed != NULL) |
|
|
1242 | { |
|
|
1243 | fprintf (logfile, "\tAllowed combinations:"); |
|
|
1244 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1245 | fprintf (logfile, "%s,", &next->name); |
|
|
1246 | fprintf (logfile, "\n"); |
|
|
1247 | } |
|
|
1248 | } |
|
|
1249 | } |
|
|
1250 | fprintf (logfile, "\n"); |
|
|
1251 | } |
|
|
1252 | |
|
|
1253 | /* |
|
|
1254 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1255 | */ |
|
|
1256 | void |
|
|
1257 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1258 | { |
|
|
1259 | treasurelist *tl; |
|
|
1260 | int i; |
|
|
1261 | |
|
|
1262 | if (depth > 100) |
|
|
1263 | return; |
|
|
1264 | while (t != NULL) |
|
|
1265 | { |
|
|
1266 | if (t->name != NULL) |
|
|
1267 | { |
|
|
1268 | for (i = 0; i < depth; i++) |
|
|
1269 | fprintf (logfile, " "); |
|
|
1270 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1271 | tl = find_treasurelist (t->name); |
|
|
1272 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1273 | for (i = 0; i < depth; i++) |
|
|
1274 | fprintf (logfile, " "); |
|
|
1275 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1276 | } |
|
|
1277 | else |
|
|
1278 | { |
|
|
1279 | for (i = 0; i < depth; i++) |
|
|
1280 | fprintf (logfile, " "); |
|
|
1281 | if (t->item->clone.type == FLESH) |
|
|
1282 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1283 | else |
|
|
1284 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1285 | } |
|
|
1286 | if (t->next_yes != NULL) |
|
|
1287 | { |
|
|
1288 | for (i = 0; i < depth; i++) |
|
|
1289 | fprintf (logfile, " "); |
|
|
1290 | fprintf (logfile, " (if yes)\n"); |
|
|
1291 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1292 | } |
|
|
1293 | if (t->next_no != NULL) |
|
|
1294 | { |
|
|
1295 | for (i = 0; i < depth; i++) |
|
|
1296 | fprintf (logfile, " "); |
|
|
1297 | fprintf (logfile, " (if no)\n"); |
|
|
1298 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1299 | } |
|
|
1300 | t = t->next; |
|
|
1301 | } |
|
|
1302 | } |
|
|
1303 | |
|
|
1304 | /* |
|
|
1305 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1306 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1307 | */ |
|
|
1308 | |
|
|
1309 | void |
|
|
1310 | dump_monster_treasure (const char *name) |
|
|
1311 | { |
|
|
1312 | archetype *at; |
|
|
1313 | int found; |
|
|
1314 | |
|
|
1315 | found = 0; |
|
|
1316 | fprintf (logfile, "\n"); |
|
|
1317 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1318 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1319 | { |
|
|
1320 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1321 | if (at->clone.randomitems != NULL) |
|
|
1322 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1323 | else |
|
|
1324 | fprintf (logfile, "(nothing)\n"); |
|
|
1325 | fprintf (logfile, "\n"); |
|
|
1326 | found++; |
|
|
1327 | } |
|
|
1328 | if (found == 0) |
|
|
1329 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1330 | } |
|
|
1331 | |
|
|
1332 | /* |
|
|
1333 | * Builds up the lists of artifacts from the file in the libdir. |
|
|
1334 | */ |
|
|
1335 | |
|
|
1336 | void |
|
|
1337 | init_artifacts (void) |
1181 | init_artifacts () |
1338 | { |
1182 | { |
1339 | static int has_been_inited = 0; |
1183 | static int has_been_inited = 0; |
1340 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1184 | char filename[MAX_BUF]; |
1341 | artifact *art = NULL; |
1185 | artifact *art = NULL; |
1342 | linked_char *tmp; |
|
|
1343 | int value; |
|
|
1344 | artifactlist *al; |
1186 | artifactlist *al; |
1345 | |
1187 | |
1346 | if (has_been_inited) |
1188 | if (has_been_inited) |
1347 | return; |
1189 | return; |
1348 | else |
1190 | else |
1349 | has_been_inited = 1; |
1191 | has_been_inited = 1; |
1350 | |
1192 | |
1351 | sprintf (filename, "%s/artifacts", settings.datadir); |
1193 | sprintf (filename, "%s/artifacts", settings.datadir); |
1352 | object_thawer thawer (filename); |
1194 | object_thawer f (filename); |
1353 | |
1195 | |
1354 | if (!thawer) |
1196 | if (!f) |
1355 | return; |
1197 | return; |
1356 | |
1198 | |
1357 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1199 | for (;;) |
1358 | { |
1200 | { |
1359 | if (*buf == '#') |
1201 | switch (f.kw) |
1360 | continue; |
|
|
1361 | if ((cp = strchr (buf, '\n')) != NULL) |
|
|
1362 | *cp = '\0'; |
|
|
1363 | cp = buf; |
|
|
1364 | while (*cp == ' ') /* Skip blanks */ |
|
|
1365 | cp++; |
|
|
1366 | if (*cp == '\0') |
|
|
1367 | continue; |
|
|
1368 | |
|
|
1369 | if (!strncmp (cp, "Allowed", 7)) |
|
|
1370 | { |
1202 | { |
|
|
1203 | case KW_allowed: |
1371 | if (art == NULL) |
1204 | if (!art) |
|
|
1205 | art = get_empty_artifact (); |
|
|
1206 | |
1372 | { |
1207 | { |
1373 | art = get_empty_artifact (); |
1208 | if (!strcmp (f.get_str (), "all")) |
1374 | nrofartifacts++; |
1209 | break; |
|
|
1210 | |
|
|
1211 | const char *cp = f.get_str (); |
|
|
1212 | char *next; |
|
|
1213 | do |
|
|
1214 | { |
|
|
1215 | if ((next = (char *)strchr (cp, ','))) |
|
|
1216 | *next++ = '\0'; |
|
|
1217 | |
|
|
1218 | linked_char *tmp = new linked_char; |
|
|
1219 | |
|
|
1220 | tmp->name = cp; |
|
|
1221 | tmp->next = art->allowed; |
|
|
1222 | art->allowed = tmp; |
|
|
1223 | } |
|
|
1224 | while ((cp = next)); |
1375 | } |
1225 | } |
1376 | cp = strchr (cp, ' ') + 1; |
1226 | break; |
1377 | if (!strcmp (cp, "all")) |
1227 | |
|
|
1228 | case KW_chance: |
|
|
1229 | f.get (art->chance); |
|
|
1230 | break; |
|
|
1231 | |
|
|
1232 | case KW_difficulty: |
|
|
1233 | f.get (art->difficulty); |
|
|
1234 | break; |
|
|
1235 | |
|
|
1236 | case KW_object: |
|
|
1237 | { |
|
|
1238 | art->item = object::create (); |
|
|
1239 | f.get (art->item->name); |
|
|
1240 | f.next (); |
|
|
1241 | |
|
|
1242 | if (!art->item->parse_kv (f)) |
|
|
1243 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1244 | |
|
|
1245 | al = find_artifactlist (art->item->type); |
|
|
1246 | |
|
|
1247 | if (!al) |
|
|
1248 | { |
|
|
1249 | al = get_empty_artifactlist (); |
|
|
1250 | al->type = art->item->type; |
|
|
1251 | al->next = first_artifactlist; |
|
|
1252 | first_artifactlist = al; |
|
|
1253 | } |
|
|
1254 | |
|
|
1255 | art->next = al->items; |
|
|
1256 | al->items = art; |
|
|
1257 | art = 0; |
|
|
1258 | } |
1378 | continue; |
1259 | continue; |
1379 | |
1260 | |
1380 | do |
1261 | case KW_EOF: |
|
|
1262 | goto done; |
|
|
1263 | |
|
|
1264 | default: |
|
|
1265 | if (!f.parse_error ("artifacts file")) |
|
|
1266 | cleanup ("artifacts file required"); |
1381 | { |
1267 | break; |
1382 | nrofallowedstr++; |
|
|
1383 | if ((next = strchr (cp, ',')) != NULL) |
|
|
1384 | *(next++) = '\0'; |
|
|
1385 | tmp = new linked_char; |
|
|
1386 | |
|
|
1387 | tmp->name = cp; |
|
|
1388 | tmp->next = art->allowed; |
|
|
1389 | art->allowed = tmp; |
|
|
1390 | } |
|
|
1391 | while ((cp = next) != NULL); |
|
|
1392 | } |
|
|
1393 | else if (sscanf (cp, "chance %d", &value)) |
|
|
1394 | art->chance = (uint16) value; |
|
|
1395 | else if (sscanf (cp, "difficulty %d", &value)) |
|
|
1396 | art->difficulty = (uint8) value; |
|
|
1397 | else if (!strncmp (cp, "Object", 6)) |
|
|
1398 | { |
1268 | } |
1399 | art->item = get_object (); |
|
|
1400 | |
1269 | |
1401 | if (!load_object (thawer, art->item, 0)) |
1270 | f.next (); |
1402 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1403 | |
|
|
1404 | art->item->name = strchr (cp, ' ') + 1; |
|
|
1405 | al = find_artifactlist (art->item->type); |
|
|
1406 | if (al == NULL) |
|
|
1407 | { |
|
|
1408 | al = get_empty_artifactlist (); |
|
|
1409 | al->type = art->item->type; |
|
|
1410 | al->next = first_artifactlist; |
|
|
1411 | first_artifactlist = al; |
|
|
1412 | } |
|
|
1413 | art->next = al->items; |
|
|
1414 | al->items = art; |
|
|
1415 | art = NULL; |
|
|
1416 | } |
|
|
1417 | else |
|
|
1418 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
|
|
1419 | } |
1271 | } |
1420 | |
1272 | |
|
|
1273 | done: |
1421 | for (al = first_artifactlist; al != NULL; al = al->next) |
1274 | for (al = first_artifactlist; al; al = al->next) |
1422 | { |
1275 | { |
|
|
1276 | al->total_chance = 0; |
|
|
1277 | |
1423 | for (art = al->items; art != NULL; art = art->next) |
1278 | for (art = al->items; art; art = art->next) |
1424 | { |
1279 | { |
1425 | if (!art->chance) |
1280 | if (!art->chance) |
1426 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1281 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1427 | else |
1282 | else |
1428 | al->total_chance += art->chance; |
1283 | al->total_chance += art->chance; |
… | |
… | |
1433 | } |
1288 | } |
1434 | |
1289 | |
1435 | LOG (llevDebug, "done.\n"); |
1290 | LOG (llevDebug, "done.\n"); |
1436 | } |
1291 | } |
1437 | |
1292 | |
1438 | |
|
|
1439 | /* |
1293 | /* |
1440 | * Used in artifact generation. The bonuses of the first object |
1294 | * Used in artifact generation. The bonuses of the first object |
1441 | * is modified by the bonuses of the second object. |
1295 | * is modified by the bonuses of the second object. |
1442 | */ |
1296 | */ |
1443 | |
|
|
1444 | void |
1297 | void |
1445 | add_abilities (object *op, object *change) |
1298 | add_abilities (object *op, object *change) |
1446 | { |
1299 | { |
1447 | int i, tmp; |
1300 | int i, tmp; |
1448 | |
1301 | |
1449 | if (change->face != blank_face) |
1302 | if (change->face != blank_face) |
1450 | { |
1303 | { |
1451 | #ifdef TREASURE_VERBOSE |
1304 | #ifdef TREASURE_VERBOSE |
1452 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
1305 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1453 | #endif |
1306 | #endif |
1454 | op->face = change->face; |
1307 | op->face = change->face; |
1455 | } |
1308 | } |
1456 | |
1309 | |
1457 | for (i = 0; i < NUM_STATS; i++) |
1310 | for (i = 0; i < NUM_STATS; i++) |
1458 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1311 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1459 | |
1312 | |
1460 | op->attacktype |= change->attacktype; |
1313 | op->attacktype |= change->attacktype; |
1461 | op->path_attuned |= change->path_attuned; |
1314 | op->path_attuned |= change->path_attuned; |
1462 | op->path_repelled |= change->path_repelled; |
1315 | op->path_repelled |= change->path_repelled; |
1463 | op->path_denied |= change->path_denied; |
1316 | op->path_denied |= change->path_denied; |
1464 | op->move_type |= change->move_type; |
1317 | op->move_type |= change->move_type; |
1465 | op->stats.luck += change->stats.luck; |
1318 | op->stats.luck += change->stats.luck; |
1466 | |
1319 | |
1467 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1320 | if (change->flag [FLAG_CURSED]) |
1468 | SET_FLAG (op, FLAG_CURSED); |
1321 | op->set_flag (FLAG_CURSED); |
1469 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1322 | if (change->flag [FLAG_DAMNED]) |
1470 | SET_FLAG (op, FLAG_DAMNED); |
1323 | op->set_flag (FLAG_DAMNED); |
1471 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1324 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1472 | set_abs_magic (op, -op->magic); |
1325 | set_abs_magic (op, -op->magic); |
1473 | |
1326 | |
1474 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1327 | if (change->flag [FLAG_LIFESAVE]) |
1475 | SET_FLAG (op, FLAG_LIFESAVE); |
1328 | op->set_flag (FLAG_LIFESAVE); |
1476 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
1329 | if (change->flag [FLAG_REFL_SPELL]) |
1477 | SET_FLAG (op, FLAG_REFL_SPELL); |
1330 | op->set_flag (FLAG_REFL_SPELL); |
1478 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
1331 | if (change->flag [FLAG_STEALTH]) |
1479 | SET_FLAG (op, FLAG_STEALTH); |
1332 | op->set_flag (FLAG_STEALTH); |
1480 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
1333 | if (change->flag [FLAG_XRAYS]) |
1481 | SET_FLAG (op, FLAG_XRAYS); |
1334 | op->set_flag (FLAG_XRAYS); |
1482 | if (QUERY_FLAG (change, FLAG_BLIND)) |
1335 | if (change->flag [FLAG_BLIND]) |
1483 | SET_FLAG (op, FLAG_BLIND); |
1336 | op->set_flag (FLAG_BLIND); |
1484 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
1337 | if (change->flag [FLAG_SEE_IN_DARK]) |
1485 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
1338 | op->set_flag (FLAG_SEE_IN_DARK); |
1486 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
1339 | if (change->flag [FLAG_REFL_MISSILE]) |
1487 | SET_FLAG (op, FLAG_REFL_MISSILE); |
1340 | op->set_flag (FLAG_REFL_MISSILE); |
1488 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
1341 | if (change->flag [FLAG_MAKE_INVIS]) |
1489 | SET_FLAG (op, FLAG_MAKE_INVIS); |
1342 | op->set_flag (FLAG_MAKE_INVIS); |
1490 | |
1343 | |
1491 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
1344 | if (change->flag [FLAG_STAND_STILL]) |
1492 | { |
1345 | { |
1493 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1346 | op->clr_flag (FLAG_ANIMATE); |
1494 | /* so artifacts will join */ |
1347 | /* so artifacts will join */ |
1495 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1348 | if (!op->flag [FLAG_ALIVE]) |
1496 | op->speed = 0.0; |
1349 | op->speed = 0.0; |
1497 | |
1350 | |
1498 | update_ob_speed (op); |
1351 | op->set_speed (op->speed); |
1499 | } |
1352 | } |
1500 | |
1353 | |
1501 | if (change->nrof) |
1354 | if (change->nrof) |
1502 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1355 | op->nrof = rndm (change->nrof) + 1; |
1503 | |
1356 | |
1504 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1357 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1505 | op->stats.wc += change->stats.wc; |
1358 | op->stats.wc += change->stats.wc; |
1506 | op->stats.ac += change->stats.ac; |
1359 | op->stats.ac += change->stats.ac; |
1507 | |
1360 | |
… | |
… | |
1511 | * to cast. So convert that to into a spell and put it into |
1364 | * to cast. So convert that to into a spell and put it into |
1512 | * this object. |
1365 | * this object. |
1513 | */ |
1366 | */ |
1514 | if (op->type == HORN || op->type == POTION) |
1367 | if (op->type == HORN || op->type == POTION) |
1515 | { |
1368 | { |
1516 | object *tmp_obj; |
|
|
1517 | |
|
|
1518 | /* Remove any spells this object currently has in it */ |
1369 | /* Remove any spells this object currently has in it */ |
1519 | while (op->inv) |
1370 | op->destroy_inv (false); |
1520 | { |
|
|
1521 | tmp_obj = op->inv; |
|
|
1522 | remove_ob (tmp_obj); |
|
|
1523 | free_object (tmp_obj); |
|
|
1524 | } |
|
|
1525 | |
1371 | |
1526 | tmp_obj = arch_to_object (change->other_arch); |
1372 | object *tmp = change->other_arch->instance (); |
1527 | insert_ob_in_ob (tmp_obj, op); |
1373 | insert_ob_in_ob (tmp, op); |
1528 | } |
1374 | } |
|
|
1375 | |
1529 | /* No harm setting this for potions/horns */ |
1376 | /* No harm setting this for potions/horns */ |
1530 | op->other_arch = change->other_arch; |
1377 | op->other_arch = change->other_arch; |
1531 | } |
1378 | } |
1532 | |
1379 | |
1533 | if (change->stats.hp < 0) |
1380 | if (change->stats.hp < 0) |
… | |
… | |
1566 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1413 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1567 | |
1414 | |
1568 | op->item_power = change->item_power; |
1415 | op->item_power = change->item_power; |
1569 | |
1416 | |
1570 | for (i = 0; i < NROFATTACKS; i++) |
1417 | for (i = 0; i < NROFATTACKS; i++) |
1571 | { |
|
|
1572 | if (change->resist[i]) |
1418 | if (change->resist[i]) |
1573 | { |
|
|
1574 | op->resist[i] += change->resist[i]; |
1419 | op->resist[i] += change->resist[i]; |
1575 | } |
|
|
1576 | } |
|
|
1577 | |
1420 | |
1578 | if (change->stats.dam) |
1421 | if (change->stats.dam) |
1579 | { |
1422 | { |
1580 | if (change->stats.dam < 0) |
1423 | if (change->stats.dam < 0) |
1581 | op->stats.dam = (-change->stats.dam); |
1424 | op->stats.dam = (-change->stats.dam); |
… | |
… | |
1618 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1461 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1619 | } |
1462 | } |
1620 | |
1463 | |
1621 | op->value *= change->value; |
1464 | op->value *= change->value; |
1622 | |
1465 | |
1623 | if (change->material) |
1466 | if (change->materials) |
|
|
1467 | op->materials = change->materials; |
|
|
1468 | |
|
|
1469 | if (change->material != MATERIAL_NULL) |
1624 | op->material = change->material; |
1470 | op->material = change->material; |
1625 | |
|
|
1626 | if (change->materialname) |
|
|
1627 | op->materialname = change->materialname; |
|
|
1628 | |
1471 | |
1629 | if (change->slaying) |
1472 | if (change->slaying) |
1630 | op->slaying = change->slaying; |
1473 | op->slaying = change->slaying; |
1631 | |
1474 | |
1632 | if (change->race) |
1475 | if (change->race) |
… | |
… | |
1635 | if (change->msg) |
1478 | if (change->msg) |
1636 | op->msg = change->msg; |
1479 | op->msg = change->msg; |
1637 | } |
1480 | } |
1638 | |
1481 | |
1639 | static int |
1482 | static int |
1640 | legal_artifact_combination (object *op, artifact * art) |
1483 | legal_artifact_combination (object *op, artifact *art) |
1641 | { |
1484 | { |
1642 | int neg, success = 0; |
1485 | int neg, success = 0; |
1643 | linked_char *tmp; |
1486 | linked_char *tmp; |
1644 | const char *name; |
1487 | const char *name; |
1645 | |
1488 | |
1646 | if (art->allowed == (linked_char *) NULL) |
1489 | if (!art->allowed) |
1647 | return 1; /* Ie, "all" */ |
1490 | return 1; /* Ie, "all" */ |
|
|
1491 | |
1648 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1492 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1649 | { |
1493 | { |
1650 | #ifdef TREASURE_VERBOSE |
1494 | #ifdef TREASURE_VERBOSE |
1651 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1495 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1652 | #endif |
1496 | #endif |
1653 | if (*tmp->name == '!') |
1497 | if (*tmp->name == '!') |
1654 | name = tmp->name + 1, neg = 1; |
1498 | name = tmp->name + 1, neg = 1; |
1655 | else |
1499 | else |
1656 | name = tmp->name, neg = 0; |
1500 | name = tmp->name, neg = 0; |
1657 | |
1501 | |
1658 | /* If we match name, then return the opposite of 'neg' */ |
1502 | /* If we match name, then return the opposite of 'neg' */ |
1659 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1503 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1660 | return !neg; |
1504 | return !neg; |
1661 | |
1505 | |
1662 | /* Set success as true, since if the match was an inverse, it means |
1506 | /* Set success as true, since if the match was an inverse, it means |
1663 | * everything is allowed except what we match |
1507 | * everything is allowed except what we match |
1664 | */ |
1508 | */ |
1665 | else if (neg) |
1509 | else if (neg) |
1666 | success = 1; |
1510 | success = 1; |
1667 | } |
1511 | } |
|
|
1512 | |
1668 | return success; |
1513 | return success; |
1669 | } |
1514 | } |
1670 | |
1515 | |
1671 | /* |
1516 | /* |
1672 | * Fixes the given object, giving it the abilities and titles |
1517 | * Fixes the given object, giving it the abilities and titles |
… | |
… | |
1682 | op->title = new_name; |
1527 | op->title = new_name; |
1683 | add_abilities (op, artifct); /* Give out the bonuses */ |
1528 | add_abilities (op, artifct); /* Give out the bonuses */ |
1684 | |
1529 | |
1685 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1530 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1686 | { |
1531 | { |
1687 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1532 | char identified = op->flag [FLAG_IDENTIFIED]; |
1688 | |
1533 | |
1689 | SET_FLAG (op, FLAG_IDENTIFIED); |
1534 | op->set_flag (FLAG_IDENTIFIED); |
1690 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1535 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1691 | if (!identified) |
1536 | if (!identified) |
1692 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1537 | op->clr_flag (FLAG_IDENTIFIED); |
1693 | } |
1538 | } |
1694 | #endif |
1539 | #endif |
1695 | return; |
1540 | return; |
1696 | } |
1541 | } |
1697 | |
1542 | |
… | |
… | |
1723 | return; |
1568 | return; |
1724 | } |
1569 | } |
1725 | |
1570 | |
1726 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1571 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1727 | { |
1572 | { |
1728 | int roll = RANDOM () % al->total_chance; |
1573 | int roll = rndm (al->total_chance); |
1729 | |
1574 | |
1730 | for (art = al->items; art != NULL; art = art->next) |
1575 | for (art = al->items; art; art = art->next) |
1731 | { |
1576 | { |
1732 | roll -= art->chance; |
1577 | roll -= art->chance; |
1733 | if (roll < 0) |
1578 | if (roll < 0) |
1734 | break; |
1579 | break; |
1735 | } |
1580 | } |
… | |
… | |
1739 | #if 1 |
1584 | #if 1 |
1740 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1585 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1741 | #endif |
1586 | #endif |
1742 | return; |
1587 | return; |
1743 | } |
1588 | } |
1744 | if (!strcmp (art->item->name, "NONE")) |
1589 | |
|
|
1590 | if (art->item->name == shstr_NONE) |
1745 | return; |
1591 | return; |
|
|
1592 | |
1746 | if (FABS (op->magic) < art->item->magic) |
1593 | if (fabs (op->magic) < art->item->magic) |
1747 | continue; /* Not magic enough to be this item */ |
1594 | continue; /* Not magic enough to be this item */ |
1748 | |
1595 | |
1749 | /* Map difficulty not high enough */ |
1596 | /* Map difficulty not high enough */ |
1750 | if (difficulty < art->difficulty) |
1597 | if (difficulty < art->difficulty) |
1751 | continue; |
1598 | continue; |
1752 | |
1599 | |
1753 | if (!legal_artifact_combination (op, art)) |
1600 | if (!legal_artifact_combination (op, art)) |
1754 | { |
1601 | { |
1755 | #ifdef TREASURE_VERBOSE |
1602 | #ifdef TREASURE_VERBOSE |
1756 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1603 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1757 | #endif |
1604 | #endif |
1758 | continue; |
1605 | continue; |
1759 | } |
1606 | } |
|
|
1607 | |
1760 | give_artifact_abilities (op, art->item); |
1608 | give_artifact_abilities (op, art->item); |
1761 | return; |
1609 | return; |
1762 | } |
1610 | } |
1763 | } |
1611 | } |
1764 | |
1612 | |
… | |
… | |
1801 | item->level = donor->level; |
1649 | item->level = donor->level; |
1802 | |
1650 | |
1803 | /* if donor has some attacktypes, the flesh is poisonous */ |
1651 | /* if donor has some attacktypes, the flesh is poisonous */ |
1804 | if (donor->attacktype & AT_POISON) |
1652 | if (donor->attacktype & AT_POISON) |
1805 | item->type = POISON; |
1653 | item->type = POISON; |
|
|
1654 | |
1806 | if (donor->attacktype & AT_ACID) |
1655 | if (donor->attacktype & AT_ACID) |
1807 | item->stats.hp = -1 * item->stats.food; |
1656 | item->stats.hp = -1 * item->stats.food; |
1808 | SET_FLAG (item, FLAG_NO_STEAL); |
|
|
1809 | } |
|
|
1810 | } |
|
|
1811 | |
1657 | |
1812 | /* special_potion() - so that old potion code is still done right. */ |
1658 | item->set_flag (FLAG_NO_STEAL); |
1813 | |
1659 | } |
1814 | int |
|
|
1815 | special_potion (object *op) |
|
|
1816 | { |
|
|
1817 | |
|
|
1818 | int i; |
|
|
1819 | |
|
|
1820 | if (op->attacktype) |
|
|
1821 | return 1; |
|
|
1822 | |
|
|
1823 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1824 | return 1; |
|
|
1825 | |
|
|
1826 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1827 | if (op->resist[i]) |
|
|
1828 | return 1; |
|
|
1829 | |
|
|
1830 | return 0; |
|
|
1831 | } |
1660 | } |
1832 | |
1661 | |
1833 | void |
1662 | static void |
1834 | free_treasurestruct (treasure *t) |
1663 | free_treasurestruct (treasure *t) |
1835 | { |
1664 | { |
1836 | if (t->next) |
|
|
1837 | free_treasurestruct (t->next); |
1665 | if (t->next) free_treasurestruct (t->next); |
1838 | if (t->next_yes) |
|
|
1839 | free_treasurestruct (t->next_yes); |
1666 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1840 | if (t->next_no) |
|
|
1841 | free_treasurestruct (t->next_no); |
1667 | if (t->next_no) free_treasurestruct (t->next_no); |
1842 | |
1668 | |
1843 | delete t; |
1669 | delete t; |
1844 | } |
1670 | } |
1845 | |
1671 | |
1846 | void |
1672 | static void |
1847 | free_charlinks (linked_char *lc) |
1673 | free_charlinks (linked_char *lc) |
1848 | { |
1674 | { |
1849 | if (lc->next) |
1675 | if (lc->next) |
1850 | free_charlinks (lc->next); |
1676 | free_charlinks (lc->next); |
1851 | |
1677 | |
1852 | delete lc; |
1678 | delete lc; |
1853 | } |
1679 | } |
1854 | |
1680 | |
1855 | void |
1681 | static void |
1856 | free_artifact (artifact * at) |
1682 | free_artifact (artifact *at) |
1857 | { |
1683 | { |
1858 | if (at->next) |
|
|
1859 | free_artifact (at->next); |
1684 | if (at->next) free_artifact (at->next); |
1860 | |
|
|
1861 | if (at->allowed) |
|
|
1862 | free_charlinks (at->allowed); |
1685 | if (at->allowed) free_charlinks (at->allowed); |
1863 | |
1686 | |
1864 | at->item->free (1); |
1687 | at->item->destroy (); |
1865 | |
1688 | |
1866 | delete at; |
|
|
1867 | } |
|
|
1868 | |
|
|
1869 | void |
|
|
1870 | free_artifactlist (artifactlist * al) |
|
|
1871 | { |
|
|
1872 | artifactlist *nextal; |
|
|
1873 | |
|
|
1874 | for (al = first_artifactlist; al != NULL; al = nextal) |
|
|
1875 | { |
|
|
1876 | nextal = al->next; |
|
|
1877 | |
|
|
1878 | if (al->items) |
|
|
1879 | free_artifact (al->items); |
|
|
1880 | |
|
|
1881 | free (al); |
1689 | sfree (at); |
1882 | } |
|
|
1883 | } |
1690 | } |
1884 | |
1691 | |
1885 | void |
|
|
1886 | free_all_treasures (void) |
|
|
1887 | { |
|
|
1888 | treasurelist *tl, *next; |
|
|
1889 | |
|
|
1890 | |
|
|
1891 | for (tl = first_treasurelist; tl != NULL; tl = next) |
|
|
1892 | { |
|
|
1893 | next = tl->next; |
|
|
1894 | if (tl->items) |
|
|
1895 | free_treasurestruct (tl->items); |
|
|
1896 | delete tl; |
|
|
1897 | } |
|
|
1898 | free_artifactlist (first_artifactlist); |
|
|
1899 | } |
|
|