1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | 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 |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | 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 |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
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24 | #define ALLOWED_COMBINATION |
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25 | |
24 | |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
27 | * 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 |
28 | * 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 |
29 | * left on |
28 | * left on |
30 | */ |
29 | */ |
31 | #define TREASURE_DEBUG |
30 | #define TREASURE_DEBUG |
32 | |
31 | |
33 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
32 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
34 | |
33 | |
35 | /* #define TREASURE_VERBOSE */ |
34 | //#define TREASURE_VERBOSE |
36 | |
35 | |
37 | #include <global.h> |
36 | #include <global.h> |
38 | #include <treasure.h> |
37 | #include <treasure.h> |
39 | #include <funcpoint.h> |
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40 | #include <loader.h> |
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41 | |
38 | |
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39 | extern char *spell_mapping[]; |
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40 | |
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41 | static treasurelist *first_treasurelist; |
42 | |
42 | |
43 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
43 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
44 | extern char *spell_mapping[]; |
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45 | |
44 | |
46 | /* |
45 | typedef std::tr1::unordered_map< |
47 | * Initialize global archtype pointers: |
46 | const char *, |
48 | */ |
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; |
49 | |
52 | |
50 | void |
53 | static tl_map_t tl_map; |
51 | init_archetype_pointers () |
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52 | { |
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53 | int prev_warn = warn_archetypes; |
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54 | |
54 | |
55 | warn_archetypes = 1; |
55 | //TODO: class method |
56 | if (ring_arch == NULL) |
56 | static void free_treasurestruct (treasure *t); // bleh desu |
57 | ring_arch = archetype::find ("ring"); |
57 | static void |
58 | if (amulet_arch == NULL) |
58 | clear (treasurelist *tl) |
59 | amulet_arch = archetype::find ("amulet"); |
59 | { |
60 | if (staff_arch == NULL) |
60 | if (tl->items) |
61 | staff_arch = archetype::find ("staff"); |
61 | { |
62 | if (crown_arch == NULL) |
62 | free_treasurestruct (tl->items); |
63 | crown_arch = archetype::find ("crown"); |
63 | tl->items = 0; |
64 | warn_archetypes = prev_warn; |
64 | } |
65 | } |
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66 | |
65 | |
67 | /* |
66 | tl->total_chance = 0; |
68 | * Allocate and return the pointer to an empty treasurelist structure. |
67 | } |
69 | */ |
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70 | |
68 | |
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69 | /* |
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70 | * Searches for the given treasurelist |
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71 | */ |
71 | static treasurelist * |
72 | treasurelist * |
72 | get_empty_treasurelist (void) |
73 | treasurelist::find (const char *name) |
73 | { |
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 | { |
74 | return new treasurelist; |
97 | tl = new treasurelist; |
75 | } |
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76 | |
98 | |
77 | /* |
99 | tl->name = name; |
78 | * Allocate and return the pointer to an empty treasure structure. |
100 | tl->next = first_treasurelist; |
79 | */ |
101 | first_treasurelist = tl; |
80 | //TODO: make this a constructor |
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81 | static treasure * |
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82 | get_empty_treasure (void) |
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83 | { |
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84 | treasure *t = new treasure; |
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85 | |
102 | |
86 | t->chance = 100; |
103 | tl_map.insert (std::make_pair (tl->name, tl)); |
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104 | } |
87 | |
105 | |
88 | return t; |
106 | return tl; |
89 | } |
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 |
90 | |
129 | |
91 | /* |
130 | /* |
92 | * Reads the lib/treasure file from disk, and parses the contents |
131 | * Reads the lib/treasure file from disk, and parses the contents |
93 | * into an internal treasure structure (very linked lists) |
132 | * into an internal treasure structure (very linked lists) |
94 | */ |
133 | */ |
95 | |
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96 | static treasure * |
134 | static treasure * |
97 | load_treasure (FILE * fp, int *line) |
135 | read_treasure (object_thawer &f) |
98 | { |
136 | { |
99 | char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
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100 | treasure *t = get_empty_treasure (); |
137 | treasure *t = new treasure; |
101 | int value; |
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102 | |
138 | |
103 | nroftreasures++; |
139 | f.next (); |
104 | while (fgets (buf, MAX_BUF, fp) != NULL) |
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105 | { |
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106 | (*line)++; |
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107 | |
140 | |
108 | if (*buf == '#') |
141 | for (;;) |
109 | continue; |
142 | { |
110 | if ((cp = strchr (buf, '\n')) != NULL) |
143 | coroapi::cede_to_tick (); |
111 | *cp = '\0'; |
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112 | cp = buf; |
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113 | while (isspace (*cp)) /* Skip blanks */ |
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114 | cp++; |
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115 | |
144 | |
116 | if (sscanf (cp, "arch %s", variable)) |
145 | switch (f.kw) |
117 | { |
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118 | if ((t->item = archetype::find (variable)) == NULL) |
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119 | LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
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120 | } |
146 | { |
121 | else if (sscanf (cp, "list %s", variable)) |
147 | case KW_arch: |
122 | t->name = variable; |
148 | t->item = archetype::find (f.get_str ()); |
123 | else if (sscanf (cp, "change_name %s", variable)) |
149 | |
124 | t->change_arch.name = variable; |
150 | if (!t->item) |
125 | else if (sscanf (cp, "change_title %s", variable)) |
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126 | t->change_arch.title = variable; |
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127 | else if (sscanf (cp, "change_slaying %s", variable)) |
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128 | t->change_arch.slaying = variable; |
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129 | else if (sscanf (cp, "chance %d", &value)) |
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130 | t->chance = (uint8) value; |
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131 | else if (sscanf (cp, "nrof %d", &value)) |
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132 | t->nrof = (uint16) value; |
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133 | else if (sscanf (cp, "magic %d", &value)) |
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134 | t->magic = (uint8) value; |
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135 | else if (!strcmp (cp, "yes")) |
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136 | t->next_yes = load_treasure (fp, line); |
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137 | else if (!strcmp (cp, "no")) |
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138 | t->next_no = load_treasure (fp, line); |
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139 | else if (!strcmp (cp, "end")) |
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140 | return t; |
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141 | else if (!strcmp (cp, "more")) |
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142 | { |
151 | { |
143 | 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 (); |
144 | 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; |
145 | } |
182 | } |
146 | else |
183 | |
147 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
184 | f.next (); |
148 | } |
185 | } |
149 | 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; |
150 | return t; |
191 | return 0; |
151 | } |
192 | } |
152 | |
193 | |
153 | #ifdef TREASURE_DEBUG |
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154 | |
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155 | /* recursived checks the linked list. Treasurelist is passed only |
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156 | * so that the treasure name can be printed out |
|
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157 | */ |
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158 | static void |
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159 | check_treasurelist (const treasure *t, const treasurelist * tl) |
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160 | { |
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161 | if (t->item == NULL && t->name == NULL) |
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162 | LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); |
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163 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
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164 | 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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165 | /* find_treasurelist will print out its own error message */ |
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166 | if (t->name && *t->name) |
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167 | (void) find_treasurelist (t->name); |
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168 | if (t->next) |
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169 | check_treasurelist (t->next, tl); |
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170 | if (t->next_yes) |
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171 | check_treasurelist (t->next_yes, tl); |
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172 | if (t->next_no) |
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173 | check_treasurelist (t->next_no, tl); |
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174 | } |
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175 | #endif |
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176 | |
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177 | /* |
194 | /* |
178 | * Opens LIBDIR/treasure and reads all treasure-declarations from it. |
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179 | * Each treasure is parsed with the help of load_treasure(). |
195 | * Each treasure is parsed with the help of load_treasure(). |
180 | */ |
196 | */ |
181 | |
197 | treasurelist * |
182 | void |
198 | treasurelist::read (object_thawer &f) |
183 | load_treasures (void) |
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184 | { |
199 | { |
185 | FILE *fp; |
200 | assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
186 | char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
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187 | treasurelist *previous = NULL; |
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188 | treasure *t; |
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189 | int comp, line = 0; |
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190 | |
201 | |
191 | sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
202 | bool one = f.kw == KW_treasureone; |
192 | if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
203 | treasurelist *tl = treasurelist::get (f.get_str ()); |
193 | { |
204 | clear (tl); |
194 | LOG (llevError, "Can't open treasure file.\n"); |
205 | tl->items = read_treasure (f); |
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206 | if (!tl->items) |
195 | return; |
207 | return 0; |
196 | } |
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197 | while (fgets (buf, MAX_BUF, fp) != NULL) |
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198 | { |
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199 | line++; |
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200 | if (*buf == '#') |
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201 | continue; |
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202 | |
208 | |
203 | if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
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204 | { |
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205 | treasurelist *tl = get_empty_treasurelist (); |
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206 | |
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207 | tl->name = name; |
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208 | if (previous == NULL) |
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209 | first_treasurelist = tl; |
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210 | else |
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211 | previous->next = tl; |
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212 | previous = tl; |
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213 | tl->items = load_treasure (fp, &line); |
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214 | |
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215 | /* 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. |
216 | * 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 |
217 | * fields of the treasures are not being used. |
211 | * fields of the treasures are not being used. |
218 | */ |
212 | */ |
219 | 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) |
220 | { |
218 | { |
221 | for (t = tl->items; t != NULL; t = t->next) |
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222 | { |
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223 | #ifdef TREASURE_DEBUG |
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224 | if (t->next_yes || t->next_no) |
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225 | { |
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226 | 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); |
227 | 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"); |
228 | } |
|
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229 | #endif |
|
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230 | tl->total_chance += t->chance; |
|
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231 | } |
|
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232 | } |
221 | } |
233 | } |
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234 | else |
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235 | LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
|
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236 | } |
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237 | close_and_delete (fp, comp); |
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238 | |
222 | |
239 | #ifdef TREASURE_DEBUG |
223 | tl->total_chance += t->chance; |
240 | /* Perform some checks on how valid the treasure data actually is. |
224 | } |
241 | * verify that list transitions work (ie, the list that it is supposed |
225 | } |
242 | * to transition to exists). Also, verify that at least the name |
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243 | * or archetype is set for each treasure element. |
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244 | */ |
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245 | for (previous = first_treasurelist; previous != NULL; previous = previous->next) |
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246 | check_treasurelist (previous->items, previous); |
|
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247 | #endif |
|
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248 | } |
|
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249 | |
226 | |
250 | /* |
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251 | * Searches for the given treasurelist in the globally linked list |
|
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252 | * of treasurelists which has been built by load_treasures(). |
|
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253 | */ |
|
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254 | |
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255 | treasurelist * |
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256 | find_treasurelist (const char *name) |
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257 | { |
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258 | shstr_cmp name_ (name); |
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259 | |
|
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260 | if (!name_) |
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261 | return 0; |
|
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262 | |
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263 | for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) |
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264 | if (name_ == tl->name) |
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265 | return tl; |
|
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266 | |
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267 | if (first_treasurelist) |
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268 | LOG (llevError, "Couldn't find treasurelist %s\n", name); |
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269 | |
|
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270 | return 0; |
227 | return tl; |
271 | } |
228 | } |
272 | |
|
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273 | |
229 | |
274 | /* |
230 | /* |
275 | * Generates the objects specified by the given treasure. |
231 | * Generates the objects specified by the given treasure. |
276 | * It goes recursively through the rest of the linked list. |
232 | * It goes recursively through the rest of the linked list. |
277 | * 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, |
… | |
… | |
283 | * start with equipment, but only their abilities). |
239 | * start with equipment, but only their abilities). |
284 | */ |
240 | */ |
285 | static void |
241 | static void |
286 | put_treasure (object *op, object *creator, int flags) |
242 | put_treasure (object *op, object *creator, int flags) |
287 | { |
243 | { |
288 | object *tmp; |
244 | if (flags & GT_ENVIRONMENT) |
289 | |
245 | { |
290 | /* 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 |
291 | * 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 |
292 | * 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 |
293 | * by another object. |
249 | * by another object. |
294 | */ |
250 | */ |
295 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
251 | //TODO: flag such as objects... as such (no drop, anybody?) |
296 | { |
252 | if (op->type == SPELL) |
297 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
253 | { |
|
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254 | op->destroy (); |
|
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255 | return; |
|
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256 | } |
|
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257 | |
|
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258 | op->expand_tail (); |
|
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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; |
298 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
266 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
267 | } |
299 | } |
268 | } |
300 | else |
269 | else |
301 | { |
270 | { |
302 | op = creator->insert (op); |
271 | op = creator->insert (op); |
303 | |
272 | |
304 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
273 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
305 | monster_check_apply (creator, op); |
274 | monster_check_apply (creator, op); |
306 | |
|
|
307 | if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) |
|
|
308 | esrv_send_item (tmp, op); |
|
|
309 | } |
275 | } |
310 | } |
276 | } |
311 | |
277 | |
312 | /* 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 |
313 | * in the generated object |
279 | * in the generated object |
… | |
… | |
327 | |
293 | |
328 | if (t->change_arch.slaying) |
294 | if (t->change_arch.slaying) |
329 | op->slaying = t->change_arch.slaying; |
295 | op->slaying = t->change_arch.slaying; |
330 | } |
296 | } |
331 | |
297 | |
332 | void |
298 | static void |
333 | 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) |
334 | { |
300 | { |
335 | object *tmp; |
|
|
336 | |
|
|
337 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
301 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
338 | { |
302 | { |
339 | if (t->name) |
303 | if (t->name) |
340 | { |
304 | { |
341 | if (strcmp (t->name, "NONE") && difficulty >= t->magic) |
305 | if (difficulty >= t->magic) |
|
|
306 | if (treasurelist *tl = treasurelist::find (t->name)) |
|
|
307 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
308 | else |
|
|
309 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
|
|
310 | } |
|
|
311 | else |
|
|
312 | { |
|
|
313 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
342 | { |
314 | { |
343 | treasurelist *tl = find_treasurelist (t->name); |
315 | object *tmp = t->item->instance (); |
344 | if (tl) |
316 | |
345 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
346 | } |
|
|
347 | } |
|
|
348 | else |
|
|
349 | { |
|
|
350 | if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) |
|
|
351 | { |
|
|
352 | tmp = arch_to_object (t->item); |
|
|
353 | if (t->nrof && tmp->nrof <= 1) |
317 | if (t->nrof && tmp->nrof <= 1) |
354 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
318 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
319 | |
355 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
320 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
356 | change_treasure (t, tmp); |
321 | change_treasure (t, tmp); |
357 | put_treasure (tmp, op, flag); |
322 | put_treasure (tmp, op, flag); |
358 | } |
323 | } |
359 | } |
324 | } |
360 | |
325 | |
361 | if (t->next_yes != NULL) |
326 | if (t->next_yes) |
362 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
327 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
363 | } |
328 | } |
364 | else if (t->next_no != NULL) |
329 | else if (t->next_no) |
365 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
330 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
366 | |
331 | |
367 | if (t->next != NULL) |
332 | if (t->next) |
368 | create_all_treasures (t->next, op, flag, difficulty, tries); |
333 | create_all_treasures (t->next, op, flag, difficulty, tries); |
369 | } |
334 | } |
370 | |
335 | |
371 | void |
336 | static void |
372 | 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) |
373 | { |
338 | { |
374 | int value = RANDOM () % tl->total_chance; |
339 | int value = rndm (tl->total_chance); |
375 | treasure *t; |
340 | treasure *t; |
376 | |
341 | |
377 | if (tries++ > 100) |
342 | if (tries++ > 100) |
378 | { |
343 | { |
379 | 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"); |
380 | return; |
345 | return; |
381 | } |
346 | } |
382 | |
347 | |
383 | for (t = tl->items; t != NULL; t = t->next) |
348 | for (t = tl->items; t; t = t->next) |
384 | { |
349 | { |
385 | value -= t->chance; |
350 | value -= t->chance; |
386 | |
351 | |
387 | if (value < 0) |
352 | if (value < 0) |
388 | break; |
353 | break; |
389 | } |
354 | } |
390 | |
355 | |
391 | if (!t || value >= 0) |
356 | if (!t || value >= 0) |
392 | { |
|
|
393 | 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); |
394 | abort (); |
|
|
395 | return; |
|
|
396 | } |
|
|
397 | |
358 | |
398 | if (t->name) |
359 | if (t->name) |
399 | { |
360 | { |
400 | if (!strcmp (t->name, "NONE")) |
|
|
401 | return; |
|
|
402 | |
|
|
403 | if (difficulty >= t->magic) |
361 | if (difficulty >= t->magic) |
404 | { |
362 | { |
405 | treasurelist *tl = find_treasurelist (t->name); |
363 | treasurelist *tl = treasurelist::find (t->name); |
406 | if (tl) |
364 | if (tl) |
407 | create_treasure (tl, op, flag, difficulty, tries); |
365 | create_treasure (tl, op, flag, difficulty, tries); |
408 | } |
366 | } |
409 | else if (t->nrof) |
367 | else if (t->nrof) |
410 | create_one_treasure (tl, op, flag, difficulty, tries); |
368 | create_one_treasure (tl, op, flag, difficulty, tries); |
411 | |
|
|
412 | return; |
|
|
413 | } |
369 | } |
414 | |
|
|
415 | if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) |
370 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
416 | { |
371 | { |
417 | object *tmp = arch_to_object (t->item); |
372 | if (object *tmp = t->item->instance ()) |
418 | |
373 | { |
419 | if (!tmp) |
|
|
420 | return; |
|
|
421 | |
|
|
422 | if (t->nrof && tmp->nrof <= 1) |
374 | if (t->nrof && tmp->nrof <= 1) |
423 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
375 | tmp->nrof = rndm (t->nrof) + 1; |
424 | |
376 | |
425 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
377 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
426 | change_treasure (t, tmp); |
378 | change_treasure (t, tmp); |
427 | put_treasure (tmp, op, flag); |
379 | put_treasure (tmp, op, flag); |
|
|
380 | } |
428 | } |
381 | } |
|
|
382 | } |
|
|
383 | |
|
|
384 | void |
|
|
385 | object::create_treasure (treasurelist *tl, int flags) |
|
|
386 | { |
|
|
387 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
429 | } |
388 | } |
430 | |
389 | |
431 | /* This calls the appropriate treasure creation function. tries is passed |
390 | /* This calls the appropriate treasure creation function. tries is passed |
432 | * to determine how many list transitions or attempts to create treasure |
391 | * to determine how many list transitions or attempts to create treasure |
433 | * 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 |
434 | * list transitions, or so that excessively good treasure will not be |
393 | * list transitions, or so that excessively good treasure will not be |
435 | * 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 |
436 | * to do that. |
395 | * to do that. |
437 | */ |
396 | */ |
438 | void |
397 | void |
439 | 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) |
440 | { |
399 | { |
|
|
400 | // empty treasurelists are legal |
|
|
401 | if (!tl->items) |
|
|
402 | return; |
441 | |
403 | |
442 | if (tries++ > 100) |
404 | if (tries++ > 100) |
443 | { |
405 | { |
444 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
406 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
445 | return; |
407 | return; |
446 | } |
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 | |
447 | if (t->total_chance) |
419 | if (tl->total_chance) |
448 | create_one_treasure (t, op, flag, difficulty, tries); |
420 | create_one_treasure (tl, op, flag, difficulty, tries); |
449 | else |
421 | else |
450 | create_all_treasures (t->items, op, flag, difficulty, tries); |
422 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
451 | } |
423 | } |
452 | |
424 | |
453 | /* This is similar to the old generate treasure function. However, |
425 | /* This is similar to the old generate treasure function. However, |
454 | * 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 |
455 | * create_treasure. We create a dummy object that the treasure gets |
427 | * create_treasure. We create a dummy object that the treasure gets |
456 | * inserted into, and then return that treausre |
428 | * inserted into, and then return that treausre |
457 | */ |
429 | */ |
458 | object * |
430 | object * |
459 | generate_treasure (treasurelist *t, int difficulty) |
431 | generate_treasure (treasurelist *tl, int difficulty) |
460 | { |
432 | { |
461 | difficulty = clamp (difficulty, 1, settings.max_level); |
433 | difficulty = clamp (difficulty, 1, settings.max_level); |
462 | |
434 | |
463 | object *ob = object::create (), *tmp; |
435 | object *ob = object::create (); |
464 | |
436 | |
465 | create_treasure (t, ob, 0, difficulty, 0); |
437 | create_treasure (tl, ob, 0, difficulty, 0); |
466 | |
438 | |
467 | /* 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 */ |
468 | tmp = ob->inv; |
440 | object *tmp = ob->inv; |
469 | if (tmp != NULL) |
441 | if (tmp) |
470 | tmp->remove (); |
442 | tmp->remove (); |
471 | |
443 | |
472 | if (ob->inv) |
444 | if (ob->inv) |
473 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
445 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
474 | |
446 | |
475 | ob->destroy (); |
447 | ob->destroy (); |
|
|
448 | |
476 | return tmp; |
449 | return tmp; |
477 | } |
450 | } |
478 | |
451 | |
479 | /* |
452 | /* |
480 | * 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 |
… | |
… | |
482 | * 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 |
483 | * magical bonus "wanted". |
456 | * magical bonus "wanted". |
484 | */ |
457 | */ |
485 | |
458 | |
486 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
459 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
487 | |
|
|
488 | /*chance of magic difficulty*/ |
460 | // chance of magic difficulty |
489 | |
|
|
490 | /* +0 +1 +2 +3 +4 */ |
461 | // +0 +1 +2 +3 +4 |
491 | {95, 2, 2, 1, 0}, /*1 */ |
462 | {95, 2, 2, 1, 0}, // 1 |
492 | {92, 5, 2, 1, 0}, /*2 */ |
463 | {92, 5, 2, 1, 0}, // 2 |
493 | {85, 10, 4, 1, 0}, /*3 */ |
464 | {85, 10, 4, 1, 0}, // 3 |
494 | {80, 14, 4, 2, 0}, /*4 */ |
465 | {80, 14, 4, 2, 0}, // 4 |
495 | {75, 17, 5, 2, 1}, /*5 */ |
466 | {75, 17, 5, 2, 1}, // 5 |
496 | {70, 18, 8, 3, 1}, /*6 */ |
467 | {70, 18, 8, 3, 1}, // 6 |
497 | {65, 21, 10, 3, 1}, /*7 */ |
468 | {65, 21, 10, 3, 1}, // 7 |
498 | {60, 22, 12, 4, 2}, /*8 */ |
469 | {60, 22, 12, 4, 2}, // 8 |
499 | {55, 25, 14, 4, 2}, /*9 */ |
470 | {55, 25, 14, 4, 2}, // 9 |
500 | {50, 27, 16, 5, 2}, /*10 */ |
471 | {50, 27, 16, 5, 2}, // 10 |
501 | {45, 28, 18, 6, 3}, /*11 */ |
472 | {45, 28, 18, 6, 3}, // 11 |
502 | {42, 28, 20, 7, 3}, /*12 */ |
473 | {42, 28, 20, 7, 3}, // 12 |
503 | {40, 27, 21, 8, 4}, /*13 */ |
474 | {40, 27, 21, 8, 4}, // 13 |
504 | {38, 25, 22, 10, 5}, /*14 */ |
475 | {38, 25, 22, 10, 5}, // 14 |
505 | {36, 23, 23, 12, 6}, /*15 */ |
476 | {36, 23, 23, 12, 6}, // 15 |
506 | {33, 21, 24, 14, 8}, /*16 */ |
477 | {33, 21, 24, 14, 8}, // 16 |
507 | {31, 19, 25, 16, 9}, /*17 */ |
478 | {31, 19, 25, 16, 9}, // 17 |
508 | {27, 15, 30, 18, 10}, /*18 */ |
479 | {27, 15, 30, 18, 10}, // 18 |
509 | {20, 12, 30, 25, 13}, /*19 */ |
480 | {20, 12, 30, 25, 13}, // 19 |
510 | {15, 10, 28, 30, 17}, /*20 */ |
481 | {15, 10, 28, 30, 17}, // 20 |
511 | {13, 9, 27, 28, 23}, /*21 */ |
482 | {13, 9, 27, 28, 23}, // 21 |
512 | {10, 8, 25, 28, 29}, /*22 */ |
483 | {10, 8, 25, 28, 29}, // 22 |
513 | {8, 7, 23, 26, 36}, /*23 */ |
484 | { 8, 7, 23, 26, 36}, // 23 |
514 | {6, 6, 20, 22, 46}, /*24 */ |
485 | { 6, 6, 20, 22, 46}, // 24 |
515 | {4, 5, 17, 18, 56}, /*25 */ |
486 | { 4, 5, 17, 18, 56}, // 25 |
516 | {2, 4, 12, 14, 68}, /*26 */ |
487 | { 2, 4, 12, 14, 68}, // 26 |
517 | {0, 3, 7, 10, 80}, /*27 */ |
488 | { 0, 3, 7, 10, 80}, // 27 |
518 | {0, 0, 3, 7, 90}, /*28 */ |
489 | { 0, 0, 3, 7, 90}, // 28 |
519 | {0, 0, 0, 3, 97}, /*29 */ |
490 | { 0, 0, 0, 3, 97}, // 29 |
520 | {0, 0, 0, 0, 100}, /*30 */ |
491 | { 0, 0, 0, 0, 100}, // 30 |
521 | {0, 0, 0, 0, 100}, /*31 */ |
492 | { 0, 0, 0, 0, 100}, // 31 |
522 | }; |
493 | }; |
523 | |
|
|
524 | |
494 | |
525 | /* calculate the appropriate level for wands staves and scrolls. |
495 | /* calculate the appropriate level for wands staves and scrolls. |
526 | * 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) |
527 | * |
497 | * |
528 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
498 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
529 | * 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. |
530 | */ |
500 | */ |
531 | |
501 | static int |
532 | int |
|
|
533 | level_for_item (const object *op, int difficulty) |
502 | level_for_item (const object *op, int difficulty) |
534 | { |
503 | { |
535 | int olevel = 0; |
|
|
536 | |
|
|
537 | if (!op->inv) |
504 | if (!op->inv) |
538 | { |
505 | { |
539 | 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); |
540 | return 0; |
507 | return 0; |
541 | } |
508 | } |
542 | |
509 | |
543 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
510 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
544 | |
511 | |
545 | if (olevel <= 0) |
512 | if (olevel <= 0) |
546 | olevel = rndm (1, MIN (op->inv->level, 1)); |
513 | olevel = rndm (1, op->inv->level); |
547 | |
514 | |
548 | if (olevel > MAXLEVEL) |
515 | return min (olevel, MAXLEVEL_TREASURE); |
549 | olevel = MAXLEVEL; |
|
|
550 | |
|
|
551 | return olevel; |
|
|
552 | } |
516 | } |
553 | |
517 | |
554 | /* |
518 | /* |
555 | * Based upon the specified difficulty and upon the difftomagic_list array, |
519 | * Based upon the specified difficulty and upon the difftomagic_list array, |
556 | * a random magical bonus is returned. This is used when determine |
520 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
559 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
523 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
560 | * 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 |
561 | * weird integer between 1-31. |
525 | * weird integer between 1-31. |
562 | * |
526 | * |
563 | */ |
527 | */ |
564 | |
528 | static int |
565 | int |
|
|
566 | magic_from_difficulty (int difficulty) |
529 | magic_from_difficulty (int difficulty) |
567 | { |
530 | { |
568 | int percent = 0, magic = 0; |
|
|
569 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
531 | int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
|
|
532 | scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
570 | |
533 | |
571 | scaled_diff--; |
534 | int percent = rndm (100); |
|
|
535 | int magic; |
572 | |
536 | |
573 | if (scaled_diff < 0) |
|
|
574 | scaled_diff = 0; |
|
|
575 | |
|
|
576 | if (scaled_diff >= DIFFLEVELS) |
|
|
577 | scaled_diff = DIFFLEVELS - 1; |
|
|
578 | |
|
|
579 | percent = RANDOM () % 100; |
|
|
580 | |
|
|
581 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
537 | for (magic = 0; magic <= MAXMAGIC; magic++) |
582 | { |
538 | { |
583 | percent -= difftomagic_list[scaled_diff][magic]; |
539 | percent -= difftomagic_list[scaled_diff][magic]; |
584 | |
540 | |
585 | if (percent < 0) |
541 | if (percent < 0) |
586 | break; |
542 | break; |
587 | } |
543 | } |
588 | |
544 | |
589 | if (magic == (MAXMAGIC + 1)) |
545 | if (magic > MAXMAGIC) |
590 | { |
546 | { |
591 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
547 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
592 | magic = 0; |
548 | magic = 0; |
593 | } |
549 | } |
594 | |
550 | |
595 | magic = (RANDOM () % 3) ? magic : -magic; |
551 | magic = (rndm (3)) ? magic : -magic; |
596 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
552 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
597 | |
553 | |
598 | return magic; |
554 | return magic; |
599 | } |
555 | } |
600 | |
556 | |
… | |
… | |
602 | * Sets magical bonus in an object, and recalculates the effect on |
558 | * Sets magical bonus in an object, and recalculates the effect on |
603 | * the armour variable, and the effect on speed of armour. |
559 | * the armour variable, and the effect on speed of armour. |
604 | * This function doesn't work properly, should add use of archetypes |
560 | * This function doesn't work properly, should add use of archetypes |
605 | * to make it truly absolute. |
561 | * to make it truly absolute. |
606 | */ |
562 | */ |
607 | |
|
|
608 | void |
563 | void |
609 | set_abs_magic (object *op, int magic) |
564 | set_abs_magic (object *op, int magic) |
610 | { |
565 | { |
611 | if (!magic) |
566 | if (!magic) |
612 | return; |
567 | return; |
613 | |
568 | |
614 | op->magic = magic; |
569 | op->magic = magic; |
615 | if (op->arch) |
570 | if (op->arch) |
616 | { |
571 | { |
617 | if (op->type == ARMOUR) |
572 | if (op->type == ARMOUR) |
618 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
573 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
619 | |
574 | |
620 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
575 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
621 | magic = (-magic); |
576 | magic = (-magic); |
|
|
577 | |
622 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
578 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
623 | } |
579 | } |
624 | else |
580 | else |
625 | { |
581 | { |
626 | if (op->type == ARMOUR) |
582 | if (op->type == ARMOUR) |
627 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
583 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
584 | |
628 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
585 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
629 | magic = (-magic); |
586 | magic = (-magic); |
|
|
587 | |
630 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
588 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
631 | } |
589 | } |
632 | } |
590 | } |
633 | |
591 | |
634 | /* |
592 | /* |
… | |
… | |
637 | */ |
595 | */ |
638 | |
596 | |
639 | static void |
597 | static void |
640 | set_magic (int difficulty, object *op, int max_magic, int flags) |
598 | set_magic (int difficulty, object *op, int max_magic, int flags) |
641 | { |
599 | { |
642 | int i; |
|
|
643 | |
|
|
644 | i = magic_from_difficulty (difficulty); |
600 | int i = magic_from_difficulty (difficulty); |
|
|
601 | |
645 | if ((flags & GT_ONLY_GOOD) && i < 0) |
602 | if ((flags & GT_ONLY_GOOD) && i < 0) |
646 | i = -i; |
603 | i = -i; |
|
|
604 | |
647 | if (i > max_magic) |
605 | i = min (i, max_magic); |
648 | i = max_magic; |
606 | |
649 | set_abs_magic (op, i); |
607 | set_abs_magic (op, i); |
650 | if (i < 0) |
608 | if (i < 0) |
651 | SET_FLAG (op, FLAG_CURSED); |
609 | op->set_flag (FLAG_CURSED); |
652 | } |
610 | } |
653 | |
611 | |
654 | /* |
612 | /* |
655 | * Randomly adds one magical ability to the given object. |
613 | * Randomly adds one magical ability to the given object. |
656 | * Modified for Partial Resistance in many ways: |
614 | * Modified for Partial Resistance in many ways: |
657 | * 1) Since rings can have multiple bonuses, if the same bonus |
615 | * 1) Since rings can have multiple bonuses, if the same bonus |
658 | * is rolled again, increase it - the bonuses now stack with |
616 | * is rolled again, increase it - the bonuses now stack with |
659 | * other bonuses previously rolled and ones the item might natively have. |
617 | * other bonuses previously rolled and ones the item might natively have. |
660 | * 2) Add code to deal with new PR method. |
618 | * 2) Add code to deal with new PR method. |
661 | */ |
619 | */ |
662 | |
620 | static void |
663 | void |
|
|
664 | set_ring_bonus (object *op, int bonus) |
621 | set_ring_bonus (object *op, int bonus) |
665 | { |
622 | { |
666 | |
|
|
667 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
623 | int r = rndm (bonus > 0 ? 25 : 11); |
668 | |
624 | |
669 | if (op->type == AMULET) |
625 | if (op->type == AMULET) |
670 | { |
626 | if (!rndm (21)) |
671 | if (!(RANDOM () % 21)) |
627 | r = 20 + rndm (2); |
672 | r = 20 + RANDOM () % 2; |
628 | else if (rndm (2)) |
|
|
629 | r = 10; |
673 | else |
630 | else |
674 | { |
631 | r = 11 + rndm (9); |
675 | if (RANDOM () & 2) |
|
|
676 | r = 10; |
|
|
677 | else |
|
|
678 | r = 11 + RANDOM () % 9; |
|
|
679 | } |
|
|
680 | } |
|
|
681 | |
632 | |
682 | switch (r) |
633 | switch (r) |
683 | { |
634 | { |
684 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
635 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
685 | * bonuses and penalties will stack and add to existing values. |
636 | * bonuses and penalties will stack and add to existing values. |
686 | * of the item. |
637 | * of the item. |
687 | */ |
638 | */ |
688 | case 0: |
639 | case 0: |
689 | case 1: |
640 | case 1: |
690 | case 2: |
641 | case 2: |
691 | case 3: |
642 | case 3: |
692 | case 4: |
643 | case 4: |
693 | case 5: |
644 | case 5: |
694 | case 6: |
645 | case 6: |
695 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
646 | op->stats.stat (r) += bonus; |
696 | break; |
647 | break; |
697 | |
648 | |
698 | case 7: |
649 | case 7: |
699 | op->stats.dam += bonus; |
650 | op->stats.dam += bonus; |
700 | break; |
651 | break; |
… | |
… | |
720 | case 16: |
671 | case 16: |
721 | case 17: |
672 | case 17: |
722 | case 18: |
673 | case 18: |
723 | case 19: |
674 | case 19: |
724 | { |
675 | { |
725 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
676 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
726 | |
677 | |
727 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
678 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
728 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
679 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
729 | |
680 | |
730 | /* Cursed items need to have higher negative values to equal out with |
681 | /* Cursed items need to have higher negative values to equal out with |
731 | * positive values for how protections work out. Put another |
682 | * positive values for how protections work out. Put another |
732 | * little random element in since that they don't always end up with |
683 | * little random element in since that they don't always end up with |
733 | * even values. |
684 | * even values. |
734 | */ |
685 | */ |
735 | if (bonus < 0) |
686 | if (bonus < 0) |
736 | val = 2 * -val - RANDOM () % b; |
687 | val = 2 * -val - rndm (b); |
737 | if (val > 35) |
688 | |
738 | val = 35; /* Upper limit */ |
689 | val = min (35, val); /* Upper limit */ |
|
|
690 | |
739 | b = 0; |
691 | b = 0; |
|
|
692 | |
740 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
693 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
741 | { |
|
|
742 | resist = RANDOM () % num_resist_table; |
694 | resist = rndm (num_resist_table); |
743 | } |
695 | |
744 | if (b == 4) |
696 | if (b == 4) |
745 | return; /* Not able to find a free resistance */ |
697 | return; /* Not able to find a free resistance */ |
|
|
698 | |
746 | op->resist[resist_table[resist]] = val; |
699 | op->resist[resist_table[resist]] = val; |
747 | /* We should probably do something more clever here to adjust value |
700 | /* We should probably do something more clever here to adjust value |
748 | * based on how good a resistance we gave. |
701 | * based on how good a resistance we gave. |
749 | */ |
702 | */ |
750 | break; |
703 | break; |
751 | } |
704 | } |
752 | case 20: |
705 | case 20: |
753 | if (op->type == AMULET) |
706 | if (op->type == AMULET) |
754 | { |
707 | { |
755 | SET_FLAG (op, FLAG_REFL_SPELL); |
708 | op->set_flag (FLAG_REFL_SPELL); |
756 | op->value *= 11; |
709 | op->value *= 11; |
757 | } |
710 | } |
758 | else |
711 | else |
759 | { |
712 | { |
760 | op->stats.hp = 1; /* regenerate hit points */ |
713 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
763 | break; |
716 | break; |
764 | |
717 | |
765 | case 21: |
718 | case 21: |
766 | if (op->type == AMULET) |
719 | if (op->type == AMULET) |
767 | { |
720 | { |
768 | SET_FLAG (op, FLAG_REFL_MISSILE); |
721 | op->set_flag (FLAG_REFL_MISSILE); |
769 | op->value *= 9; |
722 | op->value *= 9; |
770 | } |
723 | } |
771 | else |
724 | else |
772 | { |
725 | { |
773 | op->stats.sp = 1; /* regenerate spell points */ |
726 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
775 | } |
728 | } |
776 | break; |
729 | break; |
777 | |
730 | |
778 | case 22: |
731 | case 22: |
779 | op->stats.exp += bonus; /* Speed! */ |
732 | op->stats.exp += bonus; /* Speed! */ |
780 | op->value = (op->value * 2) / 3; |
733 | op->value = op->value * 2 / 3; |
781 | break; |
734 | break; |
782 | } |
735 | } |
|
|
736 | |
783 | if (bonus > 0) |
737 | if (bonus > 0) |
784 | op->value *= 2 * bonus; |
738 | op->value = 2 * op->value * bonus; |
785 | else |
739 | else |
786 | op->value = -(op->value * 2 * bonus) / 3; |
740 | op->value = -2 * op->value * bonus / 3; |
787 | } |
741 | } |
788 | |
742 | |
789 | /* |
743 | /* |
790 | * get_magic(diff) will return a random number between 0 and 4. |
744 | * get_magic(diff) will return a random number between 0 and 4. |
791 | * diff can be any value above 2. The higher the diff-variable, the |
745 | * diff can be any value above 2. The higher the diff-variable, the |
792 | * higher is the chance of returning a low number. |
746 | * higher is the chance of returning a low number. |
793 | * It is only used in fix_generated_treasure() to set bonuses on |
747 | * It is only used in fix_generated_treasure() to set bonuses on |
794 | * rings and amulets. |
748 | * rings and amulets. |
795 | * Another scheme is used to calculate the magic of weapons and armours. |
749 | * Another scheme is used to calculate the magic of weapons and armours. |
796 | */ |
750 | */ |
797 | |
751 | static int |
798 | int |
|
|
799 | get_magic (int diff) |
752 | get_magic (int diff) |
800 | { |
753 | { |
801 | int i; |
754 | diff = min (3, diff); |
802 | |
755 | |
803 | if (diff < 3) |
|
|
804 | diff = 3; |
|
|
805 | for (i = 0; i < 4; i++) |
756 | for (int i = 0; i < 4; i++) |
806 | if (RANDOM () % diff) |
757 | if (rndm (diff)) |
807 | return i; |
758 | return i; |
|
|
759 | |
808 | return 4; |
760 | return 4; |
809 | } |
761 | } |
810 | |
762 | |
|
|
763 | /* special_potion() - so that old potion code is still done right. */ |
|
|
764 | static int |
|
|
765 | special_potion (object *op) |
|
|
766 | { |
|
|
767 | if (op->attacktype) |
|
|
768 | return 1; |
|
|
769 | |
|
|
770 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
771 | return 1; |
|
|
772 | |
|
|
773 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
774 | if (op->resist[i]) |
|
|
775 | return 1; |
|
|
776 | |
|
|
777 | return 0; |
|
|
778 | } |
|
|
779 | |
811 | #define DICE2 (get_magic(2)==2?2:1) |
780 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
812 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
781 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
813 | |
782 | |
814 | /* |
783 | /* |
815 | * fix_generated_item(): This is called after an item is generated, in |
784 | * fix_generated_item(): This is called after an item is generated, in |
816 | * order to set it up right. This produced magical bonuses, puts spells |
785 | * order to set it up right. This produced magical bonuses, puts spells |
817 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
786 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
… | |
… | |
831 | * value. |
800 | * value. |
832 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
801 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
833 | * a working object - don't change magic, value, etc, but set it material |
802 | * a working object - don't change magic, value, etc, but set it material |
834 | * type as appropriate, for objects that need spell objects, set those, etc |
803 | * type as appropriate, for objects that need spell objects, set those, etc |
835 | */ |
804 | */ |
836 | |
|
|
837 | void |
805 | void |
838 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
806 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
839 | { |
807 | { |
840 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
808 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
841 | |
809 | |
… | |
… | |
846 | save_item_power = op->item_power; |
814 | save_item_power = op->item_power; |
847 | op->item_power = 0; |
815 | op->item_power = 0; |
848 | |
816 | |
849 | if (op->randomitems && op->type != SPELL) |
817 | if (op->randomitems && op->type != SPELL) |
850 | { |
818 | { |
851 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
819 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
852 | if (!op->inv) |
|
|
853 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
|
|
854 | |
|
|
855 | /* So the treasure doesn't get created again */ |
820 | /* So the treasure doesn't get created again */ |
856 | op->randomitems = NULL; |
821 | op->randomitems = 0; |
857 | } |
822 | } |
858 | |
823 | |
859 | if (difficulty < 1) |
824 | max_it (difficulty, 1); |
860 | difficulty = 1; |
|
|
861 | |
825 | |
862 | if (INVOKE_OBJECT (ADD_BONUS, op, |
826 | if (INVOKE_OBJECT (ADD_BONUS, op, |
863 | ARG_OBJECT (creator != op ? creator : 0), |
827 | ARG_OBJECT (creator != op ? creator : 0), |
864 | ARG_INT (difficulty), ARG_INT (max_magic), |
828 | ARG_INT (difficulty), ARG_INT (max_magic), |
865 | ARG_INT (flags))) |
829 | ARG_INT (flags))) |
866 | return; |
830 | return; |
867 | |
831 | |
868 | if (!(flags & GT_MINIMAL)) |
832 | if (!(flags & GT_MINIMAL)) |
869 | { |
833 | { |
870 | if (op->arch == crown_arch) |
834 | if (IS_ARCH (op->arch, crown)) |
871 | { |
835 | { |
872 | set_magic (difficulty, op, max_magic, flags); |
836 | set_magic (difficulty, op, max_magic, flags); |
873 | num_enchantments = calc_item_power (op, 1); |
837 | num_enchantments = calc_item_power (op, 1); |
874 | generate_artifact (op, difficulty); |
838 | generate_artifact (op, difficulty); |
875 | } |
839 | } |
… | |
… | |
878 | if (!op->magic && max_magic) |
842 | if (!op->magic && max_magic) |
879 | set_magic (difficulty, op, max_magic, flags); |
843 | set_magic (difficulty, op, max_magic, flags); |
880 | |
844 | |
881 | num_enchantments = calc_item_power (op, 1); |
845 | num_enchantments = calc_item_power (op, 1); |
882 | |
846 | |
883 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
847 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
884 | * used for shop_floors or treasures */ |
848 | || op->type == HORN |
|
|
849 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
885 | generate_artifact (op, difficulty); |
850 | generate_artifact (op, difficulty); |
886 | } |
851 | } |
887 | |
852 | |
888 | /* Object was made an artifact. Calculate its item_power rating. |
853 | /* Object was made an artifact. Calculate its item_power rating. |
889 | * the item_power in the object is what the artfiact adds. |
854 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
923 | * again below */ |
888 | * again below */ |
924 | } |
889 | } |
925 | } |
890 | } |
926 | |
891 | |
927 | /* materialtype modifications. Note we allow this on artifacts. */ |
892 | /* materialtype modifications. Note we allow this on artifacts. */ |
928 | set_materialname (op, difficulty, NULL); |
893 | select_material (op, difficulty); |
929 | |
894 | |
930 | if (flags & GT_MINIMAL) |
895 | if (flags & GT_MINIMAL) |
931 | { |
896 | { |
932 | if (op->type == POTION) |
897 | if (op->type == POTION) |
933 | /* Handle healing and magic power potions */ |
898 | /* Handle healing and magic power potions */ |
934 | if (op->stats.sp && !op->randomitems) |
899 | if (op->stats.sp && !op->randomitems) |
935 | { |
900 | { |
936 | object *tmp; |
|
|
937 | |
|
|
938 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
901 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
939 | insert_ob_in_ob (tmp, op); |
902 | insert_ob_in_ob (tmp, op); |
940 | op->stats.sp = 0; |
903 | op->stats.sp = 0; |
941 | } |
904 | } |
942 | } |
905 | } |
943 | else if (!op->title) /* Only modify object if not special */ |
906 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
946 | case WEAPON: |
909 | case WEAPON: |
947 | case ARMOUR: |
910 | case ARMOUR: |
948 | case SHIELD: |
911 | case SHIELD: |
949 | case HELMET: |
912 | case HELMET: |
950 | case CLOAK: |
913 | case CLOAK: |
951 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
914 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
952 | set_ring_bonus (op, -DICE2); |
915 | set_ring_bonus (op, -DICE2); |
953 | break; |
916 | break; |
954 | |
917 | |
955 | case BRACERS: |
918 | case BRACERS: |
956 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
919 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
957 | { |
920 | { |
958 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
921 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
959 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
922 | if (!op->flag [FLAG_CURSED]) |
960 | op->value *= 3; |
923 | op->value *= 3; |
961 | } |
924 | } |
962 | break; |
925 | break; |
963 | |
926 | |
964 | case POTION: |
927 | case POTION: |
… | |
… | |
966 | int too_many_tries = 0, is_special = 0; |
929 | int too_many_tries = 0, is_special = 0; |
967 | |
930 | |
968 | /* Handle healing and magic power potions */ |
931 | /* Handle healing and magic power potions */ |
969 | if (op->stats.sp && !op->randomitems) |
932 | if (op->stats.sp && !op->randomitems) |
970 | { |
933 | { |
971 | object *tmp; |
|
|
972 | |
|
|
973 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
934 | object *tmp = get_archetype (spell_mapping[op->stats.sp]); |
974 | insert_ob_in_ob (tmp, op); |
935 | insert_ob_in_ob (tmp, op); |
975 | op->stats.sp = 0; |
936 | op->stats.sp = 0; |
976 | } |
937 | } |
977 | |
938 | |
978 | while (!(is_special = special_potion (op)) && !op->inv) |
939 | while (!(is_special = special_potion (op)) && !op->inv) |
… | |
… | |
986 | * since the value set on those is already correct. |
947 | * since the value set on those is already correct. |
987 | */ |
948 | */ |
988 | if (op->inv && op->randomitems) |
949 | if (op->inv && op->randomitems) |
989 | { |
950 | { |
990 | /* value multiplier is same as for scrolls */ |
951 | /* value multiplier is same as for scrolls */ |
991 | op->value = (op->value * op->inv->value); |
952 | op->value *= op->inv->value; |
992 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
953 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
993 | } |
954 | } |
994 | else |
955 | else |
995 | { |
956 | { |
996 | op->name = "potion"; |
957 | op->name = shstr_potion; |
997 | op->name_pl = "potions"; |
958 | op->name_pl = shstr_potions; |
998 | } |
959 | } |
999 | |
960 | |
1000 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
961 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
1001 | SET_FLAG (op, FLAG_CURSED); |
962 | op->set_flag (FLAG_CURSED); |
|
|
963 | |
1002 | break; |
964 | break; |
1003 | } |
965 | } |
1004 | |
966 | |
1005 | case AMULET: |
967 | case AMULET: |
1006 | if (op->arch == amulet_arch) |
968 | if (IS_ARCH (op->arch, amulet)) |
1007 | op->value *= 5; /* Since it's not just decoration */ |
969 | op->value *= 5; /* Since it's not just decoration */ |
1008 | |
970 | |
1009 | case RING: |
971 | case RING: |
1010 | if (op->arch == NULL) |
|
|
1011 | { |
|
|
1012 | op->destroy (); |
|
|
1013 | op = 0; |
|
|
1014 | break; |
|
|
1015 | } |
|
|
1016 | |
|
|
1017 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
972 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
1018 | break; |
973 | break; |
1019 | |
974 | |
1020 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
975 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1021 | SET_FLAG (op, FLAG_CURSED); |
976 | op->set_flag (FLAG_CURSED); |
1022 | |
977 | |
1023 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
978 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
1024 | |
979 | |
1025 | if (op->type != RING) /* Amulets have only one ability */ |
980 | if (op->type != RING) /* Amulets have only one ability */ |
1026 | break; |
981 | break; |
1027 | |
982 | |
1028 | if (!(RANDOM () % 4)) |
983 | if (!rndm (4)) |
1029 | { |
984 | { |
1030 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
985 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1031 | |
986 | |
1032 | if (d > 0) |
987 | if (d > 0) |
1033 | op->value *= 3; |
988 | op->value *= 3; |
1034 | |
989 | |
1035 | set_ring_bonus (op, d); |
990 | set_ring_bonus (op, d); |
1036 | |
991 | |
1037 | if (!(RANDOM () % 4)) |
992 | if (!rndm (4)) |
1038 | { |
993 | { |
1039 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
994 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1040 | |
995 | |
1041 | if (d > 0) |
996 | if (d > 0) |
1042 | op->value *= 5; |
997 | op->value *= 5; |
|
|
998 | |
1043 | set_ring_bonus (op, d); |
999 | set_ring_bonus (op, d); |
1044 | } |
1000 | } |
1045 | } |
1001 | } |
1046 | |
1002 | |
1047 | if (GET_ANIM_ID (op)) |
1003 | if (op->animation_id) |
1048 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1004 | op->set_anim_frame (rndm (op->anim_frames ())); |
1049 | |
1005 | |
1050 | break; |
1006 | break; |
1051 | |
1007 | |
1052 | case BOOK: |
1008 | case BOOK: |
1053 | /* Is it an empty book?, if yes lets make a special· |
1009 | /* Is it an empty book?, if yes lets make a special· |
1054 | * msg for it, and tailor its properties based on the· |
1010 | * msg for it, and tailor its properties based on the· |
1055 | * creator and/or map level we found it on. |
1011 | * creator and/or map level we found it on. |
1056 | */ |
1012 | */ |
1057 | if (!op->msg && RANDOM () % 10) |
1013 | if (!op->msg && rndm (10)) |
1058 | { |
1014 | { |
1059 | /* set the book level properly */ |
1015 | /* set the book level properly */ |
1060 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1016 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1061 | { |
1017 | { |
1062 | if (op->map && op->map->difficulty) |
1018 | if (op->map && op->map->difficulty) |
1063 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1019 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1064 | else |
1020 | else |
1065 | op->level = RANDOM () % 20 + 1; |
1021 | op->level = rndm (20) + 1; |
1066 | } |
1022 | } |
1067 | else |
1023 | else |
1068 | op->level = RANDOM () % creator->level; |
1024 | op->level = rndm (creator->level); |
1069 | |
1025 | |
1070 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1026 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1071 | /* books w/ info are worth more! */ |
1027 | /* books w/ info are worth more! */ |
1072 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1028 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1073 | /* creator related stuff */ |
|
|
1074 | |
|
|
1075 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1076 | * set - we don't want to set no pick in that case. |
|
|
1077 | */ |
|
|
1078 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1079 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1080 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1081 | op->slaying = creator->slaying; |
|
|
1082 | |
1029 | |
1083 | /* add exp so reading it gives xp (once) */ |
1030 | /* add exp so reading it gives xp (once) */ |
1084 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1031 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1085 | } |
1032 | } |
|
|
1033 | |
|
|
1034 | /* creator related stuff */ |
|
|
1035 | |
|
|
1036 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1037 | * set - we don't want to set no pick in that case. |
|
|
1038 | */ |
|
|
1039 | if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
|
|
1040 | op->set_flag (FLAG_NO_PICK); |
|
|
1041 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1042 | op->slaying = creator->slaying; |
1086 | break; |
1043 | break; |
1087 | |
1044 | |
1088 | case SPELLBOOK: |
1045 | case SPELLBOOK: |
1089 | op->value = op->value * op->inv->value; |
1046 | op->value *= pow ((op->inv->value > 0 ? op->inv->value : 1) |
|
|
1047 | * op->inv->level, |
|
|
1048 | 1.5); |
|
|
1049 | |
1090 | /* add exp so learning gives xp */ |
1050 | /* add exp so learning gives xp */ |
1091 | op->level = op->inv->level; |
1051 | op->level = op->inv->level; |
1092 | op->stats.exp = op->value; |
1052 | op->stats.exp = op->value; |
1093 | break; |
1053 | break; |
1094 | |
1054 | |
… | |
… | |
1122 | * reasonable. Otherwise, a high level version of a low level |
1082 | * reasonable. Otherwise, a high level version of a low level |
1123 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
1083 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
1124 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1084 | * 10 time multiplier). This way, the value are a bit more reasonable. |
1125 | */ |
1085 | */ |
1126 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1086 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1087 | |
1127 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1088 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1128 | if (op->stats.maxhp) |
1089 | if (op->stats.maxhp) |
1129 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1090 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1130 | else |
1091 | else |
1131 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1092 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1132 | |
1093 | |
1133 | op->stats.hp = op->stats.maxhp; |
1094 | op->stats.hp = op->stats.maxhp; |
1134 | break; |
1095 | break; |
1135 | |
1096 | |
1136 | case SCROLL: |
1097 | case SCROLL: |
… | |
… | |
1151 | break; |
1112 | break; |
1152 | } /* switch type */ |
1113 | } /* switch type */ |
1153 | |
1114 | |
1154 | if (flags & GT_STARTEQUIP) |
1115 | if (flags & GT_STARTEQUIP) |
1155 | { |
1116 | { |
1156 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1117 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1157 | SET_FLAG (op, FLAG_STARTEQUIP); |
1118 | op->set_flag (FLAG_STARTEQUIP); |
1158 | else if (op->type != MONEY) |
1119 | else if (op->type != MONEY) |
1159 | op->value = 0; |
1120 | op->value = 0; |
1160 | } |
1121 | } |
1161 | |
1122 | |
1162 | if (!(flags & GT_ENVIRONMENT)) |
1123 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1172 | */ |
1133 | */ |
1173 | |
1134 | |
1174 | /* |
1135 | /* |
1175 | * Allocate and return the pointer to an empty artifactlist structure. |
1136 | * Allocate and return the pointer to an empty artifactlist structure. |
1176 | */ |
1137 | */ |
1177 | |
|
|
1178 | static artifactlist * |
1138 | static artifactlist * |
1179 | get_empty_artifactlist (void) |
1139 | get_empty_artifactlist () |
1180 | { |
1140 | { |
1181 | artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); |
1141 | return salloc0<artifactlist> (); |
1182 | |
|
|
1183 | if (tl == NULL) |
|
|
1184 | fatal (OUT_OF_MEMORY); |
|
|
1185 | tl->next = NULL; |
|
|
1186 | tl->items = NULL; |
|
|
1187 | tl->total_chance = 0; |
|
|
1188 | return tl; |
|
|
1189 | } |
1142 | } |
1190 | |
1143 | |
1191 | /* |
1144 | /* |
1192 | * Allocate and return the pointer to an empty artifact structure. |
1145 | * Allocate and return the pointer to an empty artifact structure. |
1193 | */ |
1146 | */ |
1194 | |
|
|
1195 | static artifact * |
1147 | static artifact * |
1196 | get_empty_artifact (void) |
1148 | get_empty_artifact () |
1197 | { |
1149 | { |
1198 | artifact *t = (artifact *) malloc (sizeof (artifact)); |
1150 | return salloc0<artifact> (); |
1199 | |
|
|
1200 | if (t == NULL) |
|
|
1201 | fatal (OUT_OF_MEMORY); |
|
|
1202 | t->item = NULL; |
|
|
1203 | t->next = NULL; |
|
|
1204 | t->chance = 0; |
|
|
1205 | t->difficulty = 0; |
|
|
1206 | t->allowed = NULL; |
|
|
1207 | return t; |
|
|
1208 | } |
1151 | } |
1209 | |
1152 | |
1210 | /* |
1153 | /* |
1211 | * Searches the artifact lists and returns one that has the same type |
1154 | * Searches the artifact lists and returns one that has the same type |
1212 | * of objects on it. |
1155 | * of objects on it. |
1213 | */ |
1156 | */ |
1214 | |
|
|
1215 | artifactlist * |
1157 | artifactlist * |
1216 | find_artifactlist (int type) |
1158 | find_artifactlist (int type) |
1217 | { |
1159 | { |
1218 | artifactlist *al; |
|
|
1219 | |
|
|
1220 | for (al = first_artifactlist; al != NULL; al = al->next) |
1160 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1221 | if (al->type == type) |
1161 | if (al->type == type) |
1222 | return al; |
1162 | return al; |
|
|
1163 | |
1223 | return NULL; |
1164 | return 0; |
1224 | } |
1165 | } |
1225 | |
1166 | |
1226 | /* |
1167 | /* |
1227 | * For debugging purposes. Dumps all tables. |
1168 | * Builds up the lists of artifacts from the file in the libdir. |
1228 | */ |
1169 | */ |
1229 | |
|
|
1230 | void |
1170 | void |
1231 | dump_artifacts (void) |
|
|
1232 | { |
|
|
1233 | artifactlist *al; |
|
|
1234 | artifact *art; |
|
|
1235 | linked_char *next; |
|
|
1236 | |
|
|
1237 | fprintf (logfile, "\n"); |
|
|
1238 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1239 | { |
|
|
1240 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1241 | for (art = al->items; art != NULL; art = art->next) |
|
|
1242 | { |
|
|
1243 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1244 | if (art->allowed != NULL) |
|
|
1245 | { |
|
|
1246 | fprintf (logfile, "\tAllowed combinations:"); |
|
|
1247 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1248 | fprintf (logfile, "%s,", &next->name); |
|
|
1249 | fprintf (logfile, "\n"); |
|
|
1250 | } |
|
|
1251 | } |
|
|
1252 | } |
|
|
1253 | fprintf (logfile, "\n"); |
|
|
1254 | } |
|
|
1255 | |
|
|
1256 | /* |
|
|
1257 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1258 | */ |
|
|
1259 | void |
|
|
1260 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1261 | { |
|
|
1262 | treasurelist *tl; |
|
|
1263 | int i; |
|
|
1264 | |
|
|
1265 | if (depth > 100) |
|
|
1266 | return; |
|
|
1267 | while (t != NULL) |
|
|
1268 | { |
|
|
1269 | if (t->name != NULL) |
|
|
1270 | { |
|
|
1271 | for (i = 0; i < depth; i++) |
|
|
1272 | fprintf (logfile, " "); |
|
|
1273 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1274 | tl = find_treasurelist (t->name); |
|
|
1275 | if (tl) |
|
|
1276 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1277 | for (i = 0; i < depth; i++) |
|
|
1278 | fprintf (logfile, " "); |
|
|
1279 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1280 | } |
|
|
1281 | else |
|
|
1282 | { |
|
|
1283 | for (i = 0; i < depth; i++) |
|
|
1284 | fprintf (logfile, " "); |
|
|
1285 | if (t->item->clone.type == FLESH) |
|
|
1286 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1287 | else |
|
|
1288 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1289 | } |
|
|
1290 | if (t->next_yes != NULL) |
|
|
1291 | { |
|
|
1292 | for (i = 0; i < depth; i++) |
|
|
1293 | fprintf (logfile, " "); |
|
|
1294 | fprintf (logfile, " (if yes)\n"); |
|
|
1295 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1296 | } |
|
|
1297 | if (t->next_no != NULL) |
|
|
1298 | { |
|
|
1299 | for (i = 0; i < depth; i++) |
|
|
1300 | fprintf (logfile, " "); |
|
|
1301 | fprintf (logfile, " (if no)\n"); |
|
|
1302 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1303 | } |
|
|
1304 | t = t->next; |
|
|
1305 | } |
|
|
1306 | } |
|
|
1307 | |
|
|
1308 | /* |
|
|
1309 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1310 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1311 | */ |
|
|
1312 | |
|
|
1313 | void |
|
|
1314 | dump_monster_treasure (const char *name) |
|
|
1315 | { |
|
|
1316 | archetype *at; |
|
|
1317 | int found; |
|
|
1318 | |
|
|
1319 | found = 0; |
|
|
1320 | fprintf (logfile, "\n"); |
|
|
1321 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1322 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1323 | { |
|
|
1324 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1325 | if (at->clone.randomitems != NULL) |
|
|
1326 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1327 | else |
|
|
1328 | fprintf (logfile, "(nothing)\n"); |
|
|
1329 | fprintf (logfile, "\n"); |
|
|
1330 | found++; |
|
|
1331 | } |
|
|
1332 | if (found == 0) |
|
|
1333 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1334 | } |
|
|
1335 | |
|
|
1336 | /* |
|
|
1337 | * Builds up the lists of artifacts from the file in the libdir. |
|
|
1338 | */ |
|
|
1339 | |
|
|
1340 | void |
|
|
1341 | init_artifacts (void) |
1171 | init_artifacts () |
1342 | { |
1172 | { |
1343 | static int has_been_inited = 0; |
1173 | static int has_been_inited = 0; |
1344 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
1174 | char filename[MAX_BUF]; |
1345 | artifact *art = NULL; |
1175 | artifact *art = NULL; |
1346 | linked_char *tmp; |
|
|
1347 | int value; |
|
|
1348 | artifactlist *al; |
1176 | artifactlist *al; |
1349 | |
1177 | |
1350 | if (has_been_inited) |
1178 | if (has_been_inited) |
1351 | return; |
1179 | return; |
1352 | else |
1180 | else |
1353 | has_been_inited = 1; |
1181 | has_been_inited = 1; |
1354 | |
1182 | |
1355 | sprintf (filename, "%s/artifacts", settings.datadir); |
1183 | sprintf (filename, "%s/artifacts", settings.datadir); |
1356 | object_thawer thawer (filename); |
1184 | object_thawer f (filename); |
1357 | |
1185 | |
1358 | if (!thawer) |
1186 | if (!f) |
1359 | return; |
1187 | return; |
1360 | |
1188 | |
1361 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1189 | for (;;) |
1362 | { |
1190 | { |
1363 | if (*buf == '#') |
1191 | switch (f.kw) |
1364 | continue; |
|
|
1365 | if ((cp = strchr (buf, '\n')) != NULL) |
|
|
1366 | *cp = '\0'; |
|
|
1367 | cp = buf; |
|
|
1368 | while (*cp == ' ') /* Skip blanks */ |
|
|
1369 | cp++; |
|
|
1370 | if (*cp == '\0') |
|
|
1371 | continue; |
|
|
1372 | |
|
|
1373 | if (!strncmp (cp, "Allowed", 7)) |
|
|
1374 | { |
1192 | { |
|
|
1193 | case KW_allowed: |
1375 | if (art == NULL) |
1194 | if (!art) |
|
|
1195 | art = get_empty_artifact (); |
|
|
1196 | |
1376 | { |
1197 | { |
1377 | art = get_empty_artifact (); |
1198 | if (!strcmp (f.get_str (), "all")) |
1378 | nrofartifacts++; |
1199 | break; |
|
|
1200 | |
|
|
1201 | const char *cp = f.get_str (); |
|
|
1202 | char *next; |
|
|
1203 | do |
|
|
1204 | { |
|
|
1205 | if ((next = (char *)strchr (cp, ','))) |
|
|
1206 | *next++ = '\0'; |
|
|
1207 | |
|
|
1208 | linked_char *tmp = new linked_char; |
|
|
1209 | |
|
|
1210 | tmp->name = cp; |
|
|
1211 | tmp->next = art->allowed; |
|
|
1212 | art->allowed = tmp; |
|
|
1213 | } |
|
|
1214 | while ((cp = next)); |
1379 | } |
1215 | } |
1380 | cp = strchr (cp, ' ') + 1; |
1216 | break; |
1381 | if (!strcmp (cp, "all")) |
1217 | |
|
|
1218 | case KW_chance: |
|
|
1219 | f.get (art->chance); |
|
|
1220 | break; |
|
|
1221 | |
|
|
1222 | case KW_difficulty: |
|
|
1223 | f.get (art->difficulty); |
|
|
1224 | break; |
|
|
1225 | |
|
|
1226 | case KW_object: |
|
|
1227 | { |
|
|
1228 | art->item = object::create (); |
|
|
1229 | f.get (art->item->name); |
|
|
1230 | f.next (); |
|
|
1231 | |
|
|
1232 | if (!art->item->parse_kv (f)) |
|
|
1233 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1234 | |
|
|
1235 | al = find_artifactlist (art->item->type); |
|
|
1236 | |
|
|
1237 | if (!al) |
|
|
1238 | { |
|
|
1239 | al = get_empty_artifactlist (); |
|
|
1240 | al->type = art->item->type; |
|
|
1241 | al->next = first_artifactlist; |
|
|
1242 | first_artifactlist = al; |
|
|
1243 | } |
|
|
1244 | |
|
|
1245 | art->next = al->items; |
|
|
1246 | al->items = art; |
|
|
1247 | art = 0; |
|
|
1248 | } |
1382 | continue; |
1249 | continue; |
1383 | |
1250 | |
1384 | do |
1251 | case KW_EOF: |
|
|
1252 | goto done; |
|
|
1253 | |
|
|
1254 | default: |
|
|
1255 | if (!f.parse_error ("artifacts file")) |
|
|
1256 | cleanup ("artifacts file required"); |
1385 | { |
1257 | break; |
1386 | nrofallowedstr++; |
|
|
1387 | if ((next = strchr (cp, ',')) != NULL) |
|
|
1388 | *(next++) = '\0'; |
|
|
1389 | tmp = new linked_char; |
|
|
1390 | |
|
|
1391 | tmp->name = cp; |
|
|
1392 | tmp->next = art->allowed; |
|
|
1393 | art->allowed = tmp; |
|
|
1394 | } |
|
|
1395 | while ((cp = next) != NULL); |
|
|
1396 | } |
|
|
1397 | else if (sscanf (cp, "chance %d", &value)) |
|
|
1398 | art->chance = (uint16) value; |
|
|
1399 | else if (sscanf (cp, "difficulty %d", &value)) |
|
|
1400 | art->difficulty = (uint8) value; |
|
|
1401 | else if (!strncmp (cp, "Object", 6)) |
|
|
1402 | { |
1258 | } |
1403 | art->item = object::create (); |
|
|
1404 | |
1259 | |
1405 | if (!load_object (thawer, art->item, 0)) |
1260 | f.next (); |
1406 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1407 | |
|
|
1408 | art->item->name = strchr (cp, ' ') + 1; |
|
|
1409 | al = find_artifactlist (art->item->type); |
|
|
1410 | if (al == NULL) |
|
|
1411 | { |
|
|
1412 | al = get_empty_artifactlist (); |
|
|
1413 | al->type = art->item->type; |
|
|
1414 | al->next = first_artifactlist; |
|
|
1415 | first_artifactlist = al; |
|
|
1416 | } |
|
|
1417 | art->next = al->items; |
|
|
1418 | al->items = art; |
|
|
1419 | art = NULL; |
|
|
1420 | } |
|
|
1421 | else |
|
|
1422 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
|
|
1423 | } |
1261 | } |
1424 | |
1262 | |
|
|
1263 | done: |
1425 | for (al = first_artifactlist; al != NULL; al = al->next) |
1264 | for (al = first_artifactlist; al; al = al->next) |
1426 | { |
1265 | { |
|
|
1266 | al->total_chance = 0; |
|
|
1267 | |
1427 | for (art = al->items; art != NULL; art = art->next) |
1268 | for (art = al->items; art; art = art->next) |
1428 | { |
1269 | { |
1429 | if (!art->chance) |
1270 | if (!art->chance) |
1430 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1271 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1431 | else |
1272 | else |
1432 | al->total_chance += art->chance; |
1273 | al->total_chance += art->chance; |
… | |
… | |
1437 | } |
1278 | } |
1438 | |
1279 | |
1439 | LOG (llevDebug, "done.\n"); |
1280 | LOG (llevDebug, "done.\n"); |
1440 | } |
1281 | } |
1441 | |
1282 | |
1442 | |
|
|
1443 | /* |
1283 | /* |
1444 | * Used in artifact generation. The bonuses of the first object |
1284 | * Used in artifact generation. The bonuses of the first object |
1445 | * is modified by the bonuses of the second object. |
1285 | * is modified by the bonuses of the second object. |
1446 | */ |
1286 | */ |
1447 | |
|
|
1448 | void |
1287 | void |
1449 | add_abilities (object *op, object *change) |
1288 | add_abilities (object *op, object *change) |
1450 | { |
1289 | { |
1451 | int i, tmp; |
|
|
1452 | |
|
|
1453 | if (change->face != blank_face) |
1290 | if (change->face != blank_face) |
1454 | { |
1291 | { |
1455 | #ifdef TREASURE_VERBOSE |
1292 | #ifdef TREASURE_VERBOSE |
1456 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
1293 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
1457 | #endif |
1294 | #endif |
1458 | op->face = change->face; |
1295 | op->face = change->face; |
1459 | } |
1296 | } |
1460 | |
1297 | |
1461 | for (i = 0; i < NUM_STATS; i++) |
1298 | for (int i = 0; i < NUM_STATS; i++) |
1462 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1299 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1463 | |
1300 | |
1464 | op->attacktype |= change->attacktype; |
1301 | op->attacktype |= change->attacktype; |
1465 | op->path_attuned |= change->path_attuned; |
1302 | op->path_attuned |= change->path_attuned; |
1466 | op->path_repelled |= change->path_repelled; |
1303 | op->path_repelled |= change->path_repelled; |
1467 | op->path_denied |= change->path_denied; |
1304 | op->path_denied |= change->path_denied; |
1468 | op->move_type |= change->move_type; |
1305 | op->move_type |= change->move_type; |
1469 | op->stats.luck += change->stats.luck; |
1306 | op->stats.luck += change->stats.luck; |
1470 | |
1307 | |
1471 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1308 | static const struct copyflags : object::flags_t |
1472 | SET_FLAG (op, FLAG_CURSED); |
1309 | { |
1473 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1310 | copyflags () |
1474 | SET_FLAG (op, FLAG_DAMNED); |
1311 | { |
1475 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1312 | set (FLAG_CURSED); |
|
|
1313 | set (FLAG_DAMNED); |
|
|
1314 | set (FLAG_LIFESAVE); |
|
|
1315 | set (FLAG_REFL_SPELL); |
|
|
1316 | set (FLAG_STEALTH); |
|
|
1317 | set (FLAG_XRAYS); |
|
|
1318 | set (FLAG_BLIND); |
|
|
1319 | set (FLAG_SEE_IN_DARK); |
|
|
1320 | set (FLAG_REFL_MISSILE); |
|
|
1321 | set (FLAG_MAKE_INVIS); |
|
|
1322 | } |
|
|
1323 | } copyflags; |
|
|
1324 | |
|
|
1325 | // we might want to just copy, but or'ing is what the original code did |
|
|
1326 | op->flag |= change->flag & copyflags; |
|
|
1327 | |
|
|
1328 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1476 | set_abs_magic (op, -op->magic); |
1329 | set_abs_magic (op, -op->magic); |
1477 | |
1330 | |
1478 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1331 | if (change->flag [FLAG_STAND_STILL]) |
1479 | SET_FLAG (op, FLAG_LIFESAVE); |
|
|
1480 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
|
|
1481 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1482 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
|
|
1483 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1484 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
|
|
1485 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1486 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1487 | SET_FLAG (op, FLAG_BLIND); |
|
|
1488 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1489 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1490 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1491 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1492 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1493 | SET_FLAG (op, FLAG_MAKE_INVIS); |
|
|
1494 | |
|
|
1495 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1496 | { |
1332 | { |
1497 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1333 | op->clr_flag (FLAG_ANIMATE); |
|
|
1334 | |
1498 | /* so artifacts will join */ |
1335 | /* so artifacts will join */ |
1499 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1336 | if (!op->flag [FLAG_ALIVE]) |
1500 | op->speed = 0.0; |
1337 | op->speed = 0.; |
1501 | |
1338 | |
1502 | op->set_speed (op->speed); |
1339 | op->set_speed (op->speed); |
1503 | } |
1340 | } |
1504 | |
1341 | |
1505 | if (change->nrof) |
1342 | if (change->nrof) |
1506 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1343 | op->nrof = rndm (change->nrof) + 1; |
1507 | |
1344 | |
1508 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1345 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1509 | op->stats.wc += change->stats.wc; |
1346 | op->stats.wc += change->stats.wc; |
1510 | op->stats.ac += change->stats.ac; |
1347 | op->stats.ac += change->stats.ac; |
1511 | |
1348 | |
1512 | if (change->other_arch) |
1349 | if (change->other_arch) |
1513 | { |
1350 | { |
1514 | /* Basically, for horns & potions, the other_arch field is the spell |
1351 | /* Basically, for horns & potions, the other_arch field is the spell |
1515 | * to cast. So convert that to into a spell and put it into |
1352 | * to cast. So convert that to into a spell and put it into |
1516 | * this object. |
1353 | * this object. |
1517 | */ |
1354 | */ |
1518 | if (op->type == HORN || op->type == POTION) |
1355 | if (op->type == HORN || op->type == POTION) |
1519 | { |
1356 | { |
1520 | object *tmp_obj; |
|
|
1521 | |
|
|
1522 | /* Remove any spells this object currently has in it */ |
1357 | /* Remove any spells this object currently has in it */ |
1523 | while (op->inv) |
|
|
1524 | op->inv->destroy (); |
1358 | op->destroy_inv (false); |
1525 | |
1359 | |
1526 | tmp_obj = arch_to_object (change->other_arch); |
1360 | object *tmp = change->other_arch->instance (); |
1527 | insert_ob_in_ob (tmp_obj, op); |
1361 | insert_ob_in_ob (tmp, op); |
1528 | } |
1362 | } |
|
|
1363 | |
1529 | /* No harm setting this for potions/horns */ |
1364 | /* No harm setting this for potions/horns */ |
1530 | op->other_arch = change->other_arch; |
1365 | op->other_arch = change->other_arch; |
1531 | } |
1366 | } |
1532 | |
1367 | |
1533 | if (change->stats.hp < 0) |
1368 | if (change->stats.hp < 0) |
… | |
… | |
1549 | op->stats.maxsp = -change->stats.maxsp; |
1384 | op->stats.maxsp = -change->stats.maxsp; |
1550 | else |
1385 | else |
1551 | op->stats.maxsp += change->stats.maxsp; |
1386 | op->stats.maxsp += change->stats.maxsp; |
1552 | |
1387 | |
1553 | if (change->stats.food < 0) |
1388 | if (change->stats.food < 0) |
1554 | op->stats.food = -(change->stats.food); |
1389 | op->stats.food = -change->stats.food; |
1555 | else |
1390 | else |
1556 | op->stats.food += change->stats.food; |
1391 | op->stats.food += change->stats.food; |
1557 | |
1392 | |
1558 | if (change->level < 0) |
1393 | if (change->level < 0) |
1559 | op->level = -(change->level); |
1394 | op->level = -change->level; |
1560 | else |
1395 | else |
1561 | op->level += change->level; |
1396 | op->level += change->level; |
1562 | |
1397 | |
1563 | if (change->gen_sp_armour < 0) |
1398 | if (change->gen_sp_armour < 0) |
1564 | op->gen_sp_armour = -(change->gen_sp_armour); |
1399 | op->gen_sp_armour = -change->gen_sp_armour; |
1565 | else |
1400 | else |
1566 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1401 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1567 | |
1402 | |
1568 | op->item_power = change->item_power; |
1403 | op->item_power = change->item_power; |
1569 | |
1404 | |
1570 | for (i = 0; i < NROFATTACKS; i++) |
1405 | for (int i = 0; i < NROFATTACKS; i++) |
1571 | if (change->resist[i]) |
|
|
1572 | op->resist[i] += change->resist[i]; |
1406 | op->resist[i] += change->resist[i]; |
1573 | |
1407 | |
1574 | if (change->stats.dam) |
1408 | if (change->stats.dam) |
1575 | { |
1409 | { |
1576 | if (change->stats.dam < 0) |
1410 | if (change->stats.dam < 0) |
1577 | op->stats.dam = (-change->stats.dam); |
1411 | op->stats.dam = -change->stats.dam; |
1578 | else if (op->stats.dam) |
1412 | else if (op->stats.dam) |
1579 | { |
1413 | { |
1580 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1414 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1415 | |
1581 | if (tmp == op->stats.dam) |
1416 | if (tmp == op->stats.dam) |
1582 | { |
1417 | { |
1583 | if (change->stats.dam < 10) |
1418 | if (change->stats.dam < 10) |
1584 | op->stats.dam--; |
1419 | op->stats.dam--; |
1585 | else |
1420 | else |
… | |
… | |
1591 | } |
1426 | } |
1592 | |
1427 | |
1593 | if (change->weight) |
1428 | if (change->weight) |
1594 | { |
1429 | { |
1595 | if (change->weight < 0) |
1430 | if (change->weight < 0) |
1596 | op->weight = (-change->weight); |
1431 | op->weight = -change->weight; |
1597 | else |
1432 | else |
1598 | op->weight = (op->weight * (change->weight)) / 100; |
1433 | op->weight = op->weight * change->weight / 100; |
1599 | } |
1434 | } |
1600 | |
1435 | |
1601 | if (change->last_sp) |
1436 | if (change->last_sp) |
1602 | { |
1437 | { |
1603 | if (change->last_sp < 0) |
1438 | if (change->last_sp < 0) |
1604 | op->last_sp = (-change->last_sp); |
1439 | op->last_sp = -change->last_sp; |
1605 | else |
1440 | else |
1606 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1441 | op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1607 | } |
1442 | } |
1608 | |
1443 | |
1609 | if (change->gen_sp_armour) |
1444 | if (change->gen_sp_armour) |
1610 | { |
1445 | { |
1611 | if (change->gen_sp_armour < 0) |
1446 | if (change->gen_sp_armour < 0) |
1612 | op->gen_sp_armour = (-change->gen_sp_armour); |
1447 | op->gen_sp_armour = -change->gen_sp_armour; |
1613 | else |
1448 | else |
1614 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1449 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1615 | } |
1450 | } |
1616 | |
1451 | |
1617 | op->value *= change->value; |
1452 | op->value *= change->value; |
1618 | |
1453 | |
1619 | if (change->material) |
1454 | if (change->materials) |
|
|
1455 | op->materials = change->materials; |
|
|
1456 | |
|
|
1457 | if (change->material != MATERIAL_NULL) |
1620 | op->material = change->material; |
1458 | op->material = change->material; |
1621 | |
|
|
1622 | if (change->materialname) |
|
|
1623 | op->materialname = change->materialname; |
|
|
1624 | |
1459 | |
1625 | if (change->slaying) |
1460 | if (change->slaying) |
1626 | op->slaying = change->slaying; |
1461 | op->slaying = change->slaying; |
1627 | |
1462 | |
1628 | if (change->race) |
1463 | if (change->race) |
… | |
… | |
1631 | if (change->msg) |
1466 | if (change->msg) |
1632 | op->msg = change->msg; |
1467 | op->msg = change->msg; |
1633 | } |
1468 | } |
1634 | |
1469 | |
1635 | static int |
1470 | static int |
1636 | legal_artifact_combination (object *op, artifact * art) |
1471 | legal_artifact_combination (object *op, artifact *art) |
1637 | { |
1472 | { |
1638 | int neg, success = 0; |
1473 | int neg, success = 0; |
1639 | linked_char *tmp; |
1474 | linked_char *tmp; |
1640 | const char *name; |
1475 | const char *name; |
1641 | |
1476 | |
1642 | if (art->allowed == (linked_char *) NULL) |
1477 | if (!art->allowed) |
1643 | return 1; /* Ie, "all" */ |
1478 | return 1; /* Ie, "all" */ |
|
|
1479 | |
1644 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1480 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1645 | { |
1481 | { |
1646 | #ifdef TREASURE_VERBOSE |
1482 | #ifdef TREASURE_VERBOSE |
1647 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1483 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1648 | #endif |
1484 | #endif |
1649 | if (*tmp->name == '!') |
1485 | if (*tmp->name == '!') |
1650 | name = tmp->name + 1, neg = 1; |
1486 | name = tmp->name + 1, neg = 1; |
1651 | else |
1487 | else |
1652 | name = tmp->name, neg = 0; |
1488 | name = tmp->name, neg = 0; |
1653 | |
1489 | |
1654 | /* If we match name, then return the opposite of 'neg' */ |
1490 | /* If we match name, then return the opposite of 'neg' */ |
1655 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1491 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1656 | return !neg; |
1492 | return !neg; |
1657 | |
1493 | |
1658 | /* Set success as true, since if the match was an inverse, it means |
1494 | /* Set success as true, since if the match was an inverse, it means |
1659 | * everything is allowed except what we match |
1495 | * everything is allowed except what we match |
1660 | */ |
1496 | */ |
1661 | else if (neg) |
1497 | else if (neg) |
1662 | success = 1; |
1498 | success = 1; |
1663 | } |
1499 | } |
|
|
1500 | |
1664 | return success; |
1501 | return success; |
1665 | } |
1502 | } |
1666 | |
1503 | |
1667 | /* |
1504 | /* |
1668 | * Fixes the given object, giving it the abilities and titles |
1505 | * Fixes the given object, giving it the abilities and titles |
… | |
… | |
1670 | */ |
1507 | */ |
1671 | |
1508 | |
1672 | void |
1509 | void |
1673 | give_artifact_abilities (object *op, object *artifct) |
1510 | give_artifact_abilities (object *op, object *artifct) |
1674 | { |
1511 | { |
1675 | char new_name[MAX_BUF]; |
1512 | op->title = format ("of %s", &artifct->name); |
1676 | |
1513 | |
1677 | sprintf (new_name, "of %s", &artifct->name); |
|
|
1678 | op->title = new_name; |
|
|
1679 | add_abilities (op, artifct); /* Give out the bonuses */ |
1514 | add_abilities (op, artifct); /* Give out the bonuses */ |
1680 | |
1515 | |
1681 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1516 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1682 | { |
1517 | { |
1683 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1518 | char identified = op->flag [FLAG_IDENTIFIED]; |
1684 | |
1519 | |
1685 | SET_FLAG (op, FLAG_IDENTIFIED); |
1520 | op->set_flag (FLAG_IDENTIFIED); |
1686 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1521 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1687 | if (!identified) |
1522 | if (!identified) |
1688 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1523 | op->clr_flag (FLAG_IDENTIFIED); |
1689 | } |
1524 | } |
1690 | #endif |
1525 | #endif |
1691 | return; |
1526 | return; |
1692 | } |
1527 | } |
1693 | |
1528 | |
… | |
… | |
1703 | #define ARTIFACT_TRIES 2 |
1538 | #define ARTIFACT_TRIES 2 |
1704 | |
1539 | |
1705 | void |
1540 | void |
1706 | generate_artifact (object *op, int difficulty) |
1541 | generate_artifact (object *op, int difficulty) |
1707 | { |
1542 | { |
1708 | artifactlist *al; |
|
|
1709 | artifact *art; |
1543 | artifact *art; |
1710 | int i; |
|
|
1711 | |
1544 | |
1712 | al = find_artifactlist (op->type); |
1545 | artifactlist *al = find_artifactlist (op->type); |
1713 | |
1546 | |
1714 | if (al == NULL) |
1547 | if (al == NULL) |
1715 | { |
1548 | { |
1716 | #if 0 /* This is too verbose, usually */ |
1549 | #if 0 /* This is too verbose, usually */ |
1717 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1550 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1718 | #endif |
1551 | #endif |
1719 | return; |
1552 | return; |
1720 | } |
1553 | } |
1721 | |
1554 | |
1722 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1555 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
1723 | { |
1556 | { |
1724 | int roll = RANDOM () % al->total_chance; |
1557 | int roll = rndm (al->total_chance); |
1725 | |
1558 | |
1726 | for (art = al->items; art != NULL; art = art->next) |
1559 | for (art = al->items; art; art = art->next) |
1727 | { |
1560 | { |
1728 | roll -= art->chance; |
1561 | roll -= art->chance; |
1729 | if (roll < 0) |
1562 | if (roll < 0) |
1730 | break; |
1563 | break; |
1731 | } |
1564 | } |
… | |
… | |
1735 | #if 1 |
1568 | #if 1 |
1736 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1569 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1737 | #endif |
1570 | #endif |
1738 | return; |
1571 | return; |
1739 | } |
1572 | } |
1740 | if (!strcmp (art->item->name, "NONE")) |
1573 | |
|
|
1574 | if (art->item->name == shstr_NONE) |
1741 | return; |
1575 | return; |
|
|
1576 | |
1742 | if (FABS (op->magic) < art->item->magic) |
1577 | if (fabs (op->magic) < art->item->magic) |
1743 | continue; /* Not magic enough to be this item */ |
1578 | continue; /* Not magic enough to be this item */ |
1744 | |
1579 | |
1745 | /* Map difficulty not high enough */ |
1580 | /* Map difficulty not high enough */ |
1746 | if (difficulty < art->difficulty) |
1581 | if (difficulty < art->difficulty) |
1747 | continue; |
1582 | continue; |
1748 | |
1583 | |
1749 | if (!legal_artifact_combination (op, art)) |
1584 | if (!legal_artifact_combination (op, art)) |
1750 | { |
1585 | { |
1751 | #ifdef TREASURE_VERBOSE |
1586 | #ifdef TREASURE_VERBOSE |
1752 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1587 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1753 | #endif |
1588 | #endif |
1754 | continue; |
1589 | continue; |
1755 | } |
1590 | } |
|
|
1591 | |
1756 | give_artifact_abilities (op, art->item); |
1592 | give_artifact_abilities (op, art->item); |
1757 | return; |
1593 | return; |
1758 | } |
1594 | } |
1759 | } |
1595 | } |
1760 | |
1596 | |
… | |
… | |
1764 | */ |
1600 | */ |
1765 | |
1601 | |
1766 | void |
1602 | void |
1767 | fix_flesh_item (object *item, object *donor) |
1603 | fix_flesh_item (object *item, object *donor) |
1768 | { |
1604 | { |
1769 | char tmpbuf[MAX_BUF]; |
|
|
1770 | int i; |
|
|
1771 | |
|
|
1772 | if (item->type == FLESH && donor) |
1605 | if (item->type == FLESH && donor) |
1773 | { |
1606 | { |
1774 | /* change the name */ |
1607 | /* change the name */ |
1775 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1608 | item->name = format ("%s's %s", &donor->name, &item->name); |
1776 | item->name = tmpbuf; |
|
|
1777 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1609 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1778 | item->name_pl = tmpbuf; |
|
|
1779 | |
1610 | |
1780 | /* weight is FLESH weight/100 * donor */ |
1611 | /* weight is FLESH weight/100 * donor */ |
1781 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1612 | item->weight = max (1, item->weight * donor->weight / 100); |
1782 | item->weight = 1; |
|
|
1783 | |
1613 | |
1784 | /* value is multiplied by level of donor */ |
1614 | /* value is multiplied by level of donor */ |
1785 | item->value *= isqrt (donor->level * 2); |
1615 | item->value *= isqrt (donor->level * 2); |
1786 | |
1616 | |
1787 | /* food value */ |
1617 | /* food value */ |
1788 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1618 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1789 | |
1619 | |
1790 | /* flesh items inherit some abilities of donor, but not |
1620 | /* flesh items inherit some abilities of donor, but not |
1791 | * full effect. |
1621 | * full effect. |
1792 | */ |
1622 | */ |
1793 | for (i = 0; i < NROFATTACKS; i++) |
1623 | for (int i = 0; i < NROFATTACKS; i++) |
1794 | item->resist[i] = donor->resist[i] / 2; |
1624 | item->resist[i] = donor->resist[i] / 2; |
1795 | |
1625 | |
1796 | /* item inherits donor's level (important for quezals) */ |
1626 | /* item inherits donor's level (important for quezals) */ |
1797 | item->level = donor->level; |
1627 | item->level = donor->level; |
1798 | |
1628 | |
1799 | /* if donor has some attacktypes, the flesh is poisonous */ |
1629 | /* if donor has some attacktypes, the flesh is poisonous */ |
1800 | if (donor->attacktype & AT_POISON) |
1630 | if (donor->attacktype & AT_POISON) |
1801 | item->type = POISON; |
1631 | item->type = POISON; |
|
|
1632 | |
1802 | if (donor->attacktype & AT_ACID) |
1633 | if (donor->attacktype & AT_ACID) |
1803 | item->stats.hp = -1 * item->stats.food; |
1634 | item->stats.hp = -item->stats.food; |
1804 | SET_FLAG (item, FLAG_NO_STEAL); |
|
|
1805 | } |
|
|
1806 | } |
|
|
1807 | |
1635 | |
1808 | /* special_potion() - so that old potion code is still done right. */ |
1636 | item->set_flag (FLAG_NO_STEAL); |
1809 | |
1637 | } |
1810 | int |
|
|
1811 | special_potion (object *op) |
|
|
1812 | { |
|
|
1813 | |
|
|
1814 | int i; |
|
|
1815 | |
|
|
1816 | if (op->attacktype) |
|
|
1817 | return 1; |
|
|
1818 | |
|
|
1819 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1820 | return 1; |
|
|
1821 | |
|
|
1822 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1823 | if (op->resist[i]) |
|
|
1824 | return 1; |
|
|
1825 | |
|
|
1826 | return 0; |
|
|
1827 | } |
1638 | } |
1828 | |
1639 | |
1829 | void |
1640 | static void |
1830 | free_treasurestruct (treasure *t) |
1641 | free_treasurestruct (treasure *t) |
1831 | { |
1642 | { |
1832 | if (t->next) |
|
|
1833 | free_treasurestruct (t->next); |
1643 | if (t->next) free_treasurestruct (t->next); |
1834 | if (t->next_yes) |
|
|
1835 | free_treasurestruct (t->next_yes); |
1644 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1836 | if (t->next_no) |
|
|
1837 | free_treasurestruct (t->next_no); |
1645 | if (t->next_no) free_treasurestruct (t->next_no); |
1838 | |
1646 | |
1839 | delete t; |
1647 | delete t; |
1840 | } |
1648 | } |
1841 | |
1649 | |
1842 | void |
1650 | static void |
1843 | free_charlinks (linked_char *lc) |
1651 | free_charlinks (linked_char *lc) |
1844 | { |
1652 | { |
1845 | if (lc->next) |
1653 | if (lc->next) |
1846 | free_charlinks (lc->next); |
1654 | free_charlinks (lc->next); |
1847 | |
1655 | |
1848 | delete lc; |
1656 | delete lc; |
1849 | } |
1657 | } |
1850 | |
1658 | |
1851 | void |
1659 | static void |
1852 | free_artifact (artifact * at) |
1660 | free_artifact (artifact *at) |
1853 | { |
1661 | { |
1854 | if (at->next) |
|
|
1855 | free_artifact (at->next); |
1662 | if (at->next) free_artifact (at->next); |
1856 | |
|
|
1857 | if (at->allowed) |
|
|
1858 | free_charlinks (at->allowed); |
1663 | if (at->allowed) free_charlinks (at->allowed); |
1859 | |
1664 | |
1860 | at->item->destroy (1); |
1665 | at->item->destroy (); |
1861 | |
1666 | |
1862 | delete at; |
|
|
1863 | } |
|
|
1864 | |
|
|
1865 | void |
|
|
1866 | free_artifactlist (artifactlist * al) |
|
|
1867 | { |
|
|
1868 | artifactlist *nextal; |
|
|
1869 | |
|
|
1870 | for (al = first_artifactlist; al; al = nextal) |
|
|
1871 | { |
|
|
1872 | nextal = al->next; |
|
|
1873 | |
|
|
1874 | if (al->items) |
|
|
1875 | free_artifact (al->items); |
|
|
1876 | |
|
|
1877 | free (al); |
1667 | sfree (at); |
1878 | } |
|
|
1879 | } |
1668 | } |
1880 | |
1669 | |
1881 | void |
|
|
1882 | free_all_treasures (void) |
|
|
1883 | { |
|
|
1884 | treasurelist *tl, *next; |
|
|
1885 | |
|
|
1886 | |
|
|
1887 | for (tl = first_treasurelist; tl != NULL; tl = next) |
|
|
1888 | { |
|
|
1889 | next = tl->next; |
|
|
1890 | if (tl->items) |
|
|
1891 | free_treasurestruct (tl->items); |
|
|
1892 | delete tl; |
|
|
1893 | } |
|
|
1894 | free_artifactlist (first_artifactlist); |
|
|
1895 | } |
|
|