1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
|
|
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
21 | * <http://www.gnu.org/licenses/>. |
21 | * |
22 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | * It is useful for finding bugs in the treasures file. Since it only |
27 | * It is useful for finding bugs in the treasures file. Since it only |
… | |
… | |
34 | //#define TREASURE_VERBOSE |
35 | //#define TREASURE_VERBOSE |
35 | |
36 | |
36 | #include <global.h> |
37 | #include <global.h> |
37 | #include <treasure.h> |
38 | #include <treasure.h> |
38 | |
39 | |
|
|
40 | #include <flat_hash_map.hpp> |
|
|
41 | |
|
|
42 | // used only by treasure.C, does not handle null arch ptrs |
|
|
43 | #define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name) |
|
|
44 | |
39 | extern char *spell_mapping[]; |
45 | extern char *spell_mapping[]; |
40 | |
46 | |
41 | static treasurelist *first_treasurelist; |
47 | static treasurelist *first_treasurelist; |
42 | |
48 | |
43 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
49 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
44 | |
50 | |
45 | typedef std::tr1::unordered_map< |
51 | typedef ska::flat_hash_map< |
46 | const char *, |
52 | const char *, |
47 | treasurelist *, |
53 | treasurelist *, |
48 | str_hash, |
54 | str_hash, |
49 | str_equal, |
55 | str_equal, |
50 | slice_allocator< std::pair<const char *const, treasurelist *> > |
56 | slice_allocator< std::pair<const char *const, treasurelist *> > |
51 | > tl_map_t; |
57 | > tl_map_t; |
52 | |
58 | |
53 | static tl_map_t tl_map; |
59 | static tl_map_t tl_map; |
54 | |
60 | |
55 | //TODO: class method |
61 | //TODO: class method |
… | |
… | |
490 | { 0, 0, 0, 3, 97}, // 29 |
496 | { 0, 0, 0, 3, 97}, // 29 |
491 | { 0, 0, 0, 0, 100}, // 30 |
497 | { 0, 0, 0, 0, 100}, // 30 |
492 | { 0, 0, 0, 0, 100}, // 31 |
498 | { 0, 0, 0, 0, 100}, // 31 |
493 | }; |
499 | }; |
494 | |
500 | |
495 | /* calculate the appropriate level for wands staves and scrolls. |
501 | /* calculate the appropriate level for wands staves and scrolls. |
496 | * This code presumes that op has had its spell object created (in op->inv) |
502 | * This code presumes that op has had its spell object created (in op->inv) |
497 | * |
503 | * |
498 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
504 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
499 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
505 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
500 | */ |
506 | */ |
… | |
… | |
526 | * |
532 | * |
527 | */ |
533 | */ |
528 | static int |
534 | static int |
529 | magic_from_difficulty (int difficulty) |
535 | magic_from_difficulty (int difficulty) |
530 | { |
536 | { |
531 | int percent = 0, magic = 0; |
|
|
532 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
537 | int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
|
|
538 | scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
533 | |
539 | |
534 | scaled_diff--; |
|
|
535 | |
|
|
536 | if (scaled_diff < 0) |
|
|
537 | scaled_diff = 0; |
|
|
538 | |
|
|
539 | if (scaled_diff >= DIFFLEVELS) |
|
|
540 | scaled_diff = DIFFLEVELS - 1; |
|
|
541 | |
|
|
542 | percent = rndm (100); |
540 | int percent = rndm (100); |
|
|
541 | int magic; |
543 | |
542 | |
544 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
543 | for (magic = 0; magic <= MAXMAGIC; magic++) |
545 | { |
544 | { |
546 | percent -= difftomagic_list[scaled_diff][magic]; |
545 | percent -= difftomagic_list[scaled_diff][magic]; |
547 | |
546 | |
548 | if (percent < 0) |
547 | if (percent < 0) |
549 | break; |
548 | break; |
550 | } |
549 | } |
551 | |
550 | |
552 | if (magic == (MAXMAGIC + 1)) |
551 | if (magic > MAXMAGIC) |
553 | { |
552 | { |
554 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
553 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
555 | magic = 0; |
554 | magic = 0; |
556 | } |
555 | } |
557 | |
556 | |
… | |
… | |
565 | * Sets magical bonus in an object, and recalculates the effect on |
564 | * Sets magical bonus in an object, and recalculates the effect on |
566 | * the armour variable, and the effect on speed of armour. |
565 | * the armour variable, and the effect on speed of armour. |
567 | * This function doesn't work properly, should add use of archetypes |
566 | * This function doesn't work properly, should add use of archetypes |
568 | * to make it truly absolute. |
567 | * to make it truly absolute. |
569 | */ |
568 | */ |
570 | |
|
|
571 | void |
569 | void |
572 | set_abs_magic (object *op, int magic) |
570 | set_abs_magic (object *op, int magic) |
573 | { |
571 | { |
574 | if (!magic) |
572 | if (!magic) |
575 | return; |
573 | return; |
… | |
… | |
603 | */ |
601 | */ |
604 | |
602 | |
605 | static void |
603 | static void |
606 | set_magic (int difficulty, object *op, int max_magic, int flags) |
604 | set_magic (int difficulty, object *op, int max_magic, int flags) |
607 | { |
605 | { |
608 | int i; |
|
|
609 | |
|
|
610 | i = magic_from_difficulty (difficulty); |
606 | int i = magic_from_difficulty (difficulty); |
|
|
607 | |
611 | if ((flags & GT_ONLY_GOOD) && i < 0) |
608 | if ((flags & GT_ONLY_GOOD) && i < 0) |
612 | i = -i; |
609 | i = -i; |
|
|
610 | |
613 | if (i > max_magic) |
611 | i = min (i, max_magic); |
614 | i = max_magic; |
612 | |
615 | set_abs_magic (op, i); |
613 | set_abs_magic (op, i); |
616 | if (i < 0) |
614 | if (i < 0) |
617 | op->set_flag (FLAG_CURSED); |
615 | op->set_flag (FLAG_CURSED); |
618 | } |
616 | } |
619 | |
617 | |
… | |
… | |
629 | set_ring_bonus (object *op, int bonus) |
627 | set_ring_bonus (object *op, int bonus) |
630 | { |
628 | { |
631 | int r = rndm (bonus > 0 ? 25 : 11); |
629 | int r = rndm (bonus > 0 ? 25 : 11); |
632 | |
630 | |
633 | if (op->type == AMULET) |
631 | if (op->type == AMULET) |
634 | { |
|
|
635 | if (!(rndm (21))) |
632 | if (!rndm (21)) |
636 | r = 20 + rndm (2); |
633 | r = 20 + rndm (2); |
|
|
634 | else if (rndm (2)) |
|
|
635 | r = 10; |
637 | else |
636 | else |
638 | { |
|
|
639 | if (rndm (2)) |
|
|
640 | r = 10; |
|
|
641 | else |
|
|
642 | r = 11 + rndm (9); |
637 | r = 11 + rndm (9); |
643 | } |
|
|
644 | } |
|
|
645 | |
638 | |
646 | switch (r) |
639 | switch (r) |
647 | { |
640 | { |
648 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
641 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
649 | * bonuses and penalties will stack and add to existing values. |
642 | * bonuses and penalties will stack and add to existing values. |
650 | * of the item. |
643 | * of the item. |
651 | */ |
644 | */ |
652 | case 0: |
645 | case 0: |
653 | case 1: |
646 | case 1: |
654 | case 2: |
647 | case 2: |
655 | case 3: |
648 | case 3: |
656 | case 4: |
649 | case 4: |
… | |
… | |
696 | * little random element in since that they don't always end up with |
689 | * little random element in since that they don't always end up with |
697 | * even values. |
690 | * even values. |
698 | */ |
691 | */ |
699 | if (bonus < 0) |
692 | if (bonus < 0) |
700 | val = 2 * -val - rndm (b); |
693 | val = 2 * -val - rndm (b); |
701 | if (val > 35) |
694 | |
702 | val = 35; /* Upper limit */ |
695 | val = min (35, val); /* Upper limit */ |
|
|
696 | |
703 | b = 0; |
697 | b = 0; |
704 | |
698 | |
705 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
699 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
706 | resist = rndm (num_resist_table); |
700 | resist = rndm (num_resist_table); |
707 | |
701 | |
… | |
… | |
740 | } |
734 | } |
741 | break; |
735 | break; |
742 | |
736 | |
743 | case 22: |
737 | case 22: |
744 | op->stats.exp += bonus; /* Speed! */ |
738 | op->stats.exp += bonus; /* Speed! */ |
745 | op->value = (op->value * 2) / 3; |
739 | op->value = op->value * 2 / 3; |
746 | break; |
740 | break; |
747 | } |
741 | } |
748 | |
742 | |
749 | if (bonus > 0) |
743 | if (bonus > 0) |
750 | op->value *= 2 * bonus; |
744 | op->value = 2 * op->value * bonus; |
751 | else |
745 | else |
752 | op->value = -(op->value * 2 * bonus) / 3; |
746 | op->value = -2 * op->value * bonus / 3; |
753 | } |
747 | } |
754 | |
748 | |
755 | /* |
749 | /* |
756 | * get_magic(diff) will return a random number between 0 and 4. |
750 | * get_magic(diff) will return a random number between 0 and 4. |
757 | * diff can be any value above 2. The higher the diff-variable, the |
751 | * diff can be any value above 2. The higher the diff-variable, the |
… | |
… | |
761 | * Another scheme is used to calculate the magic of weapons and armours. |
755 | * Another scheme is used to calculate the magic of weapons and armours. |
762 | */ |
756 | */ |
763 | static int |
757 | static int |
764 | get_magic (int diff) |
758 | get_magic (int diff) |
765 | { |
759 | { |
766 | int i; |
760 | diff = min (3, diff); |
767 | |
761 | |
768 | if (diff < 3) |
|
|
769 | diff = 3; |
|
|
770 | |
|
|
771 | for (i = 0; i < 4; i++) |
762 | for (int i = 0; i < 4; i++) |
772 | if (rndm (diff)) |
763 | if (rndm (diff)) |
773 | return i; |
764 | return i; |
774 | |
765 | |
775 | return 4; |
766 | return 4; |
776 | } |
767 | } |
… | |
… | |
790 | return 1; |
781 | return 1; |
791 | |
782 | |
792 | return 0; |
783 | return 0; |
793 | } |
784 | } |
794 | |
785 | |
|
|
786 | static double |
|
|
787 | value_factor_from_spell_item (object *spell, object *item) |
|
|
788 | { |
|
|
789 | double factor = |
|
|
790 | pow ((spell->value > 0 ? spell->value : 1) |
|
|
791 | * spell->level, 1.5); |
|
|
792 | |
|
|
793 | if (item) // this if for: wands/staffs/rods: |
|
|
794 | { |
|
|
795 | /* Old crossfire comment ahead: |
|
|
796 | * Add 50 to both level an divisor to keep prices a little more |
|
|
797 | * reasonable. Otherwise, a high level version of a low level |
|
|
798 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
799 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
800 | */ |
|
|
801 | |
|
|
802 | factor *= item->level + 50; |
|
|
803 | factor /= item->inv->level + 50; |
|
|
804 | } |
|
|
805 | |
|
|
806 | return factor; |
|
|
807 | } |
|
|
808 | |
795 | #define DICE2 (get_magic(2)==2?2:1) |
809 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
796 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
810 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
797 | |
811 | |
798 | /* |
812 | /* |
799 | * fix_generated_item(): This is called after an item is generated, in |
813 | * fix_generated_item(): This is called after an item is generated, in |
800 | * order to set it up right. This produced magical bonuses, puts spells |
814 | * order to set it up right. This produced magical bonuses, puts spells |
801 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
815 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
802 | */ |
816 | */ |
803 | |
817 | |
804 | /* 4/28/96 added creator object from which op may now inherit properties based on |
818 | /* 4/28/96 added creator object from which op may now inherit properties based on |
805 | * op->type. Right now, which stuff the creator passes on is object type |
819 | * op->type. Right now, which stuff the creator passes on is object type |
806 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
820 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
807 | * way to do this? b.t. */ |
821 | * way to do this? b.t. */ |
808 | |
822 | |
809 | /* |
823 | /* |
810 | * ! (flags & GT_ENVIRONMENT): |
824 | * ! (flags & GT_ENVIRONMENT): |
811 | * Automatically calls fix_flesh_item(). |
825 | * Automatically calls fix_flesh_item(). |
… | |
… | |
911 | { |
925 | { |
912 | if (op->type == POTION) |
926 | if (op->type == POTION) |
913 | /* Handle healing and magic power potions */ |
927 | /* Handle healing and magic power potions */ |
914 | if (op->stats.sp && !op->randomitems) |
928 | if (op->stats.sp && !op->randomitems) |
915 | { |
929 | { |
916 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
930 | object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
917 | insert_ob_in_ob (tmp, op); |
931 | insert_ob_in_ob (tmp, op); |
918 | op->stats.sp = 0; |
932 | op->stats.sp = 0; |
919 | } |
933 | } |
920 | } |
934 | } |
921 | else if (!op->title) /* Only modify object if not special */ |
935 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
939 | } |
953 | } |
940 | break; |
954 | break; |
941 | |
955 | |
942 | case POTION: |
956 | case POTION: |
943 | { |
957 | { |
944 | int too_many_tries = 0, is_special = 0; |
958 | int too_many_tries = 0; |
945 | |
959 | |
946 | /* Handle healing and magic power potions */ |
960 | /* Handle healing and magic power potions */ |
947 | if (op->stats.sp && !op->randomitems) |
961 | if (op->stats.sp && !op->randomitems) |
948 | { |
962 | { |
949 | object *tmp = get_archetype (spell_mapping[op->stats.sp]); |
963 | object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
950 | insert_ob_in_ob (tmp, op); |
964 | insert_ob_in_ob (tmp, op); |
951 | op->stats.sp = 0; |
965 | op->stats.sp = 0; |
952 | } |
966 | } |
953 | |
967 | |
954 | while (!(is_special = special_potion (op)) && !op->inv) |
968 | while (!special_potion (op) && !op->inv) |
955 | { |
969 | { |
956 | generate_artifact (op, difficulty); |
970 | generate_artifact (op, difficulty); |
957 | if (too_many_tries++ > 10) |
971 | if (too_many_tries++ > 10) |
958 | break; |
972 | break; |
959 | } |
973 | } |
… | |
… | |
967 | op->value *= op->inv->value; |
981 | op->value *= op->inv->value; |
968 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
982 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
969 | } |
983 | } |
970 | else |
984 | else |
971 | { |
985 | { |
972 | op->name = "potion"; |
986 | op->name = shstr_potion; |
973 | op->name_pl = "potions"; |
987 | op->name_pl = shstr_potions; |
974 | } |
988 | } |
975 | |
989 | |
976 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
990 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
977 | op->set_flag (FLAG_CURSED); |
991 | op->set_flag (FLAG_CURSED); |
978 | |
992 | |
… | |
… | |
993 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
1007 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
994 | |
1008 | |
995 | if (op->type != RING) /* Amulets have only one ability */ |
1009 | if (op->type != RING) /* Amulets have only one ability */ |
996 | break; |
1010 | break; |
997 | |
1011 | |
998 | if (!(rndm (4))) |
1012 | if (!rndm (4)) |
999 | { |
1013 | { |
1000 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1014 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1001 | |
1015 | |
1002 | if (d > 0) |
1016 | if (d > 0) |
1003 | op->value *= 3; |
1017 | op->value *= 3; |
1004 | |
1018 | |
1005 | set_ring_bonus (op, d); |
1019 | set_ring_bonus (op, d); |
1006 | |
1020 | |
1007 | if (!(rndm (4))) |
1021 | if (!rndm (4)) |
1008 | { |
1022 | { |
1009 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1023 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1010 | |
1024 | |
1011 | if (d > 0) |
1025 | if (d > 0) |
1012 | op->value *= 5; |
1026 | op->value *= 5; |
|
|
1027 | |
1013 | set_ring_bonus (op, d); |
1028 | set_ring_bonus (op, d); |
1014 | } |
1029 | } |
1015 | } |
1030 | } |
1016 | |
1031 | |
1017 | if (op->animation_id) |
1032 | if (op->animation_id) |
… | |
… | |
1055 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1070 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1056 | op->slaying = creator->slaying; |
1071 | op->slaying = creator->slaying; |
1057 | break; |
1072 | break; |
1058 | |
1073 | |
1059 | case SPELLBOOK: |
1074 | case SPELLBOOK: |
1060 | op->value *= |
1075 | op->value *= value_factor_from_spell_item (op->inv, 0); |
1061 | pow ((op->inv->value > 0 ? op->inv->value : 1) |
1076 | |
1062 | * op->inv->level, |
|
|
1063 | 1.5); |
|
|
1064 | /* add exp so learning gives xp */ |
1077 | /* add exp so learning gives xp */ |
1065 | op->level = op->inv->level; |
1078 | op->level = op->inv->level; |
1066 | op->stats.exp = op->value; |
1079 | op->stats.exp = op->value; |
1067 | break; |
1080 | break; |
1068 | |
1081 | |
… | |
… | |
1072 | * and reset nrof. |
1085 | * and reset nrof. |
1073 | */ |
1086 | */ |
1074 | op->stats.food = op->inv->nrof; |
1087 | op->stats.food = op->inv->nrof; |
1075 | op->nrof = 1; |
1088 | op->nrof = 1; |
1076 | /* If the spell changes by level, choose a random level |
1089 | /* If the spell changes by level, choose a random level |
1077 | * for it, and adjust price. If the spell doesn't |
1090 | * for it. |
1078 | * change by level, just set the wand to the level of |
|
|
1079 | * the spell, and value calculation is simpler. |
|
|
1080 | */ |
1091 | */ |
1081 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1092 | if (op->inv->duration_modifier |
1082 | { |
1093 | || op->inv->dam_modifier |
|
|
1094 | || op->inv->range_modifier) |
1083 | op->level = level_for_item (op, difficulty); |
1095 | op->level = level_for_item (op, difficulty); |
1084 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1085 | } |
|
|
1086 | else |
1096 | else |
1087 | { |
|
|
1088 | op->level = op->inv->level; |
1097 | op->level = op->inv->level; |
1089 | op->value = op->value * op->inv->value; |
1098 | |
1090 | } |
1099 | op->value *= value_factor_from_spell_item (op->inv, op); |
1091 | break; |
1100 | break; |
1092 | |
1101 | |
1093 | case ROD: |
1102 | case ROD: |
1094 | op->level = level_for_item (op, difficulty); |
1103 | op->level = level_for_item (op, difficulty); |
1095 | /* Add 50 to both level an divisor to keep prices a little more |
1104 | op->value *= value_factor_from_spell_item (op->inv, op); |
1096 | * reasonable. Otherwise, a high level version of a low level |
1105 | |
1097 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1098 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1099 | */ |
|
|
1100 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1101 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1106 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1102 | if (op->stats.maxhp) |
1107 | if (op->stats.maxhp) |
1103 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1108 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1104 | else |
1109 | else |
1105 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1110 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
… | |
… | |
1107 | op->stats.hp = op->stats.maxhp; |
1112 | op->stats.hp = op->stats.maxhp; |
1108 | break; |
1113 | break; |
1109 | |
1114 | |
1110 | case SCROLL: |
1115 | case SCROLL: |
1111 | op->level = level_for_item (op, difficulty); |
1116 | op->level = level_for_item (op, difficulty); |
1112 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1117 | op->value *= value_factor_from_spell_item (op->inv, op); |
1113 | |
1118 | |
1114 | /* add exp so reading them properly gives xp */ |
1119 | /* add exp so reading them properly gives xp */ |
1115 | op->stats.exp = op->value / 5; |
1120 | op->stats.exp = op->value / 5; |
1116 | op->nrof = op->inv->nrof; |
1121 | op->nrof = op->inv->nrof; |
1117 | break; |
1122 | break; |
… | |
… | |
1182 | */ |
1187 | */ |
1183 | void |
1188 | void |
1184 | init_artifacts () |
1189 | init_artifacts () |
1185 | { |
1190 | { |
1186 | static int has_been_inited = 0; |
1191 | static int has_been_inited = 0; |
1187 | char filename[MAX_BUF]; |
|
|
1188 | artifact *art = NULL; |
1192 | artifact *art = NULL; |
1189 | artifactlist *al; |
1193 | artifactlist *al; |
1190 | |
1194 | |
1191 | if (has_been_inited) |
1195 | if (has_been_inited) |
1192 | return; |
1196 | return; |
1193 | else |
1197 | else |
1194 | has_been_inited = 1; |
1198 | has_been_inited = 1; |
1195 | |
1199 | |
1196 | sprintf (filename, "%s/artifacts", settings.datadir); |
1200 | object_thawer f (settings.datadir, "artifacts"); |
1197 | object_thawer f (filename); |
|
|
1198 | |
1201 | |
1199 | if (!f) |
1202 | if (!f) |
1200 | return; |
1203 | return; |
1201 | |
1204 | |
1202 | for (;;) |
1205 | for (;;) |
… | |
… | |
1287 | } |
1290 | } |
1288 | #if 0 |
1291 | #if 0 |
1289 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1292 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1290 | #endif |
1293 | #endif |
1291 | } |
1294 | } |
1292 | |
|
|
1293 | LOG (llevDebug, "done.\n"); |
|
|
1294 | } |
1295 | } |
1295 | |
1296 | |
1296 | /* |
1297 | /* |
1297 | * Used in artifact generation. The bonuses of the first object |
1298 | * Used in artifact generation. The bonuses of the first object |
1298 | * is modified by the bonuses of the second object. |
1299 | * is modified by the bonuses of the second object. |
1299 | */ |
1300 | */ |
1300 | void |
1301 | void |
1301 | add_abilities (object *op, object *change) |
1302 | add_abilities (object *op, object *change) |
1302 | { |
1303 | { |
1303 | int i, tmp; |
|
|
1304 | |
|
|
1305 | if (change->face != blank_face) |
1304 | if (change->face != blank_face) |
1306 | { |
|
|
1307 | #ifdef TREASURE_VERBOSE |
|
|
1308 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
|
|
1309 | #endif |
|
|
1310 | op->face = change->face; |
1305 | op->face = change->face; |
1311 | } |
|
|
1312 | |
1306 | |
1313 | for (i = 0; i < NUM_STATS; i++) |
1307 | for (int i = 0; i < NUM_STATS; i++) |
1314 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1308 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1315 | |
1309 | |
1316 | op->attacktype |= change->attacktype; |
1310 | op->attacktype |= change->attacktype; |
1317 | op->path_attuned |= change->path_attuned; |
1311 | op->path_attuned |= change->path_attuned; |
1318 | op->path_repelled |= change->path_repelled; |
1312 | op->path_repelled |= change->path_repelled; |
1319 | op->path_denied |= change->path_denied; |
1313 | op->path_denied |= change->path_denied; |
1320 | op->move_type |= change->move_type; |
1314 | op->move_type |= change->move_type; |
1321 | op->stats.luck += change->stats.luck; |
1315 | op->stats.luck += change->stats.luck; |
1322 | |
1316 | |
1323 | if (change->flag [FLAG_CURSED]) |
1317 | static const struct copyflags : object::flags_t |
|
|
1318 | { |
|
|
1319 | copyflags () |
|
|
1320 | { |
1324 | op->set_flag (FLAG_CURSED); |
1321 | set (FLAG_CURSED); |
1325 | if (change->flag [FLAG_DAMNED]) |
|
|
1326 | op->set_flag (FLAG_DAMNED); |
1322 | set (FLAG_DAMNED); |
|
|
1323 | set (FLAG_LIFESAVE); |
|
|
1324 | set (FLAG_REFL_SPELL); |
|
|
1325 | set (FLAG_STEALTH); |
|
|
1326 | set (FLAG_XRAYS); |
|
|
1327 | set (FLAG_BLIND); |
|
|
1328 | set (FLAG_SEE_IN_DARK); |
|
|
1329 | set (FLAG_REFL_MISSILE); |
|
|
1330 | set (FLAG_MAKE_INVIS); |
|
|
1331 | } |
|
|
1332 | } copyflags; |
|
|
1333 | |
|
|
1334 | // we might want to just copy, but or'ing is what the original code did |
|
|
1335 | op->flag |= change->flag & copyflags; |
|
|
1336 | |
1327 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1337 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1328 | set_abs_magic (op, -op->magic); |
1338 | set_abs_magic (op, -op->magic); |
1329 | |
1339 | |
1330 | if (change->flag [FLAG_LIFESAVE]) |
|
|
1331 | op->set_flag (FLAG_LIFESAVE); |
|
|
1332 | if (change->flag [FLAG_REFL_SPELL]) |
|
|
1333 | op->set_flag (FLAG_REFL_SPELL); |
|
|
1334 | if (change->flag [FLAG_STEALTH]) |
|
|
1335 | op->set_flag (FLAG_STEALTH); |
|
|
1336 | if (change->flag [FLAG_XRAYS]) |
|
|
1337 | op->set_flag (FLAG_XRAYS); |
|
|
1338 | if (change->flag [FLAG_BLIND]) |
|
|
1339 | op->set_flag (FLAG_BLIND); |
|
|
1340 | if (change->flag [FLAG_SEE_IN_DARK]) |
|
|
1341 | op->set_flag (FLAG_SEE_IN_DARK); |
|
|
1342 | if (change->flag [FLAG_REFL_MISSILE]) |
|
|
1343 | op->set_flag (FLAG_REFL_MISSILE); |
|
|
1344 | if (change->flag [FLAG_MAKE_INVIS]) |
|
|
1345 | op->set_flag (FLAG_MAKE_INVIS); |
|
|
1346 | |
|
|
1347 | if (change->flag [FLAG_STAND_STILL]) |
1340 | if (change->flag [FLAG_STAND_STILL]) |
1348 | { |
1341 | { |
1349 | op->clr_flag (FLAG_ANIMATE); |
1342 | op->clr_flag (FLAG_ANIMATE); |
|
|
1343 | |
1350 | /* so artifacts will join */ |
1344 | /* so artifacts will join */ |
1351 | if (!op->flag [FLAG_ALIVE]) |
1345 | if (!op->flag [FLAG_ALIVE]) |
1352 | op->speed = 0.0; |
1346 | op->speed = 0.; |
1353 | |
1347 | |
1354 | op->set_speed (op->speed); |
1348 | op->set_speed (op->speed); |
1355 | } |
1349 | } |
1356 | |
1350 | |
1357 | if (change->nrof) |
1351 | if (change->nrof) |
1358 | op->nrof = rndm (change->nrof) + 1; |
1352 | op->nrof = rndm (change->nrof) + 1; |
1359 | |
1353 | |
1360 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1354 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1361 | op->stats.wc += change->stats.wc; |
1355 | op->stats.wc += change->stats.wc; |
1362 | op->stats.ac += change->stats.ac; |
1356 | op->stats.ac += change->stats.ac; |
1363 | |
1357 | |
1364 | if (change->other_arch) |
1358 | if (change->other_arch) |
1365 | { |
1359 | { |
1366 | /* Basically, for horns & potions, the other_arch field is the spell |
1360 | /* Basically, for horns & potions, the other_arch field is the spell |
1367 | * to cast. So convert that to into a spell and put it into |
1361 | * to cast. So convert that to into a spell and put it into |
… | |
… | |
1399 | op->stats.maxsp = -change->stats.maxsp; |
1393 | op->stats.maxsp = -change->stats.maxsp; |
1400 | else |
1394 | else |
1401 | op->stats.maxsp += change->stats.maxsp; |
1395 | op->stats.maxsp += change->stats.maxsp; |
1402 | |
1396 | |
1403 | if (change->stats.food < 0) |
1397 | if (change->stats.food < 0) |
1404 | op->stats.food = -(change->stats.food); |
1398 | op->stats.food = -change->stats.food; |
1405 | else |
1399 | else |
1406 | op->stats.food += change->stats.food; |
1400 | op->stats.food += change->stats.food; |
1407 | |
1401 | |
1408 | if (change->level < 0) |
1402 | if (change->level < 0) |
1409 | op->level = -(change->level); |
1403 | op->level = -change->level; |
1410 | else |
1404 | else |
1411 | op->level += change->level; |
1405 | op->level += change->level; |
1412 | |
1406 | |
1413 | if (change->gen_sp_armour < 0) |
1407 | if (change->gen_sp_armour < 0) |
1414 | op->gen_sp_armour = -(change->gen_sp_armour); |
1408 | op->gen_sp_armour = -change->gen_sp_armour; |
1415 | else |
1409 | else |
1416 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1410 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1417 | |
1411 | |
1418 | op->item_power = change->item_power; |
1412 | op->item_power = change->item_power; |
1419 | |
1413 | |
1420 | for (i = 0; i < NROFATTACKS; i++) |
1414 | for (int i = 0; i < NROFATTACKS; i++) |
1421 | if (change->resist[i]) |
|
|
1422 | op->resist[i] += change->resist[i]; |
1415 | op->resist[i] += change->resist[i]; |
1423 | |
1416 | |
1424 | if (change->stats.dam) |
1417 | if (change->stats.dam) |
1425 | { |
1418 | { |
1426 | if (change->stats.dam < 0) |
1419 | if (change->stats.dam < 0) |
1427 | op->stats.dam = (-change->stats.dam); |
1420 | op->stats.dam = -change->stats.dam; |
1428 | else if (op->stats.dam) |
1421 | else if (op->stats.dam) |
1429 | { |
1422 | { |
1430 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1423 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1424 | |
1431 | if (tmp == op->stats.dam) |
1425 | if (tmp == op->stats.dam) |
1432 | { |
1426 | { |
1433 | if (change->stats.dam < 10) |
1427 | if (change->stats.dam < 10) |
1434 | op->stats.dam--; |
1428 | op->stats.dam--; |
1435 | else |
1429 | else |
… | |
… | |
1441 | } |
1435 | } |
1442 | |
1436 | |
1443 | if (change->weight) |
1437 | if (change->weight) |
1444 | { |
1438 | { |
1445 | if (change->weight < 0) |
1439 | if (change->weight < 0) |
1446 | op->weight = (-change->weight); |
1440 | op->weight = -change->weight; |
1447 | else |
1441 | else |
1448 | op->weight = (op->weight * (change->weight)) / 100; |
1442 | op->weight = op->weight * change->weight / 100; |
1449 | } |
1443 | } |
1450 | |
1444 | |
1451 | if (change->last_sp) |
1445 | if (change->last_sp) |
1452 | { |
1446 | { |
1453 | if (change->last_sp < 0) |
1447 | if (change->last_sp < 0) |
1454 | op->last_sp = (-change->last_sp); |
1448 | op->last_sp = -change->last_sp; |
1455 | else |
1449 | else |
1456 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1450 | op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1457 | } |
1451 | } |
1458 | |
1452 | |
1459 | if (change->gen_sp_armour) |
1453 | if (change->gen_sp_armour) |
1460 | { |
1454 | { |
1461 | if (change->gen_sp_armour < 0) |
1455 | if (change->gen_sp_armour < 0) |
1462 | op->gen_sp_armour = (-change->gen_sp_armour); |
1456 | op->gen_sp_armour = -change->gen_sp_armour; |
1463 | else |
1457 | else |
1464 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1458 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1465 | } |
1459 | } |
1466 | |
1460 | |
1467 | op->value *= change->value; |
1461 | op->value *= change->value; |
1468 | |
1462 | |
1469 | if (change->materials) |
1463 | if (change->materials) |
… | |
… | |
1501 | name = tmp->name + 1, neg = 1; |
1495 | name = tmp->name + 1, neg = 1; |
1502 | else |
1496 | else |
1503 | name = tmp->name, neg = 0; |
1497 | name = tmp->name, neg = 0; |
1504 | |
1498 | |
1505 | /* If we match name, then return the opposite of 'neg' */ |
1499 | /* If we match name, then return the opposite of 'neg' */ |
1506 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1500 | if (!strcmp (name, op->arch->archname)) |
1507 | return !neg; |
1501 | return !neg; |
1508 | |
1502 | |
1509 | /* Set success as true, since if the match was an inverse, it means |
1503 | /* Set success as true, since if the match was an inverse, it means |
1510 | * everything is allowed except what we match |
1504 | * everything is allowed except what we match |
1511 | */ |
1505 | */ |
… | |
… | |
1522 | */ |
1516 | */ |
1523 | |
1517 | |
1524 | void |
1518 | void |
1525 | give_artifact_abilities (object *op, object *artifct) |
1519 | give_artifact_abilities (object *op, object *artifct) |
1526 | { |
1520 | { |
1527 | char new_name[MAX_BUF]; |
1521 | op->title = format ("of %s", &artifct->name); |
1528 | |
1522 | |
1529 | sprintf (new_name, "of %s", &artifct->name); |
|
|
1530 | op->title = new_name; |
|
|
1531 | add_abilities (op, artifct); /* Give out the bonuses */ |
1523 | add_abilities (op, artifct); /* Give out the bonuses */ |
1532 | |
1524 | |
1533 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1525 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1534 | { |
1526 | { |
1535 | char identified = op->flag [FLAG_IDENTIFIED]; |
1527 | char identified = op->flag [FLAG_IDENTIFIED]; |
… | |
… | |
1555 | #define ARTIFACT_TRIES 2 |
1547 | #define ARTIFACT_TRIES 2 |
1556 | |
1548 | |
1557 | void |
1549 | void |
1558 | generate_artifact (object *op, int difficulty) |
1550 | generate_artifact (object *op, int difficulty) |
1559 | { |
1551 | { |
1560 | artifactlist *al; |
|
|
1561 | artifact *art; |
1552 | artifact *art; |
1562 | int i; |
|
|
1563 | |
1553 | |
1564 | al = find_artifactlist (op->type); |
1554 | artifactlist *al = find_artifactlist (op->type); |
1565 | |
1555 | |
1566 | if (al == NULL) |
1556 | if (al == NULL) |
1567 | { |
1557 | { |
1568 | #if 0 /* This is too verbose, usually */ |
1558 | #if 0 /* This is too verbose, usually */ |
1569 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1559 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1570 | #endif |
1560 | #endif |
1571 | return; |
1561 | return; |
1572 | } |
1562 | } |
1573 | |
1563 | |
1574 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1564 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
1575 | { |
1565 | { |
1576 | int roll = rndm (al->total_chance); |
1566 | int roll = rndm (al->total_chance); |
1577 | |
1567 | |
1578 | for (art = al->items; art; art = art->next) |
1568 | for (art = al->items; art; art = art->next) |
1579 | { |
1569 | { |
… | |
… | |
1619 | */ |
1609 | */ |
1620 | |
1610 | |
1621 | void |
1611 | void |
1622 | fix_flesh_item (object *item, object *donor) |
1612 | fix_flesh_item (object *item, object *donor) |
1623 | { |
1613 | { |
1624 | char tmpbuf[MAX_BUF]; |
|
|
1625 | int i; |
|
|
1626 | |
|
|
1627 | if (item->type == FLESH && donor) |
1614 | if (item->type == FLESH && donor) |
1628 | { |
1615 | { |
1629 | /* change the name */ |
1616 | /* change the name */ |
1630 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1617 | item->name = format ("%s's %s", &donor->name, &item->name); |
1631 | item->name = tmpbuf; |
|
|
1632 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1618 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1633 | item->name_pl = tmpbuf; |
|
|
1634 | |
1619 | |
1635 | /* weight is FLESH weight/100 * donor */ |
1620 | /* weight is FLESH weight/100 * donor */ |
1636 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1621 | item->weight = max (1, item->weight * donor->weight / 100); |
1637 | item->weight = 1; |
|
|
1638 | |
1622 | |
1639 | /* value is multiplied by level of donor */ |
1623 | /* value is multiplied by level of donor */ |
1640 | item->value *= isqrt (donor->level * 2); |
1624 | item->value *= isqrt (donor->level * 2); |
1641 | |
1625 | |
1642 | /* food value */ |
1626 | /* food value */ |
1643 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1627 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1644 | |
1628 | |
1645 | /* flesh items inherit some abilities of donor, but not |
1629 | /* flesh items inherit some abilities of donor, but not |
1646 | * full effect. |
1630 | * full effect. |
1647 | */ |
1631 | */ |
1648 | for (i = 0; i < NROFATTACKS; i++) |
1632 | for (int i = 0; i < NROFATTACKS; i++) |
1649 | item->resist[i] = donor->resist[i] / 2; |
1633 | item->resist[i] = donor->resist[i] / 2; |
1650 | |
1634 | |
1651 | /* item inherits donor's level (important for quezals) */ |
1635 | /* item inherits donor's level (important for quezals) */ |
1652 | item->level = donor->level; |
1636 | item->level = donor->level; |
1653 | |
1637 | |
1654 | /* if donor has some attacktypes, the flesh is poisonous */ |
1638 | /* if donor has some attacktypes, the flesh is poisonous */ |
1655 | if (donor->attacktype & AT_POISON) |
1639 | if (donor->attacktype & AT_POISON) |
1656 | item->type = POISON; |
1640 | item->type = POISON; |
1657 | |
1641 | |
1658 | if (donor->attacktype & AT_ACID) |
1642 | if (donor->attacktype & AT_ACID) |
1659 | item->stats.hp = -1 * item->stats.food; |
1643 | item->stats.hp = -item->stats.food; |
1660 | |
1644 | |
1661 | item->set_flag (FLAG_NO_STEAL); |
1645 | item->set_flag (FLAG_NO_STEAL); |
1662 | } |
1646 | } |
1663 | } |
1647 | } |
1664 | |
1648 | |