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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * This program is free software; you can redistribute it and/or modify |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your 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 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
18 | * |
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19 | * You should have received a copy of the Affero GNU General Public License |
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20 | * and the GNU General Public License along with this program. If not, see |
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21 | * <http://www.gnu.org/licenses/>. |
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22 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
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 |
27 | * slows the startup some (and not actual game play), it is by default |
28 | * slows the startup some (and not actual game play), it is by default |
… | |
… | |
33 | |
34 | |
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 | #include <funcpoint.h> |
39 | |
39 | #include <loader.h> |
40 | #include <flat_hash_map.hpp> |
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41 | |
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42 | // used only by treasure.C, does not handle null arch ptrs |
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43 | #define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name) |
40 | |
44 | |
41 | extern char *spell_mapping[]; |
45 | extern char *spell_mapping[]; |
42 | |
46 | |
43 | static treasurelist *first_treasurelist; |
47 | static treasurelist *first_treasurelist; |
44 | |
48 | |
45 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
49 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
46 | |
50 | |
47 | typedef std::tr1::unordered_map< |
51 | typedef ska::flat_hash_map< |
48 | const char *, |
52 | const char *, |
49 | treasurelist *, |
53 | treasurelist *, |
50 | str_hash, |
54 | str_hash, |
51 | str_equal, |
55 | str_equal, |
52 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
56 | slice_allocator< std::pair<const char *const, treasurelist *> > |
53 | true |
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54 | > tl_map_t; |
57 | > tl_map_t; |
55 | |
58 | |
56 | static tl_map_t tl_map; |
59 | static tl_map_t tl_map; |
57 | |
60 | |
58 | /* |
61 | //TODO: class method |
59 | * Initialize global archtype pointers: |
62 | static void free_treasurestruct (treasure *t); // bleh desu |
60 | */ |
63 | static void |
61 | void |
64 | clear (treasurelist *tl) |
62 | init_archetype_pointers () |
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63 | { |
65 | { |
64 | int prev_warn = warn_archetypes; |
66 | if (tl->items) |
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67 | { |
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68 | free_treasurestruct (tl->items); |
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69 | tl->items = 0; |
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70 | } |
65 | |
71 | |
66 | warn_archetypes = 1; |
72 | tl->total_chance = 0; |
67 | |
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68 | if (ring_arch == NULL) |
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69 | ring_arch = archetype::find ("ring"); |
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70 | if (amulet_arch == NULL) |
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71 | amulet_arch = archetype::find ("amulet"); |
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72 | if (staff_arch == NULL) |
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73 | staff_arch = archetype::find ("staff"); |
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74 | if (crown_arch == NULL) |
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75 | crown_arch = archetype::find ("crown"); |
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76 | |
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77 | warn_archetypes = prev_warn; |
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78 | } |
73 | } |
79 | |
74 | |
80 | /* |
75 | /* |
81 | * Searches for the given treasurelist in the globally linked list |
76 | * Searches for the given treasurelist |
82 | * of treasurelists which has been built by load_treasures(). |
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83 | */ |
77 | */ |
84 | treasurelist * |
78 | treasurelist * |
85 | treasurelist::find (const char *name) |
79 | treasurelist::find (const char *name) |
86 | { |
80 | { |
87 | if (!name) |
81 | if (!name) |
88 | return 0; |
82 | return 0; |
89 | |
83 | |
90 | AUTODECL (i, tl_map.find (name)); |
84 | auto (i, tl_map.find (name)); |
91 | |
85 | |
92 | if (i == tl_map.end ()) |
86 | if (i == tl_map.end ()) |
93 | return 0; |
87 | return 0; |
94 | |
88 | |
95 | return i->second; |
89 | return i->second; |
… | |
… | |
116 | } |
110 | } |
117 | |
111 | |
118 | return tl; |
112 | return tl; |
119 | } |
113 | } |
120 | |
114 | |
121 | //TODO: class method |
115 | #ifdef TREASURE_DEBUG |
122 | void |
116 | /* recursived checks the linked list. Treasurelist is passed only |
123 | clear (treasurelist *tl) |
117 | * so that the treasure name can be printed out |
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118 | */ |
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119 | static void |
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120 | check_treasurelist (const treasure *t, const treasurelist * tl) |
124 | { |
121 | { |
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122 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
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123 | 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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124 | |
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125 | if (t->next) |
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126 | check_treasurelist (t->next, tl); |
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127 | |
125 | if (tl->items) |
128 | if (t->next_yes) |
126 | { |
129 | check_treasurelist (t->next_yes, tl); |
127 | free_treasurestruct (tl->items); |
130 | |
128 | tl->items = 0; |
131 | if (t->next_no) |
129 | } |
132 | check_treasurelist (t->next_no, tl); |
130 | } |
133 | } |
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134 | #endif |
131 | |
135 | |
132 | /* |
136 | /* |
133 | * Reads the lib/treasure file from disk, and parses the contents |
137 | * Reads the lib/treasure file from disk, and parses the contents |
134 | * into an internal treasure structure (very linked lists) |
138 | * into an internal treasure structure (very linked lists) |
135 | */ |
139 | */ |
136 | static treasure * |
140 | static treasure * |
137 | load_treasure (object_thawer &f) |
141 | read_treasure (object_thawer &f) |
138 | { |
142 | { |
139 | treasure *t = new treasure; |
143 | treasure *t = new treasure; |
140 | int value; |
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141 | |
144 | |
142 | nroftreasures++; |
145 | f.next (); |
143 | |
146 | |
144 | for (;;) |
147 | for (;;) |
145 | { |
148 | { |
146 | coroapi::cede_every (10); |
149 | coroapi::cede_to_tick (); |
147 | |
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148 | f.next (); |
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149 | |
150 | |
150 | switch (f.kw) |
151 | switch (f.kw) |
151 | { |
152 | { |
152 | case KW_arch: |
153 | case KW_arch: |
153 | if (!(t->item = archetype::find (f.get_str ()))) |
154 | t->item = archetype::find (f.get_str ()); |
154 | LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); |
155 | |
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156 | if (!t->item) |
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157 | { |
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158 | f.parse_warn ("treasure references unknown archetype"); |
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159 | t->item = archetype::empty; |
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160 | } |
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161 | |
155 | break; |
162 | break; |
156 | |
163 | |
157 | case KW_list: f.get (t->name); break; |
164 | case KW_list: f.get (t->name); break; |
158 | case KW_change_name: f.get (t->change_arch.name); break; |
165 | case KW_change_name: f.get (t->change_arch.name); break; |
159 | case KW_change_title: f.get (t->change_arch.title); break; |
166 | case KW_change_title: f.get (t->change_arch.title); break; |
160 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
167 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
161 | case KW_chance: f.get (t->chance); break; |
168 | case KW_chance: f.get (t->chance); break; |
162 | case KW_nrof: f.get (t->nrof); break; |
169 | case KW_nrof: f.get (t->nrof); break; |
163 | case KW_magic: f.get (t->magic); break; |
170 | case KW_magic: f.get (t->magic); break; |
164 | |
171 | |
165 | case KW_yes: t->next_yes = load_treasure (f); break; |
172 | case KW_yes: t->next_yes = read_treasure (f); continue; |
166 | case KW_no: t->next_no = load_treasure (f); break; |
173 | case KW_no: t->next_no = read_treasure (f); continue; |
167 | |
174 | |
168 | case KW_end: |
175 | case KW_end: |
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176 | f.next (); |
169 | return t; |
177 | return t; |
170 | |
178 | |
171 | case KW_more: |
179 | case KW_more: |
172 | t->next = load_treasure (f); |
180 | t->next = read_treasure (f); |
173 | return t; |
181 | return t; |
174 | |
182 | |
175 | default: |
183 | default: |
176 | if (!f.parse_error ("treasure list")) |
184 | if (!f.parse_error ("treasurelist", t->name)) |
177 | return t; // error |
185 | goto error; |
178 | |
186 | |
179 | return t; |
187 | return t; |
180 | } |
188 | } |
181 | } |
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182 | } |
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183 | |
189 | |
184 | #ifdef TREASURE_DEBUG |
190 | f.next (); |
185 | /* recursived checks the linked list. Treasurelist is passed only |
191 | } |
186 | * so that the treasure name can be printed out |
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187 | */ |
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188 | static void |
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189 | check_treasurelist (const treasure *t, const treasurelist * tl) |
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190 | { |
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191 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
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192 | 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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193 | |
192 | |
194 | if (t->next) |
193 | // not reached |
195 | check_treasurelist (t->next, tl); |
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196 | |
194 | |
197 | if (t->next_yes) |
195 | error: |
198 | check_treasurelist (t->next_yes, tl); |
196 | delete t; |
199 | |
197 | return 0; |
200 | if (t->next_no) |
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201 | check_treasurelist (t->next_no, tl); |
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202 | } |
198 | } |
203 | #endif |
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204 | |
199 | |
205 | /* |
200 | /* |
206 | * Opens LIBDIR/treasure and reads all treasure-declarations from it. |
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207 | * Each treasure is parsed with the help of load_treasure(). |
201 | * Each treasure is parsed with the help of load_treasure(). |
208 | */ |
202 | */ |
209 | bool |
203 | treasurelist * |
210 | load_treasures () |
204 | treasurelist::read (object_thawer &f) |
211 | { |
205 | { |
212 | treasure *t; |
206 | assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
213 | int comp, line = 0; |
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214 | |
207 | |
215 | char filename[MAX_BUF]; |
208 | bool one = f.kw == KW_treasureone; |
216 | sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
209 | treasurelist *tl = treasurelist::get (f.get_str ()); |
217 | |
210 | clear (tl); |
218 | object_thawer f (filename); |
211 | tl->items = read_treasure (f); |
219 | |
212 | if (!tl->items) |
220 | if (!f) |
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221 | { |
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222 | LOG (llevError, "Can't open treasure file.\n"); |
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223 | return false; |
213 | return 0; |
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214 | |
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215 | /* This is a one of the many items on the list should be generated. |
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216 | * Add up the chance total, and check to make sure the yes & no |
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217 | * fields of the treasures are not being used. |
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218 | */ |
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219 | if (one) |
224 | } |
220 | { |
225 | |
221 | for (treasure *t = tl->items; t; t = t->next) |
226 | f.next (); |
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227 | |
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228 | for (;;) |
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229 | { |
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230 | switch (f.kw) |
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231 | { |
222 | { |
232 | case KW_treasure: |
223 | if (t->next_yes || t->next_no) |
233 | case KW_treasureone: |
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234 | { |
224 | { |
235 | bool one = f.kw == KW_treasureone; |
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236 | treasurelist *tl = treasurelist::get (f.get_str ()); |
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237 | |
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238 | clear (tl); |
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239 | tl->items = load_treasure (f); |
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240 | |
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241 | if (!tl->items) |
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242 | return false; |
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243 | |
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244 | /* This is a one of the many items on the list should be generated. |
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245 | * Add up the chance total, and check to make sure the yes & no |
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246 | * fields of the treasures are not being used. |
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247 | */ |
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248 | if (one) |
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249 | { |
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250 | for (t = tl->items; t; t = t->next) |
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251 | { |
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252 | #ifdef TREASURE_DEBUG |
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253 | if (t->next_yes || t->next_no) |
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254 | { |
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255 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
225 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); |
256 | LOG (llevError, " the next_yes or next_no field is set\n"); |
226 | LOG (llevError, " the next_yes or next_no field is set\n"); |
257 | } |
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258 | #endif |
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259 | tl->total_chance += t->chance; |
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260 | } |
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261 | } |
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262 | } |
227 | } |
263 | break; |
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264 | |
228 | |
265 | case KW_EOF: |
229 | tl->total_chance += t->chance; |
266 | #ifdef TREASURE_DEBUG |
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267 | /* Perform some checks on how valid the treasure data actually is. |
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268 | * verify that list transitions work (ie, the list that it is supposed |
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269 | * to transition to exists). Also, verify that at least the name |
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270 | * or archetype is set for each treasure element. |
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271 | */ |
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272 | for (treasurelist *tl = first_treasurelist; tl; tl = tl->next) |
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273 | check_treasurelist (tl->items, tl); |
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274 | #endif |
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275 | return true; |
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276 | |
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277 | default: |
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278 | if (!f.parse_error ("treasure lists")) |
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279 | return false; |
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280 | |
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281 | break; |
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282 | } |
230 | } |
283 | |
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284 | f.next (); |
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285 | } |
231 | } |
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232 | |
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233 | return tl; |
286 | } |
234 | } |
287 | |
235 | |
288 | /* |
236 | /* |
289 | * Generates the objects specified by the given treasure. |
237 | * Generates the objects specified by the given treasure. |
290 | * It goes recursively through the rest of the linked list. |
238 | * It goes recursively through the rest of the linked list. |
… | |
… | |
297 | * start with equipment, but only their abilities). |
245 | * start with equipment, but only their abilities). |
298 | */ |
246 | */ |
299 | static void |
247 | static void |
300 | put_treasure (object *op, object *creator, int flags) |
248 | put_treasure (object *op, object *creator, int flags) |
301 | { |
249 | { |
302 | object *tmp; |
250 | if (flags & GT_ENVIRONMENT) |
303 | |
251 | { |
304 | /* Bit of a hack - spells should never be put onto the map. The entire |
252 | /* Bit of a hack - spells should never be put onto the map. The entire |
305 | * treasure stuff is a problem - there is no clear idea of knowing |
253 | * treasure stuff is a problem - there is no clear idea of knowing |
306 | * this is the original object, or if this is an object that should be created |
254 | * this is the original object, or if this is an object that should be created |
307 | * by another object. |
255 | * by another object. |
308 | */ |
256 | */ |
309 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
257 | //TODO: flag such as objects... as such (no drop, anybody?) |
310 | { |
258 | if (op->type == SPELL) |
311 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
259 | { |
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260 | op->destroy (); |
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261 | return; |
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262 | } |
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263 | |
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264 | op->expand_tail (); |
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265 | |
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266 | if (!creator->is_on_map () |
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267 | || (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
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268 | op->destroy (); |
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269 | else |
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270 | { |
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271 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
312 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
272 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
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273 | } |
313 | } |
274 | } |
314 | else |
275 | else |
315 | { |
276 | { |
316 | op = creator->insert (op); |
277 | op = creator->insert (op); |
317 | |
278 | |
318 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
279 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
319 | monster_check_apply (creator, op); |
280 | monster_check_apply (creator, op); |
320 | |
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321 | if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) |
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322 | esrv_send_item (tmp, op); |
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323 | } |
281 | } |
324 | } |
282 | } |
325 | |
283 | |
326 | /* if there are change_xxx commands in the treasure, we include the changes |
284 | /* if there are change_xxx commands in the treasure, we include the changes |
327 | * in the generated object |
285 | * in the generated object |
… | |
… | |
349 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
307 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
350 | { |
308 | { |
351 | if (t->name) |
309 | if (t->name) |
352 | { |
310 | { |
353 | if (difficulty >= t->magic) |
311 | if (difficulty >= t->magic) |
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312 | if (treasurelist *tl = treasurelist::find (t->name)) |
354 | create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries); |
313 | create_treasure (tl, op, flag, difficulty, tries); |
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314 | else |
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315 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
355 | } |
316 | } |
356 | else |
317 | else |
357 | { |
318 | { |
358 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
319 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
359 | { |
320 | { |
360 | object *tmp = arch_to_object (t->item); |
321 | object *tmp = t->item->instance (); |
361 | |
322 | |
362 | if (t->nrof && tmp->nrof <= 1) |
323 | if (t->nrof && tmp->nrof <= 1) |
363 | tmp->nrof = rndm (t->nrof) + 1; |
324 | tmp->nrof = rndm (t->nrof) + 1; |
364 | |
325 | |
365 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
326 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
410 | create_treasure (tl, op, flag, difficulty, tries); |
371 | create_treasure (tl, op, flag, difficulty, tries); |
411 | } |
372 | } |
412 | else if (t->nrof) |
373 | else if (t->nrof) |
413 | create_one_treasure (tl, op, flag, difficulty, tries); |
374 | create_one_treasure (tl, op, flag, difficulty, tries); |
414 | } |
375 | } |
415 | else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
376 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
416 | { |
377 | { |
417 | if (object *tmp = arch_to_object (t->item)) |
378 | if (object *tmp = t->item->instance ()) |
418 | { |
379 | { |
419 | if (t->nrof && tmp->nrof <= 1) |
380 | if (t->nrof && tmp->nrof <= 1) |
420 | tmp->nrof = rndm (t->nrof) + 1; |
381 | tmp->nrof = rndm (t->nrof) + 1; |
421 | |
382 | |
422 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
383 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
423 | change_treasure (t, tmp); |
384 | change_treasure (t, tmp); |
424 | put_treasure (tmp, op, flag); |
385 | put_treasure (tmp, op, flag); |
425 | } |
386 | } |
426 | } |
387 | } |
|
|
388 | } |
|
|
389 | |
|
|
390 | void |
|
|
391 | object::create_treasure (treasurelist *tl, int flags) |
|
|
392 | { |
|
|
393 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
427 | } |
394 | } |
428 | |
395 | |
429 | /* This calls the appropriate treasure creation function. tries is passed |
396 | /* This calls the appropriate treasure creation function. tries is passed |
430 | * to determine how many list transitions or attempts to create treasure |
397 | * to determine how many list transitions or attempts to create treasure |
431 | * have been made. It is really in place to prevent infinite loops with |
398 | * have been made. It is really in place to prevent infinite loops with |
… | |
… | |
444 | { |
411 | { |
445 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
412 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
446 | return; |
413 | return; |
447 | } |
414 | } |
448 | |
415 | |
|
|
416 | if (op->flag [FLAG_TREASURE_ENV]) |
|
|
417 | { |
|
|
418 | // do not generate items when there already is something above the object |
|
|
419 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
|
|
420 | return; |
|
|
421 | |
|
|
422 | flag |= GT_ENVIRONMENT; |
|
|
423 | } |
|
|
424 | |
449 | if (tl->total_chance) |
425 | if (tl->total_chance) |
450 | create_one_treasure (tl, op, flag, difficulty, tries); |
426 | create_one_treasure (tl, op, flag, difficulty, tries); |
451 | else |
427 | else |
452 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
428 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
453 | } |
429 | } |
… | |
… | |
460 | object * |
436 | object * |
461 | generate_treasure (treasurelist *tl, int difficulty) |
437 | generate_treasure (treasurelist *tl, int difficulty) |
462 | { |
438 | { |
463 | difficulty = clamp (difficulty, 1, settings.max_level); |
439 | difficulty = clamp (difficulty, 1, settings.max_level); |
464 | |
440 | |
465 | object *ob = object::create (), *tmp; |
441 | object *ob = object::create (); |
466 | |
442 | |
467 | create_treasure (tl, ob, 0, difficulty, 0); |
443 | create_treasure (tl, ob, 0, difficulty, 0); |
468 | |
444 | |
469 | /* Don't want to free the object we are about to return */ |
445 | /* Don't want to free the object we are about to return */ |
470 | tmp = ob->inv; |
446 | object *tmp = ob->inv; |
471 | if (tmp != NULL) |
447 | if (tmp) |
472 | tmp->remove (); |
448 | tmp->remove (); |
473 | |
449 | |
474 | if (ob->inv) |
450 | if (ob->inv) |
475 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
451 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
476 | |
452 | |
477 | ob->destroy (); |
453 | ob->destroy (); |
|
|
454 | |
478 | return tmp; |
455 | return tmp; |
479 | } |
456 | } |
480 | |
457 | |
481 | /* |
458 | /* |
482 | * This is a new way of calculating the chance for an item to have |
459 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
484 | * The array has two arguments, the difficulty of the level, and the |
461 | * The array has two arguments, the difficulty of the level, and the |
485 | * magical bonus "wanted". |
462 | * magical bonus "wanted". |
486 | */ |
463 | */ |
487 | |
464 | |
488 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
465 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
489 | |
|
|
490 | // chance of magic difficulty |
466 | // chance of magic difficulty |
491 | // +0 +1 +2 +3 +4 |
467 | // +0 +1 +2 +3 +4 |
492 | {95, 2, 2, 1, 0}, // 1 |
468 | {95, 2, 2, 1, 0}, // 1 |
493 | {92, 5, 2, 1, 0}, // 2 |
469 | {92, 5, 2, 1, 0}, // 2 |
494 | {85, 10, 4, 1, 0}, // 3 |
470 | {85, 10, 4, 1, 0}, // 3 |
… | |
… | |
520 | { 0, 0, 0, 3, 97}, // 29 |
496 | { 0, 0, 0, 3, 97}, // 29 |
521 | { 0, 0, 0, 0, 100}, // 30 |
497 | { 0, 0, 0, 0, 100}, // 30 |
522 | { 0, 0, 0, 0, 100}, // 31 |
498 | { 0, 0, 0, 0, 100}, // 31 |
523 | }; |
499 | }; |
524 | |
500 | |
525 | |
|
|
526 | /* calculate the appropriate level for wands staves and scrolls. |
501 | /* calculate the appropriate level for wands staves and scrolls. |
527 | * 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) |
528 | * |
503 | * |
529 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
504 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
530 | * 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. |
531 | */ |
506 | */ |
532 | |
507 | static int |
533 | int |
|
|
534 | level_for_item (const object *op, int difficulty) |
508 | level_for_item (const object *op, int difficulty) |
535 | { |
509 | { |
536 | int olevel = 0; |
|
|
537 | |
|
|
538 | if (!op->inv) |
510 | if (!op->inv) |
539 | { |
511 | { |
540 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
512 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
541 | return 0; |
513 | return 0; |
542 | } |
514 | } |
543 | |
515 | |
544 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
516 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
545 | |
517 | |
546 | if (olevel <= 0) |
518 | if (olevel <= 0) |
547 | olevel = rndm (1, MIN (op->inv->level, 1)); |
519 | olevel = rndm (1, op->inv->level); |
548 | |
520 | |
549 | if (olevel > MAXLEVEL) |
521 | return min (olevel, MAXLEVEL_TREASURE); |
550 | olevel = MAXLEVEL; |
|
|
551 | |
|
|
552 | return olevel; |
|
|
553 | } |
522 | } |
554 | |
523 | |
555 | /* |
524 | /* |
556 | * Based upon the specified difficulty and upon the difftomagic_list array, |
525 | * Based upon the specified difficulty and upon the difftomagic_list array, |
557 | * a random magical bonus is returned. This is used when determine |
526 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
560 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
529 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
561 | * Scaling difficulty by max_level, as difficulty is a level and not some |
530 | * Scaling difficulty by max_level, as difficulty is a level and not some |
562 | * weird integer between 1-31. |
531 | * weird integer between 1-31. |
563 | * |
532 | * |
564 | */ |
533 | */ |
565 | int |
534 | static int |
566 | magic_from_difficulty (int difficulty) |
535 | magic_from_difficulty (int difficulty) |
567 | { |
536 | { |
568 | int percent = 0, magic = 0; |
|
|
569 | 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); |
570 | |
539 | |
571 | scaled_diff--; |
|
|
572 | |
|
|
573 | if (scaled_diff < 0) |
|
|
574 | scaled_diff = 0; |
|
|
575 | |
|
|
576 | if (scaled_diff >= DIFFLEVELS) |
|
|
577 | scaled_diff = DIFFLEVELS - 1; |
|
|
578 | |
|
|
579 | percent = rndm (100); |
540 | int percent = rndm (100); |
|
|
541 | int magic; |
580 | |
542 | |
581 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
543 | for (magic = 0; magic <= MAXMAGIC; magic++) |
582 | { |
544 | { |
583 | percent -= difftomagic_list[scaled_diff][magic]; |
545 | percent -= difftomagic_list[scaled_diff][magic]; |
584 | |
546 | |
585 | if (percent < 0) |
547 | if (percent < 0) |
586 | break; |
548 | break; |
587 | } |
549 | } |
588 | |
550 | |
589 | if (magic == (MAXMAGIC + 1)) |
551 | if (magic > MAXMAGIC) |
590 | { |
552 | { |
591 | 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); |
592 | magic = 0; |
554 | magic = 0; |
593 | } |
555 | } |
594 | |
556 | |
… | |
… | |
602 | * Sets magical bonus in an object, and recalculates the effect on |
564 | * Sets magical bonus in an object, and recalculates the effect on |
603 | * the armour variable, and the effect on speed of armour. |
565 | * the armour variable, and the effect on speed of armour. |
604 | * This function doesn't work properly, should add use of archetypes |
566 | * This function doesn't work properly, should add use of archetypes |
605 | * to make it truly absolute. |
567 | * to make it truly absolute. |
606 | */ |
568 | */ |
607 | |
|
|
608 | void |
569 | void |
609 | set_abs_magic (object *op, int magic) |
570 | set_abs_magic (object *op, int magic) |
610 | { |
571 | { |
611 | if (!magic) |
572 | if (!magic) |
612 | return; |
573 | return; |
613 | |
574 | |
614 | op->magic = magic; |
575 | op->magic = magic; |
615 | if (op->arch) |
576 | if (op->arch) |
616 | { |
577 | { |
617 | if (op->type == ARMOUR) |
578 | if (op->type == ARMOUR) |
618 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
579 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
619 | |
580 | |
620 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
581 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
621 | magic = (-magic); |
582 | magic = (-magic); |
|
|
583 | |
622 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
584 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
623 | } |
585 | } |
624 | else |
586 | else |
625 | { |
587 | { |
626 | if (op->type == ARMOUR) |
588 | if (op->type == ARMOUR) |
627 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
589 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
590 | |
628 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
591 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
629 | magic = (-magic); |
592 | magic = (-magic); |
|
|
593 | |
630 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
594 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
631 | } |
595 | } |
632 | } |
596 | } |
633 | |
597 | |
634 | /* |
598 | /* |
… | |
… | |
637 | */ |
601 | */ |
638 | |
602 | |
639 | static void |
603 | static void |
640 | set_magic (int difficulty, object *op, int max_magic, int flags) |
604 | set_magic (int difficulty, object *op, int max_magic, int flags) |
641 | { |
605 | { |
642 | int i; |
|
|
643 | |
|
|
644 | i = magic_from_difficulty (difficulty); |
606 | int i = magic_from_difficulty (difficulty); |
|
|
607 | |
645 | if ((flags & GT_ONLY_GOOD) && i < 0) |
608 | if ((flags & GT_ONLY_GOOD) && i < 0) |
646 | i = -i; |
609 | i = -i; |
|
|
610 | |
647 | if (i > max_magic) |
611 | i = min (i, max_magic); |
648 | i = max_magic; |
612 | |
649 | set_abs_magic (op, i); |
613 | set_abs_magic (op, i); |
650 | if (i < 0) |
614 | if (i < 0) |
651 | SET_FLAG (op, FLAG_CURSED); |
615 | op->set_flag (FLAG_CURSED); |
652 | } |
616 | } |
653 | |
617 | |
654 | /* |
618 | /* |
655 | * Randomly adds one magical ability to the given object. |
619 | * Randomly adds one magical ability to the given object. |
656 | * Modified for Partial Resistance in many ways: |
620 | * Modified for Partial Resistance in many ways: |
657 | * 1) Since rings can have multiple bonuses, if the same bonus |
621 | * 1) Since rings can have multiple bonuses, if the same bonus |
658 | * is rolled again, increase it - the bonuses now stack with |
622 | * is rolled again, increase it - the bonuses now stack with |
659 | * other bonuses previously rolled and ones the item might natively have. |
623 | * other bonuses previously rolled and ones the item might natively have. |
660 | * 2) Add code to deal with new PR method. |
624 | * 2) Add code to deal with new PR method. |
661 | */ |
625 | */ |
662 | void |
626 | static void |
663 | set_ring_bonus (object *op, int bonus) |
627 | set_ring_bonus (object *op, int bonus) |
664 | { |
628 | { |
665 | |
|
|
666 | int r = rndm (bonus > 0 ? 25 : 11); |
629 | int r = rndm (bonus > 0 ? 25 : 11); |
667 | |
630 | |
668 | if (op->type == AMULET) |
631 | if (op->type == AMULET) |
669 | { |
|
|
670 | if (!(rndm (21))) |
632 | if (!rndm (21)) |
671 | r = 20 + rndm (2); |
633 | r = 20 + rndm (2); |
|
|
634 | else if (rndm (2)) |
|
|
635 | r = 10; |
672 | else |
636 | else |
673 | { |
|
|
674 | if (rndm (2)) |
|
|
675 | r = 10; |
|
|
676 | else |
|
|
677 | r = 11 + rndm (9); |
637 | r = 11 + rndm (9); |
678 | } |
|
|
679 | } |
|
|
680 | |
638 | |
681 | switch (r) |
639 | switch (r) |
682 | { |
640 | { |
683 | /* 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, |
684 | * bonuses and penalties will stack and add to existing values. |
642 | * bonuses and penalties will stack and add to existing values. |
685 | * of the item. |
643 | * of the item. |
686 | */ |
644 | */ |
687 | case 0: |
645 | case 0: |
688 | case 1: |
646 | case 1: |
689 | case 2: |
647 | case 2: |
690 | case 3: |
648 | case 3: |
691 | case 4: |
649 | case 4: |
692 | case 5: |
650 | case 5: |
693 | case 6: |
651 | case 6: |
694 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
652 | op->stats.stat (r) += bonus; |
695 | break; |
653 | break; |
696 | |
654 | |
697 | case 7: |
655 | case 7: |
698 | op->stats.dam += bonus; |
656 | op->stats.dam += bonus; |
699 | break; |
657 | break; |
… | |
… | |
731 | * 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 |
732 | * even values. |
690 | * even values. |
733 | */ |
691 | */ |
734 | if (bonus < 0) |
692 | if (bonus < 0) |
735 | val = 2 * -val - rndm (b); |
693 | val = 2 * -val - rndm (b); |
736 | if (val > 35) |
694 | |
737 | val = 35; /* Upper limit */ |
695 | val = min (35, val); /* Upper limit */ |
|
|
696 | |
738 | b = 0; |
697 | b = 0; |
739 | |
698 | |
740 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
699 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
741 | resist = rndm (num_resist_table); |
700 | resist = rndm (num_resist_table); |
742 | |
701 | |
… | |
… | |
750 | break; |
709 | break; |
751 | } |
710 | } |
752 | case 20: |
711 | case 20: |
753 | if (op->type == AMULET) |
712 | if (op->type == AMULET) |
754 | { |
713 | { |
755 | SET_FLAG (op, FLAG_REFL_SPELL); |
714 | op->set_flag (FLAG_REFL_SPELL); |
756 | op->value *= 11; |
715 | op->value *= 11; |
757 | } |
716 | } |
758 | else |
717 | else |
759 | { |
718 | { |
760 | op->stats.hp = 1; /* regenerate hit points */ |
719 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
763 | break; |
722 | break; |
764 | |
723 | |
765 | case 21: |
724 | case 21: |
766 | if (op->type == AMULET) |
725 | if (op->type == AMULET) |
767 | { |
726 | { |
768 | SET_FLAG (op, FLAG_REFL_MISSILE); |
727 | op->set_flag (FLAG_REFL_MISSILE); |
769 | op->value *= 9; |
728 | op->value *= 9; |
770 | } |
729 | } |
771 | else |
730 | else |
772 | { |
731 | { |
773 | op->stats.sp = 1; /* regenerate spell points */ |
732 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
775 | } |
734 | } |
776 | break; |
735 | break; |
777 | |
736 | |
778 | case 22: |
737 | case 22: |
779 | op->stats.exp += bonus; /* Speed! */ |
738 | op->stats.exp += bonus; /* Speed! */ |
780 | op->value = (op->value * 2) / 3; |
739 | op->value = op->value * 2 / 3; |
781 | break; |
740 | break; |
782 | } |
741 | } |
783 | |
742 | |
784 | if (bonus > 0) |
743 | if (bonus > 0) |
785 | op->value *= 2 * bonus; |
744 | op->value = 2 * op->value * bonus; |
786 | else |
745 | else |
787 | op->value = -(op->value * 2 * bonus) / 3; |
746 | op->value = -2 * op->value * bonus / 3; |
788 | } |
747 | } |
789 | |
748 | |
790 | /* |
749 | /* |
791 | * 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. |
792 | * 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 |
793 | * higher is the chance of returning a low number. |
752 | * higher is the chance of returning a low number. |
794 | * It is only used in fix_generated_treasure() to set bonuses on |
753 | * It is only used in fix_generated_treasure() to set bonuses on |
795 | * rings and amulets. |
754 | * rings and amulets. |
796 | * 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. |
797 | */ |
756 | */ |
798 | int |
757 | static int |
799 | get_magic (int diff) |
758 | get_magic (int diff) |
800 | { |
759 | { |
801 | int i; |
760 | diff = min (3, diff); |
802 | |
761 | |
803 | if (diff < 3) |
|
|
804 | diff = 3; |
|
|
805 | |
|
|
806 | for (i = 0; i < 4; i++) |
762 | for (int i = 0; i < 4; i++) |
807 | if (rndm (diff)) |
763 | if (rndm (diff)) |
808 | return i; |
764 | return i; |
809 | |
765 | |
810 | return 4; |
766 | return 4; |
811 | } |
767 | } |
812 | |
768 | |
|
|
769 | /* special_potion() - so that old potion code is still done right. */ |
|
|
770 | static int |
|
|
771 | special_potion (object *op) |
|
|
772 | { |
|
|
773 | if (op->attacktype) |
|
|
774 | return 1; |
|
|
775 | |
|
|
776 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
777 | return 1; |
|
|
778 | |
|
|
779 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
780 | if (op->resist[i]) |
|
|
781 | return 1; |
|
|
782 | |
|
|
783 | return 0; |
|
|
784 | } |
|
|
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 | |
813 | #define DICE2 (get_magic(2)==2?2:1) |
809 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
814 | #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)) |
815 | |
811 | |
816 | /* |
812 | /* |
817 | * 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 |
818 | * 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 |
819 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
815 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
820 | */ |
816 | */ |
821 | |
817 | |
822 | /* 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 |
823 | * 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 |
824 | * 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 |
825 | * way to do this? b.t. */ |
821 | * way to do this? b.t. */ |
826 | |
822 | |
827 | /* |
823 | /* |
828 | * ! (flags & GT_ENVIRONMENT): |
824 | * ! (flags & GT_ENVIRONMENT): |
829 | * Automatically calls fix_flesh_item(). |
825 | * Automatically calls fix_flesh_item(). |
… | |
… | |
847 | save_item_power = op->item_power; |
843 | save_item_power = op->item_power; |
848 | op->item_power = 0; |
844 | op->item_power = 0; |
849 | |
845 | |
850 | if (op->randomitems && op->type != SPELL) |
846 | if (op->randomitems && op->type != SPELL) |
851 | { |
847 | { |
852 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
848 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
853 | if (!op->inv) |
|
|
854 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ()); |
|
|
855 | |
|
|
856 | /* So the treasure doesn't get created again */ |
849 | /* So the treasure doesn't get created again */ |
857 | op->randomitems = 0; |
850 | op->randomitems = 0; |
858 | } |
851 | } |
859 | |
852 | |
860 | if (difficulty < 1) |
853 | max_it (difficulty, 1); |
861 | difficulty = 1; |
|
|
862 | |
854 | |
863 | if (INVOKE_OBJECT (ADD_BONUS, op, |
855 | if (INVOKE_OBJECT (ADD_BONUS, op, |
864 | ARG_OBJECT (creator != op ? creator : 0), |
856 | ARG_OBJECT (creator != op ? creator : 0), |
865 | ARG_INT (difficulty), ARG_INT (max_magic), |
857 | ARG_INT (difficulty), ARG_INT (max_magic), |
866 | ARG_INT (flags))) |
858 | ARG_INT (flags))) |
867 | return; |
859 | return; |
868 | |
860 | |
869 | if (!(flags & GT_MINIMAL)) |
861 | if (!(flags & GT_MINIMAL)) |
870 | { |
862 | { |
871 | if (op->arch == crown_arch) |
863 | if (IS_ARCH (op->arch, crown)) |
872 | { |
864 | { |
873 | set_magic (difficulty, op, max_magic, flags); |
865 | set_magic (difficulty, op, max_magic, flags); |
874 | num_enchantments = calc_item_power (op, 1); |
866 | num_enchantments = calc_item_power (op, 1); |
875 | generate_artifact (op, difficulty); |
867 | generate_artifact (op, difficulty); |
876 | } |
868 | } |
… | |
… | |
881 | |
873 | |
882 | num_enchantments = calc_item_power (op, 1); |
874 | num_enchantments = calc_item_power (op, 1); |
883 | |
875 | |
884 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
876 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
885 | || op->type == HORN |
877 | || op->type == HORN |
886 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
878 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
887 | * used for shop_floors or treasures */ |
|
|
888 | generate_artifact (op, difficulty); |
879 | generate_artifact (op, difficulty); |
889 | } |
880 | } |
890 | |
881 | |
891 | /* Object was made an artifact. Calculate its item_power rating. |
882 | /* Object was made an artifact. Calculate its item_power rating. |
892 | * the item_power in the object is what the artfiact adds. |
883 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
926 | * again below */ |
917 | * again below */ |
927 | } |
918 | } |
928 | } |
919 | } |
929 | |
920 | |
930 | /* materialtype modifications. Note we allow this on artifacts. */ |
921 | /* materialtype modifications. Note we allow this on artifacts. */ |
931 | set_materialname (op, difficulty, NULL); |
922 | select_material (op, difficulty); |
932 | |
923 | |
933 | if (flags & GT_MINIMAL) |
924 | if (flags & GT_MINIMAL) |
934 | { |
925 | { |
935 | if (op->type == POTION) |
926 | if (op->type == POTION) |
936 | /* Handle healing and magic power potions */ |
927 | /* Handle healing and magic power potions */ |
937 | if (op->stats.sp && !op->randomitems) |
928 | if (op->stats.sp && !op->randomitems) |
938 | { |
929 | { |
939 | object *tmp; |
|
|
940 | |
|
|
941 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
930 | object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
942 | insert_ob_in_ob (tmp, op); |
931 | insert_ob_in_ob (tmp, op); |
943 | op->stats.sp = 0; |
932 | op->stats.sp = 0; |
944 | } |
933 | } |
945 | } |
934 | } |
946 | else if (!op->title) /* Only modify object if not special */ |
935 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
949 | case WEAPON: |
938 | case WEAPON: |
950 | case ARMOUR: |
939 | case ARMOUR: |
951 | case SHIELD: |
940 | case SHIELD: |
952 | case HELMET: |
941 | case HELMET: |
953 | case CLOAK: |
942 | case CLOAK: |
954 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
943 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
955 | set_ring_bonus (op, -DICE2); |
944 | set_ring_bonus (op, -DICE2); |
956 | break; |
945 | break; |
957 | |
946 | |
958 | case BRACERS: |
947 | case BRACERS: |
959 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
948 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
960 | { |
949 | { |
961 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
950 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
962 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
951 | if (!op->flag [FLAG_CURSED]) |
963 | op->value *= 3; |
952 | op->value *= 3; |
964 | } |
953 | } |
965 | break; |
954 | break; |
966 | |
955 | |
967 | case POTION: |
956 | case POTION: |
968 | { |
957 | { |
969 | int too_many_tries = 0, is_special = 0; |
958 | int too_many_tries = 0; |
970 | |
959 | |
971 | /* Handle healing and magic power potions */ |
960 | /* Handle healing and magic power potions */ |
972 | if (op->stats.sp && !op->randomitems) |
961 | if (op->stats.sp && !op->randomitems) |
973 | { |
962 | { |
974 | object *tmp; |
|
|
975 | |
|
|
976 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
963 | object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
977 | insert_ob_in_ob (tmp, op); |
964 | insert_ob_in_ob (tmp, op); |
978 | op->stats.sp = 0; |
965 | op->stats.sp = 0; |
979 | } |
966 | } |
980 | |
967 | |
981 | while (!(is_special = special_potion (op)) && !op->inv) |
968 | while (!special_potion (op) && !op->inv) |
982 | { |
969 | { |
983 | generate_artifact (op, difficulty); |
970 | generate_artifact (op, difficulty); |
984 | if (too_many_tries++ > 10) |
971 | if (too_many_tries++ > 10) |
985 | break; |
972 | break; |
986 | } |
973 | } |
… | |
… | |
989 | * since the value set on those is already correct. |
976 | * since the value set on those is already correct. |
990 | */ |
977 | */ |
991 | if (op->inv && op->randomitems) |
978 | if (op->inv && op->randomitems) |
992 | { |
979 | { |
993 | /* value multiplier is same as for scrolls */ |
980 | /* value multiplier is same as for scrolls */ |
994 | op->value = (op->value * op->inv->value); |
981 | op->value *= op->inv->value; |
995 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
982 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
996 | } |
983 | } |
997 | else |
984 | else |
998 | { |
985 | { |
999 | op->name = "potion"; |
986 | op->name = shstr_potion; |
1000 | op->name_pl = "potions"; |
987 | op->name_pl = shstr_potions; |
1001 | } |
988 | } |
1002 | |
989 | |
1003 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
990 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
1004 | SET_FLAG (op, FLAG_CURSED); |
991 | op->set_flag (FLAG_CURSED); |
|
|
992 | |
1005 | break; |
993 | break; |
1006 | } |
994 | } |
1007 | |
995 | |
1008 | case AMULET: |
996 | case AMULET: |
1009 | if (op->arch == amulet_arch) |
997 | if (IS_ARCH (op->arch, amulet)) |
1010 | op->value *= 5; /* Since it's not just decoration */ |
998 | op->value *= 5; /* Since it's not just decoration */ |
1011 | |
999 | |
1012 | case RING: |
1000 | case RING: |
1013 | if (op->arch == NULL) |
|
|
1014 | { |
|
|
1015 | op->destroy (); |
|
|
1016 | op = 0; |
|
|
1017 | break; |
|
|
1018 | } |
|
|
1019 | |
|
|
1020 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
1001 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
1021 | break; |
1002 | break; |
1022 | |
1003 | |
1023 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1004 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1024 | SET_FLAG (op, FLAG_CURSED); |
1005 | op->set_flag (FLAG_CURSED); |
1025 | |
1006 | |
1026 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1007 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
1027 | |
1008 | |
1028 | if (op->type != RING) /* Amulets have only one ability */ |
1009 | if (op->type != RING) /* Amulets have only one ability */ |
1029 | break; |
1010 | break; |
1030 | |
1011 | |
1031 | if (!(rndm (4))) |
1012 | if (!rndm (4)) |
1032 | { |
1013 | { |
1033 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1014 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1034 | |
1015 | |
1035 | if (d > 0) |
1016 | if (d > 0) |
1036 | op->value *= 3; |
1017 | op->value *= 3; |
1037 | |
1018 | |
1038 | set_ring_bonus (op, d); |
1019 | set_ring_bonus (op, d); |
1039 | |
1020 | |
1040 | if (!(rndm (4))) |
1021 | if (!rndm (4)) |
1041 | { |
1022 | { |
1042 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1023 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1043 | |
1024 | |
1044 | if (d > 0) |
1025 | if (d > 0) |
1045 | op->value *= 5; |
1026 | op->value *= 5; |
|
|
1027 | |
1046 | set_ring_bonus (op, d); |
1028 | set_ring_bonus (op, d); |
1047 | } |
1029 | } |
1048 | } |
1030 | } |
1049 | |
1031 | |
1050 | if (GET_ANIM_ID (op)) |
1032 | if (op->animation_id) |
1051 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1033 | op->set_anim_frame (rndm (op->anim_frames ())); |
1052 | |
1034 | |
1053 | break; |
1035 | break; |
1054 | |
1036 | |
1055 | case BOOK: |
1037 | case BOOK: |
1056 | /* Is it an empty book?, if yes lets make a special· |
1038 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
1058 | * creator and/or map level we found it on. |
1040 | * creator and/or map level we found it on. |
1059 | */ |
1041 | */ |
1060 | if (!op->msg && rndm (10)) |
1042 | if (!op->msg && rndm (10)) |
1061 | { |
1043 | { |
1062 | /* set the book level properly */ |
1044 | /* set the book level properly */ |
1063 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1045 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1064 | { |
1046 | { |
1065 | if (op->map && op->map->difficulty) |
1047 | if (op->map && op->map->difficulty) |
1066 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1048 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1067 | else |
1049 | else |
1068 | op->level = rndm (20) + 1; |
1050 | op->level = rndm (20) + 1; |
… | |
… | |
1071 | op->level = rndm (creator->level); |
1053 | op->level = rndm (creator->level); |
1072 | |
1054 | |
1073 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1055 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1074 | /* books w/ info are worth more! */ |
1056 | /* books w/ info are worth more! */ |
1075 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1057 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1076 | /* creator related stuff */ |
|
|
1077 | |
|
|
1078 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1079 | * set - we don't want to set no pick in that case. |
|
|
1080 | */ |
|
|
1081 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1082 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1083 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1084 | op->slaying = creator->slaying; |
|
|
1085 | |
1058 | |
1086 | /* add exp so reading it gives xp (once) */ |
1059 | /* add exp so reading it gives xp (once) */ |
1087 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1060 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1088 | } |
1061 | } |
|
|
1062 | |
|
|
1063 | /* creator related stuff */ |
|
|
1064 | |
|
|
1065 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1066 | * set - we don't want to set no pick in that case. |
|
|
1067 | */ |
|
|
1068 | if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
|
|
1069 | op->set_flag (FLAG_NO_PICK); |
|
|
1070 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1071 | op->slaying = creator->slaying; |
1089 | break; |
1072 | break; |
1090 | |
1073 | |
1091 | case SPELLBOOK: |
1074 | case SPELLBOOK: |
1092 | op->value = op->value * op->inv->value; |
1075 | op->value *= value_factor_from_spell_item (op->inv, 0); |
|
|
1076 | |
1093 | /* add exp so learning gives xp */ |
1077 | /* add exp so learning gives xp */ |
1094 | op->level = op->inv->level; |
1078 | op->level = op->inv->level; |
1095 | op->stats.exp = op->value; |
1079 | op->stats.exp = op->value; |
1096 | break; |
1080 | break; |
1097 | |
1081 | |
… | |
… | |
1101 | * and reset nrof. |
1085 | * and reset nrof. |
1102 | */ |
1086 | */ |
1103 | op->stats.food = op->inv->nrof; |
1087 | op->stats.food = op->inv->nrof; |
1104 | op->nrof = 1; |
1088 | op->nrof = 1; |
1105 | /* If the spell changes by level, choose a random level |
1089 | /* If the spell changes by level, choose a random level |
1106 | * for it, and adjust price. If the spell doesn't |
1090 | * for it. |
1107 | * change by level, just set the wand to the level of |
|
|
1108 | * the spell, and value calculation is simpler. |
|
|
1109 | */ |
1091 | */ |
1110 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1092 | if (op->inv->duration_modifier |
1111 | { |
1093 | || op->inv->dam_modifier |
|
|
1094 | || op->inv->range_modifier) |
1112 | op->level = level_for_item (op, difficulty); |
1095 | op->level = level_for_item (op, difficulty); |
1113 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1114 | } |
|
|
1115 | else |
1096 | else |
1116 | { |
|
|
1117 | op->level = op->inv->level; |
1097 | op->level = op->inv->level; |
1118 | op->value = op->value * op->inv->value; |
1098 | |
1119 | } |
1099 | op->value *= value_factor_from_spell_item (op->inv, op); |
1120 | break; |
1100 | break; |
1121 | |
1101 | |
1122 | case ROD: |
1102 | case ROD: |
1123 | op->level = level_for_item (op, difficulty); |
1103 | op->level = level_for_item (op, difficulty); |
1124 | /* Add 50 to both level an divisor to keep prices a little more |
1104 | op->value *= value_factor_from_spell_item (op->inv, op); |
1125 | * reasonable. Otherwise, a high level version of a low level |
1105 | |
1126 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1127 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1128 | */ |
|
|
1129 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1130 | /* 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 */ |
1131 | if (op->stats.maxhp) |
1107 | if (op->stats.maxhp) |
1132 | 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); |
1133 | else |
1109 | else |
1134 | 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); |
1135 | |
1111 | |
1136 | op->stats.hp = op->stats.maxhp; |
1112 | op->stats.hp = op->stats.maxhp; |
1137 | break; |
1113 | break; |
1138 | |
1114 | |
1139 | case SCROLL: |
1115 | case SCROLL: |
1140 | op->level = level_for_item (op, difficulty); |
1116 | op->level = level_for_item (op, difficulty); |
1141 | 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); |
1142 | |
1118 | |
1143 | /* add exp so reading them properly gives xp */ |
1119 | /* add exp so reading them properly gives xp */ |
1144 | op->stats.exp = op->value / 5; |
1120 | op->stats.exp = op->value / 5; |
1145 | op->nrof = op->inv->nrof; |
1121 | op->nrof = op->inv->nrof; |
1146 | break; |
1122 | break; |
… | |
… | |
1154 | break; |
1130 | break; |
1155 | } /* switch type */ |
1131 | } /* switch type */ |
1156 | |
1132 | |
1157 | if (flags & GT_STARTEQUIP) |
1133 | if (flags & GT_STARTEQUIP) |
1158 | { |
1134 | { |
1159 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1135 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1160 | SET_FLAG (op, FLAG_STARTEQUIP); |
1136 | op->set_flag (FLAG_STARTEQUIP); |
1161 | else if (op->type != MONEY) |
1137 | else if (op->type != MONEY) |
1162 | op->value = 0; |
1138 | op->value = 0; |
1163 | } |
1139 | } |
1164 | |
1140 | |
1165 | if (!(flags & GT_ENVIRONMENT)) |
1141 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1176 | |
1152 | |
1177 | /* |
1153 | /* |
1178 | * Allocate and return the pointer to an empty artifactlist structure. |
1154 | * Allocate and return the pointer to an empty artifactlist structure. |
1179 | */ |
1155 | */ |
1180 | static artifactlist * |
1156 | static artifactlist * |
1181 | get_empty_artifactlist (void) |
1157 | get_empty_artifactlist () |
1182 | { |
1158 | { |
1183 | return salloc0 <artifactlist> (); |
1159 | return salloc0<artifactlist> (); |
1184 | } |
1160 | } |
1185 | |
1161 | |
1186 | /* |
1162 | /* |
1187 | * Allocate and return the pointer to an empty artifact structure. |
1163 | * Allocate and return the pointer to an empty artifact structure. |
1188 | */ |
1164 | */ |
1189 | static artifact * |
1165 | static artifact * |
1190 | get_empty_artifact (void) |
1166 | get_empty_artifact () |
1191 | { |
1167 | { |
1192 | return salloc0 <artifact> (); |
1168 | return salloc0<artifact> (); |
1193 | } |
1169 | } |
1194 | |
1170 | |
1195 | /* |
1171 | /* |
1196 | * Searches the artifact lists and returns one that has the same type |
1172 | * Searches the artifact lists and returns one that has the same type |
1197 | * of objects on it. |
1173 | * of objects on it. |
… | |
… | |
1205 | |
1181 | |
1206 | return 0; |
1182 | return 0; |
1207 | } |
1183 | } |
1208 | |
1184 | |
1209 | /* |
1185 | /* |
1210 | * For debugging purposes. Dumps all tables. |
1186 | * Builds up the lists of artifacts from the file in the libdir. |
1211 | */ |
1187 | */ |
1212 | void |
1188 | void |
1213 | dump_artifacts (void) |
|
|
1214 | { |
|
|
1215 | artifactlist *al; |
|
|
1216 | artifact *art; |
|
|
1217 | linked_char *next; |
|
|
1218 | |
|
|
1219 | fprintf (logfile, "\n"); |
|
|
1220 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1221 | { |
|
|
1222 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1223 | for (art = al->items; art != NULL; art = art->next) |
|
|
1224 | { |
|
|
1225 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1226 | if (art->allowed != NULL) |
|
|
1227 | { |
|
|
1228 | fprintf (logfile, "\tallowed combinations:"); |
|
|
1229 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1230 | fprintf (logfile, "%s,", &next->name); |
|
|
1231 | fprintf (logfile, "\n"); |
|
|
1232 | } |
|
|
1233 | } |
|
|
1234 | } |
|
|
1235 | fprintf (logfile, "\n"); |
|
|
1236 | } |
|
|
1237 | |
|
|
1238 | /* |
|
|
1239 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1240 | */ |
|
|
1241 | void |
|
|
1242 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1243 | { |
|
|
1244 | treasurelist *tl; |
|
|
1245 | int i; |
|
|
1246 | |
|
|
1247 | if (depth > 100) |
|
|
1248 | return; |
|
|
1249 | |
|
|
1250 | while (t) |
|
|
1251 | { |
|
|
1252 | if (t->name) |
|
|
1253 | { |
|
|
1254 | for (i = 0; i < depth; i++) |
|
|
1255 | fprintf (logfile, " "); |
|
|
1256 | |
|
|
1257 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1258 | |
|
|
1259 | tl = treasurelist::find (t->name); |
|
|
1260 | if (tl) |
|
|
1261 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1262 | |
|
|
1263 | for (i = 0; i < depth; i++) |
|
|
1264 | fprintf (logfile, " "); |
|
|
1265 | |
|
|
1266 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1267 | } |
|
|
1268 | else |
|
|
1269 | { |
|
|
1270 | for (i = 0; i < depth; i++) |
|
|
1271 | fprintf (logfile, " "); |
|
|
1272 | |
|
|
1273 | if (t->item && t->item->clone.type == FLESH) |
|
|
1274 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1275 | else |
|
|
1276 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1277 | } |
|
|
1278 | |
|
|
1279 | if (t->next_yes) |
|
|
1280 | { |
|
|
1281 | for (i = 0; i < depth; i++) |
|
|
1282 | fprintf (logfile, " "); |
|
|
1283 | |
|
|
1284 | fprintf (logfile, " (if yes)\n"); |
|
|
1285 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1286 | } |
|
|
1287 | |
|
|
1288 | if (t->next_no) |
|
|
1289 | { |
|
|
1290 | for (i = 0; i < depth; i++) |
|
|
1291 | fprintf (logfile, " "); |
|
|
1292 | |
|
|
1293 | fprintf (logfile, " (if no)\n"); |
|
|
1294 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1295 | } |
|
|
1296 | |
|
|
1297 | t = t->next; |
|
|
1298 | } |
|
|
1299 | } |
|
|
1300 | |
|
|
1301 | /* |
|
|
1302 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1303 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1304 | */ |
|
|
1305 | void |
|
|
1306 | dump_monster_treasure (const char *name) |
|
|
1307 | { |
|
|
1308 | archetype *at; |
|
|
1309 | int found; |
|
|
1310 | |
|
|
1311 | found = 0; |
|
|
1312 | fprintf (logfile, "\n"); |
|
|
1313 | |
|
|
1314 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1315 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1316 | { |
|
|
1317 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1318 | if (at->clone.randomitems != NULL) |
|
|
1319 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1320 | else |
|
|
1321 | fprintf (logfile, "(nothing)\n"); |
|
|
1322 | |
|
|
1323 | fprintf (logfile, "\n"); |
|
|
1324 | found++; |
|
|
1325 | } |
|
|
1326 | |
|
|
1327 | if (found == 0) |
|
|
1328 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1329 | } |
|
|
1330 | |
|
|
1331 | /* |
|
|
1332 | * Builds up the lists of artifacts from the file in the libdir. |
|
|
1333 | */ |
|
|
1334 | void |
|
|
1335 | init_artifacts (void) |
1189 | init_artifacts () |
1336 | { |
1190 | { |
1337 | static int has_been_inited = 0; |
1191 | static int has_been_inited = 0; |
1338 | char filename[MAX_BUF]; |
|
|
1339 | artifact *art = NULL; |
1192 | artifact *art = NULL; |
1340 | artifactlist *al; |
1193 | artifactlist *al; |
1341 | |
1194 | |
1342 | if (has_been_inited) |
1195 | if (has_been_inited) |
1343 | return; |
1196 | return; |
1344 | else |
1197 | else |
1345 | has_been_inited = 1; |
1198 | has_been_inited = 1; |
1346 | |
1199 | |
1347 | sprintf (filename, "%s/artifacts", settings.datadir); |
1200 | object_thawer f (settings.datadir, "artifacts"); |
1348 | object_thawer f (filename); |
|
|
1349 | |
1201 | |
1350 | if (!f) |
1202 | if (!f) |
1351 | return; |
1203 | return; |
1352 | |
1204 | |
1353 | f.next (); |
|
|
1354 | |
|
|
1355 | for (;;) |
1205 | for (;;) |
1356 | { |
1206 | { |
1357 | switch (f.kw) |
1207 | switch (f.kw) |
1358 | { |
1208 | { |
1359 | case KW_allowed: |
1209 | case KW_allowed: |
1360 | if (!art) |
1210 | if (!art) |
1361 | { |
|
|
1362 | art = get_empty_artifact (); |
1211 | art = get_empty_artifact (); |
1363 | nrofartifacts++; |
|
|
1364 | } |
|
|
1365 | |
1212 | |
1366 | { |
1213 | { |
1367 | if (!strcmp (f.get_str (), "all")) |
1214 | if (!strcmp (f.get_str (), "all")) |
1368 | break; |
1215 | break; |
1369 | |
1216 | |
1370 | char *next, *cp = f.get_str (); |
1217 | const char *cp = f.get_str (); |
1371 | |
1218 | char *next; |
1372 | do |
1219 | do |
1373 | { |
1220 | { |
1374 | nrofallowedstr++; |
|
|
1375 | |
|
|
1376 | if ((next = strchr (cp, ','))) |
1221 | if ((next = (char *)strchr (cp, ','))) |
1377 | *next++ = '\0'; |
1222 | *next++ = '\0'; |
1378 | |
1223 | |
1379 | linked_char *tmp = new linked_char; |
1224 | linked_char *tmp = new linked_char; |
1380 | |
1225 | |
1381 | tmp->name = cp; |
1226 | tmp->name = cp; |
… | |
… | |
1395 | break; |
1240 | break; |
1396 | |
1241 | |
1397 | case KW_object: |
1242 | case KW_object: |
1398 | { |
1243 | { |
1399 | art->item = object::create (); |
1244 | art->item = object::create (); |
|
|
1245 | f.get (art->item->name); |
|
|
1246 | f.next (); |
1400 | |
1247 | |
1401 | if (!art->item->parse_kv (f)) |
1248 | if (!art->item->parse_kv (f)) |
1402 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1249 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1403 | |
1250 | |
1404 | al = find_artifactlist (art->item->type); |
1251 | al = find_artifactlist (art->item->type); |
… | |
… | |
1430 | } |
1277 | } |
1431 | |
1278 | |
1432 | done: |
1279 | done: |
1433 | for (al = first_artifactlist; al; al = al->next) |
1280 | for (al = first_artifactlist; al; al = al->next) |
1434 | { |
1281 | { |
|
|
1282 | al->total_chance = 0; |
|
|
1283 | |
1435 | for (art = al->items; art; art = art->next) |
1284 | for (art = al->items; art; art = art->next) |
1436 | { |
1285 | { |
1437 | if (!art->chance) |
1286 | if (!art->chance) |
1438 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1287 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1439 | else |
1288 | else |
… | |
… | |
1441 | } |
1290 | } |
1442 | #if 0 |
1291 | #if 0 |
1443 | 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); |
1444 | #endif |
1293 | #endif |
1445 | } |
1294 | } |
1446 | |
|
|
1447 | LOG (llevDebug, "done.\n"); |
|
|
1448 | } |
1295 | } |
1449 | |
|
|
1450 | |
1296 | |
1451 | /* |
1297 | /* |
1452 | * Used in artifact generation. The bonuses of the first object |
1298 | * Used in artifact generation. The bonuses of the first object |
1453 | * is modified by the bonuses of the second object. |
1299 | * is modified by the bonuses of the second object. |
1454 | */ |
1300 | */ |
1455 | |
|
|
1456 | void |
1301 | void |
1457 | add_abilities (object *op, object *change) |
1302 | add_abilities (object *op, object *change) |
1458 | { |
1303 | { |
1459 | int i, tmp; |
|
|
1460 | |
|
|
1461 | if (change->face != blank_face) |
1304 | if (change->face != blank_face) |
1462 | { |
|
|
1463 | #ifdef TREASURE_VERBOSE |
|
|
1464 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
|
|
1465 | #endif |
|
|
1466 | op->face = change->face; |
1305 | op->face = change->face; |
1467 | } |
|
|
1468 | |
1306 | |
1469 | for (i = 0; i < NUM_STATS; i++) |
1307 | for (int i = 0; i < NUM_STATS; i++) |
1470 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1308 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1471 | |
1309 | |
1472 | op->attacktype |= change->attacktype; |
1310 | op->attacktype |= change->attacktype; |
1473 | op->path_attuned |= change->path_attuned; |
1311 | op->path_attuned |= change->path_attuned; |
1474 | op->path_repelled |= change->path_repelled; |
1312 | op->path_repelled |= change->path_repelled; |
1475 | op->path_denied |= change->path_denied; |
1313 | op->path_denied |= change->path_denied; |
1476 | op->move_type |= change->move_type; |
1314 | op->move_type |= change->move_type; |
1477 | op->stats.luck += change->stats.luck; |
1315 | op->stats.luck += change->stats.luck; |
1478 | |
1316 | |
1479 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1317 | static const struct copyflags : object::flags_t |
1480 | SET_FLAG (op, FLAG_CURSED); |
1318 | { |
1481 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1319 | copyflags () |
1482 | SET_FLAG (op, FLAG_DAMNED); |
1320 | { |
1483 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1321 | set (FLAG_CURSED); |
|
|
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 | |
|
|
1337 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1484 | set_abs_magic (op, -op->magic); |
1338 | set_abs_magic (op, -op->magic); |
1485 | |
1339 | |
1486 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1340 | if (change->flag [FLAG_STAND_STILL]) |
1487 | SET_FLAG (op, FLAG_LIFESAVE); |
|
|
1488 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
|
|
1489 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1490 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
|
|
1491 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1492 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
|
|
1493 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1494 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1495 | SET_FLAG (op, FLAG_BLIND); |
|
|
1496 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1497 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1498 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1499 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1500 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1501 | SET_FLAG (op, FLAG_MAKE_INVIS); |
|
|
1502 | |
|
|
1503 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1504 | { |
1341 | { |
1505 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1342 | op->clr_flag (FLAG_ANIMATE); |
|
|
1343 | |
1506 | /* so artifacts will join */ |
1344 | /* so artifacts will join */ |
1507 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1345 | if (!op->flag [FLAG_ALIVE]) |
1508 | op->speed = 0.0; |
1346 | op->speed = 0.; |
1509 | |
1347 | |
1510 | op->set_speed (op->speed); |
1348 | op->set_speed (op->speed); |
1511 | } |
1349 | } |
1512 | |
1350 | |
1513 | if (change->nrof) |
1351 | if (change->nrof) |
1514 | op->nrof = rndm (change->nrof) + 1; |
1352 | op->nrof = rndm (change->nrof) + 1; |
1515 | |
1353 | |
1516 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1354 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1517 | op->stats.wc += change->stats.wc; |
1355 | op->stats.wc += change->stats.wc; |
1518 | op->stats.ac += change->stats.ac; |
1356 | op->stats.ac += change->stats.ac; |
1519 | |
1357 | |
1520 | if (change->other_arch) |
1358 | if (change->other_arch) |
1521 | { |
1359 | { |
1522 | /* Basically, for horns & potions, the other_arch field is the spell |
1360 | /* Basically, for horns & potions, the other_arch field is the spell |
1523 | * 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 |
1524 | * this object. |
1362 | * this object. |
1525 | */ |
1363 | */ |
1526 | if (op->type == HORN || op->type == POTION) |
1364 | if (op->type == HORN || op->type == POTION) |
1527 | { |
1365 | { |
1528 | object *tmp_obj; |
|
|
1529 | |
|
|
1530 | /* Remove any spells this object currently has in it */ |
1366 | /* Remove any spells this object currently has in it */ |
1531 | while (op->inv) |
|
|
1532 | op->inv->destroy (); |
1367 | op->destroy_inv (false); |
1533 | |
1368 | |
1534 | tmp_obj = arch_to_object (change->other_arch); |
1369 | object *tmp = change->other_arch->instance (); |
1535 | insert_ob_in_ob (tmp_obj, op); |
1370 | insert_ob_in_ob (tmp, op); |
1536 | } |
1371 | } |
|
|
1372 | |
1537 | /* No harm setting this for potions/horns */ |
1373 | /* No harm setting this for potions/horns */ |
1538 | op->other_arch = change->other_arch; |
1374 | op->other_arch = change->other_arch; |
1539 | } |
1375 | } |
1540 | |
1376 | |
1541 | if (change->stats.hp < 0) |
1377 | if (change->stats.hp < 0) |
… | |
… | |
1557 | op->stats.maxsp = -change->stats.maxsp; |
1393 | op->stats.maxsp = -change->stats.maxsp; |
1558 | else |
1394 | else |
1559 | op->stats.maxsp += change->stats.maxsp; |
1395 | op->stats.maxsp += change->stats.maxsp; |
1560 | |
1396 | |
1561 | if (change->stats.food < 0) |
1397 | if (change->stats.food < 0) |
1562 | op->stats.food = -(change->stats.food); |
1398 | op->stats.food = -change->stats.food; |
1563 | else |
1399 | else |
1564 | op->stats.food += change->stats.food; |
1400 | op->stats.food += change->stats.food; |
1565 | |
1401 | |
1566 | if (change->level < 0) |
1402 | if (change->level < 0) |
1567 | op->level = -(change->level); |
1403 | op->level = -change->level; |
1568 | else |
1404 | else |
1569 | op->level += change->level; |
1405 | op->level += change->level; |
1570 | |
1406 | |
1571 | if (change->gen_sp_armour < 0) |
1407 | if (change->gen_sp_armour < 0) |
1572 | op->gen_sp_armour = -(change->gen_sp_armour); |
1408 | op->gen_sp_armour = -change->gen_sp_armour; |
1573 | else |
1409 | else |
1574 | 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; |
1575 | |
1411 | |
1576 | op->item_power = change->item_power; |
1412 | op->item_power = change->item_power; |
1577 | |
1413 | |
1578 | for (i = 0; i < NROFATTACKS; i++) |
1414 | for (int i = 0; i < NROFATTACKS; i++) |
1579 | if (change->resist[i]) |
|
|
1580 | op->resist[i] += change->resist[i]; |
1415 | op->resist[i] += change->resist[i]; |
1581 | |
1416 | |
1582 | if (change->stats.dam) |
1417 | if (change->stats.dam) |
1583 | { |
1418 | { |
1584 | if (change->stats.dam < 0) |
1419 | if (change->stats.dam < 0) |
1585 | op->stats.dam = (-change->stats.dam); |
1420 | op->stats.dam = -change->stats.dam; |
1586 | else if (op->stats.dam) |
1421 | else if (op->stats.dam) |
1587 | { |
1422 | { |
1588 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1423 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1424 | |
1589 | if (tmp == op->stats.dam) |
1425 | if (tmp == op->stats.dam) |
1590 | { |
1426 | { |
1591 | if (change->stats.dam < 10) |
1427 | if (change->stats.dam < 10) |
1592 | op->stats.dam--; |
1428 | op->stats.dam--; |
1593 | else |
1429 | else |
… | |
… | |
1599 | } |
1435 | } |
1600 | |
1436 | |
1601 | if (change->weight) |
1437 | if (change->weight) |
1602 | { |
1438 | { |
1603 | if (change->weight < 0) |
1439 | if (change->weight < 0) |
1604 | op->weight = (-change->weight); |
1440 | op->weight = -change->weight; |
1605 | else |
1441 | else |
1606 | op->weight = (op->weight * (change->weight)) / 100; |
1442 | op->weight = op->weight * change->weight / 100; |
1607 | } |
1443 | } |
1608 | |
1444 | |
1609 | if (change->last_sp) |
1445 | if (change->last_sp) |
1610 | { |
1446 | { |
1611 | if (change->last_sp < 0) |
1447 | if (change->last_sp < 0) |
1612 | op->last_sp = (-change->last_sp); |
1448 | op->last_sp = -change->last_sp; |
1613 | else |
1449 | else |
1614 | 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; |
1615 | } |
1451 | } |
1616 | |
1452 | |
1617 | if (change->gen_sp_armour) |
1453 | if (change->gen_sp_armour) |
1618 | { |
1454 | { |
1619 | if (change->gen_sp_armour < 0) |
1455 | if (change->gen_sp_armour < 0) |
1620 | op->gen_sp_armour = (-change->gen_sp_armour); |
1456 | op->gen_sp_armour = -change->gen_sp_armour; |
1621 | else |
1457 | else |
1622 | 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; |
1623 | } |
1459 | } |
1624 | |
1460 | |
1625 | op->value *= change->value; |
1461 | op->value *= change->value; |
1626 | |
1462 | |
1627 | if (change->materials) |
1463 | if (change->materials) |
1628 | op->materials = change->materials; |
1464 | op->materials = change->materials; |
1629 | |
1465 | |
1630 | if (change->materialname) |
1466 | if (change->material != MATERIAL_NULL) |
1631 | op->materialname = change->materialname; |
1467 | op->material = change->material; |
1632 | |
1468 | |
1633 | if (change->slaying) |
1469 | if (change->slaying) |
1634 | op->slaying = change->slaying; |
1470 | op->slaying = change->slaying; |
1635 | |
1471 | |
1636 | if (change->race) |
1472 | if (change->race) |
… | |
… | |
1639 | if (change->msg) |
1475 | if (change->msg) |
1640 | op->msg = change->msg; |
1476 | op->msg = change->msg; |
1641 | } |
1477 | } |
1642 | |
1478 | |
1643 | static int |
1479 | static int |
1644 | legal_artifact_combination (object *op, artifact * art) |
1480 | legal_artifact_combination (object *op, artifact *art) |
1645 | { |
1481 | { |
1646 | int neg, success = 0; |
1482 | int neg, success = 0; |
1647 | linked_char *tmp; |
1483 | linked_char *tmp; |
1648 | const char *name; |
1484 | const char *name; |
1649 | |
1485 | |
1650 | if (art->allowed == (linked_char *) NULL) |
1486 | if (!art->allowed) |
1651 | return 1; /* Ie, "all" */ |
1487 | return 1; /* Ie, "all" */ |
|
|
1488 | |
1652 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1489 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1653 | { |
1490 | { |
1654 | #ifdef TREASURE_VERBOSE |
1491 | #ifdef TREASURE_VERBOSE |
1655 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1492 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1656 | #endif |
1493 | #endif |
… | |
… | |
1658 | name = tmp->name + 1, neg = 1; |
1495 | name = tmp->name + 1, neg = 1; |
1659 | else |
1496 | else |
1660 | name = tmp->name, neg = 0; |
1497 | name = tmp->name, neg = 0; |
1661 | |
1498 | |
1662 | /* If we match name, then return the opposite of 'neg' */ |
1499 | /* If we match name, then return the opposite of 'neg' */ |
1663 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1500 | if (!strcmp (name, op->arch->archname)) |
1664 | return !neg; |
1501 | return !neg; |
1665 | |
1502 | |
1666 | /* 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 |
1667 | * everything is allowed except what we match |
1504 | * everything is allowed except what we match |
1668 | */ |
1505 | */ |
1669 | else if (neg) |
1506 | else if (neg) |
1670 | success = 1; |
1507 | success = 1; |
1671 | } |
1508 | } |
|
|
1509 | |
1672 | return success; |
1510 | return success; |
1673 | } |
1511 | } |
1674 | |
1512 | |
1675 | /* |
1513 | /* |
1676 | * Fixes the given object, giving it the abilities and titles |
1514 | * Fixes the given object, giving it the abilities and titles |
… | |
… | |
1678 | */ |
1516 | */ |
1679 | |
1517 | |
1680 | void |
1518 | void |
1681 | give_artifact_abilities (object *op, object *artifct) |
1519 | give_artifact_abilities (object *op, object *artifct) |
1682 | { |
1520 | { |
1683 | char new_name[MAX_BUF]; |
1521 | op->title = format ("of %s", &artifct->name); |
1684 | |
1522 | |
1685 | sprintf (new_name, "of %s", &artifct->name); |
|
|
1686 | op->title = new_name; |
|
|
1687 | add_abilities (op, artifct); /* Give out the bonuses */ |
1523 | add_abilities (op, artifct); /* Give out the bonuses */ |
1688 | |
1524 | |
1689 | #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... */ |
1690 | { |
1526 | { |
1691 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1527 | char identified = op->flag [FLAG_IDENTIFIED]; |
1692 | |
1528 | |
1693 | SET_FLAG (op, FLAG_IDENTIFIED); |
1529 | op->set_flag (FLAG_IDENTIFIED); |
1694 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1530 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1695 | if (!identified) |
1531 | if (!identified) |
1696 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1532 | op->clr_flag (FLAG_IDENTIFIED); |
1697 | } |
1533 | } |
1698 | #endif |
1534 | #endif |
1699 | return; |
1535 | return; |
1700 | } |
1536 | } |
1701 | |
1537 | |
… | |
… | |
1711 | #define ARTIFACT_TRIES 2 |
1547 | #define ARTIFACT_TRIES 2 |
1712 | |
1548 | |
1713 | void |
1549 | void |
1714 | generate_artifact (object *op, int difficulty) |
1550 | generate_artifact (object *op, int difficulty) |
1715 | { |
1551 | { |
1716 | artifactlist *al; |
|
|
1717 | artifact *art; |
1552 | artifact *art; |
1718 | int i; |
|
|
1719 | |
1553 | |
1720 | al = find_artifactlist (op->type); |
1554 | artifactlist *al = find_artifactlist (op->type); |
1721 | |
1555 | |
1722 | if (al == NULL) |
1556 | if (al == NULL) |
1723 | { |
1557 | { |
1724 | #if 0 /* This is too verbose, usually */ |
1558 | #if 0 /* This is too verbose, usually */ |
1725 | 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); |
1726 | #endif |
1560 | #endif |
1727 | return; |
1561 | return; |
1728 | } |
1562 | } |
1729 | |
1563 | |
1730 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1564 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
1731 | { |
1565 | { |
1732 | int roll = rndm (al->total_chance); |
1566 | int roll = rndm (al->total_chance); |
1733 | |
1567 | |
1734 | for (art = al->items; art; art = art->next) |
1568 | for (art = al->items; art; art = art->next) |
1735 | { |
1569 | { |
… | |
… | |
1743 | #if 1 |
1577 | #if 1 |
1744 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1578 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1745 | #endif |
1579 | #endif |
1746 | return; |
1580 | return; |
1747 | } |
1581 | } |
1748 | if (!strcmp (art->item->name, "NONE")) |
1582 | |
|
|
1583 | if (art->item->name == shstr_NONE) |
1749 | return; |
1584 | return; |
|
|
1585 | |
1750 | if (FABS (op->magic) < art->item->magic) |
1586 | if (fabs (op->magic) < art->item->magic) |
1751 | continue; /* Not magic enough to be this item */ |
1587 | continue; /* Not magic enough to be this item */ |
1752 | |
1588 | |
1753 | /* Map difficulty not high enough */ |
1589 | /* Map difficulty not high enough */ |
1754 | if (difficulty < art->difficulty) |
1590 | if (difficulty < art->difficulty) |
1755 | continue; |
1591 | continue; |
… | |
… | |
1773 | */ |
1609 | */ |
1774 | |
1610 | |
1775 | void |
1611 | void |
1776 | fix_flesh_item (object *item, object *donor) |
1612 | fix_flesh_item (object *item, object *donor) |
1777 | { |
1613 | { |
1778 | char tmpbuf[MAX_BUF]; |
|
|
1779 | int i; |
|
|
1780 | |
|
|
1781 | if (item->type == FLESH && donor) |
1614 | if (item->type == FLESH && donor) |
1782 | { |
1615 | { |
1783 | /* change the name */ |
1616 | /* change the name */ |
1784 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1617 | item->name = format ("%s's %s", &donor->name, &item->name); |
1785 | item->name = tmpbuf; |
|
|
1786 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1618 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1787 | item->name_pl = tmpbuf; |
|
|
1788 | |
1619 | |
1789 | /* weight is FLESH weight/100 * donor */ |
1620 | /* weight is FLESH weight/100 * donor */ |
1790 | 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); |
1791 | item->weight = 1; |
|
|
1792 | |
1622 | |
1793 | /* value is multiplied by level of donor */ |
1623 | /* value is multiplied by level of donor */ |
1794 | item->value *= isqrt (donor->level * 2); |
1624 | item->value *= isqrt (donor->level * 2); |
1795 | |
1625 | |
1796 | /* food value */ |
1626 | /* food value */ |
1797 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1627 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1798 | |
1628 | |
1799 | /* flesh items inherit some abilities of donor, but not |
1629 | /* flesh items inherit some abilities of donor, but not |
1800 | * full effect. |
1630 | * full effect. |
1801 | */ |
1631 | */ |
1802 | for (i = 0; i < NROFATTACKS; i++) |
1632 | for (int i = 0; i < NROFATTACKS; i++) |
1803 | item->resist[i] = donor->resist[i] / 2; |
1633 | item->resist[i] = donor->resist[i] / 2; |
1804 | |
1634 | |
1805 | /* item inherits donor's level (important for quezals) */ |
1635 | /* item inherits donor's level (important for quezals) */ |
1806 | item->level = donor->level; |
1636 | item->level = donor->level; |
1807 | |
1637 | |
1808 | /* if donor has some attacktypes, the flesh is poisonous */ |
1638 | /* if donor has some attacktypes, the flesh is poisonous */ |
1809 | if (donor->attacktype & AT_POISON) |
1639 | if (donor->attacktype & AT_POISON) |
1810 | item->type = POISON; |
1640 | item->type = POISON; |
|
|
1641 | |
1811 | if (donor->attacktype & AT_ACID) |
1642 | if (donor->attacktype & AT_ACID) |
1812 | item->stats.hp = -1 * item->stats.food; |
1643 | item->stats.hp = -item->stats.food; |
1813 | SET_FLAG (item, FLAG_NO_STEAL); |
|
|
1814 | } |
|
|
1815 | } |
|
|
1816 | |
1644 | |
1817 | /* special_potion() - so that old potion code is still done right. */ |
1645 | item->set_flag (FLAG_NO_STEAL); |
1818 | |
1646 | } |
1819 | int |
|
|
1820 | special_potion (object *op) |
|
|
1821 | { |
|
|
1822 | if (op->attacktype) |
|
|
1823 | return 1; |
|
|
1824 | |
|
|
1825 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1826 | return 1; |
|
|
1827 | |
|
|
1828 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1829 | if (op->resist[i]) |
|
|
1830 | return 1; |
|
|
1831 | |
|
|
1832 | return 0; |
|
|
1833 | } |
1647 | } |
1834 | |
1648 | |
1835 | void |
1649 | static void |
1836 | free_treasurestruct (treasure *t) |
1650 | free_treasurestruct (treasure *t) |
1837 | { |
1651 | { |
1838 | if (t->next) free_treasurestruct (t->next); |
1652 | if (t->next) free_treasurestruct (t->next); |
1839 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1653 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1840 | if (t->next_no) free_treasurestruct (t->next_no); |
1654 | if (t->next_no) free_treasurestruct (t->next_no); |
1841 | |
1655 | |
1842 | delete t; |
1656 | delete t; |
1843 | } |
1657 | } |
1844 | |
1658 | |
1845 | void |
1659 | static void |
1846 | free_charlinks (linked_char *lc) |
1660 | free_charlinks (linked_char *lc) |
1847 | { |
1661 | { |
1848 | if (lc->next) |
1662 | if (lc->next) |
1849 | free_charlinks (lc->next); |
1663 | free_charlinks (lc->next); |
1850 | |
1664 | |
1851 | delete lc; |
1665 | delete lc; |
1852 | } |
1666 | } |
1853 | |
1667 | |
1854 | void |
1668 | static void |
1855 | free_artifact (artifact *at) |
1669 | free_artifact (artifact *at) |
1856 | { |
1670 | { |
1857 | if (at->next) free_artifact (at->next); |
1671 | if (at->next) free_artifact (at->next); |
1858 | if (at->allowed) free_charlinks (at->allowed); |
1672 | if (at->allowed) free_charlinks (at->allowed); |
1859 | |
1673 | |
1860 | at->item->destroy (1); |
1674 | at->item->destroy (); |
1861 | |
1675 | |
1862 | sfree (at); |
1676 | sfree (at); |
1863 | } |
1677 | } |
1864 | |
1678 | |
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 | sfree (al); |
|
|
1878 | } |
|
|
1879 | } |
|
|
1880 | |
|
|
1881 | void |
|
|
1882 | free_all_treasures (void) |
|
|
1883 | { |
|
|
1884 | treasurelist *tl, *next; |
|
|
1885 | |
|
|
1886 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1887 | { |
|
|
1888 | clear (tl); |
|
|
1889 | |
|
|
1890 | next = tl->next; |
|
|
1891 | delete tl; |
|
|
1892 | } |
|
|
1893 | |
|
|
1894 | free_artifactlist (first_artifactlist); |
|
|
1895 | } |
|
|