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 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
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/>. |
23 | */ |
22 | * |
24 | |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
25 | #define ALLOWED_COMBINATION |
24 | */ |
26 | |
25 | |
27 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
28 | * 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 |
29 | * 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 |
30 | * left on |
29 | * left on |
31 | */ |
30 | */ |
32 | #define TREASURE_DEBUG |
31 | #define TREASURE_DEBUG |
33 | |
32 | |
34 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
33 | /* TREASURE_VERBOSE enables copious output concerning artifact generation */ |
35 | |
34 | |
36 | /* #define TREASURE_VERBOSE */ |
35 | //#define TREASURE_VERBOSE |
37 | |
36 | |
38 | #include <global.h> |
37 | #include <global.h> |
39 | #include <treasure.h> |
38 | #include <treasure.h> |
40 | #include <funcpoint.h> |
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41 | #include <loader.h> |
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42 | |
39 | |
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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) |
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44 | |
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45 | extern char *spell_mapping[]; |
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46 | |
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47 | static treasurelist *first_treasurelist; |
43 | |
48 | |
44 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
49 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
45 | extern char *spell_mapping[]; |
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46 | |
50 | |
47 | /* |
51 | typedef ska::flat_hash_map |
48 | * Initialize global archtype pointers: |
52 | < |
49 | */ |
53 | const char *, |
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54 | treasurelist *, |
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55 | str_hash, |
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56 | str_equal, |
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57 | slice_allocator< std::pair<const char *const, treasurelist *> > |
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58 | > tl_map_t; |
50 | |
59 | |
51 | void |
60 | static tl_map_t tl_map; |
52 | init_archetype_pointers () |
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53 | { |
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54 | int prev_warn = warn_archetypes; |
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55 | |
61 | |
56 | warn_archetypes = 1; |
62 | //TODO: class method |
57 | if (ring_arch == NULL) |
63 | static void free_treasurestruct (treasure *t); // bleh desu |
58 | ring_arch = archetype::find ("ring"); |
64 | static void |
59 | if (amulet_arch == NULL) |
65 | clear (treasurelist *tl) |
60 | amulet_arch = archetype::find ("amulet"); |
66 | { |
61 | if (staff_arch == NULL) |
67 | if (tl->items) |
62 | staff_arch = archetype::find ("staff"); |
68 | { |
63 | if (crown_arch == NULL) |
69 | free_treasurestruct (tl->items); |
64 | crown_arch = archetype::find ("crown"); |
70 | tl->items = 0; |
65 | warn_archetypes = prev_warn; |
71 | } |
66 | } |
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67 | |
72 | |
68 | /* |
73 | tl->total_chance = 0; |
69 | * Allocate and return the pointer to an empty treasurelist structure. |
74 | } |
70 | */ |
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71 | |
75 | |
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76 | /* |
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77 | * Searches for the given treasurelist |
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78 | */ |
72 | static treasurelist * |
79 | treasurelist * |
73 | get_empty_treasurelist (void) |
80 | treasurelist::find (const char *name) |
74 | { |
81 | { |
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82 | if (!name) |
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83 | return 0; |
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84 | |
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85 | auto i = tl_map.find (name); |
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86 | |
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87 | if (i == tl_map.end ()) |
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88 | return 0; |
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89 | |
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90 | return i->second; |
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91 | } |
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92 | |
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93 | /* |
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94 | * Searches for the given treasurelist in the globally linked list |
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95 | * of treasurelists which has been built by load_treasures(). |
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96 | */ |
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97 | treasurelist * |
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98 | treasurelist::get (const char *name) |
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99 | { |
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100 | treasurelist *tl = find (name); |
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101 | |
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102 | if (!tl) |
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103 | { |
75 | return new treasurelist; |
104 | tl = new treasurelist; |
76 | } |
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77 | |
105 | |
78 | /* |
106 | tl->name = name; |
79 | * Allocate and return the pointer to an empty treasure structure. |
107 | tl->next = first_treasurelist; |
80 | */ |
108 | first_treasurelist = tl; |
81 | //TODO: make this a constructor |
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82 | static treasure * |
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83 | get_empty_treasure (void) |
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84 | { |
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85 | treasure *t = new treasure; |
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86 | |
109 | |
87 | t->chance = 100; |
110 | tl_map.insert (std::make_pair (tl->name, tl)); |
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111 | } |
88 | |
112 | |
89 | return t; |
113 | return tl; |
90 | } |
114 | } |
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115 | |
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116 | #ifdef TREASURE_DEBUG |
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117 | /* recursived checks the linked list. Treasurelist is passed only |
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118 | * so that the treasure name can be printed out |
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119 | */ |
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120 | static void |
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121 | check_treasurelist (const treasure *t, const treasurelist * tl) |
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122 | { |
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123 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
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124 | 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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125 | |
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126 | if (t->next) |
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127 | check_treasurelist (t->next, tl); |
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128 | |
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129 | if (t->next_yes) |
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130 | check_treasurelist (t->next_yes, tl); |
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131 | |
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132 | if (t->next_no) |
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133 | check_treasurelist (t->next_no, tl); |
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134 | } |
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135 | #endif |
91 | |
136 | |
92 | /* |
137 | /* |
93 | * Reads the lib/treasure file from disk, and parses the contents |
138 | * Reads the lib/treasure file from disk, and parses the contents |
94 | * into an internal treasure structure (very linked lists) |
139 | * into an internal treasure structure (very linked lists) |
95 | */ |
140 | */ |
96 | |
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97 | static treasure * |
141 | static treasure * |
98 | load_treasure (FILE * fp, int *line) |
142 | read_treasure (object_thawer &f) |
99 | { |
143 | { |
100 | char buf[MAX_BUF], *cp, variable[MAX_BUF]; |
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101 | treasure *t = get_empty_treasure (); |
144 | treasure *t = new treasure; |
102 | int value; |
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103 | |
145 | |
104 | nroftreasures++; |
146 | f.next (); |
105 | while (fgets (buf, MAX_BUF, fp) != NULL) |
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106 | { |
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107 | (*line)++; |
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108 | |
147 | |
109 | if (*buf == '#') |
148 | for (;;) |
110 | continue; |
149 | { |
111 | if ((cp = strchr (buf, '\n')) != NULL) |
150 | coroapi::cede_to_tick (); |
112 | *cp = '\0'; |
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113 | cp = buf; |
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114 | while (isspace (*cp)) /* Skip blanks */ |
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115 | cp++; |
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116 | |
151 | |
117 | if (sscanf (cp, "arch %s", variable)) |
152 | switch (f.kw) |
118 | { |
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119 | if ((t->item = archetype::find (variable)) == NULL) |
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120 | LOG (llevError, "Treasure lacks archetype: %s\n", variable); |
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121 | } |
153 | { |
122 | else if (sscanf (cp, "list %s", variable)) |
154 | case KW_arch: |
123 | t->name = variable; |
155 | t->item = archetype::find (f.get_str ()); |
124 | else if (sscanf (cp, "change_name %s", variable)) |
156 | |
125 | t->change_arch.name = variable; |
157 | if (!t->item) |
126 | else if (sscanf (cp, "change_title %s", variable)) |
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127 | t->change_arch.title = variable; |
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128 | else if (sscanf (cp, "change_slaying %s", variable)) |
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129 | t->change_arch.slaying = variable; |
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130 | else if (sscanf (cp, "chance %d", &value)) |
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131 | t->chance = (uint8) value; |
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132 | else if (sscanf (cp, "nrof %d", &value)) |
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133 | t->nrof = (uint16) value; |
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134 | else if (sscanf (cp, "magic %d", &value)) |
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135 | t->magic = (uint8) value; |
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136 | else if (!strcmp (cp, "yes")) |
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137 | t->next_yes = load_treasure (fp, line); |
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138 | else if (!strcmp (cp, "no")) |
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139 | t->next_no = load_treasure (fp, line); |
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140 | else if (!strcmp (cp, "end")) |
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141 | return t; |
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142 | else if (!strcmp (cp, "more")) |
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143 | { |
158 | { |
144 | t->next = load_treasure (fp, line); |
159 | f.parse_warn ("treasure references unknown archetype"); |
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160 | t->item = archetype::empty; |
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161 | } |
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162 | |
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163 | break; |
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164 | |
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165 | case KW_list: f.get (t->name); break; |
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166 | case KW_change_name: f.get (t->change_arch.name); break; |
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167 | case KW_change_title: f.get (t->change_arch.title); break; |
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168 | case KW_change_slaying: f.get (t->change_arch.slaying); break; |
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169 | case KW_chance: f.get (t->chance); break; |
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170 | case KW_nrof: f.get (t->nrof); break; |
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171 | case KW_magic: f.get (t->magic); break; |
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172 | |
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173 | case KW_yes: t->next_yes = read_treasure (f); continue; |
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174 | case KW_no: t->next_no = read_treasure (f); continue; |
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175 | |
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176 | case KW_end: |
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177 | f.next (); |
145 | return t; |
178 | return t; |
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179 | |
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180 | case KW_more: |
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181 | t->next = read_treasure (f); |
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182 | return t; |
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183 | |
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184 | default: |
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185 | if (!f.parse_error ("treasurelist", t->name)) |
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186 | goto error; |
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187 | |
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188 | return t; |
146 | } |
189 | } |
147 | else |
190 | |
148 | LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); |
191 | f.next (); |
149 | } |
192 | } |
150 | LOG (llevError, "treasure lacks 'end'.\n"); |
193 | |
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194 | // not reached |
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195 | |
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196 | error: |
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197 | delete t; |
151 | return t; |
198 | return 0; |
152 | } |
199 | } |
153 | |
200 | |
154 | #ifdef TREASURE_DEBUG |
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155 | |
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156 | /* recursived checks the linked list. Treasurelist is passed only |
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157 | * so that the treasure name can be printed out |
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158 | */ |
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159 | static void |
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160 | check_treasurelist (const treasure *t, const treasurelist * tl) |
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161 | { |
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162 | if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) |
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163 | 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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164 | /* find_treasurelist will print out its own error message */ |
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165 | if (t->name && *t->name) |
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166 | find_treasurelist (t->name); |
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167 | if (t->next) |
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168 | check_treasurelist (t->next, tl); |
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169 | if (t->next_yes) |
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170 | check_treasurelist (t->next_yes, tl); |
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171 | if (t->next_no) |
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172 | check_treasurelist (t->next_no, tl); |
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173 | } |
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174 | #endif |
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175 | |
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176 | /* |
201 | /* |
177 | * Opens LIBDIR/treasure and reads all treasure-declarations from it. |
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178 | * Each treasure is parsed with the help of load_treasure(). |
202 | * Each treasure is parsed with the help of load_treasure(). |
179 | */ |
203 | */ |
180 | |
204 | treasurelist * |
181 | void |
205 | treasurelist::read (object_thawer &f) |
182 | load_treasures (void) |
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183 | { |
206 | { |
184 | FILE *fp; |
207 | assert (f.kw == KW_treasure || f.kw == KW_treasureone); |
185 | char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; |
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186 | treasurelist *previous = NULL; |
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187 | treasure *t; |
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188 | int comp, line = 0; |
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189 | |
208 | |
190 | sprintf (filename, "%s/%s", settings.datadir, settings.treasures); |
209 | bool one = f.kw == KW_treasureone; |
191 | if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) |
210 | treasurelist *tl = treasurelist::get (f.get_str ()); |
192 | { |
211 | clear (tl); |
193 | LOG (llevError, "Can't open treasure file.\n"); |
212 | tl->items = read_treasure (f); |
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213 | if (!tl->items) |
194 | return; |
214 | return 0; |
195 | } |
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196 | while (fgets (buf, MAX_BUF, fp) != NULL) |
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197 | { |
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198 | line++; |
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199 | if (*buf == '#') |
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200 | continue; |
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201 | |
215 | |
202 | if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) |
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203 | { |
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204 | treasurelist *tl = get_empty_treasurelist (); |
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205 | |
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206 | tl->name = name; |
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207 | if (previous == NULL) |
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208 | first_treasurelist = tl; |
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209 | else |
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210 | previous->next = tl; |
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211 | previous = tl; |
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212 | tl->items = load_treasure (fp, &line); |
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213 | |
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214 | /* This is a one of the many items on the list should be generated. |
216 | /* This is a one of the many items on the list should be generated. |
215 | * Add up the chance total, and check to make sure the yes & no |
217 | * Add up the chance total, and check to make sure the yes & no |
216 | * fields of the treasures are not being used. |
218 | * fields of the treasures are not being used. |
217 | */ |
219 | */ |
218 | if (!strncmp (buf, "treasureone", 11)) |
220 | if (one) |
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221 | { |
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222 | for (treasure *t = tl->items; t; t = t->next) |
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223 | { |
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224 | if (t->next_yes || t->next_no) |
219 | { |
225 | { |
220 | for (t = tl->items; t != NULL; t = t->next) |
226 | LOG (llevError, "Treasure %s is one item, but on treasure %s%s\n", |
221 | { |
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222 | #ifdef TREASURE_DEBUG |
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223 | if (t->next_yes || t->next_no) |
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224 | { |
227 | &tl->name, |
225 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
228 | t->item ? "item " : "", |
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229 | t->item ? &t->item->archname : &t->name); |
226 | LOG (llevError, " the next_yes or next_no field is set\n"); |
230 | LOG (llevError, " the next_yes or next_no field is set\n"); |
227 | } |
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228 | #endif |
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229 | tl->total_chance += t->chance; |
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230 | } |
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231 | } |
231 | } |
232 | } |
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233 | else |
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234 | LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); |
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235 | } |
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236 | close_and_delete (fp, comp); |
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237 | |
232 | |
238 | #ifdef TREASURE_DEBUG |
233 | tl->total_chance += t->chance; |
239 | /* Perform some checks on how valid the treasure data actually is. |
234 | } |
240 | * verify that list transitions work (ie, the list that it is supposed |
235 | } |
241 | * to transition to exists). Also, verify that at least the name |
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242 | * or archetype is set for each treasure element. |
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243 | */ |
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244 | for (previous = first_treasurelist; previous != NULL; previous = previous->next) |
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245 | check_treasurelist (previous->items, previous); |
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246 | #endif |
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247 | } |
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248 | |
236 | |
249 | /* |
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250 | * Searches for the given treasurelist in the globally linked list |
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251 | * of treasurelists which has been built by load_treasures(). |
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252 | */ |
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253 | |
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254 | treasurelist * |
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255 | find_treasurelist (const char *name) |
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256 | { |
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257 | shstr_cmp name_ (name); |
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258 | |
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259 | if (!name_) |
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260 | return 0; |
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261 | |
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262 | for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) |
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263 | if (name_ == tl->name) |
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264 | return tl; |
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265 | |
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266 | if (first_treasurelist) |
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267 | LOG (llevError, "Couldn't find treasurelist %s\n", name); |
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268 | |
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269 | return 0; |
237 | return tl; |
270 | } |
238 | } |
271 | |
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272 | |
239 | |
273 | /* |
240 | /* |
274 | * Generates the objects specified by the given treasure. |
241 | * Generates the objects specified by the given treasure. |
275 | * It goes recursively through the rest of the linked list. |
242 | * It goes recursively through the rest of the linked list. |
276 | * If there is a certain percental chance for a treasure to be generated, |
243 | * If there is a certain percental chance for a treasure to be generated, |
… | |
… | |
282 | * start with equipment, but only their abilities). |
249 | * start with equipment, but only their abilities). |
283 | */ |
250 | */ |
284 | static void |
251 | static void |
285 | put_treasure (object *op, object *creator, int flags) |
252 | put_treasure (object *op, object *creator, int flags) |
286 | { |
253 | { |
287 | object *tmp; |
254 | if (flags & GT_ENVIRONMENT) |
288 | |
255 | { |
289 | /* Bit of a hack - spells should never be put onto the map. The entire |
256 | /* Bit of a hack - spells should never be put onto the map. The entire |
290 | * treasure stuff is a problem - there is no clear idea of knowing |
257 | * treasure stuff is a problem - there is no clear idea of knowing |
291 | * this is the original object, or if this is an object that should be created |
258 | * this is the original object, or if this is an object that should be created |
292 | * by another object. |
259 | * by another object. |
293 | */ |
260 | */ |
294 | if (flags & GT_ENVIRONMENT && op->type != SPELL) |
261 | //TODO: flag such as objects... as such (no drop, anybody?) |
295 | { |
262 | if (op->type == SPELL) |
296 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
263 | { |
|
|
264 | op->destroy (); |
|
|
265 | return; |
|
|
266 | } |
|
|
267 | |
|
|
268 | op->expand_tail (); |
|
|
269 | |
|
|
270 | if (!creator->is_on_map () |
|
|
271 | || (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
|
|
272 | op->destroy (); |
|
|
273 | else |
|
|
274 | { |
|
|
275 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
297 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
276 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
277 | } |
298 | } |
278 | } |
299 | else |
279 | else |
300 | { |
280 | { |
301 | op = creator->insert (op); |
281 | op = creator->insert (op); |
302 | |
282 | |
303 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
283 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
304 | monster_check_apply (creator, op); |
284 | monster_check_apply (creator, op); |
305 | |
|
|
306 | if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) |
|
|
307 | esrv_send_item (tmp, op); |
|
|
308 | } |
285 | } |
309 | } |
286 | } |
310 | |
287 | |
311 | /* if there are change_xxx commands in the treasure, we include the changes |
288 | /* if there are change_xxx commands in the treasure, we include the changes |
312 | * in the generated object |
289 | * in the generated object |
… | |
… | |
326 | |
303 | |
327 | if (t->change_arch.slaying) |
304 | if (t->change_arch.slaying) |
328 | op->slaying = t->change_arch.slaying; |
305 | op->slaying = t->change_arch.slaying; |
329 | } |
306 | } |
330 | |
307 | |
331 | void |
308 | static void |
332 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
309 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
333 | { |
310 | { |
334 | object *tmp; |
|
|
335 | |
|
|
336 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
311 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
337 | { |
312 | { |
338 | if (t->name) |
313 | if (t->name) |
339 | { |
314 | { |
340 | if (difficulty >= t->magic) |
315 | if (difficulty >= t->magic) |
|
|
316 | if (treasurelist *tl = treasurelist::find (t->name)) |
|
|
317 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
318 | else |
|
|
319 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
|
|
320 | } |
|
|
321 | else |
|
|
322 | { |
|
|
323 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
341 | { |
324 | { |
342 | treasurelist *tl = find_treasurelist (t->name); |
325 | object *tmp = t->item->instance (); |
343 | if (tl) |
326 | |
344 | create_treasure (tl, op, flag, difficulty, tries); |
|
|
345 | } |
|
|
346 | } |
|
|
347 | else |
|
|
348 | { |
|
|
349 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
|
|
350 | { |
|
|
351 | tmp = arch_to_object (t->item); |
|
|
352 | if (t->nrof && tmp->nrof <= 1) |
327 | if (t->nrof && tmp->nrof <= 1) |
353 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
328 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
329 | |
354 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
330 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
355 | change_treasure (t, tmp); |
331 | change_treasure (t, tmp); |
356 | put_treasure (tmp, op, flag); |
332 | put_treasure (tmp, op, flag); |
357 | } |
333 | } |
358 | } |
334 | } |
359 | |
335 | |
360 | if (t->next_yes != NULL) |
336 | if (t->next_yes) |
361 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
337 | create_all_treasures (t->next_yes, op, flag, difficulty, tries); |
362 | } |
338 | } |
363 | else if (t->next_no != NULL) |
339 | else if (t->next_no) |
364 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
340 | create_all_treasures (t->next_no, op, flag, difficulty, tries); |
365 | |
341 | |
366 | if (t->next != NULL) |
342 | if (t->next) |
367 | create_all_treasures (t->next, op, flag, difficulty, tries); |
343 | create_all_treasures (t->next, op, flag, difficulty, tries); |
368 | } |
344 | } |
369 | |
345 | |
370 | void |
346 | static void |
371 | create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) |
347 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
372 | { |
348 | { |
373 | int value = RANDOM () % tl->total_chance; |
349 | int value = rndm (tl->total_chance); |
374 | treasure *t; |
350 | treasure *t; |
375 | |
351 | |
376 | if (tries++ > 100) |
352 | if (tries++ > 100) |
377 | { |
353 | { |
378 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
354 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
379 | return; |
355 | return; |
380 | } |
356 | } |
381 | |
357 | |
382 | for (t = tl->items; t != NULL; t = t->next) |
358 | for (t = tl->items; t; t = t->next) |
383 | { |
359 | { |
384 | value -= t->chance; |
360 | value -= t->chance; |
385 | |
361 | |
386 | if (value < 0) |
362 | if (value < 0) |
387 | break; |
363 | break; |
388 | } |
364 | } |
389 | |
365 | |
390 | if (!t || value >= 0) |
366 | if (!t || value >= 0) |
391 | { |
|
|
392 | LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); |
367 | cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); |
393 | abort (); |
|
|
394 | return; |
|
|
395 | } |
|
|
396 | |
368 | |
397 | if (t->name) |
369 | if (t->name) |
398 | { |
370 | { |
399 | if (difficulty >= t->magic) |
371 | if (difficulty >= t->magic) |
400 | { |
372 | { |
401 | treasurelist *tl = find_treasurelist (t->name); |
373 | treasurelist *tl = treasurelist::find (t->name); |
402 | if (tl) |
374 | if (tl) |
403 | create_treasure (tl, op, flag, difficulty, tries); |
375 | create_treasure (tl, op, flag, difficulty, tries); |
404 | } |
376 | } |
405 | else if (t->nrof) |
377 | else if (t->nrof) |
406 | create_one_treasure (tl, op, flag, difficulty, tries); |
378 | create_one_treasure (tl, op, flag, difficulty, tries); |
407 | |
|
|
408 | return; |
|
|
409 | } |
379 | } |
410 | |
|
|
411 | if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
380 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
412 | { |
381 | { |
413 | object *tmp = arch_to_object (t->item); |
382 | if (object *tmp = t->item->instance ()) |
414 | |
383 | { |
415 | if (!tmp) |
|
|
416 | return; |
|
|
417 | |
|
|
418 | if (t->nrof && tmp->nrof <= 1) |
384 | if (t->nrof && tmp->nrof <= 1) |
419 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
385 | tmp->nrof = rndm (t->nrof) + 1; |
420 | |
386 | |
421 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
387 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
422 | change_treasure (t, tmp); |
388 | change_treasure (t, tmp); |
423 | put_treasure (tmp, op, flag); |
389 | put_treasure (tmp, op, flag); |
|
|
390 | } |
424 | } |
391 | } |
|
|
392 | } |
|
|
393 | |
|
|
394 | void |
|
|
395 | object::create_treasure (treasurelist *tl, int flags) |
|
|
396 | { |
|
|
397 | ::create_treasure (tl, this, flags, map ? map->difficulty : 0); |
425 | } |
398 | } |
426 | |
399 | |
427 | /* This calls the appropriate treasure creation function. tries is passed |
400 | /* This calls the appropriate treasure creation function. tries is passed |
428 | * to determine how many list transitions or attempts to create treasure |
401 | * to determine how many list transitions or attempts to create treasure |
429 | * have been made. It is really in place to prevent infinite loops with |
402 | * have been made. It is really in place to prevent infinite loops with |
… | |
… | |
432 | * to do that. |
405 | * to do that. |
433 | */ |
406 | */ |
434 | void |
407 | void |
435 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
408 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
436 | { |
409 | { |
|
|
410 | // empty treasurelists are legal |
|
|
411 | if (!tl->items) |
|
|
412 | return; |
437 | |
413 | |
438 | if (tries++ > 100) |
414 | if (tries++ > 100) |
439 | { |
415 | { |
440 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
416 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
441 | return; |
417 | return; |
442 | } |
418 | } |
|
|
419 | |
|
|
420 | if (op->flag [FLAG_TREASURE_ENV]) |
|
|
421 | { |
|
|
422 | // do not generate items when there already is something above the object |
|
|
423 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
|
|
424 | return; |
|
|
425 | |
|
|
426 | flag |= GT_ENVIRONMENT; |
|
|
427 | } |
|
|
428 | |
443 | if (tl->total_chance) |
429 | if (tl->total_chance) |
444 | create_one_treasure (tl, op, flag, difficulty, tries); |
430 | create_one_treasure (tl, op, flag, difficulty, tries); |
445 | else |
431 | else |
446 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
432 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
447 | } |
433 | } |
… | |
… | |
454 | object * |
440 | object * |
455 | generate_treasure (treasurelist *tl, int difficulty) |
441 | generate_treasure (treasurelist *tl, int difficulty) |
456 | { |
442 | { |
457 | difficulty = clamp (difficulty, 1, settings.max_level); |
443 | difficulty = clamp (difficulty, 1, settings.max_level); |
458 | |
444 | |
459 | object *ob = object::create (), *tmp; |
445 | object *ob = object::create (); |
460 | |
446 | |
461 | create_treasure (tl, ob, 0, difficulty, 0); |
447 | create_treasure (tl, ob, 0, difficulty, 0); |
462 | |
448 | |
463 | /* Don't want to free the object we are about to return */ |
449 | /* Don't want to free the object we are about to return */ |
464 | tmp = ob->inv; |
450 | object *tmp = ob->inv; |
465 | if (tmp != NULL) |
451 | if (tmp) |
466 | tmp->remove (); |
452 | tmp->remove (); |
467 | |
453 | |
468 | if (ob->inv) |
454 | if (ob->inv) |
469 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
455 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
470 | |
456 | |
471 | ob->destroy (); |
457 | ob->destroy (); |
|
|
458 | |
472 | return tmp; |
459 | return tmp; |
473 | } |
460 | } |
474 | |
461 | |
475 | /* |
462 | /* |
476 | * This is a new way of calculating the chance for an item to have |
463 | * This is a new way of calculating the chance for an item to have |
… | |
… | |
478 | * The array has two arguments, the difficulty of the level, and the |
465 | * The array has two arguments, the difficulty of the level, and the |
479 | * magical bonus "wanted". |
466 | * magical bonus "wanted". |
480 | */ |
467 | */ |
481 | |
468 | |
482 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
469 | static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { |
483 | |
|
|
484 | /*chance of magic difficulty*/ |
470 | // chance of magic difficulty |
485 | |
|
|
486 | /* +0 +1 +2 +3 +4 */ |
471 | // +0 +1 +2 +3 +4 |
487 | {95, 2, 2, 1, 0}, /*1 */ |
472 | {95, 2, 2, 1, 0}, // 1 |
488 | {92, 5, 2, 1, 0}, /*2 */ |
473 | {92, 5, 2, 1, 0}, // 2 |
489 | {85, 10, 4, 1, 0}, /*3 */ |
474 | {85, 10, 4, 1, 0}, // 3 |
490 | {80, 14, 4, 2, 0}, /*4 */ |
475 | {80, 14, 4, 2, 0}, // 4 |
491 | {75, 17, 5, 2, 1}, /*5 */ |
476 | {75, 17, 5, 2, 1}, // 5 |
492 | {70, 18, 8, 3, 1}, /*6 */ |
477 | {70, 18, 8, 3, 1}, // 6 |
493 | {65, 21, 10, 3, 1}, /*7 */ |
478 | {65, 21, 10, 3, 1}, // 7 |
494 | {60, 22, 12, 4, 2}, /*8 */ |
479 | {60, 22, 12, 4, 2}, // 8 |
495 | {55, 25, 14, 4, 2}, /*9 */ |
480 | {55, 25, 14, 4, 2}, // 9 |
496 | {50, 27, 16, 5, 2}, /*10 */ |
481 | {50, 27, 16, 5, 2}, // 10 |
497 | {45, 28, 18, 6, 3}, /*11 */ |
482 | {45, 28, 18, 6, 3}, // 11 |
498 | {42, 28, 20, 7, 3}, /*12 */ |
483 | {42, 28, 20, 7, 3}, // 12 |
499 | {40, 27, 21, 8, 4}, /*13 */ |
484 | {40, 27, 21, 8, 4}, // 13 |
500 | {38, 25, 22, 10, 5}, /*14 */ |
485 | {38, 25, 22, 10, 5}, // 14 |
501 | {36, 23, 23, 12, 6}, /*15 */ |
486 | {36, 23, 23, 12, 6}, // 15 |
502 | {33, 21, 24, 14, 8}, /*16 */ |
487 | {33, 21, 24, 14, 8}, // 16 |
503 | {31, 19, 25, 16, 9}, /*17 */ |
488 | {31, 19, 25, 16, 9}, // 17 |
504 | {27, 15, 30, 18, 10}, /*18 */ |
489 | {27, 15, 30, 18, 10}, // 18 |
505 | {20, 12, 30, 25, 13}, /*19 */ |
490 | {20, 12, 30, 25, 13}, // 19 |
506 | {15, 10, 28, 30, 17}, /*20 */ |
491 | {15, 10, 28, 30, 17}, // 20 |
507 | {13, 9, 27, 28, 23}, /*21 */ |
492 | {13, 9, 27, 28, 23}, // 21 |
508 | {10, 8, 25, 28, 29}, /*22 */ |
493 | {10, 8, 25, 28, 29}, // 22 |
509 | {8, 7, 23, 26, 36}, /*23 */ |
494 | { 8, 7, 23, 26, 36}, // 23 |
510 | {6, 6, 20, 22, 46}, /*24 */ |
495 | { 6, 6, 20, 22, 46}, // 24 |
511 | {4, 5, 17, 18, 56}, /*25 */ |
496 | { 4, 5, 17, 18, 56}, // 25 |
512 | {2, 4, 12, 14, 68}, /*26 */ |
497 | { 2, 4, 12, 14, 68}, // 26 |
513 | {0, 3, 7, 10, 80}, /*27 */ |
498 | { 0, 3, 7, 10, 80}, // 27 |
514 | {0, 0, 3, 7, 90}, /*28 */ |
499 | { 0, 0, 3, 7, 90}, // 28 |
515 | {0, 0, 0, 3, 97}, /*29 */ |
500 | { 0, 0, 0, 3, 97}, // 29 |
516 | {0, 0, 0, 0, 100}, /*30 */ |
501 | { 0, 0, 0, 0, 100}, // 30 |
517 | {0, 0, 0, 0, 100}, /*31 */ |
502 | { 0, 0, 0, 0, 100}, // 31 |
518 | }; |
503 | }; |
519 | |
504 | |
520 | |
|
|
521 | /* calculate the appropriate level for wands staves and scrolls. |
505 | /* calculate the appropriate level for wands staves and scrolls. |
522 | * This code presumes that op has had its spell object created (in op->inv) |
506 | * This code presumes that op has had its spell object created (in op->inv) |
523 | * |
507 | * |
524 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
508 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
525 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
509 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
526 | */ |
510 | */ |
527 | |
511 | static int |
528 | int |
|
|
529 | level_for_item (const object *op, int difficulty) |
512 | level_for_item (const object *op, int difficulty) |
530 | { |
513 | { |
531 | int olevel = 0; |
|
|
532 | |
|
|
533 | if (!op->inv) |
514 | if (!op->inv) |
534 | { |
515 | { |
535 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
516 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
536 | return 0; |
517 | return 0; |
537 | } |
518 | } |
538 | |
519 | |
539 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
520 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
540 | |
521 | |
541 | if (olevel <= 0) |
522 | if (olevel <= 0) |
542 | olevel = rndm (1, MIN (op->inv->level, 1)); |
523 | olevel = rndm (1, op->inv->level); |
543 | |
524 | |
544 | if (olevel > MAXLEVEL) |
525 | return min (olevel, MAXLEVEL_TREASURE); |
545 | olevel = MAXLEVEL; |
|
|
546 | |
|
|
547 | return olevel; |
|
|
548 | } |
526 | } |
549 | |
527 | |
550 | /* |
528 | /* |
551 | * Based upon the specified difficulty and upon the difftomagic_list array, |
529 | * Based upon the specified difficulty and upon the difftomagic_list array, |
552 | * a random magical bonus is returned. This is used when determine |
530 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
555 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
533 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
556 | * Scaling difficulty by max_level, as difficulty is a level and not some |
534 | * Scaling difficulty by max_level, as difficulty is a level and not some |
557 | * weird integer between 1-31. |
535 | * weird integer between 1-31. |
558 | * |
536 | * |
559 | */ |
537 | */ |
560 | |
538 | static int |
561 | int |
|
|
562 | magic_from_difficulty (int difficulty) |
539 | magic_from_difficulty (int difficulty) |
563 | { |
540 | { |
564 | int percent = 0, magic = 0; |
|
|
565 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
541 | int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
|
|
542 | scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
566 | |
543 | |
567 | scaled_diff--; |
|
|
568 | |
|
|
569 | if (scaled_diff < 0) |
|
|
570 | scaled_diff = 0; |
|
|
571 | |
|
|
572 | if (scaled_diff >= DIFFLEVELS) |
|
|
573 | scaled_diff = DIFFLEVELS - 1; |
|
|
574 | |
|
|
575 | percent = rndm (100); |
544 | int percent = rndm (100); |
|
|
545 | int magic; |
576 | |
546 | |
577 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
547 | for (magic = 0; magic <= MAXMAGIC; magic++) |
578 | { |
548 | { |
579 | percent -= difftomagic_list[scaled_diff][magic]; |
549 | percent -= difftomagic_list[scaled_diff][magic]; |
580 | |
550 | |
581 | if (percent < 0) |
551 | if (percent < 0) |
582 | break; |
552 | break; |
583 | } |
553 | } |
584 | |
554 | |
585 | if (magic == (MAXMAGIC + 1)) |
555 | if (magic > MAXMAGIC) |
586 | { |
556 | { |
587 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
557 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
588 | magic = 0; |
558 | magic = 0; |
589 | } |
559 | } |
590 | |
560 | |
… | |
… | |
598 | * Sets magical bonus in an object, and recalculates the effect on |
568 | * Sets magical bonus in an object, and recalculates the effect on |
599 | * the armour variable, and the effect on speed of armour. |
569 | * the armour variable, and the effect on speed of armour. |
600 | * This function doesn't work properly, should add use of archetypes |
570 | * This function doesn't work properly, should add use of archetypes |
601 | * to make it truly absolute. |
571 | * to make it truly absolute. |
602 | */ |
572 | */ |
603 | |
|
|
604 | void |
573 | void |
605 | set_abs_magic (object *op, int magic) |
574 | set_abs_magic (object *op, int magic) |
606 | { |
575 | { |
607 | if (!magic) |
576 | if (!magic) |
608 | return; |
577 | return; |
609 | |
578 | |
610 | op->magic = magic; |
579 | op->magic = magic; |
611 | if (op->arch) |
580 | if (op->arch) |
612 | { |
581 | { |
613 | if (op->type == ARMOUR) |
582 | if (op->type == ARMOUR) |
614 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
583 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
615 | |
584 | |
616 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
585 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
617 | magic = (-magic); |
586 | magic = (-magic); |
|
|
587 | |
618 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
588 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
619 | } |
589 | } |
620 | else |
590 | else |
621 | { |
591 | { |
622 | if (op->type == ARMOUR) |
592 | if (op->type == ARMOUR) |
623 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
593 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
594 | |
624 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
595 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
625 | magic = (-magic); |
596 | magic = (-magic); |
|
|
597 | |
626 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
598 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
627 | } |
599 | } |
628 | } |
600 | } |
629 | |
601 | |
630 | /* |
602 | /* |
… | |
… | |
633 | */ |
605 | */ |
634 | |
606 | |
635 | static void |
607 | static void |
636 | set_magic (int difficulty, object *op, int max_magic, int flags) |
608 | set_magic (int difficulty, object *op, int max_magic, int flags) |
637 | { |
609 | { |
638 | int i; |
|
|
639 | |
|
|
640 | i = magic_from_difficulty (difficulty); |
610 | int i = magic_from_difficulty (difficulty); |
|
|
611 | |
641 | if ((flags & GT_ONLY_GOOD) && i < 0) |
612 | if ((flags & GT_ONLY_GOOD) && i < 0) |
642 | i = -i; |
613 | i = -i; |
|
|
614 | |
643 | if (i > max_magic) |
615 | i = min (i, max_magic); |
644 | i = max_magic; |
616 | |
645 | set_abs_magic (op, i); |
617 | set_abs_magic (op, i); |
646 | if (i < 0) |
618 | if (i < 0) |
647 | SET_FLAG (op, FLAG_CURSED); |
619 | op->set_flag (FLAG_CURSED); |
648 | } |
620 | } |
649 | |
621 | |
650 | /* |
622 | /* |
651 | * Randomly adds one magical ability to the given object. |
623 | * Randomly adds one magical ability to the given object. |
652 | * Modified for Partial Resistance in many ways: |
624 | * Modified for Partial Resistance in many ways: |
653 | * 1) Since rings can have multiple bonuses, if the same bonus |
625 | * 1) Since rings can have multiple bonuses, if the same bonus |
654 | * is rolled again, increase it - the bonuses now stack with |
626 | * is rolled again, increase it - the bonuses now stack with |
655 | * other bonuses previously rolled and ones the item might natively have. |
627 | * other bonuses previously rolled and ones the item might natively have. |
656 | * 2) Add code to deal with new PR method. |
628 | * 2) Add code to deal with new PR method. |
657 | */ |
629 | */ |
658 | |
630 | static void |
659 | void |
|
|
660 | set_ring_bonus (object *op, int bonus) |
631 | set_ring_bonus (object *op, int bonus) |
661 | { |
632 | { |
662 | |
|
|
663 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
633 | int r = rndm (bonus > 0 ? 25 : 11); |
664 | |
634 | |
665 | if (op->type == AMULET) |
635 | if (op->type == AMULET) |
666 | { |
|
|
667 | if (!(rndm (21))) |
636 | if (!rndm (21)) |
668 | r = 20 + rndm (2); |
637 | r = 20 + rndm (2); |
|
|
638 | else if (rndm (2)) |
|
|
639 | r = 10; |
669 | else |
640 | else |
670 | { |
|
|
671 | if (RANDOM () & 2) |
|
|
672 | r = 10; |
|
|
673 | else |
|
|
674 | r = 11 + rndm (9); |
641 | r = 11 + rndm (9); |
675 | } |
|
|
676 | } |
|
|
677 | |
642 | |
678 | switch (r) |
643 | switch (r) |
679 | { |
644 | { |
680 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
645 | /* Redone by MSW 2000-11-26 to have much less code. Also, |
681 | * bonuses and penalties will stack and add to existing values. |
646 | * bonuses and penalties will stack and add to existing values. |
682 | * of the item. |
647 | * of the item. |
683 | */ |
648 | */ |
684 | case 0: |
649 | case 0: |
685 | case 1: |
650 | case 1: |
686 | case 2: |
651 | case 2: |
687 | case 3: |
652 | case 3: |
688 | case 4: |
653 | case 4: |
689 | case 5: |
654 | case 5: |
690 | case 6: |
655 | case 6: |
691 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
656 | op->stats.stat (r) += bonus; |
692 | break; |
657 | break; |
693 | |
658 | |
694 | case 7: |
659 | case 7: |
695 | op->stats.dam += bonus; |
660 | op->stats.dam += bonus; |
696 | break; |
661 | break; |
… | |
… | |
727 | * positive values for how protections work out. Put another |
692 | * positive values for how protections work out. Put another |
728 | * little random element in since that they don't always end up with |
693 | * little random element in since that they don't always end up with |
729 | * even values. |
694 | * even values. |
730 | */ |
695 | */ |
731 | if (bonus < 0) |
696 | if (bonus < 0) |
732 | val = 2 * -val - RANDOM () % b; |
697 | val = 2 * -val - rndm (b); |
733 | if (val > 35) |
698 | |
734 | val = 35; /* Upper limit */ |
699 | val = min (35, val); /* Upper limit */ |
|
|
700 | |
735 | b = 0; |
701 | b = 0; |
736 | |
702 | |
737 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
703 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
738 | resist = rndm (num_resist_table); |
704 | resist = rndm (num_resist_table); |
739 | |
705 | |
… | |
… | |
747 | break; |
713 | break; |
748 | } |
714 | } |
749 | case 20: |
715 | case 20: |
750 | if (op->type == AMULET) |
716 | if (op->type == AMULET) |
751 | { |
717 | { |
752 | SET_FLAG (op, FLAG_REFL_SPELL); |
718 | op->set_flag (FLAG_REFL_SPELL); |
753 | op->value *= 11; |
719 | op->value *= 11; |
754 | } |
720 | } |
755 | else |
721 | else |
756 | { |
722 | { |
757 | op->stats.hp = 1; /* regenerate hit points */ |
723 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
760 | break; |
726 | break; |
761 | |
727 | |
762 | case 21: |
728 | case 21: |
763 | if (op->type == AMULET) |
729 | if (op->type == AMULET) |
764 | { |
730 | { |
765 | SET_FLAG (op, FLAG_REFL_MISSILE); |
731 | op->set_flag (FLAG_REFL_MISSILE); |
766 | op->value *= 9; |
732 | op->value *= 9; |
767 | } |
733 | } |
768 | else |
734 | else |
769 | { |
735 | { |
770 | op->stats.sp = 1; /* regenerate spell points */ |
736 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
772 | } |
738 | } |
773 | break; |
739 | break; |
774 | |
740 | |
775 | case 22: |
741 | case 22: |
776 | op->stats.exp += bonus; /* Speed! */ |
742 | op->stats.exp += bonus; /* Speed! */ |
777 | op->value = (op->value * 2) / 3; |
743 | op->value = op->value * 2 / 3; |
778 | break; |
744 | break; |
779 | } |
745 | } |
780 | |
746 | |
781 | if (bonus > 0) |
747 | if (bonus > 0) |
782 | op->value *= 2 * bonus; |
748 | op->value = 2 * op->value * bonus; |
783 | else |
749 | else |
784 | op->value = -(op->value * 2 * bonus) / 3; |
750 | op->value = -2 * op->value * bonus / 3; |
785 | } |
751 | } |
786 | |
752 | |
787 | /* |
753 | /* |
788 | * get_magic(diff) will return a random number between 0 and 4. |
754 | * get_magic(diff) will return a random number between 0 and 4. |
789 | * diff can be any value above 2. The higher the diff-variable, the |
755 | * diff can be any value above 2. The higher the diff-variable, the |
790 | * higher is the chance of returning a low number. |
756 | * higher is the chance of returning a low number. |
791 | * It is only used in fix_generated_treasure() to set bonuses on |
757 | * It is only used in fix_generated_treasure() to set bonuses on |
792 | * rings and amulets. |
758 | * rings and amulets. |
793 | * Another scheme is used to calculate the magic of weapons and armours. |
759 | * Another scheme is used to calculate the magic of weapons and armours. |
794 | */ |
760 | */ |
795 | |
761 | static int |
796 | int |
|
|
797 | get_magic (int diff) |
762 | get_magic (int diff) |
798 | { |
763 | { |
799 | int i; |
764 | diff = min (3, diff); |
800 | |
765 | |
801 | if (diff < 3) |
|
|
802 | diff = 3; |
|
|
803 | for (i = 0; i < 4; i++) |
766 | for (int i = 0; i < 4; i++) |
804 | if (RANDOM () % diff) |
767 | if (rndm (diff)) |
805 | return i; |
768 | return i; |
|
|
769 | |
806 | return 4; |
770 | return 4; |
807 | } |
771 | } |
808 | |
772 | |
|
|
773 | /* special_potion() - so that old potion code is still done right. */ |
|
|
774 | static int |
|
|
775 | special_potion (object *op) |
|
|
776 | { |
|
|
777 | if (op->attacktype) |
|
|
778 | return 1; |
|
|
779 | |
|
|
780 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
781 | return 1; |
|
|
782 | |
|
|
783 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
784 | if (op->resist[i]) |
|
|
785 | return 1; |
|
|
786 | |
|
|
787 | return 0; |
|
|
788 | } |
|
|
789 | |
|
|
790 | static double |
|
|
791 | value_factor_from_spell_item (object *spell, object *item) |
|
|
792 | { |
|
|
793 | double factor = |
|
|
794 | pow ((spell->value > 0 ? spell->value : 1) |
|
|
795 | * spell->level, 1.5); |
|
|
796 | |
|
|
797 | if (item) // this if for: wands/staffs/rods: |
|
|
798 | { |
|
|
799 | /* Old crossfire comment ahead: |
|
|
800 | * Add 50 to both level an divisor to keep prices a little more |
|
|
801 | * reasonable. Otherwise, a high level version of a low level |
|
|
802 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
803 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
804 | */ |
|
|
805 | |
|
|
806 | factor *= item->level + 50; |
|
|
807 | factor /= item->inv->level + 50; |
|
|
808 | } |
|
|
809 | |
|
|
810 | return factor; |
|
|
811 | } |
|
|
812 | |
809 | #define DICE2 (get_magic(2)==2?2:1) |
813 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
810 | #define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
814 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
811 | |
815 | |
812 | /* |
816 | /* |
813 | * fix_generated_item(): This is called after an item is generated, in |
817 | * fix_generated_item(): This is called after an item is generated, in |
814 | * order to set it up right. This produced magical bonuses, puts spells |
818 | * order to set it up right. This produced magical bonuses, puts spells |
815 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
819 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
816 | */ |
820 | */ |
817 | |
821 | |
818 | /* 4/28/96 added creator object from which op may now inherit properties based on |
822 | /* 4/28/96 added creator object from which op may now inherit properties based on |
819 | * op->type. Right now, which stuff the creator passes on is object type |
823 | * op->type. Right now, which stuff the creator passes on is object type |
820 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
824 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
821 | * way to do this? b.t. */ |
825 | * way to do this? b.t. */ |
822 | |
826 | |
823 | /* |
827 | /* |
824 | * ! (flags & GT_ENVIRONMENT): |
828 | * ! (flags & GT_ENVIRONMENT): |
825 | * Automatically calls fix_flesh_item(). |
829 | * Automatically calls fix_flesh_item(). |
… | |
… | |
829 | * value. |
833 | * value. |
830 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
834 | * GT_MINIMAL: Does minimal processing on the object - just enough to make it |
831 | * a working object - don't change magic, value, etc, but set it material |
835 | * a working object - don't change magic, value, etc, but set it material |
832 | * type as appropriate, for objects that need spell objects, set those, etc |
836 | * type as appropriate, for objects that need spell objects, set those, etc |
833 | */ |
837 | */ |
834 | |
|
|
835 | void |
838 | void |
836 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
839 | fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) |
837 | { |
840 | { |
838 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
841 | int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; |
839 | |
842 | |
… | |
… | |
844 | save_item_power = op->item_power; |
847 | save_item_power = op->item_power; |
845 | op->item_power = 0; |
848 | op->item_power = 0; |
846 | |
849 | |
847 | if (op->randomitems && op->type != SPELL) |
850 | if (op->randomitems && op->type != SPELL) |
848 | { |
851 | { |
849 | create_treasure (op->randomitems, op, flags, difficulty, 0); |
852 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
850 | if (!op->inv) |
|
|
851 | LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); |
|
|
852 | |
|
|
853 | /* So the treasure doesn't get created again */ |
853 | /* So the treasure doesn't get created again */ |
854 | op->randomitems = NULL; |
854 | op->randomitems = 0; |
855 | } |
855 | } |
856 | |
856 | |
857 | if (difficulty < 1) |
857 | max_it (difficulty, 1); |
858 | difficulty = 1; |
|
|
859 | |
858 | |
860 | if (INVOKE_OBJECT (ADD_BONUS, op, |
859 | if (INVOKE_OBJECT (ADD_BONUS, op, |
861 | ARG_OBJECT (creator != op ? creator : 0), |
860 | ARG_OBJECT (creator != op ? creator : 0), |
862 | ARG_INT (difficulty), ARG_INT (max_magic), |
861 | ARG_INT (difficulty), ARG_INT (max_magic), |
863 | ARG_INT (flags))) |
862 | ARG_INT (flags))) |
864 | return; |
863 | return; |
865 | |
864 | |
866 | if (!(flags & GT_MINIMAL)) |
865 | if (!(flags & GT_MINIMAL)) |
867 | { |
866 | { |
868 | if (op->arch == crown_arch) |
867 | if (IS_ARCH (op->arch, crown)) |
869 | { |
868 | { |
870 | set_magic (difficulty, op, max_magic, flags); |
869 | set_magic (difficulty, op, max_magic, flags); |
871 | num_enchantments = calc_item_power (op, 1); |
870 | num_enchantments = calc_item_power (op, 1); |
872 | generate_artifact (op, difficulty); |
871 | generate_artifact (op, difficulty); |
873 | } |
872 | } |
… | |
… | |
876 | if (!op->magic && max_magic) |
875 | if (!op->magic && max_magic) |
877 | set_magic (difficulty, op, max_magic, flags); |
876 | set_magic (difficulty, op, max_magic, flags); |
878 | |
877 | |
879 | num_enchantments = calc_item_power (op, 1); |
878 | num_enchantments = calc_item_power (op, 1); |
880 | |
879 | |
881 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
880 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
882 | * used for shop_floors or treasures */ |
881 | || op->type == HORN |
|
|
882 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
883 | generate_artifact (op, difficulty); |
883 | generate_artifact (op, difficulty); |
884 | } |
884 | } |
885 | |
885 | |
886 | /* Object was made an artifact. Calculate its item_power rating. |
886 | /* Object was made an artifact. Calculate its item_power rating. |
887 | * the item_power in the object is what the artfiact adds. |
887 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
921 | * again below */ |
921 | * again below */ |
922 | } |
922 | } |
923 | } |
923 | } |
924 | |
924 | |
925 | /* materialtype modifications. Note we allow this on artifacts. */ |
925 | /* materialtype modifications. Note we allow this on artifacts. */ |
926 | set_materialname (op, difficulty, NULL); |
926 | select_material (op, difficulty); |
927 | |
927 | |
928 | if (flags & GT_MINIMAL) |
928 | if (flags & GT_MINIMAL) |
929 | { |
929 | { |
930 | if (op->type == POTION) |
930 | if (op->type == POTION) |
931 | /* Handle healing and magic power potions */ |
931 | /* Handle healing and magic power potions */ |
932 | if (op->stats.sp && !op->randomitems) |
932 | if (op->stats.sp && !op->randomitems) |
933 | { |
933 | { |
934 | object *tmp; |
|
|
935 | |
|
|
936 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
934 | object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
937 | insert_ob_in_ob (tmp, op); |
935 | insert_ob_in_ob (tmp, op); |
938 | op->stats.sp = 0; |
936 | op->stats.sp = 0; |
939 | } |
937 | } |
940 | } |
938 | } |
941 | else if (!op->title) /* Only modify object if not special */ |
939 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
944 | case WEAPON: |
942 | case WEAPON: |
945 | case ARMOUR: |
943 | case ARMOUR: |
946 | case SHIELD: |
944 | case SHIELD: |
947 | case HELMET: |
945 | case HELMET: |
948 | case CLOAK: |
946 | case CLOAK: |
949 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
947 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
950 | set_ring_bonus (op, -DICE2); |
948 | set_ring_bonus (op, -DICE2); |
951 | break; |
949 | break; |
952 | |
950 | |
953 | case BRACERS: |
951 | case BRACERS: |
954 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
952 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
955 | { |
953 | { |
956 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
954 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
957 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
955 | if (!op->flag [FLAG_CURSED]) |
958 | op->value *= 3; |
956 | op->value *= 3; |
959 | } |
957 | } |
960 | break; |
958 | break; |
961 | |
959 | |
962 | case POTION: |
960 | case POTION: |
963 | { |
961 | { |
964 | int too_many_tries = 0, is_special = 0; |
962 | int too_many_tries = 0; |
965 | |
963 | |
966 | /* Handle healing and magic power potions */ |
964 | /* Handle healing and magic power potions */ |
967 | if (op->stats.sp && !op->randomitems) |
965 | if (op->stats.sp && !op->randomitems) |
968 | { |
966 | { |
969 | object *tmp; |
|
|
970 | |
|
|
971 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
967 | object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
972 | insert_ob_in_ob (tmp, op); |
968 | insert_ob_in_ob (tmp, op); |
973 | op->stats.sp = 0; |
969 | op->stats.sp = 0; |
974 | } |
970 | } |
975 | |
971 | |
976 | while (!(is_special = special_potion (op)) && !op->inv) |
972 | while (!special_potion (op) && !op->inv) |
977 | { |
973 | { |
978 | generate_artifact (op, difficulty); |
974 | generate_artifact (op, difficulty); |
979 | if (too_many_tries++ > 10) |
975 | if (too_many_tries++ > 10) |
980 | break; |
976 | break; |
981 | } |
977 | } |
… | |
… | |
984 | * since the value set on those is already correct. |
980 | * since the value set on those is already correct. |
985 | */ |
981 | */ |
986 | if (op->inv && op->randomitems) |
982 | if (op->inv && op->randomitems) |
987 | { |
983 | { |
988 | /* value multiplier is same as for scrolls */ |
984 | /* value multiplier is same as for scrolls */ |
989 | op->value = (op->value * op->inv->value); |
985 | op->value *= op->inv->value; |
990 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
986 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
991 | } |
987 | } |
992 | else |
988 | else |
993 | { |
989 | { |
994 | op->name = "potion"; |
990 | op->name = shstr_potion; |
995 | op->name_pl = "potions"; |
991 | op->name_pl = shstr_potions; |
996 | } |
992 | } |
997 | |
993 | |
998 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
994 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
999 | SET_FLAG (op, FLAG_CURSED); |
995 | op->set_flag (FLAG_CURSED); |
|
|
996 | |
1000 | break; |
997 | break; |
1001 | } |
998 | } |
1002 | |
999 | |
1003 | case AMULET: |
1000 | case AMULET: |
1004 | if (op->arch == amulet_arch) |
1001 | if (IS_ARCH (op->arch, amulet)) |
1005 | op->value *= 5; /* Since it's not just decoration */ |
1002 | op->value *= 5; /* Since it's not just decoration */ |
1006 | |
1003 | |
1007 | case RING: |
1004 | case RING: |
1008 | if (op->arch == NULL) |
|
|
1009 | { |
|
|
1010 | op->destroy (); |
|
|
1011 | op = 0; |
|
|
1012 | break; |
|
|
1013 | } |
|
|
1014 | |
|
|
1015 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
1005 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
1016 | break; |
1006 | break; |
1017 | |
1007 | |
1018 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1008 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1019 | SET_FLAG (op, FLAG_CURSED); |
1009 | op->set_flag (FLAG_CURSED); |
1020 | |
1010 | |
1021 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1011 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
1022 | |
1012 | |
1023 | if (op->type != RING) /* Amulets have only one ability */ |
1013 | if (op->type != RING) /* Amulets have only one ability */ |
1024 | break; |
1014 | break; |
1025 | |
1015 | |
1026 | if (!(rndm (4))) |
1016 | if (!rndm (4)) |
1027 | { |
1017 | { |
1028 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1018 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1029 | |
1019 | |
1030 | if (d > 0) |
1020 | if (d > 0) |
1031 | op->value *= 3; |
1021 | op->value *= 3; |
1032 | |
1022 | |
1033 | set_ring_bonus (op, d); |
1023 | set_ring_bonus (op, d); |
1034 | |
1024 | |
1035 | if (!(rndm (4))) |
1025 | if (!rndm (4)) |
1036 | { |
1026 | { |
1037 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1027 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
1038 | |
1028 | |
1039 | if (d > 0) |
1029 | if (d > 0) |
1040 | op->value *= 5; |
1030 | op->value *= 5; |
|
|
1031 | |
1041 | set_ring_bonus (op, d); |
1032 | set_ring_bonus (op, d); |
1042 | } |
1033 | } |
1043 | } |
1034 | } |
1044 | |
1035 | |
1045 | if (GET_ANIM_ID (op)) |
1036 | if (op->animation_id) |
1046 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1037 | op->set_anim_frame (rndm (op->anim_frames ())); |
1047 | |
1038 | |
1048 | break; |
1039 | break; |
1049 | |
1040 | |
1050 | case BOOK: |
1041 | case BOOK: |
1051 | /* Is it an empty book?, if yes lets make a special· |
1042 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
1053 | * creator and/or map level we found it on. |
1044 | * creator and/or map level we found it on. |
1054 | */ |
1045 | */ |
1055 | if (!op->msg && rndm (10)) |
1046 | if (!op->msg && rndm (10)) |
1056 | { |
1047 | { |
1057 | /* set the book level properly */ |
1048 | /* set the book level properly */ |
1058 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1049 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1059 | { |
1050 | { |
1060 | if (op->map && op->map->difficulty) |
1051 | if (op->map && op->map->difficulty) |
1061 | op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1; |
1052 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1062 | else |
1053 | else |
1063 | op->level = rndm (20) + 1; |
1054 | op->level = rndm (20) + 1; |
1064 | } |
1055 | } |
1065 | else |
1056 | else |
1066 | op->level = RANDOM () % creator->level; |
1057 | op->level = rndm (creator->level); |
1067 | |
1058 | |
1068 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1059 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1069 | /* books w/ info are worth more! */ |
1060 | /* books w/ info are worth more! */ |
1070 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1061 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1071 | /* creator related stuff */ |
|
|
1072 | |
|
|
1073 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1074 | * set - we don't want to set no pick in that case. |
|
|
1075 | */ |
|
|
1076 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1077 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1078 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1079 | op->slaying = creator->slaying; |
|
|
1080 | |
1062 | |
1081 | /* add exp so reading it gives xp (once) */ |
1063 | /* add exp so reading it gives xp (once) */ |
1082 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1064 | op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; |
1083 | } |
1065 | } |
|
|
1066 | |
|
|
1067 | /* creator related stuff */ |
|
|
1068 | |
|
|
1069 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1070 | * set - we don't want to set no pick in that case. |
|
|
1071 | */ |
|
|
1072 | if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER]) |
|
|
1073 | op->set_flag (FLAG_NO_PICK); |
|
|
1074 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1075 | op->slaying = creator->slaying; |
1084 | break; |
1076 | break; |
1085 | |
1077 | |
1086 | case SPELLBOOK: |
1078 | case SPELLBOOK: |
1087 | op->value = op->value * op->inv->value; |
1079 | op->value *= value_factor_from_spell_item (op->inv, 0); |
|
|
1080 | |
1088 | /* add exp so learning gives xp */ |
1081 | /* add exp so learning gives xp */ |
1089 | op->level = op->inv->level; |
1082 | op->level = op->inv->level; |
1090 | op->stats.exp = op->value; |
1083 | op->stats.exp = op->value; |
1091 | break; |
1084 | break; |
1092 | |
1085 | |
… | |
… | |
1096 | * and reset nrof. |
1089 | * and reset nrof. |
1097 | */ |
1090 | */ |
1098 | op->stats.food = op->inv->nrof; |
1091 | op->stats.food = op->inv->nrof; |
1099 | op->nrof = 1; |
1092 | op->nrof = 1; |
1100 | /* If the spell changes by level, choose a random level |
1093 | /* If the spell changes by level, choose a random level |
1101 | * for it, and adjust price. If the spell doesn't |
1094 | * for it. |
1102 | * change by level, just set the wand to the level of |
|
|
1103 | * the spell, and value calculation is simpler. |
|
|
1104 | */ |
1095 | */ |
1105 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1096 | if (op->inv->duration_modifier |
1106 | { |
1097 | || op->inv->dam_modifier |
|
|
1098 | || op->inv->range_modifier) |
1107 | op->level = level_for_item (op, difficulty); |
1099 | op->level = level_for_item (op, difficulty); |
1108 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1109 | } |
|
|
1110 | else |
1100 | else |
1111 | { |
|
|
1112 | op->level = op->inv->level; |
1101 | op->level = op->inv->level; |
1113 | op->value = op->value * op->inv->value; |
1102 | |
1114 | } |
1103 | op->value *= value_factor_from_spell_item (op->inv, op); |
1115 | break; |
1104 | break; |
1116 | |
1105 | |
1117 | case ROD: |
1106 | case ROD: |
1118 | op->level = level_for_item (op, difficulty); |
1107 | op->level = level_for_item (op, difficulty); |
1119 | /* Add 50 to both level an divisor to keep prices a little more |
1108 | op->value *= value_factor_from_spell_item (op->inv, op); |
1120 | * reasonable. Otherwise, a high level version of a low level |
1109 | |
1121 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1122 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1123 | */ |
|
|
1124 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1125 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1110 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1126 | if (op->stats.maxhp) |
1111 | if (op->stats.maxhp) |
1127 | op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); |
1112 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1128 | else |
1113 | else |
1129 | op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); |
1114 | op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); |
1130 | |
1115 | |
1131 | op->stats.hp = op->stats.maxhp; |
1116 | op->stats.hp = op->stats.maxhp; |
1132 | break; |
1117 | break; |
1133 | |
1118 | |
1134 | case SCROLL: |
1119 | case SCROLL: |
1135 | op->level = level_for_item (op, difficulty); |
1120 | op->level = level_for_item (op, difficulty); |
1136 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1121 | op->value *= value_factor_from_spell_item (op->inv, op); |
1137 | |
1122 | |
1138 | /* add exp so reading them properly gives xp */ |
1123 | /* add exp so reading them properly gives xp */ |
1139 | op->stats.exp = op->value / 5; |
1124 | op->stats.exp = op->value / 5; |
1140 | op->nrof = op->inv->nrof; |
1125 | op->nrof = op->inv->nrof; |
1141 | break; |
1126 | break; |
… | |
… | |
1149 | break; |
1134 | break; |
1150 | } /* switch type */ |
1135 | } /* switch type */ |
1151 | |
1136 | |
1152 | if (flags & GT_STARTEQUIP) |
1137 | if (flags & GT_STARTEQUIP) |
1153 | { |
1138 | { |
1154 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) |
1139 | if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN]) |
1155 | SET_FLAG (op, FLAG_STARTEQUIP); |
1140 | op->set_flag (FLAG_STARTEQUIP); |
1156 | else if (op->type != MONEY) |
1141 | else if (op->type != MONEY) |
1157 | op->value = 0; |
1142 | op->value = 0; |
1158 | } |
1143 | } |
1159 | |
1144 | |
1160 | if (!(flags & GT_ENVIRONMENT)) |
1145 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1170 | */ |
1155 | */ |
1171 | |
1156 | |
1172 | /* |
1157 | /* |
1173 | * Allocate and return the pointer to an empty artifactlist structure. |
1158 | * Allocate and return the pointer to an empty artifactlist structure. |
1174 | */ |
1159 | */ |
1175 | |
|
|
1176 | static artifactlist * |
1160 | static artifactlist * |
1177 | get_empty_artifactlist (void) |
1161 | get_empty_artifactlist () |
1178 | { |
1162 | { |
1179 | artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); |
1163 | return salloc0<artifactlist> (); |
1180 | |
|
|
1181 | if (al == NULL) |
|
|
1182 | fatal (OUT_OF_MEMORY); |
|
|
1183 | al->next = NULL; |
|
|
1184 | al->items = NULL; |
|
|
1185 | al->total_chance = 0; |
|
|
1186 | return al; |
|
|
1187 | } |
1164 | } |
1188 | |
1165 | |
1189 | /* |
1166 | /* |
1190 | * Allocate and return the pointer to an empty artifact structure. |
1167 | * Allocate and return the pointer to an empty artifact structure. |
1191 | */ |
1168 | */ |
1192 | |
|
|
1193 | static artifact * |
1169 | static artifact * |
1194 | get_empty_artifact (void) |
1170 | get_empty_artifact () |
1195 | { |
1171 | { |
1196 | artifact *a = (artifact *) malloc (sizeof (artifact)); |
1172 | return salloc0<artifact> (); |
1197 | |
|
|
1198 | if (a == NULL) |
|
|
1199 | fatal (OUT_OF_MEMORY); |
|
|
1200 | a->item = NULL; |
|
|
1201 | a->next = NULL; |
|
|
1202 | a->chance = 0; |
|
|
1203 | a->difficulty = 0; |
|
|
1204 | a->allowed = NULL; |
|
|
1205 | return a; |
|
|
1206 | } |
1173 | } |
1207 | |
1174 | |
1208 | /* |
1175 | /* |
1209 | * Searches the artifact lists and returns one that has the same type |
1176 | * Searches the artifact lists and returns one that has the same type |
1210 | * of objects on it. |
1177 | * of objects on it. |
1211 | */ |
1178 | */ |
1212 | |
|
|
1213 | artifactlist * |
1179 | artifactlist * |
1214 | find_artifactlist (int type) |
1180 | find_artifactlist (int type) |
1215 | { |
1181 | { |
1216 | artifactlist *al; |
|
|
1217 | |
|
|
1218 | for (al = first_artifactlist; al != NULL; al = al->next) |
1182 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1219 | if (al->type == type) |
1183 | if (al->type == type) |
1220 | return al; |
1184 | return al; |
|
|
1185 | |
1221 | return NULL; |
1186 | return 0; |
1222 | } |
1187 | } |
1223 | |
1188 | |
1224 | /* |
1189 | /* |
1225 | * For debugging purposes. Dumps all tables. |
1190 | * Builds up the lists of artifacts from the file in the libdir. |
1226 | */ |
1191 | */ |
1227 | |
|
|
1228 | void |
1192 | void |
1229 | dump_artifacts (void) |
|
|
1230 | { |
|
|
1231 | artifactlist *al; |
|
|
1232 | artifact *art; |
|
|
1233 | linked_char *next; |
|
|
1234 | |
|
|
1235 | fprintf (logfile, "\n"); |
|
|
1236 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1237 | { |
|
|
1238 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1239 | for (art = al->items; art != NULL; art = art->next) |
|
|
1240 | { |
|
|
1241 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1242 | if (art->allowed != NULL) |
|
|
1243 | { |
|
|
1244 | fprintf (logfile, "\tAllowed combinations:"); |
|
|
1245 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1246 | fprintf (logfile, "%s,", &next->name); |
|
|
1247 | fprintf (logfile, "\n"); |
|
|
1248 | } |
|
|
1249 | } |
|
|
1250 | } |
|
|
1251 | fprintf (logfile, "\n"); |
|
|
1252 | } |
|
|
1253 | |
|
|
1254 | /* |
|
|
1255 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1256 | */ |
|
|
1257 | void |
|
|
1258 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1259 | { |
|
|
1260 | treasurelist *tl; |
|
|
1261 | int i; |
|
|
1262 | |
|
|
1263 | if (depth > 100) |
|
|
1264 | return; |
|
|
1265 | while (t) |
|
|
1266 | { |
|
|
1267 | if (t->name) |
|
|
1268 | { |
|
|
1269 | for (i = 0; i < depth; i++) |
|
|
1270 | fprintf (logfile, " "); |
|
|
1271 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1272 | tl = find_treasurelist (t->name); |
|
|
1273 | if (tl) |
|
|
1274 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1275 | for (i = 0; i < depth; i++) |
|
|
1276 | fprintf (logfile, " "); |
|
|
1277 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1278 | } |
|
|
1279 | else |
|
|
1280 | { |
|
|
1281 | for (i = 0; i < depth; i++) |
|
|
1282 | fprintf (logfile, " "); |
|
|
1283 | if (t->item && t->item->clone.type == FLESH) |
|
|
1284 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1285 | else |
|
|
1286 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1287 | } |
|
|
1288 | |
|
|
1289 | if (t->next_yes) |
|
|
1290 | { |
|
|
1291 | for (i = 0; i < depth; i++) |
|
|
1292 | fprintf (logfile, " "); |
|
|
1293 | fprintf (logfile, " (if yes)\n"); |
|
|
1294 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1295 | } |
|
|
1296 | |
|
|
1297 | if (t->next_no) |
|
|
1298 | { |
|
|
1299 | for (i = 0; i < depth; i++) |
|
|
1300 | fprintf (logfile, " "); |
|
|
1301 | fprintf (logfile, " (if no)\n"); |
|
|
1302 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1303 | } |
|
|
1304 | |
|
|
1305 | t = t->next; |
|
|
1306 | } |
|
|
1307 | } |
|
|
1308 | |
|
|
1309 | /* |
|
|
1310 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1311 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1312 | */ |
|
|
1313 | |
|
|
1314 | void |
|
|
1315 | dump_monster_treasure (const char *name) |
|
|
1316 | { |
|
|
1317 | archetype *at; |
|
|
1318 | int found; |
|
|
1319 | |
|
|
1320 | found = 0; |
|
|
1321 | fprintf (logfile, "\n"); |
|
|
1322 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1323 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1324 | { |
|
|
1325 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1326 | if (at->clone.randomitems != NULL) |
|
|
1327 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1328 | else |
|
|
1329 | fprintf (logfile, "(nothing)\n"); |
|
|
1330 | fprintf (logfile, "\n"); |
|
|
1331 | found++; |
|
|
1332 | } |
|
|
1333 | if (found == 0) |
|
|
1334 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1335 | } |
|
|
1336 | |
|
|
1337 | /* |
|
|
1338 | * Builds up the lists of artifacts from the file in the libdir. |
|
|
1339 | */ |
|
|
1340 | |
|
|
1341 | void |
|
|
1342 | init_artifacts (void) |
1193 | init_artifacts () |
1343 | { |
1194 | { |
1344 | static int has_been_inited = 0; |
1195 | static int has_been_inited = 0; |
1345 | char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; |
|
|
1346 | artifact *art = NULL; |
1196 | artifact *art = NULL; |
1347 | linked_char *tmp; |
|
|
1348 | int value; |
|
|
1349 | artifactlist *al; |
1197 | artifactlist *al; |
1350 | |
1198 | |
1351 | if (has_been_inited) |
1199 | if (has_been_inited) |
1352 | return; |
1200 | return; |
1353 | else |
1201 | else |
1354 | has_been_inited = 1; |
1202 | has_been_inited = 1; |
1355 | |
1203 | |
1356 | sprintf (filename, "%s/artifacts", settings.datadir); |
1204 | object_thawer f (settings.datadir, "artifacts"); |
1357 | object_thawer thawer (filename); |
|
|
1358 | |
1205 | |
1359 | if (!thawer) |
1206 | if (!f) |
1360 | return; |
1207 | return; |
1361 | |
1208 | |
1362 | while (fgets (buf, HUGE_BUF, thawer) != NULL) |
1209 | for (;;) |
1363 | { |
1210 | { |
1364 | if (*buf == '#') |
1211 | switch (f.kw) |
1365 | continue; |
|
|
1366 | if ((cp = strchr (buf, '\n')) != NULL) |
|
|
1367 | *cp = '\0'; |
|
|
1368 | cp = buf; |
|
|
1369 | while (*cp == ' ') /* Skip blanks */ |
|
|
1370 | cp++; |
|
|
1371 | if (*cp == '\0') |
|
|
1372 | continue; |
|
|
1373 | |
|
|
1374 | if (!strncmp (cp, "Allowed", 7)) |
|
|
1375 | { |
1212 | { |
|
|
1213 | case KW_allowed: |
1376 | if (art == NULL) |
1214 | if (!art) |
|
|
1215 | art = get_empty_artifact (); |
|
|
1216 | |
1377 | { |
1217 | { |
1378 | art = get_empty_artifact (); |
1218 | if (!strcmp (f.get_str (), "all")) |
1379 | nrofartifacts++; |
1219 | break; |
|
|
1220 | |
|
|
1221 | const char *cp = f.get_str (); |
|
|
1222 | char *next; |
|
|
1223 | do |
|
|
1224 | { |
|
|
1225 | if ((next = (char *)strchr (cp, ','))) |
|
|
1226 | *next++ = '\0'; |
|
|
1227 | |
|
|
1228 | linked_char *tmp = new linked_char; |
|
|
1229 | |
|
|
1230 | tmp->name = cp; |
|
|
1231 | tmp->next = art->allowed; |
|
|
1232 | art->allowed = tmp; |
|
|
1233 | } |
|
|
1234 | while ((cp = next)); |
1380 | } |
1235 | } |
1381 | cp = strchr (cp, ' ') + 1; |
1236 | break; |
1382 | if (!strcmp (cp, "all")) |
1237 | |
|
|
1238 | case KW_chance: |
|
|
1239 | f.get (art->chance); |
|
|
1240 | break; |
|
|
1241 | |
|
|
1242 | case KW_difficulty: |
|
|
1243 | f.get (art->difficulty); |
|
|
1244 | break; |
|
|
1245 | |
|
|
1246 | case KW_object: |
|
|
1247 | { |
|
|
1248 | art->item = object::create (); |
|
|
1249 | f.get (art->item->name); |
|
|
1250 | f.next (); |
|
|
1251 | |
|
|
1252 | if (!art->item->parse_kv (f)) |
|
|
1253 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1254 | |
|
|
1255 | al = find_artifactlist (art->item->type); |
|
|
1256 | |
|
|
1257 | if (!al) |
|
|
1258 | { |
|
|
1259 | al = get_empty_artifactlist (); |
|
|
1260 | al->type = art->item->type; |
|
|
1261 | al->next = first_artifactlist; |
|
|
1262 | first_artifactlist = al; |
|
|
1263 | } |
|
|
1264 | |
|
|
1265 | art->next = al->items; |
|
|
1266 | al->items = art; |
|
|
1267 | art = 0; |
|
|
1268 | } |
1383 | continue; |
1269 | continue; |
1384 | |
1270 | |
1385 | do |
1271 | case KW_EOF: |
|
|
1272 | goto done; |
|
|
1273 | |
|
|
1274 | default: |
|
|
1275 | if (!f.parse_error ("artifacts file")) |
|
|
1276 | cleanup ("artifacts file required"); |
1386 | { |
1277 | break; |
1387 | nrofallowedstr++; |
|
|
1388 | if ((next = strchr (cp, ',')) != NULL) |
|
|
1389 | *(next++) = '\0'; |
|
|
1390 | tmp = new linked_char; |
|
|
1391 | |
|
|
1392 | tmp->name = cp; |
|
|
1393 | tmp->next = art->allowed; |
|
|
1394 | art->allowed = tmp; |
|
|
1395 | } |
|
|
1396 | while ((cp = next) != NULL); |
|
|
1397 | } |
|
|
1398 | else if (sscanf (cp, "chance %d", &value)) |
|
|
1399 | art->chance = (uint16) value; |
|
|
1400 | else if (sscanf (cp, "difficulty %d", &value)) |
|
|
1401 | art->difficulty = (uint8) value; |
|
|
1402 | else if (!strncmp (cp, "Object", 6)) |
|
|
1403 | { |
1278 | } |
1404 | art->item = object::create (); |
|
|
1405 | |
1279 | |
1406 | if (!load_object (thawer, art->item, 0)) |
1280 | f.next (); |
1407 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
|
|
1408 | |
|
|
1409 | art->item->name = strchr (cp, ' ') + 1; |
|
|
1410 | al = find_artifactlist (art->item->type); |
|
|
1411 | if (al == NULL) |
|
|
1412 | { |
|
|
1413 | al = get_empty_artifactlist (); |
|
|
1414 | al->type = art->item->type; |
|
|
1415 | al->next = first_artifactlist; |
|
|
1416 | first_artifactlist = al; |
|
|
1417 | } |
|
|
1418 | art->next = al->items; |
|
|
1419 | al->items = art; |
|
|
1420 | art = NULL; |
|
|
1421 | } |
|
|
1422 | else |
|
|
1423 | LOG (llevError, "Unknown input in artifact file: %s\n", buf); |
|
|
1424 | } |
1281 | } |
1425 | |
1282 | |
|
|
1283 | done: |
1426 | for (al = first_artifactlist; al != NULL; al = al->next) |
1284 | for (al = first_artifactlist; al; al = al->next) |
1427 | { |
1285 | { |
|
|
1286 | al->total_chance = 0; |
|
|
1287 | |
1428 | for (art = al->items; art != NULL; art = art->next) |
1288 | for (art = al->items; art; art = art->next) |
1429 | { |
1289 | { |
1430 | if (!art->chance) |
1290 | if (!art->chance) |
1431 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1291 | LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); |
1432 | else |
1292 | else |
1433 | al->total_chance += art->chance; |
1293 | al->total_chance += art->chance; |
1434 | } |
1294 | } |
1435 | #if 0 |
1295 | #if 0 |
1436 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1296 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1437 | #endif |
1297 | #endif |
1438 | } |
1298 | } |
1439 | |
|
|
1440 | LOG (llevDebug, "done.\n"); |
|
|
1441 | } |
1299 | } |
1442 | |
|
|
1443 | |
1300 | |
1444 | /* |
1301 | /* |
1445 | * Used in artifact generation. The bonuses of the first object |
1302 | * Used in artifact generation. The bonuses of the first object |
1446 | * is modified by the bonuses of the second object. |
1303 | * is modified by the bonuses of the second object. |
1447 | */ |
1304 | */ |
1448 | |
|
|
1449 | void |
1305 | void |
1450 | add_abilities (object *op, object *change) |
1306 | add_abilities (object *op, object *change) |
1451 | { |
1307 | { |
1452 | int i, tmp; |
|
|
1453 | |
|
|
1454 | if (change->face != blank_face) |
1308 | if (change->face != blank_face) |
1455 | { |
|
|
1456 | #ifdef TREASURE_VERBOSE |
|
|
1457 | LOG (llevDebug, "FACE: %d\n", change->face->number); |
|
|
1458 | #endif |
|
|
1459 | op->face = change->face; |
1309 | op->face = change->face; |
1460 | } |
|
|
1461 | |
1310 | |
1462 | for (i = 0; i < NUM_STATS; i++) |
1311 | for (int i = 0; i < NUM_STATS; i++) |
1463 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1312 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1464 | |
1313 | |
1465 | op->attacktype |= change->attacktype; |
1314 | op->attacktype |= change->attacktype; |
1466 | op->path_attuned |= change->path_attuned; |
1315 | op->path_attuned |= change->path_attuned; |
1467 | op->path_repelled |= change->path_repelled; |
1316 | op->path_repelled |= change->path_repelled; |
1468 | op->path_denied |= change->path_denied; |
1317 | op->path_denied |= change->path_denied; |
1469 | op->move_type |= change->move_type; |
1318 | op->move_type |= change->move_type; |
1470 | op->stats.luck += change->stats.luck; |
1319 | op->stats.luck += change->stats.luck; |
1471 | |
1320 | |
1472 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1321 | static const struct copyflags : object::flags_t |
1473 | SET_FLAG (op, FLAG_CURSED); |
1322 | { |
1474 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1323 | copyflags () |
1475 | SET_FLAG (op, FLAG_DAMNED); |
1324 | { |
1476 | if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) |
1325 | set (FLAG_CURSED); |
|
|
1326 | set (FLAG_DAMNED); |
|
|
1327 | set (FLAG_LIFESAVE); |
|
|
1328 | set (FLAG_REFL_SPELL); |
|
|
1329 | set (FLAG_STEALTH); |
|
|
1330 | set (FLAG_XRAYS); |
|
|
1331 | set (FLAG_BLIND); |
|
|
1332 | set (FLAG_SEE_IN_DARK); |
|
|
1333 | set (FLAG_REFL_MISSILE); |
|
|
1334 | set (FLAG_MAKE_INVIS); |
|
|
1335 | } |
|
|
1336 | } copyflags; |
|
|
1337 | |
|
|
1338 | // we might want to just copy, but or'ing is what the original code did |
|
|
1339 | op->flag |= change->flag & copyflags; |
|
|
1340 | |
|
|
1341 | if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) |
1477 | set_abs_magic (op, -op->magic); |
1342 | set_abs_magic (op, -op->magic); |
1478 | |
1343 | |
1479 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1344 | if (change->flag [FLAG_STAND_STILL]) |
1480 | SET_FLAG (op, FLAG_LIFESAVE); |
|
|
1481 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
|
|
1482 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1483 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
|
|
1484 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1485 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
|
|
1486 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1487 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1488 | SET_FLAG (op, FLAG_BLIND); |
|
|
1489 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1490 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1491 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1492 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1493 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1494 | SET_FLAG (op, FLAG_MAKE_INVIS); |
|
|
1495 | |
|
|
1496 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1497 | { |
1345 | { |
1498 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1346 | op->clr_flag (FLAG_ANIMATE); |
|
|
1347 | |
1499 | /* so artifacts will join */ |
1348 | /* so artifacts will join */ |
1500 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1349 | if (!op->flag [FLAG_ALIVE]) |
1501 | op->speed = 0.0; |
1350 | op->speed = 0.; |
1502 | |
1351 | |
1503 | op->set_speed (op->speed); |
1352 | op->set_speed (op->speed); |
1504 | } |
1353 | } |
1505 | |
1354 | |
1506 | if (change->nrof) |
1355 | if (change->nrof) |
1507 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1356 | op->nrof = rndm (change->nrof) + 1; |
1508 | |
1357 | |
1509 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1358 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1510 | op->stats.wc += change->stats.wc; |
1359 | op->stats.wc += change->stats.wc; |
1511 | op->stats.ac += change->stats.ac; |
1360 | op->stats.ac += change->stats.ac; |
1512 | |
1361 | |
1513 | if (change->other_arch) |
1362 | if (change->other_arch) |
1514 | { |
1363 | { |
1515 | /* Basically, for horns & potions, the other_arch field is the spell |
1364 | /* Basically, for horns & potions, the other_arch field is the spell |
1516 | * to cast. So convert that to into a spell and put it into |
1365 | * to cast. So convert that to into a spell and put it into |
1517 | * this object. |
1366 | * this object. |
1518 | */ |
1367 | */ |
1519 | if (op->type == HORN || op->type == POTION) |
1368 | if (op->type == HORN || op->type == POTION) |
1520 | { |
1369 | { |
1521 | object *tmp_obj; |
|
|
1522 | |
|
|
1523 | /* Remove any spells this object currently has in it */ |
1370 | /* Remove any spells this object currently has in it */ |
1524 | while (op->inv) |
|
|
1525 | op->inv->destroy (); |
1371 | op->destroy_inv (false); |
1526 | |
1372 | |
1527 | tmp_obj = arch_to_object (change->other_arch); |
1373 | object *tmp = change->other_arch->instance (); |
1528 | insert_ob_in_ob (tmp_obj, op); |
1374 | insert_ob_in_ob (tmp, op); |
1529 | } |
1375 | } |
|
|
1376 | |
1530 | /* No harm setting this for potions/horns */ |
1377 | /* No harm setting this for potions/horns */ |
1531 | op->other_arch = change->other_arch; |
1378 | op->other_arch = change->other_arch; |
1532 | } |
1379 | } |
1533 | |
1380 | |
1534 | if (change->stats.hp < 0) |
1381 | if (change->stats.hp < 0) |
… | |
… | |
1550 | op->stats.maxsp = -change->stats.maxsp; |
1397 | op->stats.maxsp = -change->stats.maxsp; |
1551 | else |
1398 | else |
1552 | op->stats.maxsp += change->stats.maxsp; |
1399 | op->stats.maxsp += change->stats.maxsp; |
1553 | |
1400 | |
1554 | if (change->stats.food < 0) |
1401 | if (change->stats.food < 0) |
1555 | op->stats.food = -(change->stats.food); |
1402 | op->stats.food = -change->stats.food; |
1556 | else |
1403 | else |
1557 | op->stats.food += change->stats.food; |
1404 | op->stats.food += change->stats.food; |
1558 | |
1405 | |
1559 | if (change->level < 0) |
1406 | if (change->level < 0) |
1560 | op->level = -(change->level); |
1407 | op->level = -change->level; |
1561 | else |
1408 | else |
1562 | op->level += change->level; |
1409 | op->level += change->level; |
1563 | |
1410 | |
1564 | if (change->gen_sp_armour < 0) |
1411 | if (change->gen_sp_armour < 0) |
1565 | op->gen_sp_armour = -(change->gen_sp_armour); |
1412 | op->gen_sp_armour = -change->gen_sp_armour; |
1566 | else |
1413 | else |
1567 | op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; |
1414 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1568 | |
1415 | |
1569 | op->item_power = change->item_power; |
1416 | op->item_power = change->item_power; |
1570 | |
1417 | |
1571 | for (i = 0; i < NROFATTACKS; i++) |
1418 | for (int i = 0; i < NROFATTACKS; i++) |
1572 | if (change->resist[i]) |
|
|
1573 | op->resist[i] += change->resist[i]; |
1419 | op->resist[i] += change->resist[i]; |
1574 | |
1420 | |
1575 | if (change->stats.dam) |
1421 | if (change->stats.dam) |
1576 | { |
1422 | { |
1577 | if (change->stats.dam < 0) |
1423 | if (change->stats.dam < 0) |
1578 | op->stats.dam = (-change->stats.dam); |
1424 | op->stats.dam = -change->stats.dam; |
1579 | else if (op->stats.dam) |
1425 | else if (op->stats.dam) |
1580 | { |
1426 | { |
1581 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1427 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1428 | |
1582 | if (tmp == op->stats.dam) |
1429 | if (tmp == op->stats.dam) |
1583 | { |
1430 | { |
1584 | if (change->stats.dam < 10) |
1431 | if (change->stats.dam < 10) |
1585 | op->stats.dam--; |
1432 | op->stats.dam--; |
1586 | else |
1433 | else |
… | |
… | |
1592 | } |
1439 | } |
1593 | |
1440 | |
1594 | if (change->weight) |
1441 | if (change->weight) |
1595 | { |
1442 | { |
1596 | if (change->weight < 0) |
1443 | if (change->weight < 0) |
1597 | op->weight = (-change->weight); |
1444 | op->weight = -change->weight; |
1598 | else |
1445 | else |
1599 | op->weight = (op->weight * (change->weight)) / 100; |
1446 | op->weight = op->weight * change->weight / 100; |
1600 | } |
1447 | } |
1601 | |
1448 | |
1602 | if (change->last_sp) |
1449 | if (change->last_sp) |
1603 | { |
1450 | { |
1604 | if (change->last_sp < 0) |
1451 | if (change->last_sp < 0) |
1605 | op->last_sp = (-change->last_sp); |
1452 | op->last_sp = -change->last_sp; |
1606 | else |
1453 | else |
1607 | op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); |
1454 | op->last_sp = op->last_sp * (int)change->last_sp / 100; |
1608 | } |
1455 | } |
1609 | |
1456 | |
1610 | if (change->gen_sp_armour) |
1457 | if (change->gen_sp_armour) |
1611 | { |
1458 | { |
1612 | if (change->gen_sp_armour < 0) |
1459 | if (change->gen_sp_armour < 0) |
1613 | op->gen_sp_armour = (-change->gen_sp_armour); |
1460 | op->gen_sp_armour = -change->gen_sp_armour; |
1614 | else |
1461 | else |
1615 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1462 | op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100; |
1616 | } |
1463 | } |
1617 | |
1464 | |
1618 | op->value *= change->value; |
1465 | op->value *= change->value; |
1619 | |
1466 | |
1620 | if (change->material) |
1467 | if (change->materials) |
|
|
1468 | op->materials = change->materials; |
|
|
1469 | |
|
|
1470 | if (change->material != MATERIAL_NULL) |
1621 | op->material = change->material; |
1471 | op->material = change->material; |
1622 | |
|
|
1623 | if (change->materialname) |
|
|
1624 | op->materialname = change->materialname; |
|
|
1625 | |
1472 | |
1626 | if (change->slaying) |
1473 | if (change->slaying) |
1627 | op->slaying = change->slaying; |
1474 | op->slaying = change->slaying; |
1628 | |
1475 | |
1629 | if (change->race) |
1476 | if (change->race) |
… | |
… | |
1632 | if (change->msg) |
1479 | if (change->msg) |
1633 | op->msg = change->msg; |
1480 | op->msg = change->msg; |
1634 | } |
1481 | } |
1635 | |
1482 | |
1636 | static int |
1483 | static int |
1637 | legal_artifact_combination (object *op, artifact * art) |
1484 | legal_artifact_combination (object *op, artifact *art) |
1638 | { |
1485 | { |
1639 | int neg, success = 0; |
1486 | int neg, success = 0; |
1640 | linked_char *tmp; |
1487 | linked_char *tmp; |
1641 | const char *name; |
1488 | const char *name; |
1642 | |
1489 | |
1643 | if (art->allowed == (linked_char *) NULL) |
1490 | if (!art->allowed) |
1644 | return 1; /* Ie, "all" */ |
1491 | return 1; /* Ie, "all" */ |
|
|
1492 | |
1645 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1493 | for (tmp = art->allowed; tmp; tmp = tmp->next) |
1646 | { |
1494 | { |
1647 | #ifdef TREASURE_VERBOSE |
1495 | #ifdef TREASURE_VERBOSE |
1648 | LOG (llevDebug, "legal_art: %s\n", tmp->name); |
1496 | LOG (llevDebug, "legal_art: %s\n", &tmp->name); |
1649 | #endif |
1497 | #endif |
1650 | if (*tmp->name == '!') |
1498 | if (*tmp->name == '!') |
1651 | name = tmp->name + 1, neg = 1; |
1499 | name = tmp->name + 1, neg = 1; |
1652 | else |
1500 | else |
1653 | name = tmp->name, neg = 0; |
1501 | name = tmp->name, neg = 0; |
1654 | |
1502 | |
1655 | /* If we match name, then return the opposite of 'neg' */ |
1503 | /* If we match name, then return the opposite of 'neg' */ |
1656 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1504 | if (!strcmp (name, op->arch->archname)) |
1657 | return !neg; |
1505 | return !neg; |
1658 | |
1506 | |
1659 | /* Set success as true, since if the match was an inverse, it means |
1507 | /* Set success as true, since if the match was an inverse, it means |
1660 | * everything is allowed except what we match |
1508 | * everything is allowed except what we match |
1661 | */ |
1509 | */ |
1662 | else if (neg) |
1510 | else if (neg) |
1663 | success = 1; |
1511 | success = 1; |
1664 | } |
1512 | } |
|
|
1513 | |
1665 | return success; |
1514 | return success; |
1666 | } |
1515 | } |
1667 | |
1516 | |
1668 | /* |
1517 | /* |
1669 | * Fixes the given object, giving it the abilities and titles |
1518 | * Fixes the given object, giving it the abilities and titles |
… | |
… | |
1671 | */ |
1520 | */ |
1672 | |
1521 | |
1673 | void |
1522 | void |
1674 | give_artifact_abilities (object *op, object *artifct) |
1523 | give_artifact_abilities (object *op, object *artifct) |
1675 | { |
1524 | { |
1676 | char new_name[MAX_BUF]; |
1525 | op->title = format ("of %s", &artifct->name); |
1677 | |
1526 | |
1678 | sprintf (new_name, "of %s", &artifct->name); |
|
|
1679 | op->title = new_name; |
|
|
1680 | add_abilities (op, artifct); /* Give out the bonuses */ |
1527 | add_abilities (op, artifct); /* Give out the bonuses */ |
1681 | |
1528 | |
1682 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1529 | #if 0 /* Bit verbose, but keep it here until next time I need it... */ |
1683 | { |
1530 | { |
1684 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1531 | char identified = op->flag [FLAG_IDENTIFIED]; |
1685 | |
1532 | |
1686 | SET_FLAG (op, FLAG_IDENTIFIED); |
1533 | op->set_flag (FLAG_IDENTIFIED); |
1687 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1534 | LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); |
1688 | if (!identified) |
1535 | if (!identified) |
1689 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1536 | op->clr_flag (FLAG_IDENTIFIED); |
1690 | } |
1537 | } |
1691 | #endif |
1538 | #endif |
1692 | return; |
1539 | return; |
1693 | } |
1540 | } |
1694 | |
1541 | |
… | |
… | |
1704 | #define ARTIFACT_TRIES 2 |
1551 | #define ARTIFACT_TRIES 2 |
1705 | |
1552 | |
1706 | void |
1553 | void |
1707 | generate_artifact (object *op, int difficulty) |
1554 | generate_artifact (object *op, int difficulty) |
1708 | { |
1555 | { |
1709 | artifactlist *al; |
|
|
1710 | artifact *art; |
1556 | artifact *art; |
1711 | int i; |
|
|
1712 | |
1557 | |
1713 | al = find_artifactlist (op->type); |
1558 | artifactlist *al = find_artifactlist (op->type); |
1714 | |
1559 | |
1715 | if (al == NULL) |
1560 | if (al == NULL) |
1716 | { |
1561 | { |
1717 | #if 0 /* This is too verbose, usually */ |
1562 | #if 0 /* This is too verbose, usually */ |
1718 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1563 | LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); |
1719 | #endif |
1564 | #endif |
1720 | return; |
1565 | return; |
1721 | } |
1566 | } |
1722 | |
1567 | |
1723 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1568 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
1724 | { |
1569 | { |
1725 | int roll = RANDOM () % al->total_chance; |
1570 | int roll = rndm (al->total_chance); |
1726 | |
1571 | |
1727 | for (art = al->items; art != NULL; art = art->next) |
1572 | for (art = al->items; art; art = art->next) |
1728 | { |
1573 | { |
1729 | roll -= art->chance; |
1574 | roll -= art->chance; |
1730 | if (roll < 0) |
1575 | if (roll < 0) |
1731 | break; |
1576 | break; |
1732 | } |
1577 | } |
… | |
… | |
1736 | #if 1 |
1581 | #if 1 |
1737 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1582 | LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); |
1738 | #endif |
1583 | #endif |
1739 | return; |
1584 | return; |
1740 | } |
1585 | } |
1741 | if (!strcmp (art->item->name, "NONE")) |
1586 | |
|
|
1587 | if (art->item->name == shstr_NONE) |
1742 | return; |
1588 | return; |
|
|
1589 | |
1743 | if (FABS (op->magic) < art->item->magic) |
1590 | if (fabs (op->magic) < art->item->magic) |
1744 | continue; /* Not magic enough to be this item */ |
1591 | continue; /* Not magic enough to be this item */ |
1745 | |
1592 | |
1746 | /* Map difficulty not high enough */ |
1593 | /* Map difficulty not high enough */ |
1747 | if (difficulty < art->difficulty) |
1594 | if (difficulty < art->difficulty) |
1748 | continue; |
1595 | continue; |
1749 | |
1596 | |
1750 | if (!legal_artifact_combination (op, art)) |
1597 | if (!legal_artifact_combination (op, art)) |
1751 | { |
1598 | { |
1752 | #ifdef TREASURE_VERBOSE |
1599 | #ifdef TREASURE_VERBOSE |
1753 | LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); |
1600 | LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); |
1754 | #endif |
1601 | #endif |
1755 | continue; |
1602 | continue; |
1756 | } |
1603 | } |
|
|
1604 | |
1757 | give_artifact_abilities (op, art->item); |
1605 | give_artifact_abilities (op, art->item); |
1758 | return; |
1606 | return; |
1759 | } |
1607 | } |
1760 | } |
1608 | } |
1761 | |
1609 | |
… | |
… | |
1765 | */ |
1613 | */ |
1766 | |
1614 | |
1767 | void |
1615 | void |
1768 | fix_flesh_item (object *item, object *donor) |
1616 | fix_flesh_item (object *item, object *donor) |
1769 | { |
1617 | { |
1770 | char tmpbuf[MAX_BUF]; |
|
|
1771 | int i; |
|
|
1772 | |
|
|
1773 | if (item->type == FLESH && donor) |
1618 | if (item->type == FLESH && donor) |
1774 | { |
1619 | { |
1775 | /* change the name */ |
1620 | /* change the name */ |
1776 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1621 | item->name = format ("%s's %s", &donor->name, &item->name); |
1777 | item->name = tmpbuf; |
|
|
1778 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1622 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1779 | item->name_pl = tmpbuf; |
|
|
1780 | |
1623 | |
1781 | /* weight is FLESH weight/100 * donor */ |
1624 | /* weight is FLESH weight/100 * donor */ |
1782 | if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) |
1625 | item->weight = max (1, item->weight * donor->weight / 100); |
1783 | item->weight = 1; |
|
|
1784 | |
1626 | |
1785 | /* value is multiplied by level of donor */ |
1627 | /* value is multiplied by level of donor */ |
1786 | item->value *= isqrt (donor->level * 2); |
1628 | item->value *= isqrt (donor->level * 2); |
1787 | |
1629 | |
1788 | /* food value */ |
1630 | /* food value */ |
1789 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1631 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1790 | |
1632 | |
1791 | /* flesh items inherit some abilities of donor, but not |
1633 | /* flesh items inherit some abilities of donor, but not |
1792 | * full effect. |
1634 | * full effect. |
1793 | */ |
1635 | */ |
1794 | for (i = 0; i < NROFATTACKS; i++) |
1636 | for (int i = 0; i < NROFATTACKS; i++) |
1795 | item->resist[i] = donor->resist[i] / 2; |
1637 | item->resist[i] = donor->resist[i] / 2; |
1796 | |
1638 | |
1797 | /* item inherits donor's level (important for quezals) */ |
1639 | /* item inherits donor's level (important for quezals) */ |
1798 | item->level = donor->level; |
1640 | item->level = donor->level; |
1799 | |
1641 | |
1800 | /* if donor has some attacktypes, the flesh is poisonous */ |
1642 | /* if donor has some attacktypes, the flesh is poisonous */ |
1801 | if (donor->attacktype & AT_POISON) |
1643 | if (donor->attacktype & AT_POISON) |
1802 | item->type = POISON; |
1644 | item->type = POISON; |
|
|
1645 | |
1803 | if (donor->attacktype & AT_ACID) |
1646 | if (donor->attacktype & AT_ACID) |
1804 | item->stats.hp = -1 * item->stats.food; |
1647 | item->stats.hp = -item->stats.food; |
1805 | SET_FLAG (item, FLAG_NO_STEAL); |
|
|
1806 | } |
|
|
1807 | } |
|
|
1808 | |
1648 | |
1809 | /* special_potion() - so that old potion code is still done right. */ |
1649 | item->set_flag (FLAG_NO_STEAL); |
1810 | |
1650 | } |
1811 | int |
|
|
1812 | special_potion (object *op) |
|
|
1813 | { |
|
|
1814 | if (op->attacktype) |
|
|
1815 | return 1; |
|
|
1816 | |
|
|
1817 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1818 | return 1; |
|
|
1819 | |
|
|
1820 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1821 | if (op->resist[i]) |
|
|
1822 | return 1; |
|
|
1823 | |
|
|
1824 | return 0; |
|
|
1825 | } |
1651 | } |
1826 | |
1652 | |
1827 | void |
1653 | static void |
1828 | free_treasurestruct (treasure *t) |
1654 | free_treasurestruct (treasure *t) |
1829 | { |
1655 | { |
1830 | if (t->next) |
|
|
1831 | free_treasurestruct (t->next); |
1656 | if (t->next) free_treasurestruct (t->next); |
1832 | if (t->next_yes) |
|
|
1833 | free_treasurestruct (t->next_yes); |
1657 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1834 | if (t->next_no) |
|
|
1835 | free_treasurestruct (t->next_no); |
1658 | if (t->next_no) free_treasurestruct (t->next_no); |
1836 | |
1659 | |
1837 | delete t; |
1660 | delete t; |
1838 | } |
1661 | } |
1839 | |
1662 | |
1840 | void |
1663 | static void |
1841 | free_charlinks (linked_char *lc) |
1664 | free_charlinks (linked_char *lc) |
1842 | { |
1665 | { |
1843 | if (lc->next) |
1666 | if (lc->next) |
1844 | free_charlinks (lc->next); |
1667 | free_charlinks (lc->next); |
1845 | |
1668 | |
1846 | delete lc; |
1669 | delete lc; |
1847 | } |
1670 | } |
1848 | |
1671 | |
1849 | void |
1672 | static void |
1850 | free_artifact (artifact * at) |
1673 | free_artifact (artifact *at) |
1851 | { |
1674 | { |
1852 | if (at->next) |
|
|
1853 | free_artifact (at->next); |
1675 | if (at->next) free_artifact (at->next); |
1854 | |
|
|
1855 | if (at->allowed) |
|
|
1856 | free_charlinks (at->allowed); |
1676 | if (at->allowed) free_charlinks (at->allowed); |
1857 | |
1677 | |
1858 | at->item->destroy (1); |
1678 | at->item->destroy (); |
1859 | |
1679 | |
1860 | delete at; |
|
|
1861 | } |
|
|
1862 | |
|
|
1863 | void |
|
|
1864 | free_artifactlist (artifactlist * al) |
|
|
1865 | { |
|
|
1866 | artifactlist *nextal; |
|
|
1867 | |
|
|
1868 | for (al = first_artifactlist; al; al = nextal) |
|
|
1869 | { |
|
|
1870 | nextal = al->next; |
|
|
1871 | |
|
|
1872 | if (al->items) |
|
|
1873 | free_artifact (al->items); |
|
|
1874 | |
|
|
1875 | free (al); |
1680 | sfree (at); |
1876 | } |
|
|
1877 | } |
1681 | } |
1878 | |
1682 | |
1879 | void |
|
|
1880 | free_all_treasures (void) |
|
|
1881 | { |
|
|
1882 | treasurelist *tl, *next; |
|
|
1883 | |
|
|
1884 | |
|
|
1885 | for (tl = first_treasurelist; tl != NULL; tl = next) |
|
|
1886 | { |
|
|
1887 | next = tl->next; |
|
|
1888 | if (tl->items) |
|
|
1889 | free_treasurestruct (tl->items); |
|
|
1890 | delete tl; |
|
|
1891 | } |
|
|
1892 | free_artifactlist (first_artifactlist); |
|
|
1893 | } |
|
|