1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * This program is free software; you can redistribute it and/or modify |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
18 | * |
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19 | * You should have received a copy of the Affero GNU General Public License |
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20 | * and the GNU General Public License along with this program. If not, see |
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21 | * <http://www.gnu.org/licenses/>. |
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22 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | * It is useful for finding bugs in the treasures file. Since it only |
27 | * It is useful for finding bugs in the treasures file. Since it only |
27 | * slows the startup some (and not actual game play), it is by default |
28 | * slows the startup some (and not actual game play), it is by default |
… | |
… | |
33 | |
34 | |
34 | //#define TREASURE_VERBOSE |
35 | //#define TREASURE_VERBOSE |
35 | |
36 | |
36 | #include <global.h> |
37 | #include <global.h> |
37 | #include <treasure.h> |
38 | #include <treasure.h> |
38 | #include <funcpoint.h> |
39 | |
39 | #include <loader.h> |
40 | #include <flat_hash_map.hpp> |
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41 | |
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42 | // used only by treasure.C, does not handle null arch ptrs |
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43 | #define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name) |
40 | |
44 | |
41 | extern char *spell_mapping[]; |
45 | extern char *spell_mapping[]; |
42 | |
46 | |
43 | static treasurelist *first_treasurelist; |
47 | static treasurelist *first_treasurelist; |
44 | |
48 | |
45 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
49 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
46 | |
50 | |
47 | typedef std::tr1::unordered_map< |
51 | typedef ska::flat_hash_map |
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52 | < |
48 | const char *, |
53 | const char *, |
49 | treasurelist *, |
54 | treasurelist *, |
50 | str_hash, |
55 | str_hash, |
51 | str_equal, |
56 | str_equal, |
52 | slice_allocator< std::pair<const char *const, treasurelist *> >, |
57 | slice_allocator< std::pair<const char *const, treasurelist *> > |
53 | true |
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54 | > tl_map_t; |
58 | > tl_map_t; |
55 | |
59 | |
56 | static tl_map_t tl_map; |
60 | static tl_map_t tl_map; |
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61 | |
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62 | //TODO: class method |
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63 | static void free_treasurestruct (treasure *t); // bleh desu |
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64 | static void |
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65 | clear (treasurelist *tl) |
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66 | { |
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67 | if (tl->items) |
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68 | { |
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69 | free_treasurestruct (tl->items); |
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70 | tl->items = 0; |
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71 | } |
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72 | |
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73 | tl->total_chance = 0; |
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74 | } |
57 | |
75 | |
58 | /* |
76 | /* |
59 | * Searches for the given treasurelist |
77 | * Searches for the given treasurelist |
60 | */ |
78 | */ |
61 | treasurelist * |
79 | treasurelist * |
62 | treasurelist::find (const char *name) |
80 | treasurelist::find (const char *name) |
63 | { |
81 | { |
64 | if (!name) |
82 | if (!name) |
65 | return 0; |
83 | return 0; |
66 | |
84 | |
67 | auto (i, tl_map.find (name)); |
85 | auto i = tl_map.find (name); |
68 | |
86 | |
69 | if (i == tl_map.end ()) |
87 | if (i == tl_map.end ()) |
70 | return 0; |
88 | return 0; |
71 | |
89 | |
72 | return i->second; |
90 | return i->second; |
… | |
… | |
93 | } |
111 | } |
94 | |
112 | |
95 | return tl; |
113 | return tl; |
96 | } |
114 | } |
97 | |
115 | |
98 | //TODO: class method |
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99 | void |
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100 | clear (treasurelist *tl) |
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101 | { |
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102 | if (tl->items) |
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103 | { |
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104 | free_treasurestruct (tl->items); |
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105 | tl->items = 0; |
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106 | } |
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107 | |
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108 | tl->total_chance = 0; |
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109 | } |
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110 | |
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111 | #ifdef TREASURE_DEBUG |
116 | #ifdef TREASURE_DEBUG |
112 | /* recursived checks the linked list. Treasurelist is passed only |
117 | /* recursived checks the linked list. Treasurelist is passed only |
113 | * so that the treasure name can be printed out |
118 | * so that the treasure name can be printed out |
114 | */ |
119 | */ |
115 | static void |
120 | static void |
… | |
… | |
140 | |
145 | |
141 | f.next (); |
146 | f.next (); |
142 | |
147 | |
143 | for (;;) |
148 | for (;;) |
144 | { |
149 | { |
145 | coroapi::cede_to_tick_every (10); |
150 | coroapi::cede_to_tick (); |
146 | |
151 | |
147 | switch (f.kw) |
152 | switch (f.kw) |
148 | { |
153 | { |
149 | case KW_arch: |
154 | case KW_arch: |
150 | t->item = archetype::get (f.get_str ()); |
155 | t->item = archetype::find (f.get_str ()); |
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156 | |
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157 | if (!t->item) |
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158 | { |
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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 | |
151 | break; |
163 | break; |
152 | |
164 | |
153 | case KW_list: f.get (t->name); break; |
165 | case KW_list: f.get (t->name); break; |
154 | case KW_change_name: f.get (t->change_arch.name); break; |
166 | case KW_change_name: f.get (t->change_arch.name); break; |
155 | case KW_change_title: f.get (t->change_arch.title); break; |
167 | case KW_change_title: f.get (t->change_arch.title); break; |
… | |
… | |
169 | t->next = read_treasure (f); |
181 | t->next = read_treasure (f); |
170 | return t; |
182 | return t; |
171 | |
183 | |
172 | default: |
184 | default: |
173 | if (!f.parse_error ("treasurelist", t->name)) |
185 | if (!f.parse_error ("treasurelist", t->name)) |
174 | return 0; |
186 | goto error; |
175 | |
187 | |
176 | return t; |
188 | return t; |
177 | } |
189 | } |
178 | |
190 | |
179 | f.next (); |
191 | f.next (); |
180 | } |
192 | } |
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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; |
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198 | return 0; |
181 | } |
199 | } |
182 | |
200 | |
183 | /* |
201 | /* |
184 | * Each treasure is parsed with the help of load_treasure(). |
202 | * Each treasure is parsed with the help of load_treasure(). |
185 | */ |
203 | */ |
… | |
… | |
197 | |
215 | |
198 | /* 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. |
199 | * 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 |
200 | * fields of the treasures are not being used. |
218 | * fields of the treasures are not being used. |
201 | */ |
219 | */ |
202 | tl->total_chance = 0; |
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203 | |
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204 | if (one) |
220 | if (one) |
205 | { |
221 | { |
206 | for (treasure *t = tl->items; t; t = t->next) |
222 | for (treasure *t = tl->items; t; t = t->next) |
207 | { |
223 | { |
208 | if (t->next_yes || t->next_no) |
224 | if (t->next_yes || t->next_no) |
209 | { |
225 | { |
210 | LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); |
226 | LOG (llevError, "Treasure %s is one item, but on treasure %s%s\n", |
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227 | &tl->name, |
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228 | t->item ? "item " : "", |
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229 | t->item ? &t->item->archname : &t->name); |
211 | 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"); |
212 | } |
231 | } |
213 | |
232 | |
214 | tl->total_chance += t->chance; |
233 | tl->total_chance += t->chance; |
215 | } |
234 | } |
… | |
… | |
246 | return; |
265 | return; |
247 | } |
266 | } |
248 | |
267 | |
249 | op->expand_tail (); |
268 | op->expand_tail (); |
250 | |
269 | |
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270 | if (!creator->is_on_map () |
251 | if (ob_blocked (op, creator->map, creator->x, creator->y)) |
271 | || (op->weight && op->blocked (creator->map, creator->x, creator->y))) |
252 | op->destroy (); |
272 | op->destroy (); |
253 | else |
273 | else |
254 | { |
274 | { |
255 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
275 | op->flag [FLAG_OBJ_ORIGINAL] = true; |
256 | 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); |
257 | } |
277 | } |
258 | } |
278 | } |
259 | else |
279 | else |
260 | { |
280 | { |
261 | op = creator->insert (op); |
281 | op = creator->insert (op); |
262 | |
282 | |
263 | if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) |
283 | if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER]) |
264 | monster_check_apply (creator, op); |
284 | monster_check_apply (creator, op); |
265 | |
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266 | if (flags & GT_UPDATE_INV) |
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267 | if (object *tmp = creator->in_player ()) |
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268 | esrv_send_item (tmp, op); |
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269 | } |
285 | } |
270 | } |
286 | } |
271 | |
287 | |
272 | /* 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 |
273 | * in the generated object |
289 | * in the generated object |
… | |
… | |
302 | else |
318 | else |
303 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
319 | LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); |
304 | } |
320 | } |
305 | else |
321 | else |
306 | { |
322 | { |
307 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
323 | if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) |
308 | { |
324 | { |
309 | object *tmp = arch_to_object (t->item); |
325 | object *tmp = t->item->instance (); |
310 | |
326 | |
311 | if (t->nrof && tmp->nrof <= 1) |
327 | if (t->nrof && tmp->nrof <= 1) |
312 | tmp->nrof = rndm (t->nrof) + 1; |
328 | tmp->nrof = rndm (t->nrof) + 1; |
313 | |
329 | |
314 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
330 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
359 | create_treasure (tl, op, flag, difficulty, tries); |
375 | create_treasure (tl, op, flag, difficulty, tries); |
360 | } |
376 | } |
361 | else if (t->nrof) |
377 | else if (t->nrof) |
362 | create_one_treasure (tl, op, flag, difficulty, tries); |
378 | create_one_treasure (tl, op, flag, difficulty, tries); |
363 | } |
379 | } |
364 | else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) |
380 | else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) |
365 | { |
381 | { |
366 | if (object *tmp = arch_to_object (t->item)) |
382 | if (object *tmp = t->item->instance ()) |
367 | { |
383 | { |
368 | if (t->nrof && tmp->nrof <= 1) |
384 | if (t->nrof && tmp->nrof <= 1) |
369 | tmp->nrof = rndm (t->nrof) + 1; |
385 | tmp->nrof = rndm (t->nrof) + 1; |
370 | |
386 | |
371 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
387 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
… | |
… | |
399 | { |
415 | { |
400 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
416 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
401 | return; |
417 | return; |
402 | } |
418 | } |
403 | |
419 | |
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420 | if (op->flag [FLAG_TREASURE_ENV]) |
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421 | { |
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422 | // do not generate items when there already is something above the object |
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423 | if (op->flag [FLAG_IS_FLOOR] && op->above) |
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424 | return; |
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425 | |
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426 | flag |= GT_ENVIRONMENT; |
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427 | } |
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428 | |
404 | if (tl->total_chance) |
429 | if (tl->total_chance) |
405 | create_one_treasure (tl, op, flag, difficulty, tries); |
430 | create_one_treasure (tl, op, flag, difficulty, tries); |
406 | else |
431 | else |
407 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
432 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
408 | } |
433 | } |
… | |
… | |
428 | |
453 | |
429 | if (ob->inv) |
454 | if (ob->inv) |
430 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
455 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
431 | |
456 | |
432 | ob->destroy (); |
457 | ob->destroy (); |
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458 | |
433 | return tmp; |
459 | return tmp; |
434 | } |
460 | } |
435 | |
461 | |
436 | /* |
462 | /* |
437 | * 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 |
… | |
… | |
474 | { 0, 0, 0, 3, 97}, // 29 |
500 | { 0, 0, 0, 3, 97}, // 29 |
475 | { 0, 0, 0, 0, 100}, // 30 |
501 | { 0, 0, 0, 0, 100}, // 30 |
476 | { 0, 0, 0, 0, 100}, // 31 |
502 | { 0, 0, 0, 0, 100}, // 31 |
477 | }; |
503 | }; |
478 | |
504 | |
479 | /* calculate the appropriate level for wands staves and scrolls. |
505 | /* calculate the appropriate level for wands staves and scrolls. |
480 | * 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) |
481 | * |
507 | * |
482 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
508 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
483 | * 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. |
484 | */ |
510 | */ |
485 | int |
511 | static int |
486 | level_for_item (const object *op, int difficulty) |
512 | level_for_item (const object *op, int difficulty) |
487 | { |
513 | { |
488 | int olevel = 0; |
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489 | |
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490 | if (!op->inv) |
514 | if (!op->inv) |
491 | { |
515 | { |
492 | 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); |
493 | return 0; |
517 | return 0; |
494 | } |
518 | } |
495 | |
519 | |
496 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
520 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
497 | |
521 | |
498 | if (olevel <= 0) |
522 | if (olevel <= 0) |
499 | olevel = rndm (1, MIN (op->inv->level, 1)); |
523 | olevel = rndm (1, op->inv->level); |
500 | |
524 | |
501 | if (olevel > MAXLEVEL) |
525 | return min (olevel, MAXLEVEL_TREASURE); |
502 | olevel = MAXLEVEL; |
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503 | |
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504 | return olevel; |
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505 | } |
526 | } |
506 | |
527 | |
507 | /* |
528 | /* |
508 | * Based upon the specified difficulty and upon the difftomagic_list array, |
529 | * Based upon the specified difficulty and upon the difftomagic_list array, |
509 | * a random magical bonus is returned. This is used when determine |
530 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
512 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
533 | * elmex Thu Aug 10 18:45:44 CEST 2006: |
513 | * 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 |
514 | * weird integer between 1-31. |
535 | * weird integer between 1-31. |
515 | * |
536 | * |
516 | */ |
537 | */ |
517 | int |
538 | static int |
518 | magic_from_difficulty (int difficulty) |
539 | magic_from_difficulty (int difficulty) |
519 | { |
540 | { |
520 | int percent = 0, magic = 0; |
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521 | int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); |
541 | int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1); |
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542 | scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1); |
522 | |
543 | |
523 | scaled_diff--; |
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524 | |
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525 | if (scaled_diff < 0) |
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526 | scaled_diff = 0; |
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527 | |
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528 | if (scaled_diff >= DIFFLEVELS) |
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529 | scaled_diff = DIFFLEVELS - 1; |
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530 | |
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531 | percent = rndm (100); |
544 | int percent = rndm (100); |
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545 | int magic; |
532 | |
546 | |
533 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
547 | for (magic = 0; magic <= MAXMAGIC; magic++) |
534 | { |
548 | { |
535 | percent -= difftomagic_list[scaled_diff][magic]; |
549 | percent -= difftomagic_list[scaled_diff][magic]; |
536 | |
550 | |
537 | if (percent < 0) |
551 | if (percent < 0) |
538 | break; |
552 | break; |
539 | } |
553 | } |
540 | |
554 | |
541 | if (magic == (MAXMAGIC + 1)) |
555 | if (magic > MAXMAGIC) |
542 | { |
556 | { |
543 | 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); |
544 | magic = 0; |
558 | magic = 0; |
545 | } |
559 | } |
546 | |
560 | |
… | |
… | |
554 | * Sets magical bonus in an object, and recalculates the effect on |
568 | * Sets magical bonus in an object, and recalculates the effect on |
555 | * the armour variable, and the effect on speed of armour. |
569 | * the armour variable, and the effect on speed of armour. |
556 | * This function doesn't work properly, should add use of archetypes |
570 | * This function doesn't work properly, should add use of archetypes |
557 | * to make it truly absolute. |
571 | * to make it truly absolute. |
558 | */ |
572 | */ |
559 | |
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560 | void |
573 | void |
561 | set_abs_magic (object *op, int magic) |
574 | set_abs_magic (object *op, int magic) |
562 | { |
575 | { |
563 | if (!magic) |
576 | if (!magic) |
564 | return; |
577 | return; |
565 | |
578 | |
566 | op->magic = magic; |
579 | op->magic = magic; |
567 | if (op->arch) |
580 | if (op->arch) |
568 | { |
581 | { |
569 | if (op->type == ARMOUR) |
582 | if (op->type == ARMOUR) |
570 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
583 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
571 | |
584 | |
572 | 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 */ |
573 | magic = (-magic); |
586 | magic = (-magic); |
|
|
587 | |
574 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
588 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
575 | } |
589 | } |
576 | else |
590 | else |
577 | { |
591 | { |
578 | if (op->type == ARMOUR) |
592 | if (op->type == ARMOUR) |
579 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
593 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
594 | |
580 | 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 */ |
581 | magic = (-magic); |
596 | magic = (-magic); |
|
|
597 | |
582 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
598 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
583 | } |
599 | } |
584 | } |
600 | } |
585 | |
601 | |
586 | /* |
602 | /* |
… | |
… | |
589 | */ |
605 | */ |
590 | |
606 | |
591 | static void |
607 | static void |
592 | set_magic (int difficulty, object *op, int max_magic, int flags) |
608 | set_magic (int difficulty, object *op, int max_magic, int flags) |
593 | { |
609 | { |
594 | int i; |
|
|
595 | |
|
|
596 | i = magic_from_difficulty (difficulty); |
610 | int i = magic_from_difficulty (difficulty); |
|
|
611 | |
597 | if ((flags & GT_ONLY_GOOD) && i < 0) |
612 | if ((flags & GT_ONLY_GOOD) && i < 0) |
598 | i = -i; |
613 | i = -i; |
|
|
614 | |
599 | if (i > max_magic) |
615 | i = min (i, max_magic); |
600 | i = max_magic; |
616 | |
601 | set_abs_magic (op, i); |
617 | set_abs_magic (op, i); |
602 | if (i < 0) |
618 | if (i < 0) |
603 | SET_FLAG (op, FLAG_CURSED); |
619 | op->set_flag (FLAG_CURSED); |
604 | } |
620 | } |
605 | |
621 | |
606 | /* |
622 | /* |
607 | * Randomly adds one magical ability to the given object. |
623 | * Randomly adds one magical ability to the given object. |
608 | * Modified for Partial Resistance in many ways: |
624 | * Modified for Partial Resistance in many ways: |
609 | * 1) Since rings can have multiple bonuses, if the same bonus |
625 | * 1) Since rings can have multiple bonuses, if the same bonus |
610 | * is rolled again, increase it - the bonuses now stack with |
626 | * is rolled again, increase it - the bonuses now stack with |
611 | * other bonuses previously rolled and ones the item might natively have. |
627 | * other bonuses previously rolled and ones the item might natively have. |
612 | * 2) Add code to deal with new PR method. |
628 | * 2) Add code to deal with new PR method. |
613 | */ |
629 | */ |
614 | void |
630 | static void |
615 | set_ring_bonus (object *op, int bonus) |
631 | set_ring_bonus (object *op, int bonus) |
616 | { |
632 | { |
617 | |
|
|
618 | int r = rndm (bonus > 0 ? 25 : 11); |
633 | int r = rndm (bonus > 0 ? 25 : 11); |
619 | |
634 | |
620 | if (op->type == AMULET) |
635 | if (op->type == AMULET) |
621 | { |
|
|
622 | if (!(rndm (21))) |
636 | if (!rndm (21)) |
623 | r = 20 + rndm (2); |
637 | r = 20 + rndm (2); |
|
|
638 | else if (rndm (2)) |
|
|
639 | r = 10; |
624 | else |
640 | else |
625 | { |
|
|
626 | if (rndm (2)) |
|
|
627 | r = 10; |
|
|
628 | else |
|
|
629 | r = 11 + rndm (9); |
641 | r = 11 + rndm (9); |
630 | } |
|
|
631 | } |
|
|
632 | |
642 | |
633 | switch (r) |
643 | switch (r) |
634 | { |
644 | { |
635 | /* 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, |
636 | * bonuses and penalties will stack and add to existing values. |
646 | * bonuses and penalties will stack and add to existing values. |
637 | * of the item. |
647 | * of the item. |
638 | */ |
648 | */ |
639 | case 0: |
649 | case 0: |
640 | case 1: |
650 | case 1: |
641 | case 2: |
651 | case 2: |
642 | case 3: |
652 | case 3: |
643 | case 4: |
653 | case 4: |
644 | case 5: |
654 | case 5: |
645 | case 6: |
655 | case 6: |
646 | set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); |
656 | op->stats.stat (r) += bonus; |
647 | break; |
657 | break; |
648 | |
658 | |
649 | case 7: |
659 | case 7: |
650 | op->stats.dam += bonus; |
660 | op->stats.dam += bonus; |
651 | break; |
661 | break; |
… | |
… | |
683 | * 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 |
684 | * even values. |
694 | * even values. |
685 | */ |
695 | */ |
686 | if (bonus < 0) |
696 | if (bonus < 0) |
687 | val = 2 * -val - rndm (b); |
697 | val = 2 * -val - rndm (b); |
688 | if (val > 35) |
698 | |
689 | val = 35; /* Upper limit */ |
699 | val = min (35, val); /* Upper limit */ |
|
|
700 | |
690 | b = 0; |
701 | b = 0; |
691 | |
702 | |
692 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
703 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
693 | resist = rndm (num_resist_table); |
704 | resist = rndm (num_resist_table); |
694 | |
705 | |
… | |
… | |
702 | break; |
713 | break; |
703 | } |
714 | } |
704 | case 20: |
715 | case 20: |
705 | if (op->type == AMULET) |
716 | if (op->type == AMULET) |
706 | { |
717 | { |
707 | SET_FLAG (op, FLAG_REFL_SPELL); |
718 | op->set_flag (FLAG_REFL_SPELL); |
708 | op->value *= 11; |
719 | op->value *= 11; |
709 | } |
720 | } |
710 | else |
721 | else |
711 | { |
722 | { |
712 | op->stats.hp = 1; /* regenerate hit points */ |
723 | op->stats.hp = 1; /* regenerate hit points */ |
… | |
… | |
715 | break; |
726 | break; |
716 | |
727 | |
717 | case 21: |
728 | case 21: |
718 | if (op->type == AMULET) |
729 | if (op->type == AMULET) |
719 | { |
730 | { |
720 | SET_FLAG (op, FLAG_REFL_MISSILE); |
731 | op->set_flag (FLAG_REFL_MISSILE); |
721 | op->value *= 9; |
732 | op->value *= 9; |
722 | } |
733 | } |
723 | else |
734 | else |
724 | { |
735 | { |
725 | op->stats.sp = 1; /* regenerate spell points */ |
736 | op->stats.sp = 1; /* regenerate spell points */ |
… | |
… | |
727 | } |
738 | } |
728 | break; |
739 | break; |
729 | |
740 | |
730 | case 22: |
741 | case 22: |
731 | op->stats.exp += bonus; /* Speed! */ |
742 | op->stats.exp += bonus; /* Speed! */ |
732 | op->value = (op->value * 2) / 3; |
743 | op->value = op->value * 2 / 3; |
733 | break; |
744 | break; |
734 | } |
745 | } |
735 | |
746 | |
736 | if (bonus > 0) |
747 | if (bonus > 0) |
737 | op->value *= 2 * bonus; |
748 | op->value = 2 * op->value * bonus; |
738 | else |
749 | else |
739 | op->value = -(op->value * 2 * bonus) / 3; |
750 | op->value = -2 * op->value * bonus / 3; |
740 | } |
751 | } |
741 | |
752 | |
742 | /* |
753 | /* |
743 | * 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. |
744 | * 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 |
745 | * higher is the chance of returning a low number. |
756 | * higher is the chance of returning a low number. |
746 | * 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 |
747 | * rings and amulets. |
758 | * rings and amulets. |
748 | * 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. |
749 | */ |
760 | */ |
750 | int |
761 | static int |
751 | get_magic (int diff) |
762 | get_magic (int diff) |
752 | { |
763 | { |
753 | int i; |
764 | diff = min (3, diff); |
754 | |
765 | |
755 | if (diff < 3) |
|
|
756 | diff = 3; |
|
|
757 | |
|
|
758 | for (i = 0; i < 4; i++) |
766 | for (int i = 0; i < 4; i++) |
759 | if (rndm (diff)) |
767 | if (rndm (diff)) |
760 | return i; |
768 | return i; |
761 | |
769 | |
762 | return 4; |
770 | return 4; |
763 | } |
771 | } |
764 | |
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 | |
765 | #define DICE2 (get_magic(2)==2?2:1) |
813 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
766 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
814 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
767 | |
815 | |
768 | /* |
816 | /* |
769 | * 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 |
770 | * 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 |
771 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
819 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
772 | */ |
820 | */ |
773 | |
821 | |
774 | /* 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 |
775 | * 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 |
776 | * 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 |
777 | * way to do this? b.t. */ |
825 | * way to do this? b.t. */ |
778 | |
826 | |
779 | /* |
827 | /* |
780 | * ! (flags & GT_ENVIRONMENT): |
828 | * ! (flags & GT_ENVIRONMENT): |
781 | * Automatically calls fix_flesh_item(). |
829 | * Automatically calls fix_flesh_item(). |
… | |
… | |
804 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
852 | create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); |
805 | /* So the treasure doesn't get created again */ |
853 | /* So the treasure doesn't get created again */ |
806 | op->randomitems = 0; |
854 | op->randomitems = 0; |
807 | } |
855 | } |
808 | |
856 | |
809 | if (difficulty < 1) |
857 | max_it (difficulty, 1); |
810 | difficulty = 1; |
|
|
811 | |
858 | |
812 | if (INVOKE_OBJECT (ADD_BONUS, op, |
859 | if (INVOKE_OBJECT (ADD_BONUS, op, |
813 | ARG_OBJECT (creator != op ? creator : 0), |
860 | ARG_OBJECT (creator != op ? creator : 0), |
814 | ARG_INT (difficulty), ARG_INT (max_magic), |
861 | ARG_INT (difficulty), ARG_INT (max_magic), |
815 | ARG_INT (flags))) |
862 | ARG_INT (flags))) |
816 | return; |
863 | return; |
817 | |
864 | |
818 | if (!(flags & GT_MINIMAL)) |
865 | if (!(flags & GT_MINIMAL)) |
819 | { |
866 | { |
820 | if (op->arch == crown_arch) |
867 | if (IS_ARCH (op->arch, crown)) |
821 | { |
868 | { |
822 | set_magic (difficulty, op, max_magic, flags); |
869 | set_magic (difficulty, op, max_magic, flags); |
823 | num_enchantments = calc_item_power (op, 1); |
870 | num_enchantments = calc_item_power (op, 1); |
824 | generate_artifact (op, difficulty); |
871 | generate_artifact (op, difficulty); |
825 | } |
872 | } |
… | |
… | |
830 | |
877 | |
831 | num_enchantments = calc_item_power (op, 1); |
878 | num_enchantments = calc_item_power (op, 1); |
832 | |
879 | |
833 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
880 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
834 | || op->type == HORN |
881 | || op->type == HORN |
835 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
882 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
836 | * used for shop_floors or treasures */ |
|
|
837 | generate_artifact (op, difficulty); |
883 | generate_artifact (op, difficulty); |
838 | } |
884 | } |
839 | |
885 | |
840 | /* Object was made an artifact. Calculate its item_power rating. |
886 | /* Object was made an artifact. Calculate its item_power rating. |
841 | * the item_power in the object is what the artfiact adds. |
887 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
875 | * again below */ |
921 | * again below */ |
876 | } |
922 | } |
877 | } |
923 | } |
878 | |
924 | |
879 | /* materialtype modifications. Note we allow this on artifacts. */ |
925 | /* materialtype modifications. Note we allow this on artifacts. */ |
880 | set_materialname (op, difficulty, NULL); |
926 | select_material (op, difficulty); |
881 | |
927 | |
882 | if (flags & GT_MINIMAL) |
928 | if (flags & GT_MINIMAL) |
883 | { |
929 | { |
884 | if (op->type == POTION) |
930 | if (op->type == POTION) |
885 | /* Handle healing and magic power potions */ |
931 | /* Handle healing and magic power potions */ |
886 | if (op->stats.sp && !op->randomitems) |
932 | if (op->stats.sp && !op->randomitems) |
887 | { |
933 | { |
888 | object *tmp; |
|
|
889 | |
|
|
890 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
934 | object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
891 | insert_ob_in_ob (tmp, op); |
935 | insert_ob_in_ob (tmp, op); |
892 | op->stats.sp = 0; |
936 | op->stats.sp = 0; |
893 | } |
937 | } |
894 | } |
938 | } |
895 | else if (!op->title) /* Only modify object if not special */ |
939 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
898 | case WEAPON: |
942 | case WEAPON: |
899 | case ARMOUR: |
943 | case ARMOUR: |
900 | case SHIELD: |
944 | case SHIELD: |
901 | case HELMET: |
945 | case HELMET: |
902 | case CLOAK: |
946 | case CLOAK: |
903 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
947 | if (op->flag [FLAG_CURSED] && !(rndm (4))) |
904 | set_ring_bonus (op, -DICE2); |
948 | set_ring_bonus (op, -DICE2); |
905 | break; |
949 | break; |
906 | |
950 | |
907 | case BRACERS: |
951 | case BRACERS: |
908 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
952 | if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20)) |
909 | { |
953 | { |
910 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
954 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
911 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
955 | if (!op->flag [FLAG_CURSED]) |
912 | op->value *= 3; |
956 | op->value *= 3; |
913 | } |
957 | } |
914 | break; |
958 | break; |
915 | |
959 | |
916 | case POTION: |
960 | case POTION: |
917 | { |
961 | { |
918 | int too_many_tries = 0, is_special = 0; |
962 | int too_many_tries = 0; |
919 | |
963 | |
920 | /* Handle healing and magic power potions */ |
964 | /* Handle healing and magic power potions */ |
921 | if (op->stats.sp && !op->randomitems) |
965 | if (op->stats.sp && !op->randomitems) |
922 | { |
966 | { |
923 | object *tmp; |
|
|
924 | |
|
|
925 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
967 | object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
926 | insert_ob_in_ob (tmp, op); |
968 | insert_ob_in_ob (tmp, op); |
927 | op->stats.sp = 0; |
969 | op->stats.sp = 0; |
928 | } |
970 | } |
929 | |
971 | |
930 | while (!(is_special = special_potion (op)) && !op->inv) |
972 | while (!special_potion (op) && !op->inv) |
931 | { |
973 | { |
932 | generate_artifact (op, difficulty); |
974 | generate_artifact (op, difficulty); |
933 | if (too_many_tries++ > 10) |
975 | if (too_many_tries++ > 10) |
934 | break; |
976 | break; |
935 | } |
977 | } |
… | |
… | |
938 | * since the value set on those is already correct. |
980 | * since the value set on those is already correct. |
939 | */ |
981 | */ |
940 | if (op->inv && op->randomitems) |
982 | if (op->inv && op->randomitems) |
941 | { |
983 | { |
942 | /* value multiplier is same as for scrolls */ |
984 | /* value multiplier is same as for scrolls */ |
943 | op->value = (op->value * op->inv->value); |
985 | op->value *= op->inv->value; |
944 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
986 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
945 | } |
987 | } |
946 | else |
988 | else |
947 | { |
989 | { |
948 | op->name = "potion"; |
990 | op->name = shstr_potion; |
949 | op->name_pl = "potions"; |
991 | op->name_pl = shstr_potions; |
950 | } |
992 | } |
951 | |
993 | |
952 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
994 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
953 | SET_FLAG (op, FLAG_CURSED); |
995 | op->set_flag (FLAG_CURSED); |
|
|
996 | |
954 | break; |
997 | break; |
955 | } |
998 | } |
956 | |
999 | |
957 | case AMULET: |
1000 | case AMULET: |
958 | if (op->arch == amulet_arch) |
1001 | if (IS_ARCH (op->arch, amulet)) |
959 | op->value *= 5; /* Since it's not just decoration */ |
1002 | op->value *= 5; /* Since it's not just decoration */ |
960 | |
1003 | |
961 | case RING: |
1004 | case RING: |
962 | if (op->arch == NULL) |
|
|
963 | { |
|
|
964 | op->destroy (); |
|
|
965 | op = 0; |
|
|
966 | break; |
|
|
967 | } |
|
|
968 | |
|
|
969 | 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! */ |
970 | break; |
1006 | break; |
971 | |
1007 | |
972 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1008 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
973 | SET_FLAG (op, FLAG_CURSED); |
1009 | op->set_flag (FLAG_CURSED); |
974 | |
1010 | |
975 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1011 | set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); |
976 | |
1012 | |
977 | if (op->type != RING) /* Amulets have only one ability */ |
1013 | if (op->type != RING) /* Amulets have only one ability */ |
978 | break; |
1014 | break; |
979 | |
1015 | |
980 | if (!(rndm (4))) |
1016 | if (!rndm (4)) |
981 | { |
1017 | { |
982 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1018 | int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
983 | |
1019 | |
984 | if (d > 0) |
1020 | if (d > 0) |
985 | op->value *= 3; |
1021 | op->value *= 3; |
986 | |
1022 | |
987 | set_ring_bonus (op, d); |
1023 | set_ring_bonus (op, d); |
988 | |
1024 | |
989 | if (!(rndm (4))) |
1025 | if (!rndm (4)) |
990 | { |
1026 | { |
991 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1027 | int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; |
992 | |
1028 | |
993 | if (d > 0) |
1029 | if (d > 0) |
994 | op->value *= 5; |
1030 | op->value *= 5; |
|
|
1031 | |
995 | set_ring_bonus (op, d); |
1032 | set_ring_bonus (op, d); |
996 | } |
1033 | } |
997 | } |
1034 | } |
998 | |
1035 | |
999 | if (GET_ANIM_ID (op)) |
1036 | if (op->animation_id) |
1000 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1037 | op->set_anim_frame (rndm (op->anim_frames ())); |
1001 | |
1038 | |
1002 | break; |
1039 | break; |
1003 | |
1040 | |
1004 | case BOOK: |
1041 | case BOOK: |
1005 | /* Is it an empty book?, if yes lets make a special· |
1042 | /* Is it an empty book?, if yes lets make a special· |
… | |
… | |
1007 | * creator and/or map level we found it on. |
1044 | * creator and/or map level we found it on. |
1008 | */ |
1045 | */ |
1009 | if (!op->msg && rndm (10)) |
1046 | if (!op->msg && rndm (10)) |
1010 | { |
1047 | { |
1011 | /* set the book level properly */ |
1048 | /* set the book level properly */ |
1012 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1049 | if (creator->level == 0 || creator->flag [FLAG_ALIVE]) |
1013 | { |
1050 | { |
1014 | if (op->map && op->map->difficulty) |
1051 | if (op->map && op->map->difficulty) |
1015 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1052 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1016 | else |
1053 | else |
1017 | op->level = rndm (20) + 1; |
1054 | op->level = rndm (20) + 1; |
… | |
… | |
1020 | op->level = rndm (creator->level); |
1057 | op->level = rndm (creator->level); |
1021 | |
1058 | |
1022 | 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); |
1023 | /* books w/ info are worth more! */ |
1060 | /* books w/ info are worth more! */ |
1024 | 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)); |
1025 | /* creator related stuff */ |
|
|
1026 | |
|
|
1027 | /* for library, chained books. Note that some monsters have no_pick |
|
|
1028 | * set - we don't want to set no pick in that case. |
|
|
1029 | */ |
|
|
1030 | if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) |
|
|
1031 | SET_FLAG (op, FLAG_NO_PICK); |
|
|
1032 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
|
|
1033 | op->slaying = creator->slaying; |
|
|
1034 | |
1062 | |
1035 | /* add exp so reading it gives xp (once) */ |
1063 | /* add exp so reading it gives xp (once) */ |
1036 | 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; |
1037 | } |
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; |
1038 | break; |
1076 | break; |
1039 | |
1077 | |
1040 | case SPELLBOOK: |
1078 | case SPELLBOOK: |
1041 | op->value = op->value * op->inv->value; |
1079 | op->value *= value_factor_from_spell_item (op->inv, 0); |
|
|
1080 | |
1042 | /* add exp so learning gives xp */ |
1081 | /* add exp so learning gives xp */ |
1043 | op->level = op->inv->level; |
1082 | op->level = op->inv->level; |
1044 | op->stats.exp = op->value; |
1083 | op->stats.exp = op->value; |
1045 | break; |
1084 | break; |
1046 | |
1085 | |
… | |
… | |
1050 | * and reset nrof. |
1089 | * and reset nrof. |
1051 | */ |
1090 | */ |
1052 | op->stats.food = op->inv->nrof; |
1091 | op->stats.food = op->inv->nrof; |
1053 | op->nrof = 1; |
1092 | op->nrof = 1; |
1054 | /* If the spell changes by level, choose a random level |
1093 | /* If the spell changes by level, choose a random level |
1055 | * for it, and adjust price. If the spell doesn't |
1094 | * for it. |
1056 | * change by level, just set the wand to the level of |
|
|
1057 | * the spell, and value calculation is simpler. |
|
|
1058 | */ |
1095 | */ |
1059 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1096 | if (op->inv->duration_modifier |
1060 | { |
1097 | || op->inv->dam_modifier |
|
|
1098 | || op->inv->range_modifier) |
1061 | op->level = level_for_item (op, difficulty); |
1099 | op->level = level_for_item (op, difficulty); |
1062 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1063 | } |
|
|
1064 | else |
1100 | else |
1065 | { |
|
|
1066 | op->level = op->inv->level; |
1101 | op->level = op->inv->level; |
1067 | op->value = op->value * op->inv->value; |
1102 | |
1068 | } |
1103 | op->value *= value_factor_from_spell_item (op->inv, op); |
1069 | break; |
1104 | break; |
1070 | |
1105 | |
1071 | case ROD: |
1106 | case ROD: |
1072 | op->level = level_for_item (op, difficulty); |
1107 | op->level = level_for_item (op, difficulty); |
1073 | /* Add 50 to both level an divisor to keep prices a little more |
1108 | op->value *= value_factor_from_spell_item (op->inv, op); |
1074 | * reasonable. Otherwise, a high level version of a low level |
1109 | |
1075 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1076 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1077 | */ |
|
|
1078 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1079 | /* 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 */ |
1080 | if (op->stats.maxhp) |
1111 | if (op->stats.maxhp) |
1081 | 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); |
1082 | else |
1113 | else |
1083 | 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); |
1084 | |
1115 | |
1085 | op->stats.hp = op->stats.maxhp; |
1116 | op->stats.hp = op->stats.maxhp; |
1086 | break; |
1117 | break; |
1087 | |
1118 | |
1088 | case SCROLL: |
1119 | case SCROLL: |
1089 | op->level = level_for_item (op, difficulty); |
1120 | op->level = level_for_item (op, difficulty); |
1090 | 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); |
1091 | |
1122 | |
1092 | /* add exp so reading them properly gives xp */ |
1123 | /* add exp so reading them properly gives xp */ |
1093 | op->stats.exp = op->value / 5; |
1124 | op->stats.exp = op->value / 5; |
1094 | op->nrof = op->inv->nrof; |
1125 | op->nrof = op->inv->nrof; |
1095 | break; |
1126 | break; |
… | |
… | |
1103 | break; |
1134 | break; |
1104 | } /* switch type */ |
1135 | } /* switch type */ |
1105 | |
1136 | |
1106 | if (flags & GT_STARTEQUIP) |
1137 | if (flags & GT_STARTEQUIP) |
1107 | { |
1138 | { |
1108 | 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]) |
1109 | SET_FLAG (op, FLAG_STARTEQUIP); |
1140 | op->set_flag (FLAG_STARTEQUIP); |
1110 | else if (op->type != MONEY) |
1141 | else if (op->type != MONEY) |
1111 | op->value = 0; |
1142 | op->value = 0; |
1112 | } |
1143 | } |
1113 | |
1144 | |
1114 | if (!(flags & GT_ENVIRONMENT)) |
1145 | if (!(flags & GT_ENVIRONMENT)) |
… | |
… | |
1125 | |
1156 | |
1126 | /* |
1157 | /* |
1127 | * Allocate and return the pointer to an empty artifactlist structure. |
1158 | * Allocate and return the pointer to an empty artifactlist structure. |
1128 | */ |
1159 | */ |
1129 | static artifactlist * |
1160 | static artifactlist * |
1130 | get_empty_artifactlist (void) |
1161 | get_empty_artifactlist () |
1131 | { |
1162 | { |
1132 | return salloc0 <artifactlist> (); |
1163 | return salloc0<artifactlist> (); |
1133 | } |
1164 | } |
1134 | |
1165 | |
1135 | /* |
1166 | /* |
1136 | * Allocate and return the pointer to an empty artifact structure. |
1167 | * Allocate and return the pointer to an empty artifact structure. |
1137 | */ |
1168 | */ |
1138 | static artifact * |
1169 | static artifact * |
1139 | get_empty_artifact (void) |
1170 | get_empty_artifact () |
1140 | { |
1171 | { |
1141 | return salloc0 <artifact> (); |
1172 | return salloc0<artifact> (); |
1142 | } |
1173 | } |
1143 | |
1174 | |
1144 | /* |
1175 | /* |
1145 | * 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 |
1146 | * of objects on it. |
1177 | * of objects on it. |
… | |
… | |
1154 | |
1185 | |
1155 | return 0; |
1186 | return 0; |
1156 | } |
1187 | } |
1157 | |
1188 | |
1158 | /* |
1189 | /* |
1159 | * For debugging purposes. Dumps all tables. |
1190 | * Builds up the lists of artifacts from the file in the libdir. |
1160 | */ |
1191 | */ |
1161 | void |
1192 | void |
1162 | dump_artifacts (void) |
|
|
1163 | { |
|
|
1164 | artifactlist *al; |
|
|
1165 | artifact *art; |
|
|
1166 | linked_char *next; |
|
|
1167 | |
|
|
1168 | fprintf (logfile, "\n"); |
|
|
1169 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1170 | { |
|
|
1171 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1172 | for (art = al->items; art != NULL; art = art->next) |
|
|
1173 | { |
|
|
1174 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1175 | if (art->allowed != NULL) |
|
|
1176 | { |
|
|
1177 | fprintf (logfile, "\tallowed combinations:"); |
|
|
1178 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1179 | fprintf (logfile, "%s,", &next->name); |
|
|
1180 | fprintf (logfile, "\n"); |
|
|
1181 | } |
|
|
1182 | } |
|
|
1183 | } |
|
|
1184 | fprintf (logfile, "\n"); |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | /* |
|
|
1188 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1189 | */ |
|
|
1190 | void |
|
|
1191 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1192 | { |
|
|
1193 | treasurelist *tl; |
|
|
1194 | int i; |
|
|
1195 | |
|
|
1196 | if (depth > 100) |
|
|
1197 | return; |
|
|
1198 | |
|
|
1199 | while (t) |
|
|
1200 | { |
|
|
1201 | if (t->name) |
|
|
1202 | { |
|
|
1203 | for (i = 0; i < depth; i++) |
|
|
1204 | fprintf (logfile, " "); |
|
|
1205 | |
|
|
1206 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1207 | |
|
|
1208 | tl = treasurelist::find (t->name); |
|
|
1209 | if (tl) |
|
|
1210 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1211 | |
|
|
1212 | for (i = 0; i < depth; i++) |
|
|
1213 | fprintf (logfile, " "); |
|
|
1214 | |
|
|
1215 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1216 | } |
|
|
1217 | else |
|
|
1218 | { |
|
|
1219 | for (i = 0; i < depth; i++) |
|
|
1220 | fprintf (logfile, " "); |
|
|
1221 | |
|
|
1222 | if (t->item && t->item->clone.type == FLESH) |
|
|
1223 | fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); |
|
|
1224 | else |
|
|
1225 | fprintf (logfile, "%s\n", &t->item->clone.name); |
|
|
1226 | } |
|
|
1227 | |
|
|
1228 | if (t->next_yes) |
|
|
1229 | { |
|
|
1230 | for (i = 0; i < depth; i++) |
|
|
1231 | fprintf (logfile, " "); |
|
|
1232 | |
|
|
1233 | fprintf (logfile, " (if yes)\n"); |
|
|
1234 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1235 | } |
|
|
1236 | |
|
|
1237 | if (t->next_no) |
|
|
1238 | { |
|
|
1239 | for (i = 0; i < depth; i++) |
|
|
1240 | fprintf (logfile, " "); |
|
|
1241 | |
|
|
1242 | fprintf (logfile, " (if no)\n"); |
|
|
1243 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1244 | } |
|
|
1245 | |
|
|
1246 | t = t->next; |
|
|
1247 | } |
|
|
1248 | } |
|
|
1249 | |
|
|
1250 | /* |
|
|
1251 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1252 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1253 | */ |
|
|
1254 | void |
|
|
1255 | dump_monster_treasure (const char *name) |
|
|
1256 | { |
|
|
1257 | archetype *at; |
|
|
1258 | int found; |
|
|
1259 | |
|
|
1260 | found = 0; |
|
|
1261 | fprintf (logfile, "\n"); |
|
|
1262 | |
|
|
1263 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
1264 | if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) |
|
|
1265 | { |
|
|
1266 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); |
|
|
1267 | if (at->clone.randomitems != NULL) |
|
|
1268 | dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); |
|
|
1269 | else |
|
|
1270 | fprintf (logfile, "(nothing)\n"); |
|
|
1271 | |
|
|
1272 | fprintf (logfile, "\n"); |
|
|
1273 | found++; |
|
|
1274 | } |
|
|
1275 | |
|
|
1276 | if (found == 0) |
|
|
1277 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1278 | } |
|
|
1279 | |
|
|
1280 | /* |
|
|
1281 | * Builds up the lists of artifacts from the file in the libdir. |
|
|
1282 | */ |
|
|
1283 | void |
|
|
1284 | init_artifacts (void) |
1193 | init_artifacts () |
1285 | { |
1194 | { |
1286 | static int has_been_inited = 0; |
1195 | static int has_been_inited = 0; |
1287 | char filename[MAX_BUF]; |
|
|
1288 | artifact *art = NULL; |
1196 | artifact *art = NULL; |
1289 | artifactlist *al; |
1197 | artifactlist *al; |
1290 | |
1198 | |
1291 | if (has_been_inited) |
1199 | if (has_been_inited) |
1292 | return; |
1200 | return; |
1293 | else |
1201 | else |
1294 | has_been_inited = 1; |
1202 | has_been_inited = 1; |
1295 | |
1203 | |
1296 | sprintf (filename, "%s/artifacts", settings.datadir); |
1204 | object_thawer f (settings.datadir, "artifacts"); |
1297 | object_thawer f (filename); |
|
|
1298 | |
1205 | |
1299 | if (!f) |
1206 | if (!f) |
1300 | return; |
1207 | return; |
1301 | |
|
|
1302 | f.next (); |
|
|
1303 | |
1208 | |
1304 | for (;;) |
1209 | for (;;) |
1305 | { |
1210 | { |
1306 | switch (f.kw) |
1211 | switch (f.kw) |
1307 | { |
1212 | { |
… | |
… | |
1311 | |
1216 | |
1312 | { |
1217 | { |
1313 | if (!strcmp (f.get_str (), "all")) |
1218 | if (!strcmp (f.get_str (), "all")) |
1314 | break; |
1219 | break; |
1315 | |
1220 | |
1316 | char *next, *cp = f.get_str (); |
1221 | const char *cp = f.get_str (); |
1317 | |
1222 | char *next; |
1318 | do |
1223 | do |
1319 | { |
1224 | { |
1320 | if ((next = strchr (cp, ','))) |
1225 | if ((next = (char *)strchr (cp, ','))) |
1321 | *next++ = '\0'; |
1226 | *next++ = '\0'; |
1322 | |
1227 | |
1323 | linked_char *tmp = new linked_char; |
1228 | linked_char *tmp = new linked_char; |
1324 | |
1229 | |
1325 | tmp->name = cp; |
1230 | tmp->name = cp; |
… | |
… | |
1389 | } |
1294 | } |
1390 | #if 0 |
1295 | #if 0 |
1391 | 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); |
1392 | #endif |
1297 | #endif |
1393 | } |
1298 | } |
1394 | |
|
|
1395 | LOG (llevDebug, "done.\n"); |
|
|
1396 | } |
1299 | } |
1397 | |
1300 | |
1398 | /* |
1301 | /* |
1399 | * Used in artifact generation. The bonuses of the first object |
1302 | * Used in artifact generation. The bonuses of the first object |
1400 | * is modified by the bonuses of the second object. |
1303 | * is modified by the bonuses of the second object. |
1401 | */ |
1304 | */ |
1402 | void |
1305 | void |
1403 | add_abilities (object *op, object *change) |
1306 | add_abilities (object *op, object *change) |
1404 | { |
1307 | { |
1405 | int i, tmp; |
|
|
1406 | |
|
|
1407 | if (change->face != blank_face) |
1308 | if (change->face != blank_face) |
1408 | { |
|
|
1409 | #ifdef TREASURE_VERBOSE |
|
|
1410 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
|
|
1411 | #endif |
|
|
1412 | op->face = change->face; |
1309 | op->face = change->face; |
1413 | } |
|
|
1414 | |
1310 | |
1415 | for (i = 0; i < NUM_STATS; i++) |
1311 | for (int i = 0; i < NUM_STATS; i++) |
1416 | change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); |
1312 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1417 | |
1313 | |
1418 | op->attacktype |= change->attacktype; |
1314 | op->attacktype |= change->attacktype; |
1419 | op->path_attuned |= change->path_attuned; |
1315 | op->path_attuned |= change->path_attuned; |
1420 | op->path_repelled |= change->path_repelled; |
1316 | op->path_repelled |= change->path_repelled; |
1421 | op->path_denied |= change->path_denied; |
1317 | op->path_denied |= change->path_denied; |
1422 | op->move_type |= change->move_type; |
1318 | op->move_type |= change->move_type; |
1423 | op->stats.luck += change->stats.luck; |
1319 | op->stats.luck += change->stats.luck; |
1424 | |
1320 | |
1425 | if (QUERY_FLAG (change, FLAG_CURSED)) |
1321 | static const struct copyflags : object::flags_t |
1426 | SET_FLAG (op, FLAG_CURSED); |
1322 | { |
1427 | if (QUERY_FLAG (change, FLAG_DAMNED)) |
1323 | copyflags () |
1428 | SET_FLAG (op, FLAG_DAMNED); |
1324 | { |
1429 | 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) |
1430 | set_abs_magic (op, -op->magic); |
1342 | set_abs_magic (op, -op->magic); |
1431 | |
1343 | |
1432 | if (QUERY_FLAG (change, FLAG_LIFESAVE)) |
1344 | if (change->flag [FLAG_STAND_STILL]) |
1433 | SET_FLAG (op, FLAG_LIFESAVE); |
|
|
1434 | if (QUERY_FLAG (change, FLAG_REFL_SPELL)) |
|
|
1435 | SET_FLAG (op, FLAG_REFL_SPELL); |
|
|
1436 | if (QUERY_FLAG (change, FLAG_STEALTH)) |
|
|
1437 | SET_FLAG (op, FLAG_STEALTH); |
|
|
1438 | if (QUERY_FLAG (change, FLAG_XRAYS)) |
|
|
1439 | SET_FLAG (op, FLAG_XRAYS); |
|
|
1440 | if (QUERY_FLAG (change, FLAG_BLIND)) |
|
|
1441 | SET_FLAG (op, FLAG_BLIND); |
|
|
1442 | if (QUERY_FLAG (change, FLAG_SEE_IN_DARK)) |
|
|
1443 | SET_FLAG (op, FLAG_SEE_IN_DARK); |
|
|
1444 | if (QUERY_FLAG (change, FLAG_REFL_MISSILE)) |
|
|
1445 | SET_FLAG (op, FLAG_REFL_MISSILE); |
|
|
1446 | if (QUERY_FLAG (change, FLAG_MAKE_INVIS)) |
|
|
1447 | SET_FLAG (op, FLAG_MAKE_INVIS); |
|
|
1448 | |
|
|
1449 | if (QUERY_FLAG (change, FLAG_STAND_STILL)) |
|
|
1450 | { |
1345 | { |
1451 | CLEAR_FLAG (op, FLAG_ANIMATE); |
1346 | op->clr_flag (FLAG_ANIMATE); |
|
|
1347 | |
1452 | /* so artifacts will join */ |
1348 | /* so artifacts will join */ |
1453 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1349 | if (!op->flag [FLAG_ALIVE]) |
1454 | op->speed = 0.0; |
1350 | op->speed = 0.; |
1455 | |
1351 | |
1456 | op->set_speed (op->speed); |
1352 | op->set_speed (op->speed); |
1457 | } |
1353 | } |
1458 | |
1354 | |
1459 | if (change->nrof) |
1355 | if (change->nrof) |
1460 | op->nrof = rndm (change->nrof) + 1; |
1356 | op->nrof = rndm (change->nrof) + 1; |
1461 | |
1357 | |
1462 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1358 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1463 | op->stats.wc += change->stats.wc; |
1359 | op->stats.wc += change->stats.wc; |
1464 | op->stats.ac += change->stats.ac; |
1360 | op->stats.ac += change->stats.ac; |
1465 | |
1361 | |
1466 | if (change->other_arch) |
1362 | if (change->other_arch) |
1467 | { |
1363 | { |
1468 | /* Basically, for horns & potions, the other_arch field is the spell |
1364 | /* Basically, for horns & potions, the other_arch field is the spell |
1469 | * 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 |
1470 | * this object. |
1366 | * this object. |
1471 | */ |
1367 | */ |
1472 | if (op->type == HORN || op->type == POTION) |
1368 | if (op->type == HORN || op->type == POTION) |
1473 | { |
1369 | { |
1474 | object *tmp_obj; |
|
|
1475 | |
|
|
1476 | /* Remove any spells this object currently has in it */ |
1370 | /* Remove any spells this object currently has in it */ |
1477 | while (op->inv) |
|
|
1478 | op->inv->destroy (); |
1371 | op->destroy_inv (false); |
1479 | |
1372 | |
1480 | tmp_obj = arch_to_object (change->other_arch); |
1373 | object *tmp = change->other_arch->instance (); |
1481 | insert_ob_in_ob (tmp_obj, op); |
1374 | insert_ob_in_ob (tmp, op); |
1482 | } |
1375 | } |
|
|
1376 | |
1483 | /* No harm setting this for potions/horns */ |
1377 | /* No harm setting this for potions/horns */ |
1484 | op->other_arch = change->other_arch; |
1378 | op->other_arch = change->other_arch; |
1485 | } |
1379 | } |
1486 | |
1380 | |
1487 | if (change->stats.hp < 0) |
1381 | if (change->stats.hp < 0) |
… | |
… | |
1503 | op->stats.maxsp = -change->stats.maxsp; |
1397 | op->stats.maxsp = -change->stats.maxsp; |
1504 | else |
1398 | else |
1505 | op->stats.maxsp += change->stats.maxsp; |
1399 | op->stats.maxsp += change->stats.maxsp; |
1506 | |
1400 | |
1507 | if (change->stats.food < 0) |
1401 | if (change->stats.food < 0) |
1508 | op->stats.food = -(change->stats.food); |
1402 | op->stats.food = -change->stats.food; |
1509 | else |
1403 | else |
1510 | op->stats.food += change->stats.food; |
1404 | op->stats.food += change->stats.food; |
1511 | |
1405 | |
1512 | if (change->level < 0) |
1406 | if (change->level < 0) |
1513 | op->level = -(change->level); |
1407 | op->level = -change->level; |
1514 | else |
1408 | else |
1515 | op->level += change->level; |
1409 | op->level += change->level; |
1516 | |
1410 | |
1517 | if (change->gen_sp_armour < 0) |
1411 | if (change->gen_sp_armour < 0) |
1518 | op->gen_sp_armour = -(change->gen_sp_armour); |
1412 | op->gen_sp_armour = -change->gen_sp_armour; |
1519 | else |
1413 | else |
1520 | 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; |
1521 | |
1415 | |
1522 | op->item_power = change->item_power; |
1416 | op->item_power = change->item_power; |
1523 | |
1417 | |
1524 | for (i = 0; i < NROFATTACKS; i++) |
1418 | for (int i = 0; i < NROFATTACKS; i++) |
1525 | if (change->resist[i]) |
|
|
1526 | op->resist[i] += change->resist[i]; |
1419 | op->resist[i] += change->resist[i]; |
1527 | |
1420 | |
1528 | if (change->stats.dam) |
1421 | if (change->stats.dam) |
1529 | { |
1422 | { |
1530 | if (change->stats.dam < 0) |
1423 | if (change->stats.dam < 0) |
1531 | op->stats.dam = (-change->stats.dam); |
1424 | op->stats.dam = -change->stats.dam; |
1532 | else if (op->stats.dam) |
1425 | else if (op->stats.dam) |
1533 | { |
1426 | { |
1534 | tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); |
1427 | int tmp = op->stats.dam * change->stats.dam / 10; |
|
|
1428 | |
1535 | if (tmp == op->stats.dam) |
1429 | if (tmp == op->stats.dam) |
1536 | { |
1430 | { |
1537 | if (change->stats.dam < 10) |
1431 | if (change->stats.dam < 10) |
1538 | op->stats.dam--; |
1432 | op->stats.dam--; |
1539 | else |
1433 | else |
… | |
… | |
1545 | } |
1439 | } |
1546 | |
1440 | |
1547 | if (change->weight) |
1441 | if (change->weight) |
1548 | { |
1442 | { |
1549 | if (change->weight < 0) |
1443 | if (change->weight < 0) |
1550 | op->weight = (-change->weight); |
1444 | op->weight = -change->weight; |
1551 | else |
1445 | else |
1552 | op->weight = (op->weight * (change->weight)) / 100; |
1446 | op->weight = op->weight * change->weight / 100; |
1553 | } |
1447 | } |
1554 | |
1448 | |
1555 | if (change->last_sp) |
1449 | if (change->last_sp) |
1556 | { |
1450 | { |
1557 | if (change->last_sp < 0) |
1451 | if (change->last_sp < 0) |
1558 | op->last_sp = (-change->last_sp); |
1452 | op->last_sp = -change->last_sp; |
1559 | else |
1453 | else |
1560 | 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; |
1561 | } |
1455 | } |
1562 | |
1456 | |
1563 | if (change->gen_sp_armour) |
1457 | if (change->gen_sp_armour) |
1564 | { |
1458 | { |
1565 | if (change->gen_sp_armour < 0) |
1459 | if (change->gen_sp_armour < 0) |
1566 | op->gen_sp_armour = (-change->gen_sp_armour); |
1460 | op->gen_sp_armour = -change->gen_sp_armour; |
1567 | else |
1461 | else |
1568 | 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; |
1569 | } |
1463 | } |
1570 | |
1464 | |
1571 | op->value *= change->value; |
1465 | op->value *= change->value; |
1572 | |
1466 | |
1573 | if (change->materials) |
1467 | if (change->materials) |
1574 | op->materials = change->materials; |
1468 | op->materials = change->materials; |
1575 | |
1469 | |
1576 | if (change->materialname) |
1470 | if (change->material != MATERIAL_NULL) |
1577 | op->materialname = change->materialname; |
1471 | op->material = change->material; |
1578 | |
1472 | |
1579 | if (change->slaying) |
1473 | if (change->slaying) |
1580 | op->slaying = change->slaying; |
1474 | op->slaying = change->slaying; |
1581 | |
1475 | |
1582 | if (change->race) |
1476 | if (change->race) |
… | |
… | |
1605 | name = tmp->name + 1, neg = 1; |
1499 | name = tmp->name + 1, neg = 1; |
1606 | else |
1500 | else |
1607 | name = tmp->name, neg = 0; |
1501 | name = tmp->name, neg = 0; |
1608 | |
1502 | |
1609 | /* If we match name, then return the opposite of 'neg' */ |
1503 | /* If we match name, then return the opposite of 'neg' */ |
1610 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) |
1504 | if (!strcmp (name, op->arch->archname)) |
1611 | return !neg; |
1505 | return !neg; |
1612 | |
1506 | |
1613 | /* 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 |
1614 | * everything is allowed except what we match |
1508 | * everything is allowed except what we match |
1615 | */ |
1509 | */ |
… | |
… | |
1626 | */ |
1520 | */ |
1627 | |
1521 | |
1628 | void |
1522 | void |
1629 | give_artifact_abilities (object *op, object *artifct) |
1523 | give_artifact_abilities (object *op, object *artifct) |
1630 | { |
1524 | { |
1631 | char new_name[MAX_BUF]; |
1525 | op->title = format ("of %s", &artifct->name); |
1632 | |
1526 | |
1633 | sprintf (new_name, "of %s", &artifct->name); |
|
|
1634 | op->title = new_name; |
|
|
1635 | add_abilities (op, artifct); /* Give out the bonuses */ |
1527 | add_abilities (op, artifct); /* Give out the bonuses */ |
1636 | |
1528 | |
1637 | #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... */ |
1638 | { |
1530 | { |
1639 | char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); |
1531 | char identified = op->flag [FLAG_IDENTIFIED]; |
1640 | |
1532 | |
1641 | SET_FLAG (op, FLAG_IDENTIFIED); |
1533 | op->set_flag (FLAG_IDENTIFIED); |
1642 | 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)); |
1643 | if (!identified) |
1535 | if (!identified) |
1644 | CLEAR_FLAG (op, FLAG_IDENTIFIED); |
1536 | op->clr_flag (FLAG_IDENTIFIED); |
1645 | } |
1537 | } |
1646 | #endif |
1538 | #endif |
1647 | return; |
1539 | return; |
1648 | } |
1540 | } |
1649 | |
1541 | |
… | |
… | |
1659 | #define ARTIFACT_TRIES 2 |
1551 | #define ARTIFACT_TRIES 2 |
1660 | |
1552 | |
1661 | void |
1553 | void |
1662 | generate_artifact (object *op, int difficulty) |
1554 | generate_artifact (object *op, int difficulty) |
1663 | { |
1555 | { |
1664 | artifactlist *al; |
|
|
1665 | artifact *art; |
1556 | artifact *art; |
1666 | int i; |
|
|
1667 | |
1557 | |
1668 | al = find_artifactlist (op->type); |
1558 | artifactlist *al = find_artifactlist (op->type); |
1669 | |
1559 | |
1670 | if (al == NULL) |
1560 | if (al == NULL) |
1671 | { |
1561 | { |
1672 | #if 0 /* This is too verbose, usually */ |
1562 | #if 0 /* This is too verbose, usually */ |
1673 | 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); |
1674 | #endif |
1564 | #endif |
1675 | return; |
1565 | return; |
1676 | } |
1566 | } |
1677 | |
1567 | |
1678 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1568 | for (int i = 0; i < ARTIFACT_TRIES; i++) |
1679 | { |
1569 | { |
1680 | int roll = rndm (al->total_chance); |
1570 | int roll = rndm (al->total_chance); |
1681 | |
1571 | |
1682 | for (art = al->items; art; art = art->next) |
1572 | for (art = al->items; art; art = art->next) |
1683 | { |
1573 | { |
… | |
… | |
1691 | #if 1 |
1581 | #if 1 |
1692 | 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); |
1693 | #endif |
1583 | #endif |
1694 | return; |
1584 | return; |
1695 | } |
1585 | } |
1696 | if (!strcmp (art->item->name, "NONE")) |
1586 | |
|
|
1587 | if (art->item->name == shstr_NONE) |
1697 | return; |
1588 | return; |
|
|
1589 | |
1698 | if (FABS (op->magic) < art->item->magic) |
1590 | if (fabs (op->magic) < art->item->magic) |
1699 | continue; /* Not magic enough to be this item */ |
1591 | continue; /* Not magic enough to be this item */ |
1700 | |
1592 | |
1701 | /* Map difficulty not high enough */ |
1593 | /* Map difficulty not high enough */ |
1702 | if (difficulty < art->difficulty) |
1594 | if (difficulty < art->difficulty) |
1703 | continue; |
1595 | continue; |
… | |
… | |
1721 | */ |
1613 | */ |
1722 | |
1614 | |
1723 | void |
1615 | void |
1724 | fix_flesh_item (object *item, object *donor) |
1616 | fix_flesh_item (object *item, object *donor) |
1725 | { |
1617 | { |
1726 | char tmpbuf[MAX_BUF]; |
|
|
1727 | int i; |
|
|
1728 | |
|
|
1729 | if (item->type == FLESH && donor) |
1618 | if (item->type == FLESH && donor) |
1730 | { |
1619 | { |
1731 | /* change the name */ |
1620 | /* change the name */ |
1732 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); |
1621 | item->name = format ("%s's %s", &donor->name, &item->name); |
1733 | item->name = tmpbuf; |
|
|
1734 | sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); |
1622 | item->name_pl = format ("%s's %s", &donor->name, &item->name_pl); |
1735 | item->name_pl = tmpbuf; |
|
|
1736 | |
1623 | |
1737 | /* weight is FLESH weight/100 * donor */ |
1624 | /* weight is FLESH weight/100 * donor */ |
1738 | 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); |
1739 | item->weight = 1; |
|
|
1740 | |
1626 | |
1741 | /* value is multiplied by level of donor */ |
1627 | /* value is multiplied by level of donor */ |
1742 | item->value *= isqrt (donor->level * 2); |
1628 | item->value *= isqrt (donor->level * 2); |
1743 | |
1629 | |
1744 | /* food value */ |
1630 | /* food value */ |
1745 | item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; |
1631 | item->stats.food += donor->stats.hp / 100 + donor->stats.Con; |
1746 | |
1632 | |
1747 | /* flesh items inherit some abilities of donor, but not |
1633 | /* flesh items inherit some abilities of donor, but not |
1748 | * full effect. |
1634 | * full effect. |
1749 | */ |
1635 | */ |
1750 | for (i = 0; i < NROFATTACKS; i++) |
1636 | for (int i = 0; i < NROFATTACKS; i++) |
1751 | item->resist[i] = donor->resist[i] / 2; |
1637 | item->resist[i] = donor->resist[i] / 2; |
1752 | |
1638 | |
1753 | /* item inherits donor's level (important for quezals) */ |
1639 | /* item inherits donor's level (important for quezals) */ |
1754 | item->level = donor->level; |
1640 | item->level = donor->level; |
1755 | |
1641 | |
1756 | /* if donor has some attacktypes, the flesh is poisonous */ |
1642 | /* if donor has some attacktypes, the flesh is poisonous */ |
1757 | if (donor->attacktype & AT_POISON) |
1643 | if (donor->attacktype & AT_POISON) |
1758 | item->type = POISON; |
1644 | item->type = POISON; |
|
|
1645 | |
1759 | if (donor->attacktype & AT_ACID) |
1646 | if (donor->attacktype & AT_ACID) |
1760 | item->stats.hp = -1 * item->stats.food; |
1647 | item->stats.hp = -item->stats.food; |
1761 | SET_FLAG (item, FLAG_NO_STEAL); |
|
|
1762 | } |
|
|
1763 | } |
|
|
1764 | |
1648 | |
1765 | /* special_potion() - so that old potion code is still done right. */ |
1649 | item->set_flag (FLAG_NO_STEAL); |
1766 | int |
1650 | } |
1767 | special_potion (object *op) |
|
|
1768 | { |
|
|
1769 | if (op->attacktype) |
|
|
1770 | return 1; |
|
|
1771 | |
|
|
1772 | if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) |
|
|
1773 | return 1; |
|
|
1774 | |
|
|
1775 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
1776 | if (op->resist[i]) |
|
|
1777 | return 1; |
|
|
1778 | |
|
|
1779 | return 0; |
|
|
1780 | } |
1651 | } |
1781 | |
1652 | |
1782 | void |
1653 | static void |
1783 | free_treasurestruct (treasure *t) |
1654 | free_treasurestruct (treasure *t) |
1784 | { |
1655 | { |
1785 | if (t->next) free_treasurestruct (t->next); |
1656 | if (t->next) free_treasurestruct (t->next); |
1786 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1657 | if (t->next_yes) free_treasurestruct (t->next_yes); |
1787 | if (t->next_no) free_treasurestruct (t->next_no); |
1658 | if (t->next_no) free_treasurestruct (t->next_no); |
1788 | |
1659 | |
1789 | delete t; |
1660 | delete t; |
1790 | } |
1661 | } |
1791 | |
1662 | |
1792 | void |
1663 | static void |
1793 | free_charlinks (linked_char *lc) |
1664 | free_charlinks (linked_char *lc) |
1794 | { |
1665 | { |
1795 | if (lc->next) |
1666 | if (lc->next) |
1796 | free_charlinks (lc->next); |
1667 | free_charlinks (lc->next); |
1797 | |
1668 | |
1798 | delete lc; |
1669 | delete lc; |
1799 | } |
1670 | } |
1800 | |
1671 | |
1801 | void |
1672 | static void |
1802 | free_artifact (artifact *at) |
1673 | free_artifact (artifact *at) |
1803 | { |
1674 | { |
1804 | if (at->next) free_artifact (at->next); |
1675 | if (at->next) free_artifact (at->next); |
1805 | if (at->allowed) free_charlinks (at->allowed); |
1676 | if (at->allowed) free_charlinks (at->allowed); |
1806 | |
1677 | |
1807 | at->item->destroy (1); |
1678 | at->item->destroy (); |
1808 | |
1679 | |
1809 | sfree (at); |
1680 | sfree (at); |
1810 | } |
1681 | } |
1811 | |
1682 | |
1812 | void |
|
|
1813 | free_artifactlist (artifactlist *al) |
|
|
1814 | { |
|
|
1815 | artifactlist *nextal; |
|
|
1816 | |
|
|
1817 | for (al = first_artifactlist; al; al = nextal) |
|
|
1818 | { |
|
|
1819 | nextal = al->next; |
|
|
1820 | |
|
|
1821 | if (al->items) |
|
|
1822 | free_artifact (al->items); |
|
|
1823 | |
|
|
1824 | sfree (al); |
|
|
1825 | } |
|
|
1826 | } |
|
|
1827 | |
|
|
1828 | void |
|
|
1829 | free_all_treasures (void) |
|
|
1830 | { |
|
|
1831 | treasurelist *tl, *next; |
|
|
1832 | |
|
|
1833 | for (tl = first_treasurelist; tl; tl = next) |
|
|
1834 | { |
|
|
1835 | clear (tl); |
|
|
1836 | |
|
|
1837 | next = tl->next; |
|
|
1838 | delete tl; |
|
|
1839 | } |
|
|
1840 | |
|
|
1841 | free_artifactlist (first_artifactlist); |
|
|
1842 | } |
|
|